diff --git a/scripts/system/controllers/handControllerGrab.js b/scripts/system/controllers/handControllerGrab.js index 25cd100991..53c16f26c1 100644 --- a/scripts/system/controllers/handControllerGrab.js +++ b/scripts/system/controllers/handControllerGrab.js @@ -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) { diff --git a/scripts/system/controllers/handControllerPointer.js b/scripts/system/controllers/handControllerPointer.js index 7b45babf4d..f5c0c4bb7c 100644 --- a/scripts/system/controllers/handControllerPointer.js +++ b/scripts/system/controllers/handControllerPointer.js @@ -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).