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464 lines
21 KiB
JavaScript
464 lines
21 KiB
JavaScript
"use strict";
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/*jslint vars: true, plusplus: true*/
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/*globals Script, Overlays, Controller, Reticle, HMD, Camera, Entities, MyAvatar, Settings, Menu, ScriptDiscoveryService, Window, Vec3, Quat, print */
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//
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// handControllerPointer.js
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// examples/controllers
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//
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// Created by Howard Stearns on 2016/04/22
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// Copyright 2016 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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print('handControllerPointer version', 10);
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// Control the "mouse" using hand controller. (HMD and desktop.)
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// For now:
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// Button 3 is left-mouse, button 4 is right-mouse.
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// First-person only.
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// Right hand only.
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// Partial trigger squeeze toggles a laser visualization. When on, you can also click on objects in-world, not just HUD.
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// On Windows, the upper left corner of Interface must be in the upper left corner of the screen, and the title bar must be 50px high. (System bug.)
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//
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// Bugs:
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// Don't turn off hand controllers on simulated click (only on real mouse click).
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// Turn in-world click off when moving by hand controller.
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// Trigger toggle is flakey.
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// When clicking on in-world objects, the click acts on the red ball, not the termination of the blue line.
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function checkForDepthReticleScript() {
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ScriptDiscoveryService.getRunning().forEach(function (script) {
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if (script.name === 'depthReticle.js') {
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Window.alert('Please shut down depthReticle script.\n' + script.path +
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'\nMost of the behavior is included here in\n' +
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Script.resolvePath(''));
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// Some current deviations are listed below as fixmes.
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}
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});
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}
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// UTILITIES -------------
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//
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var counter = 0, skip = 0; //fixme 50;
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function debug() { // Display the arguments not just [Object object].
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if (skip && (counter++ % skip)) { return; }
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print.apply(null, [].map.call(arguments, JSON.stringify));
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}
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// Utility to make it easier to setup and disconnect cleanly.
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function setupHandler(event, handler) {
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event.connect(handler);
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Script.scriptEnding.connect(function () { event.disconnect(handler); });
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}
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// If some capability is not available until expiration milliseconds after the last update.
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function TimeLock(expiration) {
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var last = 0;
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this.update = function (optionalNow) {
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last = optionalNow || Date.now();
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};
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this.expired = function (optionalNow) {
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return ((optionalNow || Date.now()) - last) > expiration;
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};
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}
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var handControllerLockOut = new TimeLock(2000);
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// Calls onFunction() or offFunction() when swtich(on), but only if it is to a new value.
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function LatchedToggle(onFunction, offFunction, state) {
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this.setState = function (on) {
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if (state === on) { return; }
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state = on;
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if (on) {
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onFunction();
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} else {
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offFunction();
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}
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};
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}
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// VERTICAL FIELD OF VIEW ---------
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//
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// Cache the verticalFieldOfView setting and update it every so often.
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var verticalFieldOfView, DEFAULT_VERTICAL_FIELD_OF_VIEW = 45; // degrees
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function updateFieldOfView() {
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verticalFieldOfView = Settings.getValue('fieldOfView') || DEFAULT_VERTICAL_FIELD_OF_VIEW;
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}
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// SHIMS ----------
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//
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// Define customizable versions of some standard operators. Alternative are at the bottom of the file.
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var getControllerPose = Controller.getPoseValue;
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var getValue = Controller.getValue;
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var getOverlayAtPoint = Overlays.getOverlayAtPoint;
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var setReticleVisible = function (on) { Reticle.visible = on; };
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var weMovedReticle = false;
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function handControllerMovedReticle() { // I.e., change in cursor position is from this script, not the mouse.
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// Only we know if we moved it, which is why this script has to replace depthReticle.js
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if (!weMovedReticle) { return false; }
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weMovedReticle = false;
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return true;
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}
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var setReticlePosition = function (point2d) {
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if (!HMD.active) {
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// FIX SYSEM BUG: On Windows, setPosition is setting relative to screen origin, not the content area of the window.
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point2d = {x: point2d.x, y: point2d.y + 50};
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}
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weMovedReticle = true;
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Reticle.setPosition(point2d);
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};
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// Generalizations of utilities that work with system and overlay elements.
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function findRayIntersection(pickRay) {
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// Check 3D overlays and entities. Argument is an object with origin and direction.
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var result = Overlays.findRayIntersection(pickRay);
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if (!result.intersects) {
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result = Entities.findRayIntersection(pickRay, true);
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}
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return result;
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}
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function isPointingAtOverlay(optionalHudPosition2d) {
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return Reticle.pointingAtSystemOverlay || Overlays.getOverlayAtPoint(optionalHudPosition2d || Reticle.position);
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}
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// Generalized HUD utilities, with or without HMD:
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// These two "vars" are for documentation. Do not change their values!
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var SPHERICAL_HUD_DISTANCE = 1; // meters.
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var PLANAR_PERPENDICULAR_HUD_DISTANCE = SPHERICAL_HUD_DISTANCE;
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function calculateRayUICollisionPoint(position, direction) {
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// Answer the 3D intersection of the HUD by the given ray, or falsey if no intersection.
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if (HMD.active) {
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return HMD.calculateRayUICollisionPoint(position, direction);
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}
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// interect HUD plane, 1m in front of camera, using formula:
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// scale = hudNormal dot (hudPoint - position) / hudNormal dot direction
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// intersection = postion + scale*direction
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var hudNormal = Quat.getFront(Camera.getOrientation());
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var hudPoint = Vec3.sum(Camera.getPosition(), hudNormal); // must also scale if PLANAR_PERPENDICULAR_HUD_DISTANCE!=1
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var denominator = Vec3.dot(hudNormal, direction);
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if (denominator === 0) { return null; } // parallel to plane
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var numerator = Vec3.dot(hudNormal, Vec3.subtract(hudPoint, position));
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var scale = numerator / denominator;
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return Vec3.sum(position, Vec3.multiply(scale, direction));
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}
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var DEGREES_TO_HALF_RADIANS = Math.PI / 360;
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function overlayFromWorldPoint(point) {
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// Answer the 2d pixel-space location in the HUD that covers the given 3D point.
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// REQUIRES: that the 3d point be on the hud surface!
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// Note that this is based on the Camera, and doesn't know anything about any
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// ray that may or may not have been used to compute the point. E.g., the
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// overlay point is NOT the intersection of some non-camera ray with the HUD.
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if (HMD.active) {
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return HMD.overlayFromWorldPoint(point);
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}
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var cameraToPoint = Vec3.subtract(point, Camera.getPosition());
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var cameraX = Vec3.dot(cameraToPoint, Quat.getRight(Camera.getOrientation()));
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var cameraY = Vec3.dot(cameraToPoint, Quat.getUp(Camera.getOrientation()));
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var size = Controller.getViewportDimensions();
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var hudHeight = 2 * Math.tan(verticalFieldOfView * DEGREES_TO_HALF_RADIANS); // must adjust if PLANAR_PERPENDICULAR_HUD_DISTANCE!=1
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var hudWidth = hudHeight * size.x / size.y;
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var horizontalFraction = (cameraX / hudWidth + 0.5);
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var verticalFraction = 1 - (cameraY / hudHeight + 0.5);
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var horizontalPixels = size.x * horizontalFraction;
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var verticalPixels = size.y * verticalFraction;
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return { x: horizontalPixels, y: verticalPixels };
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}
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// CONTROLLER MAPPING ---------
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//
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// Synthesize left and right mouse click from controller:
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var MAPPING_NAME = Script.resolvePath('');
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var mapping = Controller.newMapping(MAPPING_NAME);
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function mapToAction(controller, button, action) {
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if (!Controller.Hardware[controller]) { return; } // FIXME: recheck periodically!
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mapping.from(Controller.Hardware[controller][button]).peek().to(action);
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}
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function handControllerClick(input) {
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if (!input) { return; } // We get both a down (with input 1) and up (with input 0)
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if (isPointingAtOverlay()) { print('OVERLAY CLICK'); return; }
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print('FIXME controller click');
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}
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mapToAction('Hydra', 'R3', Controller.Actions.ReticleClick); // handControllerClick);
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mapToAction('Hydra', 'L3', handControllerClick);
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mapToAction('Vive', 'LeftPrimaryThumb', handControllerClick);
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mapToAction('Vive', 'RightPrimaryThumb', handControllerClick);
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mapToAction('Hydra', 'R4', Controller.Actions.ContextMenu);
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mapToAction('Hydra', 'L4', Controller.Actions.ContextMenu);
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Script.scriptEnding.connect(mapping.disable);
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mapping.enable();
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//var toggleMap = new LatchedToggle(mapping.enable, mapping.disable);
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// MOUSE ACTIVITY --------
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//
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var mouseCursorActivity = new TimeLock(5000);
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var APPARENT_MAXIMUM_DEPTH = 100.0; // this is a depth at which things all seem sufficiently distant
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function updateMouseActivity(isClick) {
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if (handControllerMovedReticle()) { return; }
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var now = Date.now();
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mouseCursorActivity.update(now);
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if (isClick) { return; } // FIXME: mouse clicks should keep going. Just not hand controller clicks
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handControllerLockOut.update(now);
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// Turn off mouse cursor after inactivity (as in depthReticle.js), and turn off hand controller mouse for a while.
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// FIXME: Does not yet seek to lookAt upon waking.
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// FIXME not unless Reticle.allowMouseCapture
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setReticleVisible(true);
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}
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function expireMouseCursor(now) {
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if (!isPointingAtOverlay() && mouseCursorActivity.expired(now)) {
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setReticleVisible(false);
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}
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}
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function onMouseMove() {
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// Display cursor at correct depth (as in depthReticle.js), and updateMouseActivity.
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if (handControllerMovedReticle()) { return; }
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if (HMD.active) { // set depth
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// FIXME: does not yet adjust slowly.
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if (isPointingAtOverlay()) {
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Reticle.depth = SPHERICAL_HUD_DISTANCE; // NOT CORRECT IF WE SWITCH TO OFFSET SPHERE!
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} else {
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var result = findRayIntersection(Camera.computePickRay(Reticle.position.x, Reticle.position.y));
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Reticle.depth = result.intersects ? result.distance : APPARENT_MAXIMUM_DEPTH;
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}
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}
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updateMouseActivity(); // After the above, just in case the depth movement is awkward when becoming visible.
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}
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function onMouseClick() {
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updateMouseActivity(true);
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}
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setupHandler(Controller.mouseMoveEvent, onMouseMove);
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setupHandler(Controller.mousePressEvent, onMouseClick);
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setupHandler(Controller.mouseDoublePressEvent, onMouseClick);
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// VISUAL AID -----------
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var LASER_COLOR = {red: 10, green: 10, blue: 255};
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var laserLine = Overlays.addOverlay("line3d", { // same properties as handControllerGrab search line
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lineWidth: 5,
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// FIX SYSTEM BUG: If you don't supply a start and end at creation, it will never show up, even after editing.
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start: MyAvatar.position,
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end: Vec3.ZERO,
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color: LASER_COLOR,
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ignoreRayIntersection: true,
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visible: false,
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alpha: 1
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});
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var BALL_SIZE = 0.011;
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var BALL_ALPHA = 0.5;
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var laserBall = Overlays.addOverlay("sphere", { // Same properties as handControllerGrab search sphere
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size: BALL_SIZE,
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color: LASER_COLOR,
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ignoreRayIntersection: true,
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alpha: BALL_ALPHA,
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visible: false,
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solid: true,
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drawInFront: true // Even when burried inside of something, show it.
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});
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var fakeProjectionBall = Overlays.addOverlay("sphere", { // Same properties as handControllerGrab search sphere
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size: 5 * BALL_SIZE,
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color: {red: 255, green: 10, blue: 10},
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ignoreRayIntersection: true,
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alpha: BALL_ALPHA,
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visible: false,
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solid: true,
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drawInFront: true // Even when burried inside of something, show it.
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});
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var overlays = [laserBall, laserLine, fakeProjectionBall];
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Script.scriptEnding.connect(function () { overlays.forEach(Overlays.deleteOverlay); });
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var visualizationIsShowing = false; // Not whether it desired, but simply whether it is. Just an optimziation.
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function turnOffLaser(optionalEnableClicks) {
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//toggleMap.setState(optionalEnableClicks);
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if (!optionalEnableClicks) { expireMouseCursor(); }
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if (!visualizationIsShowing) { return; }
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visualizationIsShowing = false;
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overlays.forEach(function (overlay) {
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Overlays.editOverlay(overlay, {visible: false});
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});
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}
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var MAX_RAY_SCALE = 32000; // Anything large. It's a scale, not a distance.
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var wantsVisualization = false;
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function updateLaser(controllerPosition, controllerDirection, hudPosition3d) {
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//toggleMap.setState(true);
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if (!wantsVisualization) { return false; }
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// Show the laser and intersect it with 3d overlays and entities.
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function intersection3d(position, direction) {
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var pickRay = {origin: position, direction: direction};
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var result = findRayIntersection(pickRay);
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return result.intersects ? result.intersection : Vec3.sum(position, Vec3.multiply(MAX_RAY_SCALE, direction));
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}
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var termination = intersection3d(controllerPosition, controllerDirection);
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visualizationIsShowing = true;
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setReticleVisible(false);
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Overlays.editOverlay(laserLine, {visible: true, start: controllerPosition, end: termination});
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// We show the ball at the hud intersection rather than at the termination because:
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// 1) As you swing the laser in space, it's hard to judge where it will intersect with a HUD element,
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// unless the intersection of the laser with the HUD is marked. But it's confusing to do that
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// with the pointer, so we use the ball.
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// 2) On some objects, the intersection is just enough inside the object that we're not going to see
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// the ball anyway.
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Overlays.editOverlay(laserBall, {visible: true, position: hudPosition3d});
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// We really want in-world interactions to take place at termination:
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// - We could do some of that with callEntityMethod (e.g., light switch entity script)
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// - But we would have to alter edit.js to accept synthetic mouse data.
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// So for now, we present a false projection of the cursor onto whatever is below it. This is different from
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// the laser termination because the false projection is from the camera, while the laser termination is from the hand.
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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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return true;
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}
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var toggleLockout = new TimeLock(500);
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function maybeToggleVisualization(trigger, now) {
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if (!trigger) { return; }
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if (toggleLockout.expired(now)) {
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wantsVisualization = !wantsVisualization;
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print('Toggled visualization', wantsVisualization ? 'on' : 'off');
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} else {
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toggleLockout.update(now);
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}
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}
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// MAIN OPERATIONS -----------
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//
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var FULL_TRIGGER_THRESHOLD = 0.9; // 0 to 1. Non-linear.
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function update() {
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var now = Date.now();
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if (!handControllerLockOut.expired(now)) { return turnOffLaser(); } // Let them use mouse it in peace.
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if (!Menu.isOptionChecked("First Person")) { return turnOffLaser(); } // What to do? menus can be behind hand!
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var trigger = getValue(Controller.Standard.RT);
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if (trigger > FULL_TRIGGER_THRESHOLD) { handControllerLockOut.update(now); return turnOffLaser(); } // Interferes with other scripts.
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maybeToggleVisualization(trigger, now);
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var hand = Controller.Standard.RightHand;
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var controllerPose = getControllerPose(hand);
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if (!controllerPose.valid) { wantsVisualization = false; return turnOffLaser(); } // Controller is cradled.
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var controllerPosition = Vec3.sum(Vec3.multiplyQbyV(MyAvatar.orientation, controllerPose.translation),
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MyAvatar.position);
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// This gets point direction right, but if you want general quaternion it would be more complicated:
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var controllerDirection = Quat.getUp(Quat.multiply(MyAvatar.orientation, controllerPose.rotation));
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var hudPoint3d = calculateRayUICollisionPoint(controllerPosition, controllerDirection);
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if (!hudPoint3d) { print('Controller is parallel to HUD'); return turnOffLaser(); }
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var hudPoint2d = overlayFromWorldPoint(hudPoint3d);
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// We don't know yet if we'll want to make the cursor visble, but we need to move it to see if
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// it's pointing at a QML tool (aka system overlay).
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setReticlePosition(hudPoint2d);
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// If there's a HUD element at the (newly moved) reticle, just make it visible and bail.
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if (isPointingAtOverlay(hudPoint2d)) {
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setReticleVisible(true);
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Reticle.depth = SPHERICAL_HUD_DISTANCE; // NOT CORRECT IF WE SWITCH TO OFFSET SPHERE!
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return turnOffLaser(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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if (!updateLaser(controllerPosition, controllerDirection, hudPoint3d)) {
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setReticleVisible(false);
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turnOffLaser();
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}
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/*
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// Hack: Move the pointer again, this time to the intersection. This allows "clicking" on
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// 2D and 3D entities without rewriting other parts of the system, but it isn't right,
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// because the line from camera to the new mouse position might intersect different things
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// than the line from controllerPosition to termination.
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var eye = Camera.getPosition();
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var apparentHudTermination3d = calculateRayUICollisionPoint(eye, Vec3.subtract(termination, eye));
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var apparentHudTermination2d = overlayFromWorldPoint(apparentHudTermination3d);
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Overlays.editOverlay(fakeReticle, {x: apparentHudTermination2d.x - reticleHalfSize, y: apparentHudTermination2d.y - reticleHalfSize});
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//Reticle.visible = false;
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setReticlePosition(apparentHudTermination2d);
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*/
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}
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var UPDATE_INTERVAL = 20; // milliseconds. Script.update is too frequent.
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var updater = Script.setInterval(update, UPDATE_INTERVAL);
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Script.scriptEnding.connect(function () { Script.clearInterval(updater); });
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// Check periodically for changes to setup.
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var SETTINGS_CHANGE_RECHECK_INTERVAL = 10 * 1000; // milliseconds
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function checkSettings() {
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updateFieldOfView();
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checkForDepthReticleScript()
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}
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checkSettings();
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var settingsChecker = Script.setInterval(checkSettings, SETTINGS_CHANGE_RECHECK_INTERVAL);
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Script.scriptEnding.connect(function () { Script.clearInterval(settingsChecker); });
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// DEBUGGING WITHOUT HYDRA -----------------------
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//
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// The rest of this is for debugging without working hand controllers, using a line from camera to mouse, and an image for cursor.
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var CONTROLLER_ROTATION = Quat.fromPitchYawRollDegrees(90, 180, -90);
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if (false && !Controller.Hardware.Hydra) {
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print('WARNING: no hand controller detected. Using mouse!');
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var mouseKeeper = {x: 0, y: 0};
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var onMouseMoveCapture = function (event) { mouseKeeper.x = event.x; mouseKeeper.y = event.y; };
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setupHandler(Controller.mouseMoveEvent, onMouseMoveCapture);
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getControllerPose = function () {
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var size = Controller.getViewportDimensions();
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var handPoint = Vec3.subtract(Camera.getPosition(), MyAvatar.position); // Pretend controller is at camera
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// In world-space 3D meters:
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var rotation = Camera.getOrientation();
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var normal = Quat.getFront(rotation);
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var hudHeight = 2 * Math.tan(verticalFieldOfView * DEGREES_TO_HALF_RADIANS);
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var hudWidth = hudHeight * size.x / size.y;
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var rightFraction = mouseKeeper.x / size.x - 0.5;
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var rightMeters = rightFraction * hudWidth;
|
|
var upFraction = mouseKeeper.y / size.y - 0.5;
|
|
var upMeters = upFraction * hudHeight * -1;
|
|
var right = Vec3.multiply(Quat.getRight(rotation), rightMeters);
|
|
var up = Vec3.multiply(Quat.getUp(rotation), upMeters);
|
|
var direction = Vec3.sum(normal, Vec3.sum(right, up));
|
|
var mouseRotation = Quat.rotationBetween(normal, direction);
|
|
|
|
var controllerRotation = Quat.multiply(Quat.multiply(mouseRotation, rotation), CONTROLLER_ROTATION);
|
|
var inverseAvatar = Quat.inverse(MyAvatar.orientation);
|
|
return {
|
|
valid: true,
|
|
translation: Vec3.multiplyQbyV(inverseAvatar, handPoint),
|
|
rotation: Quat.multiply(inverseAvatar, controllerRotation)
|
|
};
|
|
};
|
|
// We can't set the mouse if we're using the mouse as a fake controller. So stick an image where we would be putting the mouse.
|
|
// WARNING: This fake cursor is an overlay that will be the target of clicks and drags rather than other overlays underneath it!
|
|
var reticleHalfSize = 16;
|
|
var fakeReticle = Overlays.addOverlay("image", {
|
|
imageURL: "http://s3.amazonaws.com/hifi-public/images/delete.png",
|
|
width: 2 * reticleHalfSize,
|
|
height: 2 * reticleHalfSize,
|
|
alpha: 0.7
|
|
});
|
|
Script.scriptEnding.connect(function () { Overlays.deleteOverlay(fakeReticle); });
|
|
setReticlePosition = function (hudPoint2d) {
|
|
weMovedReticle = true;
|
|
Overlays.editOverlay(fakeReticle, {x: hudPoint2d.x - reticleHalfSize, y: hudPoint2d.y - reticleHalfSize});
|
|
};
|
|
setReticleVisible = function (on) {
|
|
Reticle.visible = on; // FIX SYSTEM BUG: doesn't work on mac.
|
|
Overlays.editOverlay(fakeReticle, {visible: on});
|
|
};
|
|
// The idea here is that we not return a truthy result constantly when we display the fake reticle.
|
|
// But this is done wrong when we're over another overlay as well: if we hit the fakeReticle, we incorrectly answer null here.
|
|
// FIXME: display fake reticle slightly off to the side instead.
|
|
getOverlayAtPoint = function (point2d) {
|
|
var overlay = Overlays.getOverlayAtPoint(point2d);
|
|
if (overlay === fakeReticle) { return null; }
|
|
return overlay;
|
|
};
|
|
var fakeTrigger = 0;
|
|
getValue = function () { var trigger = fakeTrigger; fakeTrigger = 0; return trigger; };
|
|
setupHandler(Controller.keyPressEvent, function (event) {
|
|
switch (event.text) {
|
|
case '`':
|
|
fakeTrigger = 0.4;
|
|
break;
|
|
case '~':
|
|
fakeTrigger = 0.9;
|
|
break;
|
|
}
|
|
});
|
|
}
|