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Prepare for working laser. But at this point, we still show the laser AND
the Reticle.
This commit is contained in:
parent
526fc7d062
commit
dfd03d5e61
1 changed files with 11 additions and 5 deletions
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@ -319,6 +319,7 @@ function toggleHand() { // unequivocally switch which hand controls mouse positi
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activeTrigger = rightTrigger;
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activeTrigger = rightTrigger;
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activeHudLaser = RIGHT_HUD_LASER;
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activeHudLaser = RIGHT_HUD_LASER;
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}
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}
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clearSystemLaser();
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}
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}
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function makeToggleAction(hand) { // return a function(0|1) that makes the specified hand control mouse when 1
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function makeToggleAction(hand) { // return a function(0|1) that makes the specified hand control mouse when 1
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return function (on) {
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return function (on) {
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@ -335,8 +336,8 @@ Script.scriptEnding.connect(clickMapping.disable);
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clickMapping.from(Controller.Standard.RT).peek().to(rightTrigger.triggerPress);
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clickMapping.from(Controller.Standard.RT).peek().to(rightTrigger.triggerPress);
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clickMapping.from(Controller.Standard.LT).peek().to(leftTrigger.triggerPress);
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clickMapping.from(Controller.Standard.LT).peek().to(leftTrigger.triggerPress);
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// Full smoothed trigger is a click.
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// Full smoothed trigger is a click.
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clickMapping.from(rightTrigger.full).to(Controller.Actions.ReticleClick);
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clickMapping.from(rightTrigger.full).when(isPointingAtOverlay).to(Controller.Actions.ReticleClick);
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clickMapping.from(leftTrigger.full).to(Controller.Actions.ReticleClick);
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clickMapping.from(leftTrigger.full).when(isPointingAtOverlay).to(Controller.Actions.ReticleClick);
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clickMapping.from(Controller.Standard.RightSecondaryThumb).peek().to(Controller.Actions.ContextMenu);
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clickMapping.from(Controller.Standard.RightSecondaryThumb).peek().to(Controller.Actions.ContextMenu);
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clickMapping.from(Controller.Standard.LeftSecondaryThumb).peek().to(Controller.Actions.ContextMenu);
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clickMapping.from(Controller.Standard.LeftSecondaryThumb).peek().to(Controller.Actions.ContextMenu);
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// Partial smoothed trigger is activation.
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// Partial smoothed trigger is activation.
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@ -363,8 +364,8 @@ Script.scriptEnding.connect(function () {
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overlays.forEach(Overlays.deleteOverlay);
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overlays.forEach(Overlays.deleteOverlay);
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});
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});
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var visualizationIsShowing = false; // Not whether it desired, but simply whether it is. Just an optimziation.
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var visualizationIsShowing = false; // Not whether it desired, but simply whether it is. Just an optimziation.
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var systemLaserOn = false;
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var SYSTEM_LASER_DIRECTION = Vec3.normalize({x: 0, y: -1, z: -1}); // Guessing 45 degrees.
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var SYSTEM_LASER_DIRECTION = Vec3.normalize({x: 0, y: -1, z: -1}); // Guessing 45 degrees.
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var systemLaserOn = false;
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function clearSystemLaser() {
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function clearSystemLaser() {
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if (!systemLaserOn) {
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if (!systemLaserOn) {
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return;
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return;
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@ -379,8 +380,12 @@ function turnOffVisualization(optionalEnableClicks) { // because we're showing c
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clearSystemLaser();
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clearSystemLaser();
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} else if (!systemLaserOn) {
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} else if (!systemLaserOn) {
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print('FIXME remove: setHandLasers', activeHudLaser, true, JSON.stringify(LASER_COLOR_XYZW), JSON.stringify(SYSTEM_LASER_DIRECTION));
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print('FIXME remove: setHandLasers', activeHudLaser, true, JSON.stringify(LASER_COLOR_XYZW), JSON.stringify(SYSTEM_LASER_DIRECTION));
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HMD.setHandLasers(activeHudLaser, true, LASER_COLOR_XYZW, SYSTEM_LASER_DIRECTION);
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// If the active plugin doesn't implement hand lasers, show the mouse reticle instead.
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/*Reticle.visible = !*/HMD.setHandLasers(activeHudLaser, true, LASER_COLOR_XYZW, SYSTEM_LASER_DIRECTION);
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Reticle.visible = true; // FIXME: just for now, while hand lasers has the bug that requires this.
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systemLaserOn = true;
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systemLaserOn = true;
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} else {
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Reticle.visible = true;
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}
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}
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if (!visualizationIsShowing) {
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if (!visualizationIsShowing) {
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return;
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return;
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@ -415,9 +420,11 @@ function updateVisualization(controllerPosition, controllerDirection, hudPositio
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// For now, though, we present a false projection of the cursor onto whatever is below it. This is
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// For now, though, we present a false projection of the cursor onto whatever is below it. This is
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// different from the hand beam termination because the false projection is from the camera, while
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// different from the hand beam termination because the false projection is from the camera, while
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// the hand beam termination is from the hand.
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// the hand beam termination is from the hand.
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/* // FIXME: We can tighten this up later, once we know what will and won't be included.
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var eye = Camera.getPosition();
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var eye = Camera.getPosition();
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var falseProjection = intersection3d(eye, Vec3.subtract(hudPosition3d, eye));
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var falseProjection = intersection3d(eye, Vec3.subtract(hudPosition3d, eye));
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Overlays.editOverlay(fakeProjectionBall, {visible: true, position: falseProjection});
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Overlays.editOverlay(fakeProjectionBall, {visible: true, position: falseProjection});
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*/
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Reticle.visible = false;
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Reticle.visible = false;
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return visualizationIsShowing; // In case we change caller to act conditionally.
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return visualizationIsShowing; // In case we change caller to act conditionally.
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@ -465,7 +472,6 @@ function update() {
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if (HMD.active) { // Doesn't hurt anything without the guard, but consider it documentation.
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if (HMD.active) { // Doesn't hurt anything without the guard, but consider it documentation.
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Reticle.depth = SPHERICAL_HUD_DISTANCE; // NOT CORRECT IF WE SWITCH TO OFFSET SPHERE!
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Reticle.depth = SPHERICAL_HUD_DISTANCE; // NOT CORRECT IF WE SWITCH TO OFFSET SPHERE!
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}
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}
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Reticle.visible = true;
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return turnOffVisualization(true);
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return turnOffVisualization(true);
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}
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}
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// We are not pointing at a HUD element (but it could be a 3d overlay).
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// We are not pointing at a HUD element (but it could be a 3d overlay).
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