Merge branch 'use-system-pointer' of https://github.com/howard-stearns/hifi into use-system-pointer2

This commit is contained in:
Howard Stearns 2016-06-13 18:40:52 -07:00
commit e0faaeac66
2 changed files with 36 additions and 4 deletions

View file

@ -300,7 +300,10 @@ function propsArePhysical(props) {
// and we should not be showing lasers when someone else is using the Reticle to indicate a 2D minor mode.
var EXTERNALLY_MANAGED_2D_MINOR_MODE = true;
function isIn2DMode() {
return EXTERNALLY_MANAGED_2D_MINOR_MODE && Reticle.visible;
// In this version, we make our own determination of whether we're aimed a HUD element,
// because other scripts (such as handControllerPointer) might be using some other visualization
// instead of setting Reticle.visible.
return EXTERNALLY_MANAGED_2D_MINOR_MODE && (Reticle.pointingAtSystemOverlay || Overlays.getOverlayAtPoint(Reticle.position));
}
function restore2DMode() {
if (!EXTERNALLY_MANAGED_2D_MINOR_MODE) {

View file

@ -305,14 +305,21 @@ var leftTrigger = new Trigger();
var rightTrigger = new Trigger();
var activeTrigger = rightTrigger;
var activeHand = Controller.Standard.RightHand;
var LEFT_HUD_LASER = 1;
var RIGHT_HUD_LASER = 2;
var BOTH_HUD_LASERS = LEFT_HUD_LASER + RIGHT_HUD_LASER;
var activeHudLaser = RIGHT_HUD_LASER;
function toggleHand() { // unequivocally switch which hand controls mouse position
if (activeHand === Controller.Standard.RightHand) {
activeHand = Controller.Standard.LeftHand;
activeTrigger = leftTrigger;
activeHudLaser = LEFT_HUD_LASER;
} else {
activeHand = Controller.Standard.RightHand;
activeTrigger = rightTrigger;
activeHudLaser = RIGHT_HUD_LASER;
}
clearSystemLaser();
}
function makeToggleAction(hand) { // return a function(0|1) that makes the specified hand control mouse when 1
return function (on) {
@ -329,8 +336,8 @@ Script.scriptEnding.connect(clickMapping.disable);
clickMapping.from(Controller.Standard.RT).peek().to(rightTrigger.triggerPress);
clickMapping.from(Controller.Standard.LT).peek().to(leftTrigger.triggerPress);
// Full smoothed trigger is a click.
clickMapping.from(rightTrigger.full).to(Controller.Actions.ReticleClick);
clickMapping.from(leftTrigger.full).to(Controller.Actions.ReticleClick);
clickMapping.from(rightTrigger.full).when(isPointingAtOverlay).to(Controller.Actions.ReticleClick);
clickMapping.from(leftTrigger.full).when(isPointingAtOverlay).to(Controller.Actions.ReticleClick);
clickMapping.from(Controller.Standard.RightSecondaryThumb).peek().to(Controller.Actions.ContextMenu);
clickMapping.from(Controller.Standard.LeftSecondaryThumb).peek().to(Controller.Actions.ContextMenu);
// Partial smoothed trigger is activation.
@ -342,6 +349,7 @@ clickMapping.enable();
// Same properties as handControllerGrab search sphere
var BALL_SIZE = 0.011;
var BALL_ALPHA = 0.5;
var LASER_COLOR_XYZW = {x: 10 / 255, y: 10 / 255, z: 255 / 255, w: BALL_ALPHA};
var fakeProjectionBall = Overlays.addOverlay("sphere", {
size: 5 * BALL_SIZE,
color: {red: 255, green: 10, blue: 10},
@ -356,9 +364,28 @@ Script.scriptEnding.connect(function () {
overlays.forEach(Overlays.deleteOverlay);
});
var visualizationIsShowing = false; // Not whether it desired, but simply whether it is. Just an optimziation.
var SYSTEM_LASER_DIRECTION = Vec3.normalize({x: 0, y: -1, z: -1}); // Guessing 45 degrees.
var systemLaserOn = false;
function clearSystemLaser() {
if (!systemLaserOn) {
return;
}
print('FIXME remove: disableHandLasers', BOTH_HUD_LASERS);
HMD.disableHandLasers(BOTH_HUD_LASERS);
systemLaserOn = false;
}
function turnOffVisualization(optionalEnableClicks) { // because we're showing cursor on HUD
if (!optionalEnableClicks) {
expireMouseCursor();
clearSystemLaser();
} else if (!systemLaserOn) {
print('FIXME remove: setHandLasers', activeHudLaser, true, JSON.stringify(LASER_COLOR_XYZW), JSON.stringify(SYSTEM_LASER_DIRECTION));
// If the active plugin doesn't implement hand lasers, show the mouse reticle instead.
/*Reticle.visible = !*/HMD.setHandLasers(activeHudLaser, true, LASER_COLOR_XYZW, SYSTEM_LASER_DIRECTION);
Reticle.visible = true; // FIXME: just for now, while hand lasers has the bug that requires this.
systemLaserOn = true;
} else {
Reticle.visible = true;
}
if (!visualizationIsShowing) {
return;
@ -371,6 +398,7 @@ function turnOffVisualization(optionalEnableClicks) { // because we're showing c
var MAX_RAY_SCALE = 32000; // Anything large. It's a scale, not a distance.
function updateVisualization(controllerPosition, controllerDirection, hudPosition3d, hudPosition2d) {
ignore(controllerPosition, controllerDirection, hudPosition2d);
clearSystemLaser();
// Show an indication of where the cursor will appear when crossing a HUD element,
// and where in-world clicking will occur.
//
@ -392,9 +420,11 @@ function updateVisualization(controllerPosition, controllerDirection, hudPositio
// For now, though, we present a false projection of the cursor onto whatever is below it. This is
// different from the hand beam termination because the false projection is from the camera, while
// the hand beam termination is from the hand.
/* // FIXME: We can tighten this up later, once we know what will and won't be included.
var eye = Camera.getPosition();
var falseProjection = intersection3d(eye, Vec3.subtract(hudPosition3d, eye));
Overlays.editOverlay(fakeProjectionBall, {visible: true, position: falseProjection});
*/
Reticle.visible = false;
return visualizationIsShowing; // In case we change caller to act conditionally.
@ -442,7 +472,6 @@ function update() {
if (HMD.active) { // Doesn't hurt anything without the guard, but consider it documentation.
Reticle.depth = SPHERICAL_HUD_DISTANCE; // NOT CORRECT IF WE SWITCH TO OFFSET SPHERE!
}
Reticle.visible = true;
return turnOffVisualization(true);
}
// We are not pointing at a HUD element (but it could be a 3d overlay).