handedness

This commit is contained in:
howard-stearns 2016-04-29 11:39:36 -07:00
parent 37380556f6
commit b3fda55ea9

View file

@ -17,16 +17,16 @@ print('handControllerPointer version', 10);
// Control the "mouse" using hand controller. (HMD and desktop.)
// For now:
// Button 3 is left-mouse, button 4 is right-mouse. What to do on Vive?
// Thumb utton 3 is left-mouse, button 4 is right-mouse. What to do on Vive? (Currently primary thumb is left click.)
// First-person only.
// Right hand only. FIXME
// Starts right handed, but switches to whichever is free: Whichever hand was NOT most recently squeezed.
// (For now, the thumb buttons on both controllers are always on.)
// When over a HUD element, the reticle is shown where the active hand controller beam intersects the HUD.
// Otherwise, the active hand controller shows a red ball where a click will act.
//
// Bugs:
// On Windows, the upper left corner of Interface must be in the upper left corner of the screen, and the title bar must be 50px high. (System bug.)
// While hardware mouse move switches to mouse move, hardware mouse click (without amove) does not.
// lockout after click on 2d overlay?
var wasRunningDepthReticle = false;
function checkForDepthReticleScript() {
@ -109,7 +109,6 @@ function Trigger() {
// smooth out trigger value
that.triggerValue = (that.triggerValue * TRIGGER_SMOOTH_RATIO) +
(triggerValue * (1.0 - TRIGGER_SMOOTH_RATIO));
debug(that.triggerValue); // FIXME
};
that.triggerSmoothedGrab = function() {
return that.triggerValue > TRIGGER_GRAB_VALUE;
@ -291,9 +290,12 @@ function checkHardware() {
case 'Hydra':
mapToAction('R3', 'ReticleClick');
mapToAction('R4', 'ContextMenu');
mapToAction('L3', 'ReticleClick');
mapToAction('L4', 'ContextMenu');
break;
case 'Vive':
mapToAction('RightPrimaryThumb', 'ReticleClick');
mapToAction('LeftPrimaryThumb', 'ReticleClick');
break;
}