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https://github.com/CrispyPin/ovr-utils.git
synced 2024-11-22 15:40:25 +01:00
cleanup
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parent
ddb59ed697
commit
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5 changed files with 38 additions and 38 deletions
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@ -25,6 +25,9 @@ overlay_scene = ExtResource( 5 )
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[node name="OverlayInteraction" parent="OverlayInstance UI demo" instance=ExtResource( 8 )]
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[node name="head" parent="OverlayInstance UI demo/OverlayInteraction/VR" index="2"]
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current = true
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[node name="XYZ Widget" parent="." instance=ExtResource( 4 )]
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[node name="OverlayInstance Battery" parent="." instance=ExtResource( 1 )]
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@ -5,8 +5,8 @@ signal touch_off # a controller exited
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signal trigger_on # trigger pushed while touching
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signal trigger_off # trigger released
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var _touch_state = false setget ,get_touch_state
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var _trigger_state = false setget ,get_trigger_state
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var _touch_state = false
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var _trigger_state = false
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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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@ -19,7 +19,8 @@ var _left_is_activator = false
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var is_moving := false
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var _pre_move_target = ""# what offset is being changed
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var _mover_hand_name = ""# left or right, which hand is grabbing (/active controller)
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var _mover_hand_offsets = {"pos": Vector3(), "rot": Vector3()} # original offsets for grabbing hand
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var _mover_hand_offsets = {"pos": Vector3(), "rot": Quat()} # original offsets for grabbing hand
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onready var viewport: Viewport = get_node("../OverlayViewport")
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onready var tracker_nodes = {
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@ -31,8 +32,9 @@ onready var tracker_nodes = {
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func _ready() -> void:
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viewport.add_child(_cursor_node)
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add_child(_overlay_area)
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get_node("../OverlayViewport").add_child(_cursor_node)
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_overlay_area.connect("body_entered", self, "_on_OverlayArea_entered")
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_overlay_area.connect("body_exited", self, "_on_OverlayArea_exited")
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@ -54,33 +56,41 @@ func begin_move():
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print("Could not begin moving overlay, no controller active. ", get_parent().name)
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return
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is_moving = true
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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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_mover_hand_name = _active_controller.name
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_mover_hand_offsets.pos = get_parent().translation
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_mover_hand_offsets.rot = get_parent().rotation
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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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# offset from active controller to overlay
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var global_rot = _overlay_area.global_transform.basis.get_rotation_quat()
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var hand_rot = _active_controller.transform.basis.get_rotation_quat()
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get_parent().offsets[_mover_hand_name].rot = hand_rot.inverse() * global_rot
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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 overlay_t = _overlay_area.global_transform
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get_parent().offsets[_mover_hand_name].pos = _active_controller.transform.xform_inv(_overlay_area.global_transform.origin)
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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].pos = controller_t.xform_inv(overlay_t.origin)
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get_parent().current_target = _mover_hand_name
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func finish_move():
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is_moving = false
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var new_pos = tracker_nodes[_pre_move_target].transform.xform_inv(_overlay_area.global_transform.origin)
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# calculate and apply the new offsets
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var new_target_t = tracker_nodes[_pre_move_target].transform
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var ovelay_t = _overlay_area.global_transform
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var new_rot = tracker_nodes[_pre_move_target].transform.basis.get_rotation_quat().inverse() * _overlay_area.global_transform.basis.get_rotation_quat()
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var new_pos = new_target_t.xform_inv(ovelay_t.origin)
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var new_rot = Quat(new_target_t.basis).inverse() * Quat(ovelay_t.basis)
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get_parent().offsets[_pre_move_target].pos = new_pos
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get_parent().offsets[_pre_move_target].rot = new_rot
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# revert the grabbing hands offsets in case it's used as a fallback
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get_parent().offsets[_mover_hand_name].pos = _mover_hand_offsets.pos
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get_parent().offsets[_mover_hand_name].rot = _mover_hand_offsets.rot
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# reset current_target (parent handles fallback)
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get_parent().update_current_target()
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get_parent().update_tracker_id()
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get_parent().offsets[get_parent().current_target].pos = new_pos
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get_parent().offsets[get_parent().current_target].rot = new_rot
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get_parent().update_offset()
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_update_target()
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is_moving = false
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#get canvas position of active controller
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@ -1,6 +1,5 @@
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extends Control
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var ihandler
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func _ready() -> void:
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@ -8,10 +7,8 @@ func _ready() -> void:
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func _on_DragButton_button_down() -> void:
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if ihandler:
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ihandler.begin_move()
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func _on_DragButton_button_up() -> void:
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if ihandler:
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ihandler.finish_move()
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@ -1,4 +1,3 @@
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class_name OverlayInstance
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extends Spatial
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signal width_changed
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@ -7,6 +6,7 @@ signal target_changed
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const TARGETS = ["head", "left", "right", "world"]
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export (String, "head", "left", "right", "world") var target = "left" setget set_target
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export var overlay_scene =\
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preload("res://addons/openvr_overlay/MissingOverlay.tscn") setget set_overlay_scene
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export var width_meters = 0.4 setget set_width_in_meters
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@ -17,7 +17,6 @@ export var offsets:Dictionary = {
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"right": {"pos": Vector3(), "rot": Quat()},
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"world": {"pos": Vector3(), "rot": Quat()}
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}
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# also contains temp offset that is created when dragged
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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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@ -75,10 +74,11 @@ func update_offset() -> void:
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func update_current_target():
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current_target = target
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_set_current_target(target)
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# TODO fallback if not found
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func _tracker_changed(tracker_name: String, type: int, id: int):
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update_tracker_id()
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update_offset()
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@ -8,16 +8,6 @@
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config_version=4
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_global_script_classes=[ {
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"base": "Spatial",
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"class": "OverlayInstance",
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"language": "GDScript",
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"path": "res://addons/openvr_overlay/overlay_instance.gd"
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} ]
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_global_script_class_icons={
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"OverlayInstance": ""
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}
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[application]
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config/name="ovr-utils"
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