mirror of
https://github.com/CrispyPin/ovr-utils.git
synced 2024-11-22 23:50:25 +01:00
fix dragging overlays from other targets
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parent
ac6f31aedf
commit
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2 changed files with 24 additions and 33 deletions
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@ -3,13 +3,13 @@ extends Node
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signal touch_on # a controller entered
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signal touch_on # a controller entered
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signal touch_off # a controller exited
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signal touch_off # a controller exited
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signal trigger_on # trigger pushed while touching
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signal trigger_on # trigger pushed while touching
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signal trigger_off # trigger released
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signal trigger_off# trigger released
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var _touch_state = false
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var _touch_state = false
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var _trigger_state = false
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var _trigger_state = false
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# controller that currently the trigger down
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# controller that currently the trigger down
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var _active_controller: ARVRController setget ,get_active_controller
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var _active_controller: String = ""
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# reference to the area node thats used for touch
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# reference to the area node thats used for touch
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var _overlay_area = preload("res://addons/openvr_overlay/interaction/OverlayArea.tscn").instance()
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var _overlay_area = preload("res://addons/openvr_overlay/interaction/OverlayArea.tscn").instance()
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var _cursor_node = preload("res://addons/openvr_overlay/interaction/Cursor.tscn").instance()
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var _cursor_node = preload("res://addons/openvr_overlay/interaction/Cursor.tscn").instance()
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@ -58,12 +58,12 @@ func begin_move():
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is_moving = true
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is_moving = true
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# store current states to revert after move
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# store current states to revert after move
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_pre_move_target = get_parent().current_target
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_pre_move_target = get_parent().current_target
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_mover_hand_name = _active_controller.name
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_mover_hand_name = _active_controller
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_mover_hand_offsets.pos = get_parent().offsets[_mover_hand_name].pos
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_mover_hand_offsets.pos = get_parent().offsets[_mover_hand_name].pos
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_mover_hand_offsets.rot = get_parent().offsets[_mover_hand_name].rot
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_mover_hand_offsets.rot = get_parent().offsets[_mover_hand_name].rot
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# calculate offsets from active controller to overlay
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# calculate offsets from active controller to overlay
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var controller_t = _active_controller.transform
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var controller_t = tracker_nodes[_active_controller].transform
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var overlay_t = _overlay_area.global_transform
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var overlay_t = _overlay_area.global_transform
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get_parent().offsets[_mover_hand_name].rot = Quat(controller_t.basis).inverse() * Quat(overlay_t.basis)
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get_parent().offsets[_mover_hand_name].rot = Quat(controller_t.basis).inverse() * Quat(overlay_t.basis)
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@ -95,11 +95,11 @@ func finish_move():
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#get canvas position of active controller
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#get canvas position of active controller
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func get_canvas_pos() -> Vector2:
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func get_canvas_pos() -> Vector2:
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if _active_controller == null:
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if _active_controller == "":
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return Vector2(-1000, 1000) # offscreen
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return Vector2(-1000, 1000) # offscreen
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var controller_local_pos = _overlay_area.global_transform.xform_inv(\
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var controller_local_pos = _overlay_area.global_transform.xform_inv(\
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_active_controller.global_transform.origin)
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tracker_nodes[_active_controller].translation)
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var pos = Vector2(controller_local_pos.x, controller_local_pos.y)
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var pos = Vector2(controller_local_pos.x, controller_local_pos.y)
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var overlay_size = OverlayInit.ovr_interface.get_render_targetsize()
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var overlay_size = OverlayInit.ovr_interface.get_render_targetsize()
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@ -143,7 +143,7 @@ func _on_OverlayArea_entered(body: Node) -> void:
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return
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return
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_touch_state = true
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_touch_state = true
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if not is_moving:
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if not is_moving:
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_active_controller = body.get_parent()
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_active_controller = body.get_parent().name
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emit_signal("touch_on")
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emit_signal("touch_on")
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@ -151,7 +151,7 @@ func _on_OverlayArea_exited(body: Node) -> void:
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if body.get_node("../../..") != self or is_moving:
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if body.get_node("../../..") != self or is_moving:
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return
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return
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# TEMP
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# TEMP
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_active_controller = null # TODO revert to other controller if both were touching (edge case)
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_active_controller = "" # TODO revert to other controller if both were touching (edge case)
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_touch_state = false
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_touch_state = false
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emit_signal("touch_off")
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emit_signal("touch_off")
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@ -168,21 +168,10 @@ func _update_offset():
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func _update_target():
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func _update_target():
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# move _overlay_area
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# reparent _overlay_area
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_overlay_area.get_parent().remove_child(_overlay_area)
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_overlay_area.get_parent().remove_child(_overlay_area)
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tracker_nodes[get_parent().current_target].add_child(_overlay_area)
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tracker_nodes[get_parent().current_target].add_child(_overlay_area)
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# match get_parent().target:
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# "head":
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# $VR/Head.add_child(_overlay_area)
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# "left":
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# $VR/LeftHand.add_child(_overlay_area)
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# "right":
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# $VR/RightHand.add_child(_overlay_area)
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# "world":
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# $VR.add_child(_overlay_area)
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# if is_moving:
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# return
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_left_is_activator = get_parent().current_target != "left"
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_left_is_activator = get_parent().current_target != "left"
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_right_is_activator = get_parent().current_target != "right"
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_right_is_activator = get_parent().current_target != "right"
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@ -193,21 +182,21 @@ func _update_target():
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func _on_RightHand_button_pressed(button: int) -> void:
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func _on_RightHand_button_pressed(button: int) -> void:
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if button == JOY_VR_TRIGGER and _right_is_activator:
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if button == JOY_VR_TRIGGER and _right_is_activator:
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_trigger_on(tracker_nodes.right)
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_trigger_on("right")
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func _on_RightHand_button_release(button: int) -> void:
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func _on_RightHand_button_release(button: int) -> void:
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if button == JOY_VR_TRIGGER and _active_controller == tracker_nodes.right:
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if button == JOY_VR_TRIGGER and _active_controller == "right":
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_trigger_off()
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_trigger_off()
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func _on_LeftHand_button_pressed(button: int) -> void:
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func _on_LeftHand_button_pressed(button: int) -> void:
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if button == JOY_VR_TRIGGER and _left_is_activator:
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if button == JOY_VR_TRIGGER and _left_is_activator:
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_trigger_on(tracker_nodes.left)
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_trigger_on("left")
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func _on_LeftHand_button_release(button: int) -> void:
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func _on_LeftHand_button_release(button: int) -> void:
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if button == JOY_VR_TRIGGER and _active_controller == tracker_nodes.right:
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if button == JOY_VR_TRIGGER and _active_controller == "left":
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_trigger_off()
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_trigger_off()
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@ -21,7 +21,7 @@ var offsets:Dictionary = {
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}
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}
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# what's actually tracking
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# what's actually tracking
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var current_target = target setget _set_current_target# most of the time the actual target, but will fall back
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var current_target: String = "world" setget _set_current_target# most of the time the actual target, but will fall back
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var _tracker_id: int = 0
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var _tracker_id: int = 0
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@ -29,9 +29,10 @@ onready var container = $OverlayViewport/Container
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func _ready() -> void:
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func _ready() -> void:
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current_target = target
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# TEMP
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# TEMP
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offsets.left.pos = translation
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offsets[current_target].pos = translation
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offsets.left.rot = transform.basis.get_rotation_quat()
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offsets[current_target].rot = transform.basis.get_rotation_quat()
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###
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###
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ARVRServer.connect("tracker_added", self, "_tracker_changed")
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ARVRServer.connect("tracker_added", self, "_tracker_changed")
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@ -44,6 +45,7 @@ func _ready() -> void:
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update_tracker_id()
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update_tracker_id()
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update_offset()
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update_offset()
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emit_signal("target_changed")
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set_notify_transform(true)
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set_notify_transform(true)
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@ -93,7 +95,7 @@ func set_target(new: String):
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target = new
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target = new
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update_tracker_id()
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update_tracker_id()
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call_deferred("update_offset")
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call_deferred("update_offset")
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emit_signal("target_changed")
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update_current_target()
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func _set_current_target(new: String): # overrides target
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func _set_current_target(new: String): # overrides target
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