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Start Page » DragonScript Scripting Language » Behavior Elements: Quick and Easy Development » ECBehaviorVRHandPointAt
Behavior adding support to VR Hand behavior to know what element they are pointing at.
Behavior uses one collider collision test located attached controller collider facing forward.
If hand component is present and a test bone is set the collision test will be attached to the component bone.
By default the test direction is rotated by -45 degrees along the X axis. This accounts for VR hand controllers typically having their Z axis along the grip direction. This causes the point at detection to point 45 degrees upwards. For easier usage rotating the point at detection direction downwards by 45 degrees helps.
By default point-at is disabled for backwards compatibility.
This behavior can be added twice to an element to add support for left and right hand controller. Use the behavior identifier to tell them apart.
Element class properties have the prefix vrHandPointAt. or vrHandPointAt(id). if id is not empty.
Range in meters to test for objects supporting to be pointed at.
vrHandPointAt.range or vrHandPointAt(id).range2<float name='vrHandPointAt(right).range'>3.5</float>
Test origin relative to hand controller coordinate system.
vrHandPointAt.origin or vrHandPointAt(id).origin(0, 0, 0)<vector name='vrHandPointAt(left).origin' x='0' y='0.1' z='0.2'/>
Test rotation in degrees relative to hand controller coordinate system.
vrHandPointAt.rotation or vrHandPointAt(id).rotation(0, 0, 0)<vector name='vrHandPointAt(left).rotation' x='45' y='0' z='0'/>
Name of bone in controller model to attach to or empty string to attach to the controller itself.
vrHandPointAt.bone or vrHandPointAt(id).bone<string name='vrHandPointAt(right).bone'>indexFinger</string>
This behavior does not support optional behaviors.
This behavior does support element class to be persistable (setPersistable).
Since DragonScript Module Version 1.7
The following example creates an element class with support to test what element the player is pointing at:
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 func new()
// Create playspace
vrPlayspace = ECBehaviorVRPlayspace.new(this)
// Create hand controllers. The InputDeviceType indicates what device type
// to monitor. vrRightHand and vrLeftHand can exist only once
vrHandRight = ECBehaviorVRHand.new(this, vrPlayspace, InputDeviceType.vrRightHand, "right")
vrHandLeft = ECBehaviorVRHand.new(this, vrPlayspace, InputDeviceType.vrLeftHand, "left")
// Create point at behavior for each hand. By default the test direction
// is along the controller Z axis. For common controllers this points
// along the handle direction which is like holding a sword or similar
vrRightHandPointAt = ECBehaviorVRHandPointAt.new(this, vrRightHand, "right")
vrLeftHandPointAt = ECBehaviorVRHandPointAt.new(this, vrLeftHand, "left")
// If you have a ECBehaviorCollider in your element class it is a good idea
// to ignore this collider. This avoids the point hitting the player body
// or hands.
// vrRightHandPointAt.setIgnoreCollider(collider)
// vrLeftHandPointAt.setIgnoreCollider(collider)
end
end
The BaseVRActorClass provides full VR support including ECBehaviorVRHandPointAt for both hands.
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'> <!-- 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> <!-- set element properties. omit property prefix if used inside behavior tag --> <string name='.name'>value</string> </behavior> <behavior type='ECBehaviorVRHandPointAt' id='left'> ... </behavior> </elementClass>