"use strict"; // // handControllerPointer.js // examples/controllers // // Created by Howard Stearns on 2016/04/22 // Copyright 2016 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // (function() { // BEGIN LOCAL_SCOPE // Control the "mouse" using hand controller. (HMD and desktop.) // First-person only. // Starts right handed, but switches to whichever is free: Whichever hand was NOT most recently squeezed. // (For now, the thumb buttons on both controllers are always on.) // When partially squeezing over a HUD element, a laser or the reticle is shown where the active hand // controller beam intersects the HUD. Script.include("../libraries/controllers.js"); // UTILITIES ------------- // function ignore() { } // Utility to make it easier to setup and disconnect cleanly. function setupHandler(event, handler) { event.connect(handler); Script.scriptEnding.connect(function () { event.disconnect(handler); }); } // If some capability is not available until expiration milliseconds after the last update. function TimeLock(expiration) { var last = 0; this.update = function (optionalNow) { last = optionalNow || Date.now(); }; this.expired = function (optionalNow) { return ((optionalNow || Date.now()) - last) > expiration; }; } var handControllerLockOut = new TimeLock(2000); function Trigger(label) { // This part is copied and adapted from handControllerGrab.js. Maybe we should refactor this. var that = this; that.label = label; that.TRIGGER_SMOOTH_RATIO = 0.1; // Time averaging of trigger - 0.0 disables smoothing that.TRIGGER_OFF_VALUE = 0.10; that.TRIGGER_ON_VALUE = that.TRIGGER_OFF_VALUE + 0.05; // Squeezed just enough to activate search or near grab that.rawTriggerValue = 0; that.triggerValue = 0; // rolling average of trigger value that.triggerClicked = false; that.triggerClick = function (value) { that.triggerClicked = value; }; that.triggerPress = function (value) { that.rawTriggerValue = value; }; that.updateSmoothedTrigger = function () { // e.g., call once/update for effect var triggerValue = that.rawTriggerValue; // smooth out trigger value that.triggerValue = (that.triggerValue * that.TRIGGER_SMOOTH_RATIO) + (triggerValue * (1.0 - that.TRIGGER_SMOOTH_RATIO)); OffscreenFlags.navigationFocusDisabled = that.triggerValue != 0.0; }; // Current smoothed state, without hysteresis. Answering booleans. that.triggerSmoothedClick = function () { return that.triggerClicked; }; that.triggerSmoothedSqueezed = function () { return that.triggerValue > that.TRIGGER_ON_VALUE; }; that.triggerSmoothedReleased = function () { return that.triggerValue < that.TRIGGER_OFF_VALUE; }; // This part is not from handControllerGrab.js that.state = null; // tri-state: falsey, 'partial', 'full' that.update = function () { // update state, called from an update function var state = that.state; that.updateSmoothedTrigger(); // The first two are independent of previous state: if (that.triggerSmoothedClick()) { state = 'full'; } else if (that.triggerSmoothedReleased()) { state = null; } else if (that.triggerSmoothedSqueezed()) { // Another way to do this would be to have hysteresis in this branch, but that seems to make things harder to use. // In particular, the vive has a nice detent as you release off of full, and we want that to be a transition from // full to partial. state = 'partial'; } that.state = state; }; // Answer a controller source function (answering either 0.0 or 1.0). that.partial = function () { return that.state ? 1.0 : 0.0; // either 'partial' or 'full' }; that.full = function () { return (that.state === 'full') ? 1.0 : 0.0; }; } // VERTICAL FIELD OF VIEW --------- // // Cache the verticalFieldOfView setting and update it every so often. var verticalFieldOfView, DEFAULT_VERTICAL_FIELD_OF_VIEW = 45; // degrees function updateFieldOfView() { verticalFieldOfView = Settings.getValue('fieldOfView') || DEFAULT_VERTICAL_FIELD_OF_VIEW; } // SHIMS ---------- // var weMovedReticle = false; function ignoreMouseActivity() { // If we're paused, or if change in cursor position is from this script, not the hardware mouse. if (!Reticle.allowMouseCapture) { return true; } var pos = Reticle.position; if (!pos || (pos.x == -1 && pos.y == -1)) { return true; } // Only we know if we moved it, which is why this script has to replace depthReticle.js if (!weMovedReticle) { return false; } weMovedReticle = false; return true; } var MARGIN = 25; var reticleMinX = MARGIN, reticleMaxX, reticleMinY = MARGIN, reticleMaxY; function updateRecommendedArea() { var dims = Controller.getViewportDimensions(); reticleMaxX = dims.x - MARGIN; reticleMaxY = dims.y - MARGIN; } var setReticlePosition = function (point2d) { weMovedReticle = true; point2d.x = Math.max(reticleMinX, Math.min(point2d.x, reticleMaxX)); point2d.y = Math.max(reticleMinY, Math.min(point2d.y, reticleMaxY)); Reticle.setPosition(point2d); }; // Generalizations of utilities that work with system and overlay elements. function findRayIntersection(pickRay) { // Check 3D overlays and entities. Argument is an object with origin and direction. var result = Overlays.findRayIntersection(pickRay); if (!result.intersects) { result = Entities.findRayIntersection(pickRay, true); } return result; } function isPointingAtOverlay(optionalHudPosition2d) { return Reticle.pointingAtSystemOverlay || Overlays.getOverlayAtPoint(optionalHudPosition2d || Reticle.position); } // Generalized HUD utilities, with or without HMD: // This "var" is for documentation. Do not change the value! var PLANAR_PERPENDICULAR_HUD_DISTANCE = 1; function calculateRayUICollisionPoint(position, direction) { // Answer the 3D intersection of the HUD by the given ray, or falsey if no intersection. if (HMD.active) { return HMD.calculateRayUICollisionPoint(position, direction); } // interect HUD plane, 1m in front of camera, using formula: // scale = hudNormal dot (hudPoint - position) / hudNormal dot direction // intersection = postion + scale*direction var hudNormal = Quat.getFront(Camera.getOrientation()); var hudPoint = Vec3.sum(Camera.getPosition(), hudNormal); // must also scale if PLANAR_PERPENDICULAR_HUD_DISTANCE!=1 var denominator = Vec3.dot(hudNormal, direction); if (denominator === 0) { return null; } // parallel to plane var numerator = Vec3.dot(hudNormal, Vec3.subtract(hudPoint, position)); var scale = numerator / denominator; return Vec3.sum(position, Vec3.multiply(scale, direction)); } var DEGREES_TO_HALF_RADIANS = Math.PI / 360; function overlayFromWorldPoint(point) { // Answer the 2d pixel-space location in the HUD that covers the given 3D point. // REQUIRES: that the 3d point be on the hud surface! // Note that this is based on the Camera, and doesn't know anything about any // ray that may or may not have been used to compute the point. E.g., the // overlay point is NOT the intersection of some non-camera ray with the HUD. if (HMD.active) { return HMD.overlayFromWorldPoint(point); } var cameraToPoint = Vec3.subtract(point, Camera.getPosition()); var cameraX = Vec3.dot(cameraToPoint, Quat.getRight(Camera.getOrientation())); var cameraY = Vec3.dot(cameraToPoint, Quat.getUp(Camera.getOrientation())); var size = Controller.getViewportDimensions(); var hudHeight = 2 * Math.tan(verticalFieldOfView * DEGREES_TO_HALF_RADIANS); // must adjust if PLANAR_PERPENDICULAR_HUD_DISTANCE!=1 var hudWidth = hudHeight * size.x / size.y; var horizontalFraction = (cameraX / hudWidth + 0.5); var verticalFraction = 1 - (cameraY / hudHeight + 0.5); var horizontalPixels = size.x * horizontalFraction; var verticalPixels = size.y * verticalFraction; return { x: horizontalPixels, y: verticalPixels }; } function activeHudPoint2d(activeHand) { // if controller is valid, update reticle position and answer 2d point. Otherwise falsey. var controllerPose = getControllerWorldLocation(activeHand, true); if (!controllerPose.valid) { return; // Controller is cradled. } var controllerPosition = controllerPose.position; var controllerDirection = Quat.getUp(controllerPose.rotation); var hudPoint3d = calculateRayUICollisionPoint(controllerPosition, controllerDirection); if (!hudPoint3d) { if (Menu.isOptionChecked("Overlays")) { // With our hud resetting strategy, hudPoint3d should be valid here print('Controller is parallel to HUD'); // so let us know that our assumptions are wrong. } return; } var hudPoint2d = overlayFromWorldPoint(hudPoint3d); // We don't know yet if we'll want to make the cursor or laser visble, but we need to move it to see if // it's pointing at a QML tool (aka system overlay). setReticlePosition(hudPoint2d); return hudPoint2d; } // MOUSE ACTIVITY -------- // var isSeeking = false; var averageMouseVelocity = 0, lastIntegration = 0, lastMouse; var WEIGHTING = 1 / 20; // simple moving average over last 20 samples var ONE_MINUS_WEIGHTING = 1 - WEIGHTING; var AVERAGE_MOUSE_VELOCITY_FOR_SEEK_TO = 20; function isShakingMouse() { // True if the person is waving the mouse around trying to find it. var now = Date.now(), mouse = Reticle.position, isShaking = false; if (lastIntegration && (lastIntegration !== now)) { var velocity = Vec3.length(Vec3.subtract(mouse, lastMouse)) / (now - lastIntegration); averageMouseVelocity = (ONE_MINUS_WEIGHTING * averageMouseVelocity) + (WEIGHTING * velocity); if (averageMouseVelocity > AVERAGE_MOUSE_VELOCITY_FOR_SEEK_TO) { isShaking = true; } } lastIntegration = now; lastMouse = mouse; return isShaking; } var NON_LINEAR_DIVISOR = 2; var MINIMUM_SEEK_DISTANCE = 0.1; function updateSeeking(doNotStartSeeking) { if (!doNotStartSeeking && (!Reticle.visible || isShakingMouse())) { if (!isSeeking) { print('Start seeking mouse.'); isSeeking = true; } } // e.g., if we're about to turn it on with first movement. if (!isSeeking) { return; } averageMouseVelocity = lastIntegration = 0; var lookAt2D = HMD.getHUDLookAtPosition2D(); if (!lookAt2D) { // If this happens, something has gone terribly wrong. print('Cannot seek without lookAt position'); isSeeking = false; 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) { print('Finished seeking mouse'); 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 hudReticleDistance() { // 3d distance from camera to the reticle position on hud // (The camera is only in the center of the sphere on reset.) var reticlePositionOnHUD = HMD.worldPointFromOverlay(Reticle.position); return Vec3.distance(reticlePositionOnHUD, HMD.position); } function maybeAdjustReticleDepth() { if (HMD.active) { // set depth if (isPointingAtOverlay()) { Reticle.depth = hudReticleDistance(); } } } var ADJUST_RETICLE_DEPTH_INTERVAL = 50; // 20hz Script.setInterval(maybeAdjustReticleDepth,ADJUST_RETICLE_DEPTH_INTERVAL); 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.depth = hudReticleDistance(); } else { var result = findRayIntersection(Camera.computePickRay(Reticle.position.x, Reticle.position.y)); Reticle.depth = result.intersects ? result.distance : APPARENT_MAXIMUM_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 leftTrigger = new Trigger('left'); var rightTrigger = new Trigger('right'); var activeTrigger = rightTrigger; var activeHand = Controller.Standard.RightHand; var LEFT_HUD_LASER = 1; var RIGHT_HUD_LASER = 2; var BOTH_HUD_LASERS = LEFT_HUD_LASER + RIGHT_HUD_LASER; var activeHudLaser = RIGHT_HUD_LASER; function toggleHand() { // unequivocally switch which hand controls mouse position if (activeHand === Controller.Standard.RightHand) { activeHand = Controller.Standard.LeftHand; activeTrigger = leftTrigger; activeHudLaser = LEFT_HUD_LASER; } else { activeHand = Controller.Standard.RightHand; activeTrigger = rightTrigger; activeHudLaser = RIGHT_HUD_LASER; } clearSystemLaser(); } function makeToggleAction(hand) { // return a function(0|1) that makes the specified hand control mouse when 1 return function (on) { if (on && (activeHand !== hand)) { toggleHand(); } }; } var clickMapping = Controller.newMapping('handControllerPointer-click'); Script.scriptEnding.connect(clickMapping.disable); // Gather the trigger data for smoothing. clickMapping.from(Controller.Standard.RT).peek().to(rightTrigger.triggerPress); clickMapping.from(Controller.Standard.LT).peek().to(leftTrigger.triggerPress); clickMapping.from(Controller.Standard.RTClick).peek().to(rightTrigger.triggerClick); clickMapping.from(Controller.Standard.LTClick).peek().to(leftTrigger.triggerClick); // Full smoothed trigger is a click. function isPointingAtOverlayStartedNonFullTrigger(trigger) { // true if isPointingAtOverlay AND we were NOT full triggered when we became so. // The idea is to not count clicks when we're full-triggering and reach the edge of a window. var lockedIn = false; return function () { if (trigger !== activeTrigger) { return lockedIn = false; } if (!isPointingAtOverlay()) { return lockedIn = false; } if (lockedIn) { return true; } lockedIn = !trigger.full(); return lockedIn; } } clickMapping.from(rightTrigger.full).when(isPointingAtOverlayStartedNonFullTrigger(rightTrigger)).to(Controller.Actions.ReticleClick); clickMapping.from(leftTrigger.full).when(isPointingAtOverlayStartedNonFullTrigger(leftTrigger)).to(Controller.Actions.ReticleClick); // The following is essentially like Left and Right versions of // clickMapping.from(Controller.Standard.RightSecondaryThumb).peek().to(Controller.Actions.ContextMenu); // except that we first update the reticle position from the appropriate hand position, before invoking the ContextMenu. var wantsMenu = 0; clickMapping.from(function () { return wantsMenu; }).to(Controller.Actions.ContextMenu); clickMapping.from(Controller.Standard.RightSecondaryThumb).peek().to(function (clicked) { if (clicked) { activeHudPoint2d(Controller.Standard.RightHand); } wantsMenu = clicked; }); clickMapping.from(Controller.Standard.LeftSecondaryThumb).peek().to(function (clicked) { if (clicked) { activeHudPoint2d(Controller.Standard.LeftHand); } wantsMenu = clicked; }); clickMapping.from(Controller.Hardware.Keyboard.RightMouseClicked).peek().to(function () { // Allow the reticle depth to be set correctly: // Wait a tick for the context menu to be displayed, and then simulate a (non-hand-controller) mouse move // so that the system updates qml state (Reticle.pointingAtSystemOverlay) before it gives us a mouseMove. // We don't want the system code to always do this for us, because, e.g., we do not want to get a mouseMove // after the Left/RightSecondaryThumb gives us a context menu. Only from the mouse. Script.setTimeout(function () { Reticle.setPosition(Reticle.position); }, 0); }); // Partial smoothed trigger is activation. clickMapping.from(rightTrigger.partial).to(makeToggleAction(Controller.Standard.RightHand)); clickMapping.from(leftTrigger.partial).to(makeToggleAction(Controller.Standard.LeftHand)); clickMapping.enable(); // VISUAL AID ----------- // Same properties as handControllerGrab search sphere var LASER_ALPHA = 0.5; var LASER_SEARCH_COLOR_XYZW = {x: 10 / 255, y: 10 / 255, z: 255 / 255, w: LASER_ALPHA}; var LASER_TRIGGER_COLOR_XYZW = {x: 250 / 255, y: 10 / 255, z: 10 / 255, w: LASER_ALPHA}; var SYSTEM_LASER_DIRECTION = {x: 0, y: 0, z: -1}; var systemLaserOn = false; function clearSystemLaser() { if (!systemLaserOn) { return; } HMD.disableHandLasers(BOTH_HUD_LASERS); systemLaserOn = false; weMovedReticle = true; Reticle.position = { x: -1, y: -1 }; } function setColoredLaser() { // answer trigger state if lasers supported, else falsey. var color = (activeTrigger.state === 'full') ? LASER_TRIGGER_COLOR_XYZW : LASER_SEARCH_COLOR_XYZW; return HMD.setHandLasers(activeHudLaser, true, color, SYSTEM_LASER_DIRECTION) && activeTrigger.state; } // MAIN OPERATIONS ----------- // function update() { var now = Date.now(); function off() { expireMouseCursor(); clearSystemLaser(); } updateSeeking(true); if (!handControllerLockOut.expired(now)) { return off(); // Let them use mouse in peace. } if (!Menu.isOptionChecked("First Person")) { return off(); // What to do? menus can be behind hand! } if ((!Window.hasFocus() && !HMD.active) || !Reticle.allowMouseCapture) { // In desktop it's pretty clear when another app is on top. In that case we bail, because // hand controllers might be sputtering "valid" data and that will keep someone from deliberately // using the mouse on another app. (Fogbugz case 546.) // However, in HMD, you might not realize you're not on top, and you wouldn't be able to operate // other apps anyway. So in that case, we DO keep going even though we're not on top. (Fogbugz 1831.) return off(); // Don't mess with other apps or paused mouse activity } leftTrigger.update(); rightTrigger.update(); if (!activeTrigger.state) { return off(); // No trigger } if (getGrabCommunications()) { return off(); } var hudPoint2d = activeHudPoint2d(activeHand); if (!hudPoint2d) { return off(); } // If there's a HUD element at the (newly moved) reticle, just make it visible and bail. if (isPointingAtOverlay(hudPoint2d)) { if (HMD.active) { Reticle.depth = hudReticleDistance(); } if (activeTrigger.state && (!systemLaserOn || (systemLaserOn !== activeTrigger.state))) { // last=>wrong color // If the active plugin doesn't implement hand lasers, show the mouse reticle instead. systemLaserOn = setColoredLaser(); Reticle.visible = !systemLaserOn; } else if ((systemLaserOn || Reticle.visible) && !activeTrigger.state) { clearSystemLaser(); Reticle.visible = false; } return; } // We are not pointing at a HUD element (but it could be a 3d overlay). clearSystemLaser(); Reticle.visible = false; } var BASIC_TIMER_INTERVAL = 20; // 20ms = 50hz good enough var updateIntervalTimer = Script.setInterval(function(){ update(); }, BASIC_TIMER_INTERVAL); // Check periodically for changes to setup. var SETTINGS_CHANGE_RECHECK_INTERVAL = 10 * 1000; // 10 seconds function checkSettings() { updateFieldOfView(); updateRecommendedArea(); } checkSettings(); var settingsChecker = Script.setInterval(checkSettings, SETTINGS_CHANGE_RECHECK_INTERVAL); Script.scriptEnding.connect(function () { Script.clearInterval(settingsChecker); Script.clearInterval(updateIntervalTimer); OffscreenFlags.navigationFocusDisabled = false; }); }()); // END LOCAL_SCOPE