Add Oculus Touch mappings to VRInputType

empirephoenix-patch-1
Campbell Suter 7 years ago
parent fcccdd75a5
commit c26316d81c
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  1. 100
      jme3-vr/src/main/java/com/jme3/input/vr/VRInputType.java

@ -1,5 +1,7 @@
package com.jme3.input.vr;
import static org.lwjgl.ovr.OVR.*; // For the button constants
/**
* The type of a VR input. This enumeration enables to determine which part of the VR device is involved within input callback.
* @author reden - phr00t - https://github.com/phr00t
@ -26,7 +28,103 @@ public enum VRInputType {
/**
* an HTC vive menu button (about <a href="https://www.vive.com/us/support/category_howto/720435.html">Vive controller</a>).
*/
ViveMenuButton(3);
ViveMenuButton(3),
/**
* The thumbstick on the Oculus Touch controllers.
*
* Unlike the Vive controllers where the touchpad is commonly used
* as a virtual DPad, you should avoid using the thumbstick for purposes
* that do not require analog input.
*/
OculusThumbstickAxis(0),
/**
* The trigger button on the Oculus Touch controllers.
*
* This is the button under the user's index finger, and should not be used to
* pick up objects. See the
* <a href="https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-input-touch-overview/"
* >Oculus Developer</a> documentation.
*/
OculusTriggerAxis(0),
/**
* The 'grab' button on the Oculus Touch controllers.
*
* This button should only (unless you have a compelling reason otherwise) be used to pick up objects.
*/
OculusGripAxis(0),
/**
* The upper buttons on the Oculus Touch controllers - B on the right controller, and Y on the left.
*/
OculusTopButton(ovrButton_B | ovrButton_Y),
/**
* The lower (not counting menu) buttons on the Oculus Touch
* controllers - A on the right controller, and X on the left.
*/
OculusBottomButton(ovrButton_A | ovrButton_X),
/**
* The 'click' button on the Oculus Touch thumbsticks.
*/
OculusThumbstickButton(ovrButton_LThumb | ovrButton_RThumb),
/**
* The game-usable menu button, under and to the left of the 'X' button on the left controller.
*
* Most games use this to pause - it preferably should be used for at least that purpose, and is
* uncomfortable to rest your thumb on (in games where you suddenly have to pause/open a menu).
*/
OculusMenuButton(ovrButton_Enter),
/**
* The capacitive touch sensors on the top buttons (Y and B) of the Oculus Touch.
*/
OculusTopTouch(ovrTouch_B | ovrTouch_Y),
/**
* The capacitive touch sensors on the lower buttons (X and A) of the Oculus Touch.
*/
OculusBottomTouch(ovrTouch_A | ovrTouch_X),
/**
* The capacitive touch sensors on the thumbsticks of the Oculus Touch.
*/
OculusThumbstickTouch(ovrTouch_LThumb | ovrTouch_RThumb),
/**
* The capacitive touch sensors on the thumbrests of the Oculus Touch - this is a textured pad
* on the Oculus Touch controller next to the ABXY buttons for users to reset their thumbs on.
*
* While it probably goes without saying, only use this for gesture support and do not bind game
* elements to it.
*/
OculusThumbrestTouch(ovrTouch_LThumbRest | ovrTouch_RThumbRest),
/**
* The state of a software calculation based on the capacitive touch sensor values that determine if
* the user has lifted their thumb off the controller, and can be used for gesture support.
*
* This should be used instead of calculating this yourself based on the touch results of all the other
* parts of the controller.
*/
OculusThumbUp(ovrTouch_LThumbUp | ovrTouch_RThumbUp),
/**
* Is the user resting their finger on the trigger of an Oculus Touch controller?
*/
OculusIndexTouch(ovrTouch_LIndexPointing | ovrTouch_RIndexPointing),
/**
* Is the user pointing their finger forwards, as if to press a button?
*
* This is internally calculated from proximity and filtering is applied - it should be used rather
* than !OculusIndexTouch, as it will probably lead to better results.
*/
OculusIndexPointing(ovrTouch_LIndexPointing | ovrTouch_RIndexPointing);
/**
* The value that codes the input type.

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