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https://github.com/lubosz/overte.git
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All but origin-correction.
This commit is contained in:
parent
5bffa14436
commit
773770a7fc
6 changed files with 459 additions and 203 deletions
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@ -1,15 +1,15 @@
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{
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"name": "Vive to Standard",
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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.LX", "when": "Vive.LS", "to": "Standard.LX" },
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{ "from": "Vive.LY", "when": "Vive.LS", "filters": ["invert" ,{ "type": "deadZone", "min": 0.7 }], "to": "Standard.LY" },
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{ "from": "Vive.LX", "when": "Vive.LS", "filters": [{ "type": "deadZone", "min": 0.7 }], "to": "Standard.LX" },
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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.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.RX", "when": "Vive.RS", "to": "Standard.RX" },
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{ "from": "Vive.RY", "when": "Vive.RS", "filters": ["invert", { "type": "deadZone", "min": 0.7 }], "to": "Standard.RY" },
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{ "from": "Vive.RX", "when": "Vive.RS", "filters": [{ "type": "deadZone", "min": 0.7 }], "to": "Standard.RX" },
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{ "from": "Vive.RT", "to": "Standard.RT" },
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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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float DeadZoneFilter::apply(float value) const {
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float scale = 1.0f / (1.0f - _min);
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if (std::abs(value) < _min) {
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float scale = ((value < 0.0f) ? -1.0f : 1.0f) / (1.0f - _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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}
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return (value - _min) * scale;
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return (magnitude - _min) * scale;
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}
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bool DeadZoneFilter::parseParameters(const QJsonValue& parameters) {
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@ -322,16 +322,6 @@ void CompositorHelper::setReticlePosition(const glm::vec2& position, bool sendFa
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sendFakeMouseEvent();
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}
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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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// remove it after we're done
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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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@ -15,7 +15,7 @@ Script.load("system/examples.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/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/grab.js");
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Script.load("system/dialTone.js");
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Script.load("system/depthReticle.js");
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450
scripts/system/controllers/handControllerPointer.js
Normal file
450
scripts/system/controllers/handControllerPointer.js
Normal file
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@ -0,0 +1,450 @@
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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 () { event.disconnect(handler); });
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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) { return; }
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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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// Code copied and adapted from handControllerGrab.js. We should refactor this.
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function Trigger() {
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var TRIGGER_SMOOTH_RATIO = 0.1; // Time averaging of trigger - 0.0 disables smoothing
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var TRIGGER_ON_VALUE = 0.4; // Squeezed just enough to activate search or near grab
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var TRIGGER_GRAB_VALUE = 0.85; // Squeezed far enough to complete distant grab
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var TRIGGER_OFF_VALUE = 0.15;
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var that = this;
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that.triggerValue = 0; // rolling average of trigger value
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that.rawTriggerValue = 0;
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that.triggerPress = function (value) {
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that.rawTriggerValue = value;
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};
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that.updateSmoothedTrigger = function () {
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var triggerValue = that.rawTriggerValue;
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// smooth out trigger value
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that.triggerValue = (that.triggerValue * TRIGGER_SMOOTH_RATIO) +
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(triggerValue * (1.0 - TRIGGER_SMOOTH_RATIO));
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};
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that.triggerSmoothedGrab = function () {
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return that.triggerValue > TRIGGER_GRAB_VALUE;
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};
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that.triggerSmoothedSqueezed = function () {
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return that.triggerValue > TRIGGER_ON_VALUE;
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};
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that.triggerSmoothedReleased = function () {
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return that.triggerValue < TRIGGER_OFF_VALUE;
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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) { return true; }
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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) { return false; }
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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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if (!HMD.active) {
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// FIX SYSTEM BUG: setPosition is setting relative to screen origin, not the content area of the window.
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// https://app.asana.com/0/26225263936266/118427643788550
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point2d = {x: point2d.x, y: point2d.y + 50};
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}
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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) { return null; } // 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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// 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 = 2.5;
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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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}
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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()) { isSeeking = true; } // e.g., if we're about to turn it on with first movement.
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if (!isSeeking) { return; }
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averageMouseVelocity = lastIntegration = 0;
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var lookAt2D = HMD.getHUDLookAtPosition2D();
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if (!lookAt2D) { return; } // E.g., if parallel to location in HUD
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var copy = Reticle.position; // Idiomatic javascript would let us side effect the reticle, but this is a copy.
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function updateDimension(axis) {
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var distanceBetween = lookAt2D[axis] - Reticle.position[axis];
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var move = distanceBetween / NON_LINEAR_DIVISOR;
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if (move >= MINIMUM_SEEK_DISTANCE) { return false; }
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copy[axis] += move;
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return true;
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}
|
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if (!updateDimension('x') && !updateDimension('y')) {
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isSeeking = false;
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} else {
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Reticle.position = copy;
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}
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}
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var mouseCursorActivity = new TimeLock(5000);
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var APPARENT_MAXIMUM_DEPTH = 100.0; // this is a depth at which things all seem sufficiently distant
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function updateMouseActivity(isClick) {
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if (ignoreMouseActivity()) { return; }
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var now = Date.now();
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mouseCursorActivity.update(now);
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if (isClick) { return; } // Bug: mouse clicks should keep going. Just not hand controller clicks
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handControllerLockOut.update(now);
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Reticle.visible = true;
|
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}
|
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function expireMouseCursor(now) {
|
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if (!isPointingAtOverlay() && mouseCursorActivity.expired(now)) {
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Reticle.visible = false;
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}
|
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}
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function onMouseMove() {
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// Display cursor at correct depth (as in depthReticle.js), and updateMouseActivity.
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if (ignoreMouseActivity()) { return; }
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if (HMD.active) { // set depth
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updateSeeking();
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if (isPointingAtOverlay()) {
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Reticle.depth = SPHERICAL_HUD_DISTANCE; // NOT CORRECT IF WE SWITCH TO OFFSET SPHERE!
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} else {
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var result = findRayIntersection(Camera.computePickRay(Reticle.position.x, Reticle.position.y));
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Reticle.depth = result.intersects ? result.distance : APPARENT_MAXIMUM_DEPTH;
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}
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}
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updateMouseActivity(); // After the above, just in case the depth movement is awkward when becoming visible.
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}
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function onMouseClick() {
|
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updateMouseActivity(true);
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}
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setupHandler(Controller.mouseMoveEvent, onMouseMove);
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setupHandler(Controller.mousePressEvent, onMouseClick);
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setupHandler(Controller.mouseDoublePressEvent, onMouseClick);
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// CONTROLLER MAPPING ---------
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//
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// Synthesize left and right mouse click from controller, and get trigger values matching handControllerGrab.
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var triggerMapping;
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var leftTrigger = new Trigger();
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var rightTrigger = new Trigger();
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// Create clickMappings as needed, on demand.
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var clickMappings = {}, clickMapping, clickMapToggle;
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var hardware; // undefined
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function checkHardware() {
|
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var newHardware = Controller.Hardware.Hydra ? 'Hydra' : (Controller.Hardware.Vive ? 'Vive' : null); // not undefined
|
||||
if (hardware === newHardware) { return; }
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print('Setting mapping for new controller hardware:', newHardware);
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if (clickMapToggle) {
|
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clickMapToggle.setState(false);
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triggerMapping.disable();
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// FIX SYSTEM BUG: This does not work when hardware changes.
|
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Window.alert("This isn't likely to work because of " +
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'https://app.asana.com/0/26225263936266/118428633439654\n' +
|
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"You'll probably need to restart interface.");
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}
|
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hardware = newHardware;
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if (clickMappings[hardware]) {
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clickMapping = clickMappings[hardware].click;
|
||||
triggerMapping = clickMappings[hardware].trigger;
|
||||
} else {
|
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clickMapping = Controller.newMapping(Script.resolvePath('') + '-click-' + hardware);
|
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Script.scriptEnding.connect(clickMapping.disable);
|
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function mapToAction(button, action) {
|
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clickMapping.from(Controller.Hardware[hardware][button]).peek().to(Controller.Actions[action]);
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}
|
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function makeViveWhen(click, x, y) {
|
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var viveClick = Controller.Hardware.Vive[click],
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viveX = Controller.Hardware.Vive[x],
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||||
viveY = Controller.Hardware.Vive[y];
|
||||
return function () {
|
||||
return Controller.getValue(viveClick) && !Controller.getValue(viveX) && !Controller.getValue(viveY);
|
||||
};
|
||||
}
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switch (hardware) {
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case 'Hydra':
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mapToAction('R3', 'ReticleClick');
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mapToAction('L3', 'ReticleClick');
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mapToAction('R4', 'ContextMenu');
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mapToAction('L4', 'ContextMenu');
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break;
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case 'Vive':
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// When touchpad click is NOT treated as movement, treat as left click
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clickMapping.from(Controller.Hardware.Vive.RS).when(makeViveWhen('RS', 'RX', 'RY')).to(Controller.Actions.ReticleClick);
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clickMapping.from(Controller.Hardware.Vive.LS).when(makeViveWhen('LS', 'LX', 'LY')).to(Controller.Actions.ReticleClick);
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mapToAction('RightApplicationMenu', 'ContextMenu');
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mapToAction('LeftApplicationMenu', 'ContextMenu');
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||||
break;
|
||||
}
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||||
|
||||
triggerMapping = Controller.newMapping(Script.resolvePath('') + '-trigger-' + hardware);
|
||||
Script.scriptEnding.connect(triggerMapping.disable);
|
||||
triggerMapping.from(Controller.Standard.RT).peek().to(rightTrigger.triggerPress);
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||||
triggerMapping.from(Controller.Standard.LT).peek().to(leftTrigger.triggerPress);
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||||
|
||||
clickMappings[hardware] = {click: clickMapping, trigger: triggerMapping};
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||||
}
|
||||
clickMapToggle = new LatchedToggle(clickMapping.enable, clickMapping.disable);
|
||||
clickMapToggle.setState(true);
|
||||
triggerMapping.enable();
|
||||
}
|
||||
checkHardware();
|
||||
|
||||
var activeHand = Controller.Standard.RightHand;
|
||||
var activeTrigger = rightTrigger;
|
||||
var inactiveTrigger = leftTrigger;
|
||||
function toggleHand() {
|
||||
if (activeHand === Controller.Standard.RightHand) {
|
||||
activeHand = Controller.Standard.LeftHand;
|
||||
activeTrigger = leftTrigger;
|
||||
inactiveTrigger = rightTrigger;
|
||||
} else {
|
||||
activeHand = Controller.Standard.RightHand;
|
||||
activeTrigger = rightTrigger;
|
||||
inactiveTrigger = leftTrigger;
|
||||
}
|
||||
}
|
||||
|
||||
// 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();
|
||||
leftTrigger.updateSmoothedTrigger();
|
||||
rightTrigger.updateSmoothedTrigger();
|
||||
if (!handControllerLockOut.expired(now)) { return turnOffVisualization(); } // Let them use mouse it in peace.
|
||||
|
||||
if (activeTrigger.triggerSmoothedSqueezed() && !inactiveTrigger.triggerSmoothedSqueezed()) { toggleHand(); }
|
||||
|
||||
if (!Menu.isOptionChecked("First Person")) { return turnOffVisualization(); } // What to do? menus can be behind hand!
|
||||
var controllerPose = Controller.getPoseValue(activeHand);
|
||||
if (!controllerPose.valid) { 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