removed bad commit

This commit is contained in:
Dante Ruiz 2016-11-02 00:05:38 +01:00
parent 86abd9120e
commit e9d10b609d

View file

@ -204,7 +204,7 @@ function overlayFromWorldPoint(point) {
} }
function activeHudPoint2dGamePad() { function activeHudPoint2dGamePad() {
if(!HMD.active){ if (!HMD.active) {
return; return;
} }
var headPosition = MyAvatar.getHeadPosition(); var headPosition = MyAvatar.getHeadPosition();
@ -227,6 +227,7 @@ function activeHudPoint2dGamePad() {
return hudPoint2d; return hudPoint2d;
} }
var gamePad = Controller.findDevice("GamePad");
function activeHudPoint2d(activeHand) { // if controller is valid, update reticle position and answer 2d point. Otherwise falsey. function activeHudPoint2d(activeHand) { // if controller is valid, update reticle position and answer 2d point. Otherwise falsey.
var controllerPose = getControllerWorldLocation(activeHand, true); // note: this will return head pose if hand pose is invalid (third eye) var controllerPose = getControllerWorldLocation(activeHand, true); // note: this will return head pose if hand pose is invalid (third eye)
if (!controllerPose.valid) { if (!controllerPose.valid) {
@ -377,7 +378,6 @@ var leftTrigger = new Trigger('left');
var rightTrigger = new Trigger('right'); var rightTrigger = new Trigger('right');
var activeTrigger = rightTrigger; var activeTrigger = rightTrigger;
var activeHand = Controller.Standard.RightHand; var activeHand = Controller.Standard.RightHand;
var gamePad = Controller.findDevice("GamePad");
var LEFT_HUD_LASER = 1; var LEFT_HUD_LASER = 1;
var RIGHT_HUD_LASER = 2; var RIGHT_HUD_LASER = 2;
var BOTH_HUD_LASERS = LEFT_HUD_LASER + RIGHT_HUD_LASER; var BOTH_HUD_LASERS = LEFT_HUD_LASER + RIGHT_HUD_LASER;
@ -449,6 +449,8 @@ clickMapping.from(Controller.Standard.LeftSecondaryThumb).peek().to(function (cl
wantsMenu = clicked; wantsMenu = clicked;
}); });
clickMapping.from(Controller.Hardware.GamePad.Back).peek().to(function () { clickMapping.from(Controller.Hardware.GamePad.Back).peek().to(function () {
// Wait a tick an allow the reticle to be correctly set to the players look at position before invoking
// ContextMenu action
Script.setTimeout(function () { Script.setTimeout(function () {
activeHudPoint2dGamePad(); activeHudPoint2dGamePad();
}, 0); }, 0);
@ -505,16 +507,16 @@ function update() {
expireMouseCursor(); expireMouseCursor();
clearSystemLaser(); clearSystemLaser();
} }
//print("In updating HandControllerPointer");
updateSeeking(true); updateSeeking(true);
if (!handControllerLockOut.expired(now)) { if (!handControllerLockOut.expired(now)) {
return off(); // Let them use mouse in peace. return off(); // Let them use mouse in peace.
} }
//print("test2");
if (!Menu.isOptionChecked("First Person")) { if (!Menu.isOptionChecked("First Person")) {
return off(); // What to do? menus can be behind hand! return off(); // What to do? menus can be behind hand!
} }
//print("test3");
if ((!Window.hasFocus() && !HMD.active) || !Reticle.allowMouseCapture) { if ((!Window.hasFocus() && !HMD.active) || !Reticle.allowMouseCapture) {
// In desktop it's pretty clear when another app is on top. In that case we bail, because // In desktop it's pretty clear when another app is on top. In that case we bail, because
// hand controllers might be sputtering "valid" data and that will keep someone from deliberately // hand controllers might be sputtering "valid" data and that will keep someone from deliberately