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Merge pull request #7809 from howard-stearns/hand-controller-pointer
Hand controller pointer
This commit is contained in:
commit
757eea16a6
6 changed files with 470 additions and 205 deletions
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@ -1,15 +1,15 @@
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{
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{
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"name": "Vive to Standard",
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"name": "Vive to Standard",
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"channels": [
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"channels": [
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{ "from": "Vive.LY", "when": "Vive.LS", "filters": "invert", "to": "Standard.LY" },
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{ "from": "Vive.LY", "when": "Vive.LS", "filters": ["invert" ,{ "type": "deadZone", "min": 0.6 }], "to": "Standard.LY" },
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{ "from": "Vive.LX", "when": "Vive.LS", "to": "Standard.LX" },
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{ "from": "Vive.LX", "when": "Vive.LS", "filters": [{ "type": "deadZone", "min": 0.6 }], "to": "Standard.LX" },
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{ "from": "Vive.LT", "to": "Standard.LT" },
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{ "from": "Vive.LT", "to": "Standard.LT" },
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{ "from": "Vive.LB", "to": "Standard.LB" },
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{ "from": "Vive.LB", "to": "Standard.LB" },
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{ "from": "Vive.LS", "to": "Standard.LS" },
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{ "from": "Vive.LS", "to": "Standard.LS" },
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{ "from": "Vive.RY", "when": "Vive.RS", "filters": "invert", "to": "Standard.RY" },
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{ "from": "Vive.RY", "when": "Vive.RS", "filters": ["invert", { "type": "deadZone", "min": 0.6 }], "to": "Standard.RY" },
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{ "from": "Vive.RX", "when": "Vive.RS", "to": "Standard.RX" },
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{ "from": "Vive.RX", "when": "Vive.RS", "filters": [{ "type": "deadZone", "min": 0.6 }], "to": "Standard.RX" },
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{ "from": "Vive.RT", "to": "Standard.RT" },
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{ "from": "Vive.RT", "to": "Standard.RT" },
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{ "from": "Vive.RB", "to": "Standard.RB" },
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{ "from": "Vive.RB", "to": "Standard.RB" },
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@ -13,11 +13,12 @@
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using namespace controller;
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using namespace controller;
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float DeadZoneFilter::apply(float value) const {
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float DeadZoneFilter::apply(float value) const {
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float scale = 1.0f / (1.0f - _min);
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float scale = ((value < 0.0f) ? -1.0f : 1.0f) / (1.0f - _min);
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if (std::abs(value) < _min) {
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float magnitude = std::abs(value);
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if (magnitude < _min) {
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return 0.0f;
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return 0.0f;
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}
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}
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return (value - _min) * scale;
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return (magnitude - _min) * scale;
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}
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}
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bool DeadZoneFilter::parseParameters(const QJsonValue& parameters) {
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bool DeadZoneFilter::parseParameters(const QJsonValue& parameters) {
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@ -16,6 +16,8 @@
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#include <QtWidgets/QApplication>
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#include <QtWidgets/QApplication>
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#include <QtWidgets/QDesktopWidget>
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#include <QtWidgets/QDesktopWidget>
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <QtGui/QWindow>
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#include <QQuickWindow>
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#include <ui/Menu.h>
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#include <ui/Menu.h>
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#include <NumericalConstants.h>
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#include <NumericalConstants.h>
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@ -256,7 +258,7 @@ glm::vec2 CompositorHelper::getReticlePosition() const {
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QMutexLocker locker(&_reticleLock);
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QMutexLocker locker(&_reticleLock);
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return _reticlePositionInHMD;
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return _reticlePositionInHMD;
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}
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}
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return toGlm(QCursor::pos());
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return toGlm(_renderingWidget->mapFromGlobal(QCursor::pos()));
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}
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}
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bool CompositorHelper::getReticleOverDesktop() const {
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bool CompositorHelper::getReticleOverDesktop() const {
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@ -322,17 +324,8 @@ void CompositorHelper::setReticlePosition(const glm::vec2& position, bool sendFa
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sendFakeMouseEvent();
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sendFakeMouseEvent();
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}
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}
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} else {
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} else {
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// NOTE: This is some debugging code we will leave in while debugging various reticle movement strategies,
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const QPoint point(position.x, position.y);
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// remove it after we're done
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QCursor::setPos(_renderingWidget->mapToGlobal(point));
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const float REASONABLE_CHANGE = 50.0f;
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glm::vec2 oldPos = toGlm(QCursor::pos());
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auto distance = glm::distance(oldPos, position);
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if (distance > REASONABLE_CHANGE) {
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qDebug() << "Contrller::ScriptingInterface ---- UNREASONABLE CHANGE! distance:" <<
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distance << " oldPos:" << oldPos.x << "," << oldPos.y << " newPos:" << position.x << "," << position.y;
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}
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QCursor::setPos(position.x, position.y);
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}
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}
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}
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}
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@ -17,7 +17,7 @@ Script.load("system/edit.js");
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Script.load("system/selectAudioDevice.js");
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Script.load("system/selectAudioDevice.js");
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Script.load("system/notifications.js");
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Script.load("system/notifications.js");
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Script.load("system/controllers/handControllerGrab.js");
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Script.load("system/controllers/handControllerGrab.js");
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Script.load("system/controllers/handControllerPointer.js");
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Script.load("system/controllers/squeezeHands.js");
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Script.load("system/controllers/squeezeHands.js");
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Script.load("system/controllers/grab.js");
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Script.load("system/controllers/grab.js");
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Script.load("system/dialTone.js");
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Script.load("system/dialTone.js");
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Script.load("system/depthReticle.js");
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456
scripts/system/controllers/handControllerPointer.js
Normal file
456
scripts/system/controllers/handControllerPointer.js
Normal file
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@ -0,0 +1,456 @@
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"use strict";
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/*jslint vars: true, plusplus: true*/
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/*globals Script, Overlays, Controller, Reticle, HMD, Camera, Entities, MyAvatar, Settings, Menu, ScriptDiscoveryService, Window, Vec3, Quat, print */
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//
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// handControllerPointer.js
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// examples/controllers
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//
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// Created by Howard Stearns on 2016/04/22
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// Copyright 2016 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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// Control the "mouse" using hand controller. (HMD and desktop.)
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// For now:
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// Hydra thumb button 3 is left-mouse, button 4 is right-mouse.
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// A click in the center of the vive thumb pad is left mouse. Vive menu button is context menu (right mouse).
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// First-person only.
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// Starts right handed, but switches to whichever is free: Whichever hand was NOT most recently squeezed.
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// (For now, the thumb buttons on both controllers are always on.)
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// When over a HUD element, the reticle is shown where the active hand controller beam intersects the HUD.
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// Otherwise, the active hand controller shows a red ball where a click will act.
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//
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// Bugs:
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// On Windows, the upper left corner of Interface must be in the upper left corner of the screen, and the title bar must be 50px high. (System bug.)
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// While hardware mouse move switches to mouse move, hardware mouse click (without amove) does not.
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// UTILITIES -------------
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//
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// Utility to make it easier to setup and disconnect cleanly.
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function setupHandler(event, handler) {
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event.connect(handler);
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Script.scriptEnding.connect(function () {
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event.disconnect(handler);
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});
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}
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// If some capability is not available until expiration milliseconds after the last update.
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function TimeLock(expiration) {
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var last = 0;
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this.update = function (optionalNow) {
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last = optionalNow || Date.now();
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};
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this.expired = function (optionalNow) {
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return ((optionalNow || Date.now()) - last) > expiration;
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};
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}
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var handControllerLockOut = new TimeLock(2000);
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// Calls onFunction() or offFunction() when swtich(on), but only if it is to a new value.
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function LatchedToggle(onFunction, offFunction, state) {
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this.getState = function () {
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return state;
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};
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this.setState = function (on) {
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if (state === on) {
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return;
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}
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state = on;
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if (on) {
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onFunction();
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} else {
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offFunction();
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}
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};
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}
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// VERTICAL FIELD OF VIEW ---------
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//
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// Cache the verticalFieldOfView setting and update it every so often.
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var verticalFieldOfView, DEFAULT_VERTICAL_FIELD_OF_VIEW = 45; // degrees
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function updateFieldOfView() {
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verticalFieldOfView = Settings.getValue('fieldOfView') || DEFAULT_VERTICAL_FIELD_OF_VIEW;
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}
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// SHIMS ----------
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//
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var weMovedReticle = false;
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function ignoreMouseActivity() {
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// If we're paused, or if change in cursor position is from this script, not the hardware mouse.
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if (!Reticle.allowMouseCapture) {
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return true;
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}
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// Only we know if we moved it, which is why this script has to replace depthReticle.js
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if (!weMovedReticle) {
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return false;
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}
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weMovedReticle = false;
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return true;
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}
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var setReticlePosition = function (point2d) {
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weMovedReticle = true;
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Reticle.setPosition(point2d);
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};
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// Generalizations of utilities that work with system and overlay elements.
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function findRayIntersection(pickRay) {
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// Check 3D overlays and entities. Argument is an object with origin and direction.
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var result = Overlays.findRayIntersection(pickRay);
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if (!result.intersects) {
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result = Entities.findRayIntersection(pickRay, true);
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}
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return result;
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}
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function isPointingAtOverlay(optionalHudPosition2d) {
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return Reticle.pointingAtSystemOverlay || Overlays.getOverlayAtPoint(optionalHudPosition2d || Reticle.position);
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}
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// Generalized HUD utilities, with or without HMD:
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// These two "vars" are for documentation. Do not change their values!
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var SPHERICAL_HUD_DISTANCE = 1; // meters.
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var PLANAR_PERPENDICULAR_HUD_DISTANCE = SPHERICAL_HUD_DISTANCE;
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function calculateRayUICollisionPoint(position, direction) {
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// Answer the 3D intersection of the HUD by the given ray, or falsey if no intersection.
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if (HMD.active) {
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return HMD.calculateRayUICollisionPoint(position, direction);
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}
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// interect HUD plane, 1m in front of camera, using formula:
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// scale = hudNormal dot (hudPoint - position) / hudNormal dot direction
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// intersection = postion + scale*direction
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var hudNormal = Quat.getFront(Camera.getOrientation());
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var hudPoint = Vec3.sum(Camera.getPosition(), hudNormal); // must also scale if PLANAR_PERPENDICULAR_HUD_DISTANCE!=1
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var denominator = Vec3.dot(hudNormal, direction);
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if (denominator === 0) {
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return null;
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} // parallel to plane
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var numerator = Vec3.dot(hudNormal, Vec3.subtract(hudPoint, position));
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var scale = numerator / denominator;
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return Vec3.sum(position, Vec3.multiply(scale, direction));
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}
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var DEGREES_TO_HALF_RADIANS = Math.PI / 360;
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function overlayFromWorldPoint(point) {
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// Answer the 2d pixel-space location in the HUD that covers the given 3D point.
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// REQUIRES: that the 3d point be on the hud surface!
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// Note that this is based on the Camera, and doesn't know anything about any
|
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// ray that may or may not have been used to compute the point. E.g., the
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// overlay point is NOT the intersection of some non-camera ray with the HUD.
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if (HMD.active) {
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return HMD.overlayFromWorldPoint(point);
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}
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var cameraToPoint = Vec3.subtract(point, Camera.getPosition());
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var cameraX = Vec3.dot(cameraToPoint, Quat.getRight(Camera.getOrientation()));
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var cameraY = Vec3.dot(cameraToPoint, Quat.getUp(Camera.getOrientation()));
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var size = Controller.getViewportDimensions();
|
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var hudHeight = 2 * Math.tan(verticalFieldOfView * DEGREES_TO_HALF_RADIANS); // must adjust if PLANAR_PERPENDICULAR_HUD_DISTANCE!=1
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var hudWidth = hudHeight * size.x / size.y;
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var horizontalFraction = (cameraX / hudWidth + 0.5);
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var verticalFraction = 1 - (cameraY / hudHeight + 0.5);
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var horizontalPixels = size.x * horizontalFraction;
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var verticalPixels = size.y * verticalFraction;
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return { x: horizontalPixels, y: verticalPixels };
|
||||||
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}
|
||||||
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|
||||||
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// MOUSE ACTIVITY --------
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//
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var isSeeking = false;
|
||||||
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var averageMouseVelocity = 0, lastIntegration = 0, lastMouse;
|
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var WEIGHTING = 1 / 20; // simple moving average over last 20 samples
|
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var ONE_MINUS_WEIGHTING = 1 - WEIGHTING;
|
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var AVERAGE_MOUSE_VELOCITY_FOR_SEEK_TO = 20;
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function isShakingMouse() { // True if the person is waving the mouse around trying to find it.
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var now = Date.now(), mouse = Reticle.position, isShaking = false;
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if (lastIntegration && (lastIntegration !== now)) {
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var velocity = Vec3.length(Vec3.subtract(mouse, lastMouse)) / (now - lastIntegration);
|
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averageMouseVelocity = (ONE_MINUS_WEIGHTING * averageMouseVelocity) + (WEIGHTING * velocity);
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if (averageMouseVelocity > AVERAGE_MOUSE_VELOCITY_FOR_SEEK_TO) {
|
||||||
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isShaking = true;
|
||||||
|
}
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||||||
|
}
|
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lastIntegration = now;
|
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lastMouse = mouse;
|
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|
return isShaking;
|
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|
}
|
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var NON_LINEAR_DIVISOR = 2;
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var MINIMUM_SEEK_DISTANCE = 0.01;
|
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|
function updateSeeking() {
|
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|
if (!Reticle.visible || isShakingMouse()) {
|
||||||
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isSeeking = true;
|
||||||
|
} // e.g., if we're about to turn it on with first movement.
|
||||||
|
if (!isSeeking) {
|
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|
return;
|
||||||
|
}
|
||||||
|
averageMouseVelocity = lastIntegration = 0;
|
||||||
|
var lookAt2D = HMD.getHUDLookAtPosition2D();
|
||||||
|
if (!lookAt2D) {
|
||||||
|
print('Cannot seek without lookAt position');
|
||||||
|
return;
|
||||||
|
} // E.g., if parallel to location in HUD
|
||||||
|
var copy = Reticle.position;
|
||||||
|
function updateDimension(axis) {
|
||||||
|
var distanceBetween = lookAt2D[axis] - Reticle.position[axis];
|
||||||
|
var move = distanceBetween / NON_LINEAR_DIVISOR;
|
||||||
|
if (Math.abs(move) < MINIMUM_SEEK_DISTANCE) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
copy[axis] += move;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
var okX = !updateDimension('x'), okY = !updateDimension('y'); // Evaluate both. Don't short-circuit.
|
||||||
|
if (okX && okY) {
|
||||||
|
isSeeking = false;
|
||||||
|
} else {
|
||||||
|
Reticle.setPosition(copy); // Not setReticlePosition
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
var mouseCursorActivity = new TimeLock(5000);
|
||||||
|
var APPARENT_MAXIMUM_DEPTH = 100.0; // this is a depth at which things all seem sufficiently distant
|
||||||
|
function updateMouseActivity(isClick) {
|
||||||
|
if (ignoreMouseActivity()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
var now = Date.now();
|
||||||
|
mouseCursorActivity.update(now);
|
||||||
|
if (isClick) {
|
||||||
|
return;
|
||||||
|
} // Bug: mouse clicks should keep going. Just not hand controller clicks
|
||||||
|
handControllerLockOut.update(now);
|
||||||
|
Reticle.visible = true;
|
||||||
|
}
|
||||||
|
function expireMouseCursor(now) {
|
||||||
|
if (!isPointingAtOverlay() && mouseCursorActivity.expired(now)) {
|
||||||
|
Reticle.visible = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
function onMouseMove() {
|
||||||
|
// Display cursor at correct depth (as in depthReticle.js), and updateMouseActivity.
|
||||||
|
if (ignoreMouseActivity()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (HMD.active) { // set depth
|
||||||
|
updateSeeking();
|
||||||
|
if (isPointingAtOverlay()) {
|
||||||
|
Reticle.setDepth(SPHERICAL_HUD_DISTANCE); // NOT CORRECT IF WE SWITCH TO OFFSET SPHERE!
|
||||||
|
} else {
|
||||||
|
var result = findRayIntersection(Camera.computePickRay(Reticle.position.x, Reticle.position.y));
|
||||||
|
var depth = result.intersects ? result.distance : APPARENT_MAXIMUM_DEPTH;
|
||||||
|
Reticle.setDepth(depth);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
updateMouseActivity(); // After the above, just in case the depth movement is awkward when becoming visible.
|
||||||
|
}
|
||||||
|
function onMouseClick() {
|
||||||
|
updateMouseActivity(true);
|
||||||
|
}
|
||||||
|
setupHandler(Controller.mouseMoveEvent, onMouseMove);
|
||||||
|
setupHandler(Controller.mousePressEvent, onMouseClick);
|
||||||
|
setupHandler(Controller.mouseDoublePressEvent, onMouseClick);
|
||||||
|
|
||||||
|
// CONTROLLER MAPPING ---------
|
||||||
|
//
|
||||||
|
|
||||||
|
var activeHand = Controller.Standard.RightHand;
|
||||||
|
function toggleHand() {
|
||||||
|
if (activeHand === Controller.Standard.RightHand) {
|
||||||
|
activeHand = Controller.Standard.LeftHand;
|
||||||
|
} else {
|
||||||
|
activeHand = Controller.Standard.RightHand;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create clickMappings as needed, on demand.
|
||||||
|
var clickMappings = {}, clickMapping, clickMapToggle;
|
||||||
|
var hardware; // undefined
|
||||||
|
function checkHardware() {
|
||||||
|
var newHardware = Controller.Hardware.Hydra ? 'Hydra' : (Controller.Hardware.Vive ? 'Vive' : null); // not undefined
|
||||||
|
if (hardware === newHardware) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
print('Setting mapping for new controller hardware:', newHardware);
|
||||||
|
if (clickMapToggle) {
|
||||||
|
clickMapToggle.setState(false);
|
||||||
|
}
|
||||||
|
hardware = newHardware;
|
||||||
|
if (clickMappings[hardware]) {
|
||||||
|
clickMapping = clickMappings[hardware];
|
||||||
|
} else {
|
||||||
|
clickMapping = Controller.newMapping(Script.resolvePath('') + '-click-' + hardware);
|
||||||
|
Script.scriptEnding.connect(clickMapping.disable);
|
||||||
|
function mapToAction(button, action) {
|
||||||
|
clickMapping.from(Controller.Hardware[hardware][button]).peek().to(Controller.Actions[action]);
|
||||||
|
}
|
||||||
|
function makeHandToggle(button, hand, optionalWhen) {
|
||||||
|
var whenThunk = optionalWhen || function () {
|
||||||
|
return true;
|
||||||
|
};
|
||||||
|
function maybeToggle() {
|
||||||
|
if (activeHand !== Controller.Standard[hand]) {
|
||||||
|
toggleHand();
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
clickMapping.from(Controller.Hardware[hardware][button]).peek().when(whenThunk).to(maybeToggle);
|
||||||
|
}
|
||||||
|
function makeViveWhen(click, x, y) {
|
||||||
|
var viveClick = Controller.Hardware.Vive[click],
|
||||||
|
viveX = Controller.Standard[x], // Standard after filtering by mapping
|
||||||
|
viveY = Controller.Standard[y];
|
||||||
|
return function () {
|
||||||
|
var clickValue = Controller.getValue(viveClick);
|
||||||
|
var xValue = Controller.getValue(viveX);
|
||||||
|
var yValue = Controller.getValue(viveY);
|
||||||
|
return clickValue && !xValue && !yValue;
|
||||||
|
};
|
||||||
|
}
|
||||||
|
switch (hardware) {
|
||||||
|
case 'Hydra':
|
||||||
|
makeHandToggle('R3', 'RightHand');
|
||||||
|
makeHandToggle('L3', 'LeftHand');
|
||||||
|
|
||||||
|
mapToAction('R3', 'ReticleClick');
|
||||||
|
mapToAction('L3', 'ReticleClick');
|
||||||
|
mapToAction('R4', 'ContextMenu');
|
||||||
|
mapToAction('L4', 'ContextMenu');
|
||||||
|
break;
|
||||||
|
case 'Vive':
|
||||||
|
// When touchpad click is NOT treated as movement, treat as left click
|
||||||
|
makeHandToggle('RS', 'RightHand', makeViveWhen('RS', 'RX', 'RY'));
|
||||||
|
makeHandToggle('LS', 'LeftHand', makeViveWhen('LS', 'LX', 'LY'));
|
||||||
|
clickMapping.from(Controller.Hardware.Vive.RS).when(makeViveWhen('RS', 'RX', 'RY')).to(Controller.Actions.ReticleClick);
|
||||||
|
clickMapping.from(Controller.Hardware.Vive.LS).when(makeViveWhen('LS', 'LX', 'LY')).to(Controller.Actions.ReticleClick);
|
||||||
|
mapToAction('RightApplicationMenu', 'ContextMenu');
|
||||||
|
mapToAction('LeftApplicationMenu', 'ContextMenu');
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
clickMappings[hardware] = clickMapping;
|
||||||
|
}
|
||||||
|
clickMapToggle = new LatchedToggle(clickMapping.enable, clickMapping.disable);
|
||||||
|
clickMapToggle.setState(true);
|
||||||
|
}
|
||||||
|
checkHardware();
|
||||||
|
|
||||||
|
// VISUAL AID -----------
|
||||||
|
// Same properties as handControllerGrab search sphere
|
||||||
|
var BALL_SIZE = 0.011;
|
||||||
|
var BALL_ALPHA = 0.5;
|
||||||
|
var fakeProjectionBall = Overlays.addOverlay("sphere", {
|
||||||
|
size: 5 * BALL_SIZE,
|
||||||
|
color: {red: 255, green: 10, blue: 10},
|
||||||
|
ignoreRayIntersection: true,
|
||||||
|
alpha: BALL_ALPHA,
|
||||||
|
visible: false,
|
||||||
|
solid: true,
|
||||||
|
drawInFront: true // Even when burried inside of something, show it.
|
||||||
|
});
|
||||||
|
var overlays = [fakeProjectionBall]; // If we want to try showing multiple balls and lasers.
|
||||||
|
Script.scriptEnding.connect(function () {
|
||||||
|
overlays.forEach(Overlays.deleteOverlay);
|
||||||
|
});
|
||||||
|
var visualizationIsShowing = false; // Not whether it desired, but simply whether it is. Just an optimziation.
|
||||||
|
function turnOffVisualization(optionalEnableClicks) { // because we're showing cursor on HUD
|
||||||
|
if (!optionalEnableClicks) {
|
||||||
|
expireMouseCursor();
|
||||||
|
}
|
||||||
|
if (!visualizationIsShowing) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
visualizationIsShowing = false;
|
||||||
|
overlays.forEach(function (overlay) {
|
||||||
|
Overlays.editOverlay(overlay, {visible: false});
|
||||||
|
});
|
||||||
|
}
|
||||||
|
var MAX_RAY_SCALE = 32000; // Anything large. It's a scale, not a distance.
|
||||||
|
function updateVisualization(controllerPosition, controllerDirection, hudPosition3d, hudPosition2d) {
|
||||||
|
// Show an indication of where the cursor will appear when crossing a HUD element,
|
||||||
|
// and where in-world clicking will occur.
|
||||||
|
//
|
||||||
|
// There are a number of ways we could do this, but for now, it's a blue sphere that rolls along
|
||||||
|
// the HUD surface, and a red sphere that rolls along the 3d objects that will receive the click.
|
||||||
|
// We'll leave it to other scripts (like handControllerGrab) to show a search beam when desired.
|
||||||
|
|
||||||
|
function intersection3d(position, direction) {
|
||||||
|
// Answer in-world intersection (entity or 3d overlay), or way-out point
|
||||||
|
var pickRay = {origin: position, direction: direction};
|
||||||
|
var result = findRayIntersection(pickRay);
|
||||||
|
return result.intersects ? result.intersection : Vec3.sum(position, Vec3.multiply(MAX_RAY_SCALE, direction));
|
||||||
|
}
|
||||||
|
|
||||||
|
visualizationIsShowing = true;
|
||||||
|
// We'd rather in-world interactions be done at the termination of the hand beam
|
||||||
|
// -- intersection3d(controllerPosition, controllerDirection). Maybe have handControllerGrab
|
||||||
|
// direclty manipulate both entity and 3d overlay objects.
|
||||||
|
// For now, though, we present a false projection of the cursor onto whatever is below it. This is
|
||||||
|
// different from the hand beam termination because the false projection is from the camera, while
|
||||||
|
// the hand beam termination is from the hand.
|
||||||
|
var eye = Camera.getPosition();
|
||||||
|
var falseProjection = intersection3d(eye, Vec3.subtract(hudPosition3d, eye));
|
||||||
|
Overlays.editOverlay(fakeProjectionBall, {visible: true, position: falseProjection});
|
||||||
|
Reticle.visible = false;
|
||||||
|
|
||||||
|
return visualizationIsShowing; // In case we change caller to act conditionally.
|
||||||
|
}
|
||||||
|
|
||||||
|
// MAIN OPERATIONS -----------
|
||||||
|
//
|
||||||
|
function update() {
|
||||||
|
var now = Date.now();
|
||||||
|
if (!handControllerLockOut.expired(now)) {
|
||||||
|
return turnOffVisualization();
|
||||||
|
} // Let them use mouse it in peace.
|
||||||
|
if (!Menu.isOptionChecked("First Person")) {
|
||||||
|
return turnOffVisualization();
|
||||||
|
} // What to do? menus can be behind hand!
|
||||||
|
var controllerPose = Controller.getPoseValue(activeHand);
|
||||||
|
// Vive is effectively invalid when not in HMD
|
||||||
|
if (!controllerPose.valid || ((hardware === 'Vive') && !HMD.active)) {
|
||||||
|
return turnOffVisualization();
|
||||||
|
} // Controller is cradled.
|
||||||
|
var controllerPosition = Vec3.sum(Vec3.multiplyQbyV(MyAvatar.orientation, controllerPose.translation),
|
||||||
|
MyAvatar.position);
|
||||||
|
// This gets point direction right, but if you want general quaternion it would be more complicated:
|
||||||
|
var controllerDirection = Quat.getUp(Quat.multiply(MyAvatar.orientation, controllerPose.rotation));
|
||||||
|
|
||||||
|
var hudPoint3d = calculateRayUICollisionPoint(controllerPosition, controllerDirection);
|
||||||
|
if (!hudPoint3d) {
|
||||||
|
print('Controller is parallel to HUD');
|
||||||
|
return turnOffVisualization();
|
||||||
|
}
|
||||||
|
var hudPoint2d = overlayFromWorldPoint(hudPoint3d);
|
||||||
|
|
||||||
|
// We don't know yet if we'll want to make the cursor visble, but we need to move it to see if
|
||||||
|
// it's pointing at a QML tool (aka system overlay).
|
||||||
|
setReticlePosition(hudPoint2d);
|
||||||
|
// If there's a HUD element at the (newly moved) reticle, just make it visible and bail.
|
||||||
|
if (isPointingAtOverlay(hudPoint2d)) {
|
||||||
|
if (HMD.active) { // Doesn't hurt anything without the guard, but consider it documentation.
|
||||||
|
Reticle.depth = SPHERICAL_HUD_DISTANCE; // NOT CORRECT IF WE SWITCH TO OFFSET SPHERE!
|
||||||
|
}
|
||||||
|
Reticle.visible = true;
|
||||||
|
return turnOffVisualization(true);
|
||||||
|
}
|
||||||
|
// We are not pointing at a HUD element (but it could be a 3d overlay).
|
||||||
|
updateVisualization(controllerPosition, controllerDirection, hudPoint3d, hudPoint2d);
|
||||||
|
}
|
||||||
|
|
||||||
|
var UPDATE_INTERVAL = 20; // milliseconds. Script.update is too frequent.
|
||||||
|
var updater = Script.setInterval(update, UPDATE_INTERVAL);
|
||||||
|
Script.scriptEnding.connect(function () {
|
||||||
|
Script.clearInterval(updater);
|
||||||
|
});
|
||||||
|
|
||||||
|
// Check periodically for changes to setup.
|
||||||
|
var SETTINGS_CHANGE_RECHECK_INTERVAL = 10 * 1000; // milliseconds
|
||||||
|
function checkSettings() {
|
||||||
|
updateFieldOfView();
|
||||||
|
checkHardware();
|
||||||
|
}
|
||||||
|
checkSettings();
|
||||||
|
var settingsChecker = Script.setInterval(checkSettings, SETTINGS_CHANGE_RECHECK_INTERVAL);
|
||||||
|
Script.scriptEnding.connect(function () {
|
||||||
|
Script.clearInterval(settingsChecker);
|
||||||
|
});
|
|
@ -1,185 +0,0 @@
|
||||||
// depthReticle.js
|
|
||||||
// examples
|
|
||||||
//
|
|
||||||
// Created by Brad Hefta-Gaub on 2/23/16.
|
|
||||||
// Copyright 2016 High Fidelity, Inc.
|
|
||||||
//
|
|
||||||
// When used in HMD, this script will make the reticle depth track to any clickable item in view.
|
|
||||||
// This script also handles auto-hiding the reticle after inactivity, as well as having the reticle
|
|
||||||
// seek the look at position upon waking up.
|
|
||||||
//
|
|
||||||
// Distributed under the Apache License, Version 2.0.
|
|
||||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
|
||||||
//
|
|
||||||
|
|
||||||
var APPARENT_2D_OVERLAY_DEPTH = 1.0;
|
|
||||||
var APPARENT_MAXIMUM_DEPTH = 100.0; // this is a depth at which things all seem sufficiently distant
|
|
||||||
var lastDepthCheckTime = Date.now();
|
|
||||||
var desiredDepth = APPARENT_2D_OVERLAY_DEPTH;
|
|
||||||
var TIME_BETWEEN_DEPTH_CHECKS = 100;
|
|
||||||
var MINIMUM_DEPTH_ADJUST = 0.01;
|
|
||||||
var NON_LINEAR_DIVISOR = 2;
|
|
||||||
var MINIMUM_SEEK_DISTANCE = 0.01;
|
|
||||||
|
|
||||||
var lastMouseMoveOrClick = Date.now();
|
|
||||||
var lastMouseX = Reticle.position.x;
|
|
||||||
var lastMouseY = Reticle.position.y;
|
|
||||||
var HIDE_STATIC_MOUSE_AFTER = 3000; // 3 seconds
|
|
||||||
var shouldSeekToLookAt = false;
|
|
||||||
var fastMouseMoves = 0;
|
|
||||||
var averageMouseVelocity = 0;
|
|
||||||
var WEIGHTING = 1/20; // simple moving average over last 20 samples
|
|
||||||
var ONE_MINUS_WEIGHTING = 1 - WEIGHTING;
|
|
||||||
var AVERAGE_MOUSE_VELOCITY_FOR_SEEK_TO = 50;
|
|
||||||
|
|
||||||
function showReticleOnMouseClick() {
|
|
||||||
Reticle.visible = true;
|
|
||||||
lastMouseMoveOrClick = Date.now(); // move or click
|
|
||||||
}
|
|
||||||
|
|
||||||
Controller.mousePressEvent.connect(showReticleOnMouseClick);
|
|
||||||
Controller.mouseDoublePressEvent.connect(showReticleOnMouseClick);
|
|
||||||
|
|
||||||
Controller.mouseMoveEvent.connect(function(mouseEvent) {
|
|
||||||
var now = Date.now();
|
|
||||||
|
|
||||||
// if the reticle is hidden, and we're not in away mode...
|
|
||||||
if (!Reticle.visible && Reticle.allowMouseCapture) {
|
|
||||||
Reticle.visible = true;
|
|
||||||
if (HMD.active) {
|
|
||||||
shouldSeekToLookAt = true;
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
// even if the reticle is visible, if we're in HMD mode, and the person is moving their mouse quickly (shaking it)
|
|
||||||
// then they are probably looking for it, and we should move into seekToLookAt mode
|
|
||||||
if (HMD.active && !shouldSeekToLookAt && Reticle.allowMouseCapture) {
|
|
||||||
var dx = Reticle.position.x - lastMouseX;
|
|
||||||
var dy = Reticle.position.y - lastMouseY;
|
|
||||||
var dt = Math.max(1, (now - lastMouseMoveOrClick)); // mSecs since last mouse move
|
|
||||||
var mouseMoveDistance = Math.sqrt((dx*dx) + (dy*dy));
|
|
||||||
var mouseVelocity = mouseMoveDistance / dt;
|
|
||||||
averageMouseVelocity = (ONE_MINUS_WEIGHTING * averageMouseVelocity) + (WEIGHTING * mouseVelocity);
|
|
||||||
if (averageMouseVelocity > AVERAGE_MOUSE_VELOCITY_FOR_SEEK_TO) {
|
|
||||||
shouldSeekToLookAt = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
lastMouseMoveOrClick = now;
|
|
||||||
lastMouseX = mouseEvent.x;
|
|
||||||
lastMouseY = mouseEvent.y;
|
|
||||||
});
|
|
||||||
|
|
||||||
function seekToLookAt() {
|
|
||||||
// if we're currently seeking the lookAt move the mouse toward the lookat
|
|
||||||
if (shouldSeekToLookAt) {
|
|
||||||
averageMouseVelocity = 0; // reset this, these never count for movement...
|
|
||||||
var lookAt2D = HMD.getHUDLookAtPosition2D();
|
|
||||||
var currentReticlePosition = Reticle.position;
|
|
||||||
var distanceBetweenX = lookAt2D.x - Reticle.position.x;
|
|
||||||
var distanceBetweenY = lookAt2D.y - Reticle.position.y;
|
|
||||||
var moveX = distanceBetweenX / NON_LINEAR_DIVISOR;
|
|
||||||
var moveY = distanceBetweenY / NON_LINEAR_DIVISOR;
|
|
||||||
var newPosition = { x: Reticle.position.x + moveX, y: Reticle.position.y + moveY };
|
|
||||||
var closeEnoughX = false;
|
|
||||||
var closeEnoughY = false;
|
|
||||||
if (moveX < MINIMUM_SEEK_DISTANCE) {
|
|
||||||
newPosition.x = lookAt2D.x;
|
|
||||||
closeEnoughX = true;
|
|
||||||
}
|
|
||||||
if (moveY < MINIMUM_SEEK_DISTANCE) {
|
|
||||||
newPosition.y = lookAt2D.y;
|
|
||||||
closeEnoughY = true;
|
|
||||||
}
|
|
||||||
Reticle.position = newPosition;
|
|
||||||
if (closeEnoughX && closeEnoughY) {
|
|
||||||
shouldSeekToLookAt = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
function autoHideReticle() {
|
|
||||||
var now = Date.now();
|
|
||||||
|
|
||||||
// sometimes we don't actually get mouse move messages (for example, if the focus has been set
|
|
||||||
// to an overlay or web page 'overlay') in but the mouse can still be moving, and we don't want
|
|
||||||
// to autohide in these cases, so we will take this opportunity to also check if the reticle
|
|
||||||
// position has changed.
|
|
||||||
if (lastMouseX != Reticle.position.x || lastMouseY != Reticle.position.y) {
|
|
||||||
lastMouseMoveOrClick = now;
|
|
||||||
lastMouseX = Reticle.position.x;
|
|
||||||
lastMouseY = Reticle.position.y;
|
|
||||||
}
|
|
||||||
|
|
||||||
// if we haven't moved in a long period of time, and we're not pointing at some
|
|
||||||
// system overlay (like a window), then hide the reticle
|
|
||||||
if (Reticle.visible && !Reticle.pointingAtSystemOverlay) {
|
|
||||||
var timeSinceLastMouseMove = now - lastMouseMoveOrClick;
|
|
||||||
if (timeSinceLastMouseMove > HIDE_STATIC_MOUSE_AFTER) {
|
|
||||||
Reticle.visible = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
function checkReticleDepth() {
|
|
||||||
var now = Date.now();
|
|
||||||
var timeSinceLastDepthCheck = now - lastDepthCheckTime;
|
|
||||||
if (timeSinceLastDepthCheck > TIME_BETWEEN_DEPTH_CHECKS && Reticle.visible) {
|
|
||||||
var newDesiredDepth = desiredDepth;
|
|
||||||
lastDepthCheckTime = now;
|
|
||||||
var reticlePosition = Reticle.position;
|
|
||||||
|
|
||||||
// first check the 2D Overlays
|
|
||||||
if (Reticle.pointingAtSystemOverlay || Overlays.getOverlayAtPoint(reticlePosition)) {
|
|
||||||
newDesiredDepth = APPARENT_2D_OVERLAY_DEPTH;
|
|
||||||
} else {
|
|
||||||
var pickRay = Camera.computePickRay(reticlePosition.x, reticlePosition.y);
|
|
||||||
|
|
||||||
// Then check the 3D overlays
|
|
||||||
var result = Overlays.findRayIntersection(pickRay);
|
|
||||||
|
|
||||||
if (!result.intersects) {
|
|
||||||
// finally check the entities
|
|
||||||
result = Entities.findRayIntersection(pickRay, true);
|
|
||||||
}
|
|
||||||
|
|
||||||
// If either the overlays or entities intersect, then set the reticle depth to
|
|
||||||
// the distance of intersection
|
|
||||||
if (result.intersects) {
|
|
||||||
newDesiredDepth = result.distance;
|
|
||||||
} else {
|
|
||||||
// if nothing intersects... set the depth to some sufficiently large depth
|
|
||||||
newDesiredDepth = APPARENT_MAXIMUM_DEPTH;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// If the desired depth has changed, reset our fade start time
|
|
||||||
if (desiredDepth != newDesiredDepth) {
|
|
||||||
desiredDepth = newDesiredDepth;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
function moveToDesiredDepth() {
|
|
||||||
// move the reticle toward the desired depth
|
|
||||||
if (desiredDepth != Reticle.depth) {
|
|
||||||
|
|
||||||
// cut distance between desiredDepth and current depth in half until we're close enough
|
|
||||||
var distanceToAdjustThisCycle = (desiredDepth - Reticle.depth) / NON_LINEAR_DIVISOR;
|
|
||||||
if (Math.abs(distanceToAdjustThisCycle) < MINIMUM_DEPTH_ADJUST) {
|
|
||||||
newDepth = desiredDepth;
|
|
||||||
} else {
|
|
||||||
newDepth = Reticle.depth + distanceToAdjustThisCycle;
|
|
||||||
}
|
|
||||||
Reticle.setDepth(newDepth);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
Script.update.connect(function(deltaTime) {
|
|
||||||
autoHideReticle(); // auto hide reticle for desktop or HMD mode
|
|
||||||
if (HMD.active) {
|
|
||||||
seekToLookAt(); // handle moving the reticle toward the look at
|
|
||||||
checkReticleDepth(); // make sure reticle is at correct depth
|
|
||||||
moveToDesiredDepth(); // move the fade the reticle to the desired depth
|
|
||||||
}
|
|
||||||
});
|
|
Loading…
Reference in a new issue