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372 lines
14 KiB
C++
372 lines
14 KiB
C++
//
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// Created by Bradley Austin Davis on 2015/11/01
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// Copyright 2015 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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#include "OpenVrHelpers.h"
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#include <atomic>
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#include <mutex>
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#include <QtCore/QDebug>
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#include <QtCore/QTimer>
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#include <QtCore/QLoggingCategory>
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#include <QtCore/QProcessEnvironment>
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#include <QtGui/QInputMethodEvent>
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#include <QtQuick/QQuickWindow>
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#include <Windows.h>
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#include <OffscreenUi.h>
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#include <controllers/Pose.h>
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#include <NumericalConstants.h>
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#include <ui-plugins/PluginContainer.h>
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#include <ui/Menu.h>
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#include "../../interface/src/Menu.h"
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Q_DECLARE_LOGGING_CATEGORY(displayplugins)
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Q_LOGGING_CATEGORY(displayplugins, "hifi.plugins.display")
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using Mutex = std::mutex;
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using Lock = std::unique_lock<Mutex>;
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static int refCount { 0 };
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static Mutex mutex;
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static vr::IVRSystem* activeHmd { nullptr };
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static bool _openVrQuitRequested { false };
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bool openVrQuitRequested() {
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return _openVrQuitRequested;
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}
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static const uint32_t RELEASE_OPENVR_HMD_DELAY_MS = 5000;
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bool isOculusPresent() {
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bool result = false;
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#if defined(Q_OS_WIN32)
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HANDLE oculusServiceEvent = ::OpenEventW(SYNCHRONIZE, FALSE, L"OculusHMDConnected");
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// The existence of the service indicates a running Oculus runtime
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if (oculusServiceEvent) {
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// A signaled event indicates a connected HMD
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if (WAIT_OBJECT_0 == ::WaitForSingleObject(oculusServiceEvent, 0)) {
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result = true;
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}
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::CloseHandle(oculusServiceEvent);
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}
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#endif
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return result;
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}
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bool openVrSupported() {
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static const QString DEBUG_FLAG("HIFI_DEBUG_OPENVR");
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static bool enableDebugOpenVR = QProcessEnvironment::systemEnvironment().contains(DEBUG_FLAG);
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return (enableDebugOpenVR || !isOculusPresent()) && vr::VR_IsHmdPresent();
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}
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vr::IVRSystem* acquireOpenVrSystem() {
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bool hmdPresent = vr::VR_IsHmdPresent();
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if (hmdPresent) {
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Lock lock(mutex);
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if (!activeHmd) {
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#if DEV_BUILD
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qCDebug(displayplugins) << "OpenVR: No vr::IVRSystem instance active, building";
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#endif
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vr::EVRInitError eError = vr::VRInitError_None;
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activeHmd = vr::VR_Init(&eError, vr::VRApplication_Scene);
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#if DEV_BUILD
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qCDebug(displayplugins) << "OpenVR display: HMD is " << activeHmd << " error is " << eError;
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#endif
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}
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if (activeHmd) {
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#if DEV_BUILD
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qCDebug(displayplugins) << "OpenVR: incrementing refcount";
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#endif
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++refCount;
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}
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} else {
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#if DEV_BUILD
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qCDebug(displayplugins) << "OpenVR: no hmd present";
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#endif
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}
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return activeHmd;
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}
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void releaseOpenVrSystem() {
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if (activeHmd) {
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Lock lock(mutex);
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#if DEV_BUILD
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qCDebug(displayplugins) << "OpenVR: decrementing refcount";
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#endif
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--refCount;
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if (0 == refCount) {
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#if DEV_BUILD
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qCDebug(displayplugins) << "OpenVR: zero refcount, deallocate VR system";
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#endif
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vr::VR_Shutdown();
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_openVrQuitRequested = false;
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activeHmd = nullptr;
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}
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}
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}
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static char textArray[8192];
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static QMetaObject::Connection _focusConnection, _focusTextConnection, _overlayMenuConnection;
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extern bool _openVrDisplayActive;
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static vr::IVROverlay* _overlay { nullptr };
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static QObject* _keyboardFocusObject { nullptr };
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static QString _existingText;
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static Qt::InputMethodHints _currentHints;
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extern PoseData _nextSimPoseData;
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static bool _keyboardShown { false };
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static bool _overlayRevealed { false };
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static const uint32_t SHOW_KEYBOARD_DELAY_MS = 400;
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void showOpenVrKeyboard(bool show = true) {
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if (!_overlay) {
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return;
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}
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if (show) {
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// To avoid flickering the keyboard when a text element is only briefly selected,
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// show the keyboard asynchrnously after a very short delay, but only after we check
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// that the current focus object is still one that is text enabled
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QTimer::singleShot(SHOW_KEYBOARD_DELAY_MS, [] {
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auto offscreenUi = DependencyManager::get<OffscreenUi>();
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auto currentFocus = offscreenUi->getWindow()->focusObject();
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QInputMethodQueryEvent query(Qt::ImEnabled | Qt::ImQueryInput | Qt::ImHints);
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qApp->sendEvent(currentFocus, &query);
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// Current focus isn't text enabled, bail early.
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if (!query.value(Qt::ImEnabled).toBool()) {
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return;
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}
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// We're going to show the keyboard now...
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_keyboardFocusObject = currentFocus;
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_currentHints = Qt::InputMethodHints(query.value(Qt::ImHints).toUInt());
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vr::EGamepadTextInputMode inputMode = vr::k_EGamepadTextInputModeNormal;
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if (_currentHints & Qt::ImhHiddenText) {
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inputMode = vr::k_EGamepadTextInputModePassword;
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}
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vr::EGamepadTextInputLineMode lineMode = vr::k_EGamepadTextInputLineModeSingleLine;
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if (_currentHints & Qt::ImhMultiLine) {
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lineMode = vr::k_EGamepadTextInputLineModeMultipleLines;
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}
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_existingText = query.value(Qt::ImSurroundingText).toString();
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auto showKeyboardResult = _overlay->ShowKeyboard(inputMode, lineMode, "Keyboard", 1024,
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_existingText.toLocal8Bit().toStdString().c_str(), false, 0);
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if (vr::VROverlayError_None == showKeyboardResult) {
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_keyboardShown = true;
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// Try to position the keyboard slightly below where the user is looking.
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mat4 headPose = cancelOutRollAndPitch(toGlm(_nextSimPoseData.vrPoses[0].mDeviceToAbsoluteTracking));
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mat4 keyboardTransform = glm::translate(headPose, vec3(0, -0.5, -1));
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keyboardTransform = keyboardTransform * glm::rotate(mat4(), 3.14159f / 4.0f, vec3(-1, 0, 0));
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auto keyboardTransformVr = toOpenVr(keyboardTransform);
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_overlay->SetKeyboardTransformAbsolute(vr::ETrackingUniverseOrigin::TrackingUniverseStanding, &keyboardTransformVr);
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}
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});
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} else {
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_keyboardFocusObject = nullptr;
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if (_keyboardShown) {
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_overlay->HideKeyboard();
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_keyboardShown = false;
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}
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}
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}
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void finishOpenVrKeyboardInput() {
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auto offscreenUi = DependencyManager::get<OffscreenUi>();
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auto chars = _overlay->GetKeyboardText(textArray, 8192);
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auto newText = QString(QByteArray(textArray, chars));
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_keyboardFocusObject->setProperty("text", newText);
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//// TODO modify the new text to match the possible input hints:
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//// ImhDigitsOnly ImhFormattedNumbersOnly ImhUppercaseOnly ImhLowercaseOnly
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//// ImhDialableCharactersOnly ImhEmailCharactersOnly ImhUrlCharactersOnly ImhLatinOnly
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//QInputMethodEvent event(_existingText, QList<QInputMethodEvent::Attribute>());
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//event.setCommitString(newText, 0, _existingText.size());
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//qApp->sendEvent(_keyboardFocusObject, &event);
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// Simulate an enter press on the top level window to trigger the action
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if (0 == (_currentHints & Qt::ImhMultiLine)) {
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qApp->sendEvent(offscreenUi->getWindow(), &QKeyEvent(QEvent::KeyPress, Qt::Key_Return, Qt::KeyboardModifiers(), QString("\n")));
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qApp->sendEvent(offscreenUi->getWindow(), &QKeyEvent(QEvent::KeyRelease, Qt::Key_Return, Qt::KeyboardModifiers()));
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}
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}
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static const QString DEBUG_FLAG("HIFI_DISABLE_STEAM_VR_KEYBOARD");
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bool disableSteamVrKeyboard = QProcessEnvironment::systemEnvironment().contains(DEBUG_FLAG);
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void enableOpenVrKeyboard(PluginContainer* container) {
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if (disableSteamVrKeyboard) {
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return;
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}
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auto offscreenUi = DependencyManager::get<OffscreenUi>();
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_overlay = vr::VROverlay();
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auto menu = container->getPrimaryMenu();
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auto action = menu->getActionForOption(MenuOption::Overlays);
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// When the overlays are revealed, suppress the keyboard from appearing on text focus for a tenth of a second.
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_overlayMenuConnection = QObject::connect(action, &QAction::triggered, [action] {
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if (action->isChecked()) {
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_overlayRevealed = true;
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const int KEYBOARD_DELAY_MS = 100;
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QTimer::singleShot(KEYBOARD_DELAY_MS, [&] { _overlayRevealed = false; });
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}
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});
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_focusConnection = QObject::connect(offscreenUi->getWindow(), &QQuickWindow::focusObjectChanged, [](QObject* object) {
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if (object != _keyboardFocusObject) {
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showOpenVrKeyboard(false);
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}
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});
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_focusTextConnection = QObject::connect(offscreenUi.data(), &OffscreenUi::focusTextChanged, [](bool focusText) {
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if (_openVrDisplayActive) {
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if (_overlayRevealed) {
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// suppress at most one text focus event
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_overlayRevealed = false;
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return;
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}
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showOpenVrKeyboard(focusText);
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}
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});
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}
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void disableOpenVrKeyboard() {
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if (disableSteamVrKeyboard) {
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return;
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}
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QObject::disconnect(_overlayMenuConnection);
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QObject::disconnect(_focusTextConnection);
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QObject::disconnect(_focusConnection);
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}
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bool isOpenVrKeyboardShown() {
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return _keyboardShown;
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}
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void handleOpenVrEvents() {
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if (!activeHmd) {
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return;
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}
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Lock lock(mutex);
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if (!activeHmd) {
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return;
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}
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vr::VREvent_t event;
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while (activeHmd->PollNextEvent(&event, sizeof(event))) {
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switch (event.eventType) {
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case vr::VREvent_Quit:
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_openVrQuitRequested = true;
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activeHmd->AcknowledgeQuit_Exiting();
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break;
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case vr::VREvent_KeyboardDone:
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finishOpenVrKeyboardInput();
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// FALL THROUGH
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case vr::VREvent_KeyboardClosed:
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_keyboardFocusObject = nullptr;
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_keyboardShown = false;
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DependencyManager::get<OffscreenUi>()->unfocusWindows();
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break;
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default:
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break;
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}
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#if DEV_BUILD
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qDebug() << "OpenVR: Event " << activeHmd->GetEventTypeNameFromEnum((vr::EVREventType)event.eventType) << "(" << event.eventType << ")";
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#endif
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}
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}
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controller::Pose openVrControllerPoseToHandPose(bool isLeftHand, const mat4& mat, const vec3& linearVelocity, const vec3& angularVelocity) {
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// When the sensor-to-world rotation is identity the coordinate axes look like this:
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//
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// user
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// forward
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// -z
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// |
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// y| user
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// y o----x right
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// o-----x user
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// | up
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// |
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// z
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//
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// Rift
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// From ABOVE the hand canonical axes looks like this:
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//
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// | | | | y | | | |
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// | | | | | | | | |
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// | | | | |
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// |left | / x---- + \ |right|
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// | _/ z \_ |
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// | | | |
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// | | | |
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//
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// So when the user is in Rift space facing the -zAxis with hands outstretched and palms down
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// the rotation to align the Touch axes with those of the hands is:
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//
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// touchToHand = halfTurnAboutY * quaterTurnAboutX
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// Due to how the Touch controllers fit into the palm there is an offset that is different for each hand.
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// You can think of this offset as the inverse of the measured rotation when the hands are posed, such that
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// the combination (measurement * offset) is identity at this orientation.
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//
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// Qoffset = glm::inverse(deltaRotation when hand is posed fingers forward, palm down)
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//
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// An approximate offset for the Touch can be obtained by inspection:
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//
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// Qoffset = glm::inverse(glm::angleAxis(sign * PI/2.0f, zAxis) * glm::angleAxis(PI/4.0f, xAxis))
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//
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// So the full equation is:
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//
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// Q = combinedMeasurement * touchToHand
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//
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// Q = (deltaQ * QOffset) * (yFlip * quarterTurnAboutX)
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//
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// Q = (deltaQ * inverse(deltaQForAlignedHand)) * (yFlip * quarterTurnAboutX)
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static const glm::quat yFlip = glm::angleAxis(PI, Vectors::UNIT_Y);
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static const glm::quat quarterX = glm::angleAxis(PI_OVER_TWO, Vectors::UNIT_X);
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static const glm::quat touchToHand = yFlip * quarterX;
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static const glm::quat leftQuarterZ = glm::angleAxis(-PI_OVER_TWO, Vectors::UNIT_Z);
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static const glm::quat rightQuarterZ = glm::angleAxis(PI_OVER_TWO, Vectors::UNIT_Z);
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static const glm::quat eighthX = glm::angleAxis(PI / 4.0f, Vectors::UNIT_X);
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static const glm::quat leftRotationOffset = glm::inverse(leftQuarterZ * eighthX) * touchToHand;
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static const glm::quat rightRotationOffset = glm::inverse(rightQuarterZ * eighthX) * touchToHand;
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static const float CONTROLLER_LENGTH_OFFSET = 0.0762f; // three inches
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static const glm::vec3 CONTROLLER_OFFSET = glm::vec3(CONTROLLER_LENGTH_OFFSET / 2.0f,
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CONTROLLER_LENGTH_OFFSET / 2.0f,
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CONTROLLER_LENGTH_OFFSET * 2.0f);
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static const glm::vec3 leftTranslationOffset = glm::vec3(-1.0f, 1.0f, 1.0f) * CONTROLLER_OFFSET;
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static const glm::vec3 rightTranslationOffset = CONTROLLER_OFFSET;
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auto translationOffset = (isLeftHand ? leftTranslationOffset : rightTranslationOffset);
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auto rotationOffset = (isLeftHand ? leftRotationOffset : rightRotationOffset);
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glm::vec3 position = extractTranslation(mat);
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glm::quat rotation = glm::normalize(glm::quat_cast(mat));
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position += rotation * translationOffset;
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rotation = rotation * rotationOffset;
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// transform into avatar frame
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auto result = controller::Pose(position, rotation);
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// handle change in velocity due to translationOffset
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result.velocity = linearVelocity + glm::cross(angularVelocity, position - extractTranslation(mat));
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result.angularVelocity = angularVelocity;
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return result;
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}
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