This commit is contained in:
Crispy 2021-05-22 18:38:52 +02:00
parent ddb59ed697
commit 54f9e4f85c
5 changed files with 38 additions and 38 deletions

View file

@ -25,6 +25,9 @@ overlay_scene = ExtResource( 5 )
[node name="OverlayInteraction" parent="OverlayInstance UI demo" instance=ExtResource( 8 )] [node name="OverlayInteraction" parent="OverlayInstance UI demo" instance=ExtResource( 8 )]
[node name="head" parent="OverlayInstance UI demo/OverlayInteraction/VR" index="2"]
current = true
[node name="XYZ Widget" parent="." instance=ExtResource( 4 )] [node name="XYZ Widget" parent="." instance=ExtResource( 4 )]
[node name="OverlayInstance Battery" parent="." instance=ExtResource( 1 )] [node name="OverlayInstance Battery" parent="." instance=ExtResource( 1 )]

View file

@ -5,8 +5,8 @@ signal touch_off # a controller exited
signal trigger_on # trigger pushed while touching signal trigger_on # trigger pushed while touching
signal trigger_off # trigger released signal trigger_off # trigger released
var _touch_state = false setget ,get_touch_state var _touch_state = false
var _trigger_state = false setget ,get_trigger_state var _trigger_state = false
# controller that currently the trigger down # controller that currently the trigger down
var _active_controller: ARVRController setget ,get_active_controller var _active_controller: ARVRController setget ,get_active_controller
@ -19,7 +19,8 @@ var _left_is_activator = false
var is_moving := false var is_moving := false
var _pre_move_target = ""# what offset is being changed var _pre_move_target = ""# what offset is being changed
var _mover_hand_name = ""# left or right, which hand is grabbing (/active controller) var _mover_hand_name = ""# left or right, which hand is grabbing (/active controller)
var _mover_hand_offsets = {"pos": Vector3(), "rot": Vector3()} # original offsets for grabbing hand var _mover_hand_offsets = {"pos": Vector3(), "rot": Quat()} # original offsets for grabbing hand
onready var viewport: Viewport = get_node("../OverlayViewport") onready var viewport: Viewport = get_node("../OverlayViewport")
onready var tracker_nodes = { onready var tracker_nodes = {
@ -31,8 +32,9 @@ onready var tracker_nodes = {
func _ready() -> void: func _ready() -> void:
viewport.add_child(_cursor_node)
add_child(_overlay_area) add_child(_overlay_area)
get_node("../OverlayViewport").add_child(_cursor_node)
_overlay_area.connect("body_entered", self, "_on_OverlayArea_entered") _overlay_area.connect("body_entered", self, "_on_OverlayArea_entered")
_overlay_area.connect("body_exited", self, "_on_OverlayArea_exited") _overlay_area.connect("body_exited", self, "_on_OverlayArea_exited")
@ -54,33 +56,41 @@ func begin_move():
print("Could not begin moving overlay, no controller active. ", get_parent().name) print("Could not begin moving overlay, no controller active. ", get_parent().name)
return return
is_moving = true is_moving = true
# store current states to revert after move
_pre_move_target = get_parent().current_target _pre_move_target = get_parent().current_target
_mover_hand_name = _active_controller.name _mover_hand_name = _active_controller.name
_mover_hand_offsets.pos = get_parent().translation _mover_hand_offsets.pos = get_parent().offsets[_mover_hand_name].pos
_mover_hand_offsets.rot = get_parent().rotation _mover_hand_offsets.rot = get_parent().offsets[_mover_hand_name].rot
# offset from active controller to overlay # calculate offsets from active controller to overlay
var global_rot = _overlay_area.global_transform.basis.get_rotation_quat() var controller_t = _active_controller.transform
var hand_rot = _active_controller.transform.basis.get_rotation_quat() var overlay_t = _overlay_area.global_transform
get_parent().offsets[_mover_hand_name].rot = hand_rot.inverse() * global_rot
get_parent().offsets[_mover_hand_name].pos = _active_controller.transform.xform_inv(_overlay_area.global_transform.origin) get_parent().offsets[_mover_hand_name].rot = Quat(controller_t.basis).inverse() * Quat(overlay_t.basis)
get_parent().offsets[_mover_hand_name].pos = controller_t.xform_inv(overlay_t.origin)
get_parent().current_target = _mover_hand_name get_parent().current_target = _mover_hand_name
func finish_move(): func finish_move():
is_moving = false # calculate and apply the new offsets
var new_pos = tracker_nodes[_pre_move_target].transform.xform_inv(_overlay_area.global_transform.origin) var new_target_t = tracker_nodes[_pre_move_target].transform
var ovelay_t = _overlay_area.global_transform
var new_rot = tracker_nodes[_pre_move_target].transform.basis.get_rotation_quat().inverse() * _overlay_area.global_transform.basis.get_rotation_quat() var new_pos = new_target_t.xform_inv(ovelay_t.origin)
var new_rot = Quat(new_target_t.basis).inverse() * Quat(ovelay_t.basis)
get_parent().offsets[_pre_move_target].pos = new_pos
get_parent().offsets[_pre_move_target].rot = new_rot
# revert the grabbing hands offsets in case it's used as a fallback
get_parent().offsets[_mover_hand_name].pos = _mover_hand_offsets.pos
get_parent().offsets[_mover_hand_name].rot = _mover_hand_offsets.rot
# reset current_target (parent handles fallback)
get_parent().update_current_target() get_parent().update_current_target()
get_parent().update_tracker_id()
get_parent().offsets[get_parent().current_target].pos = new_pos
get_parent().offsets[get_parent().current_target].rot = new_rot
get_parent().update_offset()
_update_target() _update_target()
is_moving = false
#get canvas position of active controller #get canvas position of active controller

View file

@ -1,6 +1,5 @@
extends Control extends Control
var ihandler var ihandler
func _ready() -> void: func _ready() -> void:
@ -8,10 +7,8 @@ func _ready() -> void:
func _on_DragButton_button_down() -> void: func _on_DragButton_button_down() -> void:
if ihandler:
ihandler.begin_move() ihandler.begin_move()
func _on_DragButton_button_up() -> void: func _on_DragButton_button_up() -> void:
if ihandler:
ihandler.finish_move() ihandler.finish_move()

View file

@ -1,4 +1,3 @@
class_name OverlayInstance
extends Spatial extends Spatial
signal width_changed signal width_changed
@ -7,6 +6,7 @@ signal target_changed
const TARGETS = ["head", "left", "right", "world"] const TARGETS = ["head", "left", "right", "world"]
export (String, "head", "left", "right", "world") var target = "left" setget set_target export (String, "head", "left", "right", "world") var target = "left" setget set_target
export var overlay_scene =\ export var overlay_scene =\
preload("res://addons/openvr_overlay/MissingOverlay.tscn") setget set_overlay_scene preload("res://addons/openvr_overlay/MissingOverlay.tscn") setget set_overlay_scene
export var width_meters = 0.4 setget set_width_in_meters export var width_meters = 0.4 setget set_width_in_meters
@ -17,7 +17,6 @@ export var offsets:Dictionary = {
"right": {"pos": Vector3(), "rot": Quat()}, "right": {"pos": Vector3(), "rot": Quat()},
"world": {"pos": Vector3(), "rot": Quat()} "world": {"pos": Vector3(), "rot": Quat()}
} }
# also contains temp offset that is created when dragged
# what's actually tracking # what's actually tracking
var current_target = target setget _set_current_target# most of the time the actual target, but will fall back var current_target = target setget _set_current_target# most of the time the actual target, but will fall back
@ -75,10 +74,11 @@ func update_offset() -> void:
func update_current_target(): func update_current_target():
current_target = target _set_current_target(target)
# TODO fallback if not found # TODO fallback if not found
func _tracker_changed(tracker_name: String, type: int, id: int): func _tracker_changed(tracker_name: String, type: int, id: int):
update_tracker_id() update_tracker_id()
update_offset() update_offset()

View file

@ -8,16 +8,6 @@
config_version=4 config_version=4
_global_script_classes=[ {
"base": "Spatial",
"class": "OverlayInstance",
"language": "GDScript",
"path": "res://addons/openvr_overlay/overlay_instance.gd"
} ]
_global_script_class_icons={
"OverlayInstance": ""
}
[application] [application]
config/name="ovr-utils" config/name="ovr-utils"