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dragengine:modules:dragonscript:behavior_vrhandpointat [2024/03/14 16:51] dragonlorddragengine:modules:dragonscript:behavior_vrhandpointat [2025/05/14 10:53] (current) dragonlord
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 {{tag>dragonscript behavior}} {{tag>dragonscript behavior}}
 <WRAP youarehere> <WRAP youarehere>
-[[:start|Start Page]] >> [[main|DragonScript Scripting Language]] >> [[abstractions#behavior_elementsquick_and_easy_development|Behavior Elements: Quick and Easy Development]] >> **ECBehaviorVRHandPointAt**+[[:start|Start Page]] >> [[main|DragonScript Scripting Language]] >> [[dragengine:modules:dragonscript:abstractions|Abstraction Layers: How you want to build your Game]] >> [[dragengine:modules:dragonscript:behavior_elements|Behavior Elements]] >> **ECBehaviorVRHandPointAt**
 </WRAP> </WRAP>
  
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 ====== Element Class Properties ====== ====== Element Class Properties ======
  
-Element class properties have the prefix **vrHandPointAt.** or **vrHandPointAt(id).** if id is not empty.+Element class properties have the prefix ''vrHandPointAt.'' or ''vrHandPointAt(id).'' if id is not empty.
  
 ===== range ===== ===== range =====
 Range in meters to test for objects supporting to be pointed at. Range in meters to test for objects supporting to be pointed at.
-  * Full name: "vrHandPointAt.rangeor "vrHandPointAt(id).range"+  * Full name: ''vrHandPointAt.range'' or ''vrHandPointAt(id).range''
   * Type: float   * Type: float
-  * Restrictions: Large than or equal to +  * Restrictions: At least 
-  * Default Value: 2+  * Default Value: ''2''
   * Example (*.deeclass): <code xml><float name='vrHandPointAt(right).range'>3.5</float></code>   * Example (*.deeclass): <code xml><float name='vrHandPointAt(right).range'>3.5</float></code>
  
 ===== origin ===== ===== origin =====
 Test origin relative to hand controller coordinate system. Test origin relative to hand controller coordinate system.
-  * Full name: "vrHandPointAt.originor "vrHandPointAt(id).origin" +  * Full name: ''vrHandPointAt.origin'' or ''vrHandPointAt(id).origin'' 
-  * Type: vector +  * Type: 3-component vector 
-  * Default value: //(0, 0, 0)//+  * Default value: ''(0, 0, 0)''
   * Example (*.deeclass): <code xml><vector name='vrHandPointAt(left).origin' x='0' y='0.1' z='0.2'/></code>   * Example (*.deeclass): <code xml><vector name='vrHandPointAt(left).origin' x='0' y='0.1' z='0.2'/></code>
  
 ===== rotation ===== ===== rotation =====
 Test rotation in degrees relative to hand controller coordinate system. Test rotation in degrees relative to hand controller coordinate system.
-  * Full name: "vrHandPointAt.rotationor "vrHandPointAt(id).rotation" +  * Full name: ''vrHandPointAt.rotation'' or ''vrHandPointAt(id).rotation'' 
-  * Type: vector +  * Type: 3-component vector 
-  * Default value: //(0, 0, 0)//+  * Default value: ''(0, 0, 0)''
   * Example (*.deeclass): <code xml><vector name='vrHandPointAt(left).rotation' x='45' y='0' z='0'/></code>   * Example (*.deeclass): <code xml><vector name='vrHandPointAt(left).rotation' x='45' y='0' z='0'/></code>
  
 ===== bone ===== ===== bone =====
 Name of bone in controller model to attach to or empty string to attach to the controller itself. Name of bone in controller model to attach to or empty string to attach to the controller itself.
-  * Full name: "vrHandPointAt.boneor "vrHandPointAt(id).bone"+  * Full name: ''vrHandPointAt.bone'' or ''vrHandPointAt(id).bone''
   * Type: string   * Type: string
-  * Default Value: //""//+  * Default Value: empty string
   * Example (*.deeclass): <code xml><string name='vrHandPointAt(right).bone'>indexFinger</string></code>   * Example (*.deeclass): <code xml><string name='vrHandPointAt(right).bone'>indexFinger</string></code>
 +
 +====== Behavior Tree Actions ======
 +
 +This behavior adds these behavior tree actions if behavior tree is present. If behavior has non-empty identifier replace ''vrHandPointAt'' with ''vrHandPointAt(id)''.
 +
 +===== vrHandPointAt.update =====
 +
 +Update VR hand point-at.
 +
 +^Parameter^Value^Description^
 +|interact|string|Interact with pointed-at element. 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.parameters|string|Optional parameters to use with ''interaction''.|
 +|interactElement.assign|string|Assign point-at element to [[behavior_interactelement|ECBehaviorInteractElement]] with identifier matching value string. Action fails if no element is pointed at or interact element behavior is absent|
 +
 +This is an example of using this action:
 +<code xml>
 +<action name='vrHandPointAt.set'>
 +  <parameter name='interactElement.assign'/>
 +</action>
 +</code>
 +
 +===== vrHandPointAt.check =====
 +
 +Check one or more VR hand point-at parameters. Action succeeds if all parameter value matches their respective VR hand point-at parameter otherwise action fails. This action is typically used as first action in a sequence to run the sequence only if a VR hand point-at parameter matches (or not).
 +
 +^Parameter^Value^Description^
 +|enabled|''true'', ''false''|Point-at is enabled|
 +|pointAt|''true'', ''false''|Is pointing at element|
 +|pointAt.distance.less|float|Distance to point-at element is less than value meters|
 +|pointAt.distance.greater|float|Distance to point-at element is greater than value meters|
 +|interact.name|string|Name of interaction|
 +|interact.has|''true'', ''false''|Element is pointed-at and interaction with name ''interaction.name'' is present|
 +|interact.query|''true'', ''false''|Interact with pointed-at element and test result. Condition is true if element is pointed-at, 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.parameters|string|Optional 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:
 +<code xml>
 +<sequence>
 +  <action name='vrHandPointAt.check'>
 +    <parameter name='enabled'>true</parameter>
 +  </action>
 +  <!-- actions here run only if VR hand point-at is enabled -->
 +</sequence>
 +</code>
 +
 +====== Behavior Tree Conditions ======
 +
 +This behavior adds these behavior tree conditions if behavior tree is present. If behavior has non-empty identifier replace ''vrHandPointAt'' with ''vrHandPointAt(id)''.
 +
 +===== vrHandPointAt.check =====
 +
 +Check one or more VR hand point-at parameters. Conditions returns true if all parameter value match their respective VR hand point-at parameter. This condition is typically used to run an action or sequence of actions as long as VR hand point-at conditions are true.
 +
 +^Parameter^Value^Description^
 +|vrHandPointAt.enabled|''true'', ''false''|Point-at is enabled|
 +|vrHandPointAt.pointAt|''true'', ''false''|Is pointing at element|
 +|vrHandPointAt.pointAt.distance.less|float|Distance to point-at element is less than value meters|
 +|vrHandPointAt.pointAt.distance.greater|float|Distance to point-at element is greater than value meters|
 +|vrHandPointAt.interact.name|string|Name of interaction|
 +|vrHandPointAt.interact.has|''true'', ''false''|Element is pointed-at and interaction with name ''interaction.name'' is present|
 +|vrHandPointAt.interact.query|''true'', ''false''|Interact with pointed-at element and test result. Condition is true if element is pointed-at, 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).|
 +|vrHandPointAt.interact.parameters|string|Optional parameters to use with ''interaction.query''.|
 +
 +This is an example of using this condition:
 +<code xml>
 +<action name='myAction' id='doing something'>
 +  <parameter name='vrHandPointAt.enabled'>true</parameter>
 +  <condition>vrHandPointAt.check</condition>
 +</action>
 +</code>
 +
 +====== State Machine Actions ======
 +
 +Same as [[#behavior_tree_actions|Behavior Tree Actions]].
 +
 +====== State Machine Conditions ======
 +
 +Same as [[#behavior_tree_conditions|Behavior Tree Conditions]].
 +
 +====== State Machine Events ======
 +
 +This behavior sends these state machine events. If behavior has non-empty identifier replace ''vrHandPointAt'' with ''vrHandPointAt(id)''.
 +
 +===== vrHandPointAt.enabled =====
 +
 +VR hand point-at has been enabled.
 +
 +===== vrHandPointAt.disabled =====
 +
 +VR hand point-at has been disabled.
 +
 +===== vrHandPointAt.pointAt =====
 +
 +Pointing at an element. Send if pointing at an element when previously not pointing at an element or pointing at a different element.
 +
 +===== vrHandPointAt.noPointAt =====
 +
 +Not pointing at an element. Send if not pointing at an element when previously has been pointing at an element.
  
 ====== Required Behaviors ====== ====== Required Behaviors ======
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 ====== Optional Behaviors ====== ====== Optional Behaviors ======
  
-This behavior does not support optional behaviors.+  * [[behavior_behaviortree|ECBehaviorBehaviorTree]]: Add actions and conditions for behavior trees to use. 
 +  * [[behavior_statemachine|ECBehaviorStateMachine]]: Add actions and conditions for state machine to use and events to send to the state machine.
  
 ====== Persistency ====== ====== Persistency ======
  
-Saves these parameters: +This behavior does support element class to be persistable (setPersistable).
-  * Range +
-  * Test origin +
-  * Test rotation+
  
 ====== API Documentation ====== ====== API Documentation ======
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 #@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1ECBehaviorVRHand.html,ECBehaviorVRHand~@#. #@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1ECBehaviorVRHand.html,ECBehaviorVRHand~@#.
  
-Since DragonScript Module Version **1.7**+Since DragonScript Module Version ''1.7''
  
 ====== Use Cases ====== ====== Use Cases ======
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 The #@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1BaseVRActorClass.html,BaseVRActorClass~@# provides full VR support including ECBehaviorVRHandPointAt for both hands. The #@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1BaseVRActorClass.html,BaseVRActorClass~@# provides full VR support including ECBehaviorVRHandPointAt for both hands.
 +
 +====== Behavior Factory ======
 +
 +Using element class supporting adding behaviors the behavior can be added like this:
 +<code xml>
 +<?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'>
 +    <!-- required: use vr hand with id. -->
 +    <string name='vrHand'>right</string>
 +    
 +    <!-- optional: set collision filter. default value '1:0 1 2' which means
 +                   category BaseGameApp.CollisionFilterBit.dynamic
 +                   filter BaseGameApp.CollisionFilterBit.geometry,
 +                          BaseGameApp.CollisionFilterBit.dynamic,
 +                          BaseGameApp.CollisionFilterBit.actor.
 +                   format is '', 'category' or 'category:filter' where category and filter
 +                   are a list of bits to set. -->
 +    <string name='collisionFilter'>6:0 1 2 3 5</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='ECBehaviorVRHandPointAt' id='left'>
 +    ...
 +  </behavior>
 +</elementClass>
 +</code>
  
 ====== Live Examples ====== ====== Live Examples ======
  
   * [[https://github.com/LordOfDragons/deexamples|DEExamples Repository]]: ExampleVR project.   * [[https://github.com/LordOfDragons/deexamples|DEExamples Repository]]: ExampleVR project.
dragengine/modules/dragonscript/behavior_vrhandpointat.1710435099.txt.gz · Last modified: 2024/03/14 16:51 by dragonlord