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Merge branch 'use-system-pointer' of https://github.com/howard-stearns/hifi into use-system-pointer2
This commit is contained in:
commit
e0faaeac66
2 changed files with 36 additions and 4 deletions
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@ -300,7 +300,10 @@ function propsArePhysical(props) {
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// and we should not be showing lasers when someone else is using the Reticle to indicate a 2D minor mode.
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var EXTERNALLY_MANAGED_2D_MINOR_MODE = true;
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function isIn2DMode() {
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return EXTERNALLY_MANAGED_2D_MINOR_MODE && Reticle.visible;
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// In this version, we make our own determination of whether we're aimed a HUD element,
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// because other scripts (such as handControllerPointer) might be using some other visualization
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// instead of setting Reticle.visible.
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return EXTERNALLY_MANAGED_2D_MINOR_MODE && (Reticle.pointingAtSystemOverlay || Overlays.getOverlayAtPoint(Reticle.position));
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}
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function restore2DMode() {
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if (!EXTERNALLY_MANAGED_2D_MINOR_MODE) {
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@ -305,14 +305,21 @@ var leftTrigger = new Trigger();
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var rightTrigger = new Trigger();
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var activeTrigger = rightTrigger;
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var activeHand = Controller.Standard.RightHand;
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var LEFT_HUD_LASER = 1;
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var RIGHT_HUD_LASER = 2;
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var BOTH_HUD_LASERS = LEFT_HUD_LASER + RIGHT_HUD_LASER;
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var activeHudLaser = RIGHT_HUD_LASER;
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function toggleHand() { // unequivocally switch which hand controls mouse position
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if (activeHand === Controller.Standard.RightHand) {
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activeHand = Controller.Standard.LeftHand;
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activeTrigger = leftTrigger;
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activeHudLaser = LEFT_HUD_LASER;
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} else {
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activeHand = Controller.Standard.RightHand;
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activeTrigger = rightTrigger;
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activeHudLaser = RIGHT_HUD_LASER;
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}
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clearSystemLaser();
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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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return function (on) {
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@ -329,8 +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.LT).peek().to(leftTrigger.triggerPress);
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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(leftTrigger.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).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.LeftSecondaryThumb).peek().to(Controller.Actions.ContextMenu);
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// Partial smoothed trigger is activation.
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@ -342,6 +349,7 @@ clickMapping.enable();
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// Same properties as handControllerGrab search sphere
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var BALL_SIZE = 0.011;
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var BALL_ALPHA = 0.5;
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var LASER_COLOR_XYZW = {x: 10 / 255, y: 10 / 255, z: 255 / 255, w: BALL_ALPHA};
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var fakeProjectionBall = Overlays.addOverlay("sphere", {
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size: 5 * BALL_SIZE,
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color: {red: 255, green: 10, blue: 10},
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@ -356,9 +364,28 @@ Script.scriptEnding.connect(function () {
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overlays.forEach(Overlays.deleteOverlay);
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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 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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if (!systemLaserOn) {
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return;
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}
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print('FIXME remove: disableHandLasers', BOTH_HUD_LASERS);
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HMD.disableHandLasers(BOTH_HUD_LASERS);
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systemLaserOn = false;
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}
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function turnOffVisualization(optionalEnableClicks) { // because we're showing cursor on HUD
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if (!optionalEnableClicks) {
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expireMouseCursor();
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clearSystemLaser();
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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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// 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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} else {
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Reticle.visible = true;
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}
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if (!visualizationIsShowing) {
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return;
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@ -371,6 +398,7 @@ function turnOffVisualization(optionalEnableClicks) { // because we're showing c
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var MAX_RAY_SCALE = 32000; // Anything large. It's a scale, not a distance.
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function updateVisualization(controllerPosition, controllerDirection, hudPosition3d, hudPosition2d) {
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ignore(controllerPosition, controllerDirection, hudPosition2d);
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clearSystemLaser();
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// Show an indication of where the cursor will appear when crossing a HUD element,
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// and where in-world clicking will occur.
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//
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@ -392,9 +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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// 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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/* // 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 falseProjection = intersection3d(eye, Vec3.subtract(hudPosition3d, eye));
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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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return visualizationIsShowing; // In case we change caller to act conditionally.
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@ -442,7 +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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Reticle.depth = SPHERICAL_HUD_DISTANCE; // NOT CORRECT IF WE SWITCH TO OFFSET SPHERE!
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}
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Reticle.visible = true;
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return turnOffVisualization(true);
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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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