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dragengine:modules:dragonscript:behavior_vrcontroldesktop

ECBehaviorVRControlDesktop

Behavior adding support to VR hand action to control desktops.

To be used with BaseVRHandAction subclasses. Tracks ECBehaviorVRHandPointAt. If an element is pointed at that supports ECBehaviorControlDesktop moves the mouse pointer and uses trigger pulling to simulate mouse click. Each hand can individually interact with different ECBehaviorControlDesktop. Hand action has to call pointAt(), pointAtPull() and pointAtRelease() to interact.

Instance Counts

This behavior can be used only once on an element.

Element Class Properties

Element class properties have the prefix vrControlDesktop. .

Events

This behavior has no events.

Behavior Tree Actions

This behavior adds these behavior tree actions if behavior tree is present. If behavior has non-empty identifier replace vrControlDesktop with vrControlDesktop(id).

vrControlDesktop.set

Set one or more control desktop parameters.

ParameterValueDescription
interactstringInteract with desktop. If element is absent action fails. Runs interaction with name value. If interaction with name value is absent fails action. If interaction returns false fails action. Otherwise action succeeds.
interact.parametersstringOptional parameters to use with interaction.
interactElement.assignstringAssign desktop to ECBehaviorInteractElement with identifier matching value string. Action fails if no element is looked at or interact element behavior is absent

This is an example of using this action:

<action name='vrControlDesktop.set'>
  <parameter name='interactElement.assign'/>
</action>

vrControlDesktop.check

Check one or more control desktop parameters. Action succeeds if all parameter value matches their respective control desktop parameter otherwise action fails. This action is typically used as first action in a sequence to run the sequence only if a control desktop parameter matches (or not).

ParameterValueDescription
desktoptrue, falseDesktop is controlled
interact.namestringName of interaction
interact.hastrue, falseHas desktop and interaction with name interaction.name is present
interact.querytrue, falseInteract with desktop and test result. Condition is true if desktop is present, interaction with name interaction.name is present and interaction returns true. It is recommended to use here only interactions without side effects (hence query interactions).
interact.parametersstringOptional parameters to use with interaction.query.
wait If present action returns BTResult.running instead of BTResult.failed to wait until the checks are all fulfilled

This is an example of using this action:

<sequence>
  <action name='vrControlDesktop.check'>
    <parameter name='desktop'>true</parameter>
  </action>
  <!-- actions here run only if player is controlling a desktop -->
</sequence>

Behavior Tree Conditions

This behavior adds these behavior tree conditions if behavior tree is present. If behavior has non-empty identifier replace vrControlDesktop with vrControlDesktop(id).

vrControlDesktop.check

Check one or more control desktop parameters. Conditions returns true if all parameter value match their respective control desktop parameter. This condition is typically used to run an action or sequence of actions as long as control desktop conditions are true.

ParameterValueDescription
desktoptrue, falseDesktop is controlled
vrControlDesktop.interact.namestringName of interaction
vrControlDesktop.interact.hastrue, falseHas desktop and interaction with name interaction.name is present
vrControlDesktop.interact.querytrue, falseInteract with desktop and test result. Condition is true if desktop is present, interaction with name interaction.name is present and interaction returns true. It is recommended to use here only interactions without side effects (hence query interactions).
vrControlDesktop.interact.parametersstringOptional parameters to use with interaction.query.

This is an example of using this condition:

<action name='myAction' id='doing something'>
  <parameter name='vrControlDesktop.enabled'>true</parameter>
  <condition>vrControlDesktop.check</condition>
</action>

State Machine Actions

State Machine Conditions

State Machine Events

This behavior sends no state machine events.

Required Behaviors

Optional Behaviors

Persistency

This behavior does not required element class to be persistable (setPersistable).

API Documentation

ECBehaviorVRControlDesktop.

Since DragonScript Module Version 1.12

Use Cases

Element Class Example

class MyElement extends BehaviorElementClass
  public var ECBehaviorVRPlayspace vrPlayspace
  public var ECBehaviorVRHand vrHandRight
  public var ECBehaviorVRHand vrHandLeft
  public var ECBehaviorVRHandPointAt vrRightHandPointAt
  public var ECBehaviorVRHandPointAt vrLeftHandPointAt
  public var ECBehaviorVRControlDesktop vrControlDesktopRight
  public var ECBehaviorVRControlDesktop vrControlDesktopLeft
  func new()
      vrPlayspace = ECBehaviorVRPlayspace.new(this)
      vrHandRight = ECBehaviorVRHand.new(this, vrPlayspace, InputDeviceType.vrRightHand, BaseVRActorClass.idVRRightHand)
      vrHandLeft = ECBehaviorVRHand.new(this, vrPlayspace, InputDeviceType.vrLeftHand, BaseVRActorClass.idVRLeftHand)
      vrRightHandPointAt = ECBehaviorVRHandPointAt.new(this, vrRightHand, BaseVRActorClass.idVRRightHand)
      vrLeftHandPointAt = ECBehaviorVRHandPointAt.new(this, vrLeftHand, BaseVRActorClass.idVRLeftHand)
      vrControlDesktopRight = ECBehaviorVRControlDesktop.new(this, vrHandRight, BaseVRActorClass.idVRRightHand)
      vrControlDesktopLeft = ECBehaviorVRControlDesktop.new(this, vrHandLeft, BaseVRActorClass.idVRLeftHand)
  end
end

Example of VR-Hand action using this behavior.

class MyHandAction extends BaseVRHandAction implements BAAVRTriggerInput
  protected var ECBehaviorVRControlDesktop.Instance controlDesktop
  
  // Create action.
  func new()
  end
  
  // Init behaviors. This stores aside the behavior matching the VR hand this action belongs to.
  protected func void initBehaviors()
    super.initBehaviors()
    
    if vrHand.getECBehavior().getID().equals(BaseVRActorClass.idVRRightHand)
      controlDesktop = ECBehaviorVRControlDesktop.getInstanceIn(actor, BaseVRActorClass.idVRRightHand)
    else
      controlDesktop = ECBehaviorVRControlDesktop.getInstanceIn(actor, BaseVRActorClass.idVRLeftHand)
    end
  end
  
  // Activate hand behavior. Enable hand point at to enable controlling desktops.
  func void activate(BehaviorElement actor, ECBehaviorVRHand.Instance vrHand)
    super.activate(actor, vrHand)
    
    handPointAt.setEnabled(true)
  end
  
  // Deactivate hand behavior. Disable hand point at and stop interacting with desktop.
  // Do not stop interacting here if you want to switch to another action that should
  // keep on using the desktop.
  func void deactivate()
    controlDesktop.pointAtRelease()
    handPointAt.setEnabled(false)
    
    super.deactivate()
  end
  
  // Frame update. Interact with control desktop if pointed at. The if check allows
  // to test various possible interactions stopping at the first one that works.
  // Make sure super.think(elapsed) is alway called even if exiting early
  func void think(float elapsed)
    if controlDesktop.pointAt()
      super.think(elapsed)
      return
    end
    
    // Here you could test for other possible interactions
    
    super.think(elapsed)
  end
  
  // Events by BAAVRTriggerInput we do not use for this example but have to be declared.
  func void triggerTouch()
  end
  
  func void triggerUntouch()
  end
  
  func void triggerAnalog(float value)
  end
  
  // Trigger is pulled. Sends left mouse press to desktop if one is controlled.
  // The if check allows to test various possible interactions stopping at the
  // first one that works.
  func void triggerPull()
    if controlDesktop.pointAtPull()
      return
    end
    
    // Here you could test for other possible interactions
  end
  
  // Trigger has been released. Sends left mouse release to desktop if one is
  // controlled. // The if check allows to test various possible interactions
  // stopping at the first one that works.
  func void triggerRelease()
    if controlDesktop.pointAtRelease()
      return
    end
  end
end

Behavior Factory

Using element class supporting adding behaviors the behavior can be added like this:

<?xml version='1.0' encoding='UTF-8'?>
<elementClass name='MyClass' class='GenericBehaviorElement'>
  <behavior type='ECBehaviorVRPlayspace'/>
  <behavior type='ECBehaviorVRHand' id='right'/>
  <behavior type='ECBehaviorVRHand' id='left'/>
  <behavior type='ECBehaviorVRHandPointAt' id='right'>
    <string name='vrHand'>right</string>
  </behavior>
  <behavior type='ECBehaviorVRHandPointAt' id='left'>
    <string name='vrHand'>left</string>
  </behavior>
 
  <behavior type='ECBehaviorVRControlDesktop' id='right'>
    <!-- required: use vr hand point at with id -->
    <string name='vrHandPointAt'>right</string>
 
    <!-- optional: add behavior trees. default adds all behavior trees. -->
    <list name='behaviorTrees'>
      <string/> <!-- add behavior with empty identifier -->
      <string>default</string> <!-- add behavior with 'default' identifier -->
    </list>
 
    <!-- optional: add state machines. default adds all state machines. -->
    <list name='stateMachines'>
      <string/> <!-- add behavior with empty identifier -->
      <string>default</string> <!-- add behavior with 'default' identifier -->
    </list>
 
    <!-- set element properties. omit property prefix if used inside behavior tag -->
    <string name='.name'>value</string>
  </behavior>
 
  <behavior type='ECBehaviorVRControlDesktop' id='left'>
    <string name='vrHandPointAt'>left</string>
  </behavior>
</elementClass>

Live Examples

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dragengine/modules/dragonscript/behavior_vrcontroldesktop.txt · Last modified: 2025/05/14 01:12 by dragonlord