fix(objects/hand): hand enabled when controller not

This commit is contained in:
Nova
2023-04-30 18:28:40 -04:00
parent c776c1b712
commit 4d79a59b20
2 changed files with 3 additions and 5 deletions

View File

@@ -149,10 +149,8 @@ fn main() -> Result<()> {
.flatten();
if hands.is_none() {
// unsafe {
// stereokit::sys::input_hand_visible(stereokit::sys::handed__handed_left, false as i32);
// stereokit::sys::input_hand_visible(stereokit::sys::handed__handed_right, false as i32);
// }
sk.input_hand_visible(Handed::Left, false);
sk.input_hand_visible(Handed::Right, false);
}
let (event_stop_tx, event_stop_rx) = oneshot::channel::<()>();

View File

@@ -52,7 +52,7 @@ impl SkHand {
let sk_hand = sk.input_hand(self.handed);
if let InputType::Hand(hand) = &mut *self.input.specialization.lock() {
let controller = sk.input_controller(self.handed);
*self.input.enabled.lock() = controller.tracked.contains(ButtonState::ACTIVE)
*self.input.enabled.lock() = controller.tracked.contains(ButtonState::INACTIVE)
&& sk_hand.tracked_state.contains(ButtonState::ACTIVE);
if *self.input.enabled.lock() {
hand.base.thumb.tip = convert_joint(sk_hand.fingers[0][4]);