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use new oculus touch compatible hand models; TODO: emit events for animations/poses
change processAnimation() to animate() and simplify flow,
and remove superfluous comment,
per discussion on aframevr#2132
system button never seen/sent; move menu button mapping
per discussion on aframevr#2132
change member idPrefix to const (and also model URLs)
per discussion on aframevr#2132
move model selection into addModel
per discussion on aframevr#2132
refactor to use utils function isControllerPresent
per discussion on aframevr#2132
emit hand events like original version did
original vive-specific events used gripclose/open, not gripup/down
remove tracked-controls dependency,
since that can apparently cause blank tracked-controls which won't work;
synthesize fake touch events for Oculus Touch trigger and grip,
since current browser builds appear to have them stuck touched;
make hand-controls process and use trigger and grip touches
refactor systems/tracked-controls so rebuildControllerList() is available outside tick;
explicitly rebuildControllerList if none in isControllerPresent() to avoid race
where gamepadconnected event triggers isControllerPresent() before tick rebuilds list
add support for Vive touchpad touchstart/end
remove enumerateControllers and change enumerateGamepads to getGamepadsByPrefix
per discussion on aframevr#2132
remove obsoleted lines
per discussion on aframevr#2132
use models from a-frame cdn
once aframevr/assets#4 is merged
remove obsoleted comment
various code cleanup as requested
per discussion on aframevr#2132
one more bit of cleanup
per discussion on aframevr#2132
another round of code cleanup
per discussion on aframevr#2132
accommodate renaming in aframevr/assets@66314f8
additional code cleanup
per discussion on aframevr#2132
clean up animation usage
remove oculus-touch namespace prefix from Oculus Touch-specific buttons/events
refactor into gestures with animation and legacy event mappings, and some cleanup
per discussion on aframevr#2132
for capacitive tracking, don't use menu button label, use B-or-Y,
since at some point we will hopefully get access to the true menu buttons
explicitly listen for A, B, X and Y touch events separately
(gesture handling still uses AorX and BorY internally)
remove A-or-X and B-or-Y event mapping
move persisting gesture and change detection into handleButton;
animateGesture and emitGestureEvents are now explicitly passed arguments
minor code cleanup
per discussion on aframevr#2132
one-liner cleanup
code cleanup as per discussion on aframevr#2132
code cleanup and fake touch simplification
whitespace cleanup
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