Add Oculus Touch mappings to VRInputType
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package com.jme3.input.vr;
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import static org.lwjgl.ovr.OVR.*; // For the button constants
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/**
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* The type of a VR input. This enumeration enables to determine which part of the VR device is involved within input callback.
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* @author reden - phr00t - https://github.com/phr00t
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@ -26,7 +28,103 @@ public enum VRInputType {
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/**
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* an HTC vive menu button (about <a href="https://www.vive.com/us/support/category_howto/720435.html">Vive controller</a>).
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*/
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ViveMenuButton(3);
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ViveMenuButton(3),
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/**
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* The thumbstick on the Oculus Touch controllers.
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*
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* Unlike the Vive controllers where the touchpad is commonly used
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* as a virtual DPad, you should avoid using the thumbstick for purposes
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* that do not require analog input.
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*/
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OculusThumbstickAxis(0),
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/**
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* The trigger button on the Oculus Touch controllers.
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*
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* This is the button under the user's index finger, and should not be used to
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* pick up objects. See the
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* <a href="https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-input-touch-overview/"
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* >Oculus Developer</a> documentation.
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*/
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OculusTriggerAxis(0),
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/**
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* The 'grab' button on the Oculus Touch controllers.
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*
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* This button should only (unless you have a compelling reason otherwise) be used to pick up objects.
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*/
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OculusGripAxis(0),
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/**
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* The upper buttons on the Oculus Touch controllers - B on the right controller, and Y on the left.
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*/
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OculusTopButton(ovrButton_B | ovrButton_Y),
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/**
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* The lower (not counting menu) buttons on the Oculus Touch
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* controllers - A on the right controller, and X on the left.
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*/
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OculusBottomButton(ovrButton_A | ovrButton_X),
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/**
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* The 'click' button on the Oculus Touch thumbsticks.
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*/
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OculusThumbstickButton(ovrButton_LThumb | ovrButton_RThumb),
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/**
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* The game-usable menu button, under and to the left of the 'X' button on the left controller.
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*
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* Most games use this to pause - it preferably should be used for at least that purpose, and is
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* uncomfortable to rest your thumb on (in games where you suddenly have to pause/open a menu).
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*/
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OculusMenuButton(ovrButton_Enter),
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/**
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* The capacitive touch sensors on the top buttons (Y and B) of the Oculus Touch.
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*/
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OculusTopTouch(ovrTouch_B | ovrTouch_Y),
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/**
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* The capacitive touch sensors on the lower buttons (X and A) of the Oculus Touch.
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*/
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OculusBottomTouch(ovrTouch_A | ovrTouch_X),
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/**
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* The capacitive touch sensors on the thumbsticks of the Oculus Touch.
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*/
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OculusThumbstickTouch(ovrTouch_LThumb | ovrTouch_RThumb),
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/**
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* The capacitive touch sensors on the thumbrests of the Oculus Touch - this is a textured pad
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* on the Oculus Touch controller next to the ABXY buttons for users to reset their thumbs on.
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*
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* While it probably goes without saying, only use this for gesture support and do not bind game
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* elements to it.
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*/
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OculusThumbrestTouch(ovrTouch_LThumbRest | ovrTouch_RThumbRest),
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/**
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* The state of a software calculation based on the capacitive touch sensor values that determine if
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* the user has lifted their thumb off the controller, and can be used for gesture support.
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*
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* This should be used instead of calculating this yourself based on the touch results of all the other
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* parts of the controller.
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*/
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OculusThumbUp(ovrTouch_LThumbUp | ovrTouch_RThumbUp),
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/**
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* Is the user resting their finger on the trigger of an Oculus Touch controller?
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*/
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OculusIndexTouch(ovrTouch_LIndexPointing | ovrTouch_RIndexPointing),
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/**
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* Is the user pointing their finger forwards, as if to press a button?
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*
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* This is internally calculated from proximity and filtering is applied - it should be used rather
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* than !OculusIndexTouch, as it will probably lead to better results.
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*/
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OculusIndexPointing(ovrTouch_LIndexPointing | ovrTouch_RIndexPointing);
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/**
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* The value that codes the input type.
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