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Can use mouse for debugging/development when you don't have a working hydra.
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parent
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commit
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1 changed files with 94 additions and 28 deletions
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@ -1,3 +1,7 @@
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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, MyAvatar, Settings, Vec3, Quat, print */
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//
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// handControllerPointer.js
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// examples/controllers
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@ -16,10 +20,31 @@
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// Cursor all the time when uncradled. (E.g., not just when blue ray is on, or five seconds after movement, etc.)
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// Button 3 is left-mouse, button 4 is right-mouse.
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var counter = 0, skip = 50;
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function debug() { // Display the arguments not just [Object object].
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if (skip && (counter++ % skip)) { return; }
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print.apply(null, [].map.call(arguments, JSON.stringify));
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}
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// Keep track of the vertical fieldOfView setting:
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var DEFAULT_VERTICAL_FIELD_OF_VIEW = 45; // degrees
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var SETTINGS_CHANGE_RECHECK_INTERVAL = 10 * 1000; // milliseconds
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var verticalFieldOfView = Settings.getValue('fieldOfView') || DEFAULT_VERTICAL_FIELD_OF_VIEW;
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var settingsChecker = Script.setInterval(function () {
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verticalFieldOfView = Settings.getValue('fieldOfView') || DEFAULT_VERTICAL_FIELD_OF_VIEW;
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}, SETTINGS_CHANGE_RECHECK_INTERVAL);
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Script.scriptEnding.connect(function () { Script.clearInterval(settingsChecker); });
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function getViewportDimensions() {
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return Controller.getViewportDimensions();
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}
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// Define shimable functions for getting hand controller and setting cursor, for the normal
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// case of having a hand controller. Alternative are at the bottom of the file.
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var getControllerPose = Controller.getPoseValue;
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var setCursor = Reticle.setPosition;
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// Generalized HUD utilities, with or without HDM:
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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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@ -36,29 +61,24 @@ function calculateRayUICollisionPoint(position, direction) {
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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 DEFAULT_VERTICAL_FIELD_OF_VIEW = 45; // degrees
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var SETTINGS_CHANGE_RECHECK_INTERVAL = 10 * 1000; // milliseconds
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var verticalHalfFieldOfView = (Settings.getValue('fieldOfView') || DEFAULT_VERTICAL_FIELD_OF_VIEW) / 2;
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var settingsChecker = Script.setInterval(function () {
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verticalHalfFieldOfView = (Settings.getValue('fieldOfView') || DEFAULT_VERTICAL_FIELD_OF_VIEW) / 2;
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}, SETTINGS_CHANGE_RECHECK_INTERVAL);
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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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if (HMD.active) {
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return HMD.overlayFromWorldPoint(point);
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}
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// Find the yaw and pitch from camera to position, as a fraction of view frustrum, and multiply by current screen size.
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var hudNormal = Quat.getFront(Camera.getOrientation());
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var cameraToPoint = Vec3.subtract(point, Camera.getPosition());
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var eulerDegrees = Quat.safeEulerAngles(Quat.rotationBetween(hudNormal, cameraToPoint));
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var size = Reticle.maximumPosition;
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var horizontalHalfFieldOfView = size.x * verticalHalfFieldOfView / size.y;
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return {
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x: size.x * (eulerDegrees.x / horizontalHalfFieldOfView + 0.5),
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y: size.y * (eulerDegrees.y / verticalHalfFieldOfView + 0.5)
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};
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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 = getViewportDimensions();
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var hudHeight = 2 * Math.tan(verticalFieldOfView * DEGREES_TO_HALF_RADIANS);
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var hudWidth = hudHeight * size.x / size.y;
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var horizontalPixels = size.x * (cameraX / hudWidth + 0.5);
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var verticalPixels = size.y * (1 - (cameraY / hudHeight + 0.5));
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return { x: horizontalPixels, y: verticalPixels };
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}
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// Synthesize left and right mouse click from controller:
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var MAPPING_NAME = Script.resolvePath('');
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var mapping = Controller.newMapping(MAPPING_NAME);
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function mapToAction(controller, button, action) {
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@ -68,30 +88,30 @@ function mapToAction(controller, button, action) {
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mapToAction('Hydra', 'R3', 'ReticleClick');
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mapToAction('Hydra', 'R4', 'ContextMenu');
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mapping.enable();
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Script.scriptEnding.connect(mapping.disable);
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var terminatingBall = Overlays.addOverlay("sphere", { // Same properties as handControllerGrab search sphere
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size: 0.011,
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color: {red: 10, green: 10, blue: 255},
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alpha: 0.5,
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alpha: 0.8,
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solid: true,
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visible: true
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});
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var counter = 0;
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function update() {
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if (Controller.getValue(Controller.Standard.RT)) { return; } // Interferes with other scripts.
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var hand = Controller.Standard.RightHand,
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controllerPose = Controller.getPoseValue(hand);
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var hand = Controller.Standard.RightHand;
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var controllerPose = getControllerPose(hand);
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if (!controllerPose.valid) { return; } // Controller is cradled.
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var controllerPosition = Vec3.sum(Vec3.multiplyQbyV(MyAvatar.orientation, controllerPose.translation),
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MyAvatar.position);
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// This gets point direction right, but if you want general quaternion it would be more complicated:
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var controllerDirection = Quat.getUp(Quat.multiply(MyAvatar.orientation, controllerPose.rotation));
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var hudPoint3d = HMD.calculateRayUICollisionPoint(controllerPosition, controllerDirection);
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//Overlays.editOverlay(terminatingBall, {position: hudPoint3d}); // FIXME remove
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// This gets point direction right, but if you want general quaternion it would be more complicated:
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var controllerDirection = Quat.getUp(Quat.multiply(MyAvatar.orientation, controllerPose.rotation));
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var hudPoint3d = calculateRayUICollisionPoint(controllerPosition, controllerDirection);
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if (!hudPoint3d) { return; } // E.g., parallel to the screen.
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var hudPoint2d = HMD.overlayFromWorldPoint(hudPoint3d);
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if (!(counter++ % 50)) debug(hudPoint3d, hudPoint2d);
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Reticle.setPosition(hudPoint2d);
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Overlays.editOverlay(terminatingBall, {position: hudPoint3d});
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setCursor(overlayFromWorldPoint(hudPoint3d));
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}
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var UPDATE_INTERVAL = 20; // milliseconds. Script.update is too frequent.
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@ -99,6 +119,52 @@ var updater = Script.setInterval(update, UPDATE_INTERVAL);
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Script.scriptEnding.connect(function () {
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Overlays.deleteOverlay(terminatingBall);
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Script.clearInterval(updater);
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Script.clearInterval(settingsChecker);
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mapping.disable();
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});
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// The rest of this is for debugging without working hand controllers, using a line from camera to mouse, and an image for cursor.
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var CONTROLLER_ROTATION = Quat.fromPitchYawRollDegrees(90, 180, -90);
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if (!Controller.Hardware.Hydra) {
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var mouseKeeper = {x: 0, y: 0};
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var onMouseMove = function (event) { mouseKeeper.x = event.x; mouseKeeper.y = event.y; };
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Controller.mouseMoveEvent.connect(onMouseMove);
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Script.scriptEnding.connect(function () { Controller.mouseMoveEvent.disconnect(onMouseMove); });
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getControllerPose = function () {
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var size = getViewportDimensions();
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var handPoint = Vec3.subtract(Camera.getPosition(), MyAvatar.position); // Pretend controller is at camera
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// In world-space 3D meters:
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var rotation = Camera.getOrientation();
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var normal = Quat.getFront(rotation);
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var hudHeight = 2 * Math.tan(verticalFieldOfView * DEGREES_TO_HALF_RADIANS);
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var hudWidth = hudHeight * size.x / size.y;
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var rightFraction = mouseKeeper.x / size.x - 0.5;
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var rightMeters = rightFraction * hudWidth;
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var upFraction = mouseKeeper.y / size.y - 0.5;
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var upMeters = upFraction * hudHeight * -1;
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var right = Vec3.multiply(Quat.getRight(rotation), rightMeters);
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var up = Vec3.multiply(Quat.getUp(rotation), upMeters);
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var direction = Vec3.sum(normal, Vec3.sum(right, up));
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var mouseRotation = Quat.rotationBetween(normal, direction);
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var controllerRotation = Quat.multiply(Quat.multiply(mouseRotation, rotation), CONTROLLER_ROTATION);
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var inverseAvatar = Quat.inverse(MyAvatar.orientation);
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return {
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valid: true,
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translation: Vec3.multiplyQbyV(inverseAvatar, handPoint),
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rotation: Quat.multiply(inverseAvatar, controllerRotation)
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};
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};
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// We can't set the mouse if we're using the mouse as a fake controller. So stick an image where we would be putting the mouse.
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var reticleHalfSize = 16;
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var fakeReticle = Overlays.addOverlay("image", {
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imageURL: "http://s3.amazonaws.com/hifi-public/images/delete.png",
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width: 2 * reticleHalfSize,
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height: 2 * reticleHalfSize,
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alpha: 0.7
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});
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Script.scriptEnding.connect(function () { Overlays.deleteOverlay(fakeReticle); });
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setCursor = function (hudPoint2d) {
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Overlays.editOverlay(fakeReticle, {x: hudPoint2d.x - reticleHalfSize, y: hudPoint2d.y - reticleHalfSize});
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};
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}
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