refactor(input): switch to manual handler order
This commit is contained in:
@@ -1,13 +1,14 @@
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use crate::{
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core::client::INTERNAL_CLIENT,
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nodes::{
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input::{InputDataType, InputMethod, Pointer},
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fields::Ray,
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input::{InputDataType, InputMethod, Pointer, INPUT_HANDLER_REGISTRY},
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spatial::Spatial,
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Node,
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},
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};
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use color_eyre::eyre::Result;
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use glam::Mat4;
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use glam::{vec3, Mat4};
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use nanoid::nanoid;
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use serde::{Deserialize, Serialize};
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use stardust_xr::values::Datamap;
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@@ -56,5 +57,47 @@ impl EyePointer {
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// Set pointer input datamap
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*self.pointer.datamap.lock() = Datamap::from_typed(EyeDatamap { eye: 2 }).unwrap();
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}
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// send input to all the input handlers that are the closest to the ray as possible
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let rx = INPUT_HANDLER_REGISTRY
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.get_valid_contents()
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.into_iter()
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// filter out all the disabled handlers
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.filter(|handler| {
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let Some(node) = handler.node.upgrade() else {
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return false;
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};
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node.enabled()
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})
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// ray march to all the enabled handlers' fields
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.map(|handler| {
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let result = handler.field.ray_march(Ray {
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origin: vec3(0.0, 0.0, 0.0),
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direction: vec3(0.0, 0.0, -1.0),
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space: self.spatial.clone(),
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});
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(vec![handler], result)
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})
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// make sure the field isn't at the pointer origin and that it's being hit
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.filter(|(_, result)| result.deepest_point_distance > 0.01 && result.min_distance < 0.0)
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// .inspect(|(_, result)| {
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// dbg!(result);
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// })
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// now collect all handlers that are same distance if they're the closest
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.reduce(|(mut handlers_a, result_a), (handlers_b, result_b)| {
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if (result_a.deepest_point_distance - result_b.deepest_point_distance).abs() < 0.001
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{
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// distance is basically the same
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handlers_a.extend(handlers_b);
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(handlers_a, result_a)
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} else if result_a.deepest_point_distance < result_b.deepest_point_distance {
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(handlers_a, result_a)
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} else {
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(handlers_b, result_b)
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}
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})
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.map(|(rx, _)| rx)
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.unwrap_or_default();
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self.pointer.set_handler_order(rx.iter());
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}
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}
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@@ -5,7 +5,7 @@ use crate::{
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mask_matches, pulse_receiver_client, PulseSender, KEYMAPS, PULSE_RECEIVER_REGISTRY,
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},
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fields::{Field, Ray},
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input::{InputDataType, InputMethod, Pointer},
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input::{InputDataType, InputHandler, InputMethod, Pointer, INPUT_HANDLER_REGISTRY},
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spatial::Spatial,
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Node,
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},
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@@ -52,6 +52,7 @@ pub struct MousePointer {
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node: Arc<Node>,
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spatial: Arc<Spatial>,
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pointer: Arc<InputMethod>,
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capture: Option<Arc<InputHandler>>,
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mouse_datamap: MouseEvent,
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keyboard_datamap: KeyboardEvent,
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keyboard_sender: Arc<PulseSender>,
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@@ -84,6 +85,7 @@ impl MousePointer {
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node,
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spatial,
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pointer,
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capture: None,
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mouse_datamap: Default::default(),
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keyboard_datamap: Default::default(),
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keyboard_sender,
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@@ -134,9 +136,106 @@ impl MousePointer {
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self.mouse_datamap.scroll_discrete = vec2(0.0, mouse.scroll_change / 120.0);
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*self.pointer.datamap.lock() = Datamap::from_typed(&self.mouse_datamap).unwrap();
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}
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self.target_pointer_input();
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self.send_keyboard_input(sk);
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}
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fn target_pointer_input(&mut self) {
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// remove the capture when it's removed from captures list
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if let Some(capture) = &self.capture {
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if !self
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.pointer
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.captures
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.get_valid_contents()
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.contains(&capture)
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{
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self.capture.take();
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}
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}
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// add the capture that's the closest if we don't have one
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if self.capture.is_none() {
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if let Some(new_capture) = self
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.pointer
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.captures
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.get_valid_contents()
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.into_iter()
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.map(|h| {
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(
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h.clone(),
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h.field.ray_march(Ray {
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origin: vec3(0.0, 0.0, 0.0),
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direction: vec3(0.0, 0.0, -1.0),
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space: self.spatial.clone(),
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}),
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)
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})
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.reduce(|(handlers_a, result_a), (handlers_b, result_b)| {
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if result_a.min_distance < result_b.min_distance {
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(handlers_a, result_a)
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} else {
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(handlers_b, result_b)
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}
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})
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.map(|(rx, _)| rx)
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{
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self.capture = Some(new_capture.clone());
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}
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}
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// make sure that if something is captured only send input to it
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if let Some(capture) = &self.capture {
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self.pointer.set_handler_order([capture].into_iter());
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return;
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}
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// send input to all the input handlers that are the closest to the ray as possible
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self.pointer.set_handler_order(
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INPUT_HANDLER_REGISTRY
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.get_valid_contents()
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.into_iter()
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// filter out all the disabled handlers
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.filter(|handler| {
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let Some(node) = handler.node.upgrade() else {
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return false;
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};
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node.enabled()
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})
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// ray march to all the enabled handlers' fields
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.map(|handler| {
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let result = handler.field.ray_march(Ray {
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origin: vec3(0.0, 0.0, 0.0),
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direction: vec3(0.0, 0.0, -1.0),
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space: self.spatial.clone(),
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});
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(vec![handler], result)
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})
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// make sure the field isn't at the pointer origin and that it's being hit
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.filter(|(_, result)| {
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result.deepest_point_distance > 0.01 && result.min_distance < 0.0
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})
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// .inspect(|(_, result)| {
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// dbg!(result);
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// })
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// now collect all handlers that are same distance if they're the closest
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.reduce(|(mut handlers_a, result_a), (handlers_b, result_b)| {
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if (result_a.deepest_point_distance - result_b.deepest_point_distance).abs()
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< 0.001
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{
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// distance is basically the same
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handlers_a.extend(handlers_b);
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(handlers_a, result_a)
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} else if result_a.deepest_point_distance < result_b.deepest_point_distance {
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(handlers_a, result_a)
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} else {
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(handlers_b, result_b)
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}
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})
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.map(|(rx, _)| rx)
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.unwrap_or_default()
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.iter(),
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);
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}
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fn send_keyboard_input(&mut self, sk: &impl StereoKitMultiThread) {
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let rx = PULSE_RECEIVER_REGISTRY
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.get_valid_contents()
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@@ -1,7 +1,7 @@
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use crate::{
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core::client::INTERNAL_CLIENT,
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nodes::{
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input::{InputDataType, InputMethod, Tip},
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input::{InputDataType, InputHandler, InputMethod, Tip, INPUT_HANDLER_REGISTRY},
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spatial::Spatial,
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Node,
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},
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@@ -26,8 +26,9 @@ struct ControllerDatamap {
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pub struct SkController {
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_node: Arc<Node>,
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input: Arc<InputMethod>,
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model: Model,
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handed: Handed,
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model: Model,
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capture: Option<Arc<InputHandler>>,
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datamap: ControllerDatamap,
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}
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impl SkController {
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@@ -56,6 +57,7 @@ impl SkController {
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input,
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handed,
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model,
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capture: None,
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datamap: Default::default(),
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})
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}
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@@ -79,5 +81,85 @@ impl SkController {
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self.datamap.grab = controller.grip;
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self.datamap.scroll = controller.stick;
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*self.input.datamap.lock() = Datamap::from_typed(&self.datamap).unwrap();
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// remove the capture when it's removed from captures list
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if let Some(capture) = &self.capture {
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if !self.input.captures.get_valid_contents().contains(&capture) {
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self.capture.take();
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}
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}
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// add the capture that's the closest if we don't have one
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if self.capture.is_none() {
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self.capture = self
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.input
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.captures
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.get_valid_contents()
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.into_iter()
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.map(|handler| {
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(
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handler.clone(),
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handler
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.field
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.distance(&self.input.spatial, [0.0; 3].into())
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.abs(),
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)
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})
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.reduce(|(handlers_a, distance_a), (handlers_b, distance_b)| {
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if distance_a < distance_b {
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(handlers_a, distance_a)
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} else {
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(handlers_b, distance_b)
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}
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})
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.map(|(rx, _)| rx);
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}
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// make sure that if something is captured only send input to it
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if let Some(capture) = &self.capture {
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self.input.set_handler_order([capture].into_iter());
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return;
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}
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// send input to all the input handlers that are the closest to the ray as possible
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self.input.set_handler_order(
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INPUT_HANDLER_REGISTRY
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.get_valid_contents()
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.into_iter()
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// filter out all the disabled handlers
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.filter(|handler| {
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let Some(node) = handler.node.upgrade() else {
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return false;
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};
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node.enabled()
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})
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// get the unsigned distance to the handler's field (unsigned so giant fields won't always eat input)
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.map(|handler| {
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(
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vec![handler.clone()],
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handler
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.field
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.distance(&self.input.spatial, [0.0; 3].into())
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.abs(),
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)
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})
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// .inspect(|(_, result)| {
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// dbg!(result);
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// })
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// now collect all handlers that are same distance if they're the closest
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.reduce(|(mut handlers_a, distance_a), (handlers_b, distance_b)| {
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if (distance_a - distance_b).abs() < 0.001 {
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// distance is basically the same (within 1mm)
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handlers_a.extend(handlers_b);
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(handlers_a, distance_a)
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} else if distance_a < distance_b {
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(handlers_a, distance_a)
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} else {
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(handlers_b, distance_b)
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}
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})
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.map(|(rx, _)| rx)
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.unwrap_or_default()
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.iter(),
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);
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}
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}
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@@ -1,5 +1,6 @@
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use crate::core::client::INTERNAL_CLIENT;
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use crate::nodes::input::InputDataType;
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use crate::nodes::fields::Field;
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use crate::nodes::input::{InputDataType, InputHandler, INPUT_HANDLER_REGISTRY};
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use crate::nodes::{
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input::{Hand, InputMethod, Joint},
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spatial::Spatial,
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@@ -10,8 +11,9 @@ use glam::Mat4;
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use nanoid::nanoid;
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use serde::{Deserialize, Serialize};
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use stardust_xr::values::Datamap;
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use std::f32::INFINITY;
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use std::sync::Arc;
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use stereokit::{ButtonState, HandJoint, Handed, StereoKitMultiThread};
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use stereokit::{ButtonState, Color128, HandJoint, Handed, Material, StereoKitMultiThread};
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fn convert_joint(joint: HandJoint) -> Joint {
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Joint {
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@@ -30,12 +32,14 @@ struct HandDatamap {
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pub struct SkHand {
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_node: Arc<Node>,
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input: Arc<InputMethod>,
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handed: Handed,
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material: Material,
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input: Arc<InputMethod>,
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capture: Option<Arc<InputHandler>>,
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datamap: HandDatamap,
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}
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impl SkHand {
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pub fn new(handed: Handed) -> Result<Self> {
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pub fn new(handed: Handed, sk: &impl StereoKitMultiThread) -> Result<Self> {
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let _node = Node::create_parent_name(&INTERNAL_CLIENT, "", &nanoid!(), false)
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.add_to_scenegraph()?;
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Spatial::add_to(&_node, None, Mat4::IDENTITY, false);
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@@ -45,10 +49,15 @@ impl SkHand {
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});
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let datamap = Datamap::from_typed(HandDatamap::default())?;
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let input = InputMethod::add_to(&_node, hand, datamap)?;
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let material = sk.material_copy(Material::HAND);
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sk.input_hand_material(handed, Material(material.0));
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Ok(SkHand {
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_node,
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input,
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handed,
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material,
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input,
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capture: None,
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datamap: Default::default(),
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})
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}
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@@ -98,5 +107,94 @@ impl SkHand {
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self.datamap.pinch_strength = sk_hand.pinch_activation;
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self.datamap.grab_strength = sk_hand.grip_activation;
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*self.input.datamap.lock() = Datamap::from_typed(&self.datamap).unwrap();
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// remove the capture when it's removed from captures list
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if let Some(capture) = &self.capture {
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if !self.input.captures.get_valid_contents().contains(&capture) {
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self.capture.take();
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sk.material_set_color(&self.material, "color", Color128::new_rgb(1.0, 1.0, 1.0));
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}
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}
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// add the capture that's the closest if we don't have one
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if self.capture.is_none() {
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self.capture = self
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.input
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.captures
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.get_valid_contents()
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.into_iter()
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.map(|handler| (handler.clone(), self.compare_distance(&handler.field).abs()))
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.reduce(|(handlers_a, distance_a), (handlers_b, distance_b)| {
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if distance_a < distance_b {
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(handlers_a, distance_a)
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} else {
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(handlers_b, distance_b)
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}
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})
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.map(|(rx, _)| rx);
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if self.capture.is_some() {
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sk.material_set_color(&self.material, "color", Color128::new_rgb(0.0, 1.0, 0.75));
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}
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}
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// make sure that if something is captured only send input to it
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if let Some(capture) = &self.capture {
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self.input.set_handler_order([capture].into_iter());
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return;
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}
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// send input to all the input handlers that are the closest to the ray as possible
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self.input.set_handler_order(
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INPUT_HANDLER_REGISTRY
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.get_valid_contents()
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.into_iter()
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// filter out all the disabled handlers
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.filter(|handler| {
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let Some(node) = handler.node.upgrade() else {
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return false;
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};
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node.enabled()
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})
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// get the unsigned distance to the handler's field (unsigned so giant fields won't always eat input)
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.map(|handler| {
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(
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vec![handler.clone()],
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self.compare_distance(&handler.field).abs(),
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)
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})
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// .inspect(|(_, result)| {
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// dbg!(result);
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// })
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// now collect all handlers that are same distance if they're the closest
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.reduce(|(mut handlers_a, distance_a), (handlers_b, distance_b)| {
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if (distance_a - distance_b).abs() < 0.001 {
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// distance is basically the same (within 1mm)
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handlers_a.extend(handlers_b);
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(handlers_a, distance_a)
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} else if distance_a < distance_b {
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(handlers_a, distance_a)
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} else {
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(handlers_b, distance_b)
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}
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})
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.map(|(rx, _)| rx)
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.unwrap_or_default()
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.iter(),
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);
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}
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fn compare_distance(&self, field: &Field) -> f32 {
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let InputDataType::Hand(hand) = &*self.input.data.lock() else {
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return INFINITY;
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};
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let spatial = &self.input.spatial;
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let thumb_tip_distance = field.distance(spatial, hand.thumb.tip.position.into());
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let index_tip_distance = field.distance(spatial, hand.index.tip.position.into());
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let middle_tip_distance = field.distance(spatial, hand.middle.tip.position.into());
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let ring_tip_distance = field.distance(spatial, hand.ring.tip.position.into());
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(thumb_tip_distance * 0.3)
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+ (index_tip_distance * 0.4)
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+ (middle_tip_distance * 0.15)
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+ (ring_tip_distance * 0.15)
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}
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}
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