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Merge pull request #9054 from howard-stearns/third-person-lasers
make hand-controller ui work in third person
This commit is contained in:
commit
19b5e7cd86
9 changed files with 98 additions and 23 deletions
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@ -2333,14 +2333,49 @@ bool MyAvatar::hasDriveInput() const {
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return fabsf(_driveKeys[TRANSLATE_X]) > 0.0f || fabsf(_driveKeys[TRANSLATE_Y]) > 0.0f || fabsf(_driveKeys[TRANSLATE_Z]) > 0.0f;
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}
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// The resulting matrix is used to render the hand controllers, even if the camera is decoupled from the avatar.
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// Specificly, if we are rendering using a third person camera. We would like to render the hand controllers in front of the camera,
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// not in front of the avatar.
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glm::mat4 MyAvatar::computeCameraRelativeHandControllerMatrix(const glm::mat4& controllerSensorMatrix) const {
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// Fetch the current camera transform.
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glm::mat4 cameraWorldMatrix = qApp->getCamera()->getTransform();
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if (qApp->getCamera()->getMode() == CAMERA_MODE_MIRROR) {
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cameraWorldMatrix *= createMatFromScaleQuatAndPos(vec3(-1.0f, 1.0f, 1.0f), glm::quat(), glm::vec3());
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}
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// compute a NEW sensorToWorldMatrix for the camera. The equation is cameraWorldMatrix = cameraSensorToWorldMatrix * _hmdSensorMatrix.
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// here we solve for the unknown cameraSensorToWorldMatrix.
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glm::mat4 cameraSensorToWorldMatrix = cameraWorldMatrix * glm::inverse(_hmdSensorMatrix);
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// Using the new cameraSensorToWorldMatrix, compute where the controller is in world space.
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glm::mat4 controllerWorldMatrix = cameraSensorToWorldMatrix * controllerSensorMatrix;
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// move it into avatar space
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glm::mat4 avatarMatrix = createMatFromQuatAndPos(getOrientation(), getPosition());
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return glm::inverse(avatarMatrix) * controllerWorldMatrix;
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}
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glm::quat MyAvatar::getAbsoluteJointRotationInObjectFrame(int index) const {
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switch(index) {
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switch (index) {
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case CONTROLLER_LEFTHAND_INDEX: {
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return getLeftHandControllerPoseInAvatarFrame().getRotation();
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}
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case CONTROLLER_RIGHTHAND_INDEX: {
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return getRightHandControllerPoseInAvatarFrame().getRotation();
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}
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case CAMERA_RELATIVE_CONTROLLER_LEFTHAND_INDEX: {
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auto pose = _leftHandControllerPoseInSensorFrameCache.get();
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glm::mat4 controllerSensorMatrix = createMatFromQuatAndPos(pose.rotation, pose.translation);
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glm::mat4 result = computeCameraRelativeHandControllerMatrix(controllerSensorMatrix);
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return glmExtractRotation(result);
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}
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case CAMERA_RELATIVE_CONTROLLER_RIGHTHAND_INDEX: {
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auto pose = _rightHandControllerPoseInSensorFrameCache.get();
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glm::mat4 controllerSensorMatrix = createMatFromQuatAndPos(pose.rotation, pose.translation);
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glm::mat4 result = computeCameraRelativeHandControllerMatrix(controllerSensorMatrix);
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return glmExtractRotation(result);
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}
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default: {
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return Avatar::getAbsoluteJointRotationInObjectFrame(index);
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}
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@ -2348,13 +2383,25 @@ glm::quat MyAvatar::getAbsoluteJointRotationInObjectFrame(int index) const {
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}
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glm::vec3 MyAvatar::getAbsoluteJointTranslationInObjectFrame(int index) const {
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switch(index) {
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switch (index) {
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case CONTROLLER_LEFTHAND_INDEX: {
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return getLeftHandControllerPoseInAvatarFrame().getTranslation();
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}
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case CONTROLLER_RIGHTHAND_INDEX: {
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return getRightHandControllerPoseInAvatarFrame().getTranslation();
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}
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case CAMERA_RELATIVE_CONTROLLER_LEFTHAND_INDEX: {
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auto pose = _leftHandControllerPoseInSensorFrameCache.get();
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glm::mat4 controllerSensorMatrix = createMatFromQuatAndPos(pose.rotation, pose.translation);
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glm::mat4 result = computeCameraRelativeHandControllerMatrix(controllerSensorMatrix);
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return extractTranslation(result);
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}
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case CAMERA_RELATIVE_CONTROLLER_RIGHTHAND_INDEX: {
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auto pose = _rightHandControllerPoseInSensorFrameCache.get();
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glm::mat4 controllerSensorMatrix = createMatFromQuatAndPos(pose.rotation, pose.translation);
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glm::mat4 result = computeCameraRelativeHandControllerMatrix(controllerSensorMatrix);
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return extractTranslation(result);
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}
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default: {
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return Avatar::getAbsoluteJointTranslationInObjectFrame(index);
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}
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@ -374,6 +374,7 @@ private:
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void clampTargetScaleToDomainLimits();
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void clampScaleChangeToDomainLimits(float desiredScale);
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glm::mat4 computeCameraRelativeHandControllerMatrix(const glm::mat4& controllerSensorMatrix) const;
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float _driveKeys[MAX_DRIVE_KEYS];
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bool _wasPushing;
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@ -953,6 +953,12 @@ int AvatarData::getFauxJointIndex(const QString& name) const {
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if (name == "_CONTROLLER_RIGHTHAND") {
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return CONTROLLER_RIGHTHAND_INDEX;
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}
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if (name == "_CAMERA_RELATIVE_CONTROLLER_LEFTHAND") {
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return CAMERA_RELATIVE_CONTROLLER_LEFTHAND_INDEX;
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}
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if (name == "_CAMERA_RELATIVE_CONTROLLER_RIGHTHAND") {
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return CAMERA_RELATIVE_CONTROLLER_RIGHTHAND_INDEX;
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}
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return -1;
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}
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@ -539,6 +539,7 @@ void RayToAvatarIntersectionResultFromScriptValue(const QScriptValue& object, Ra
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const int SENSOR_TO_WORLD_MATRIX_INDEX = 65534; // -2
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const int CONTROLLER_RIGHTHAND_INDEX = 65533; // -3
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const int CONTROLLER_LEFTHAND_INDEX = 65532; // -4
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const int CAMERA_RELATIVE_CONTROLLER_RIGHTHAND_INDEX = 65531; // -5
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const int CAMERA_RELATIVE_CONTROLLER_LEFTHAND_INDEX = 65530; // -6
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#endif // hifi_AvatarData_h
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@ -48,7 +48,6 @@ createControllerDisplay = function(config) {
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mappingName: "mapping-display-" + Math.random(),
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setVisible: function(visible) {
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debug("Setting visible", this.overlays.length);
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for (var i = 0; i < this.overlays.length; ++i) {
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Overlays.editOverlay(this.overlays[i], {
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visible: visible
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@ -77,9 +76,6 @@ createControllerDisplay = function(config) {
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textures[part.textureName] = layer.defaultTextureURL;
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}
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for (var i = 0; i < this.partOverlays[partName].length; ++i) {
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// AJT: REMOVE
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print("AJT: Overlays.editOverlays(" + partName + ", " + i + ", { textures: " + JSON.stringify(textures) + " })");
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Overlays.editOverlay(this.partOverlays[partName][i], {
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textures: textures
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});
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@ -489,9 +489,11 @@ function setColoredLaser() { // answer trigger state if lasers supported, else f
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var color = (activeTrigger.state === 'full') ? LASER_TRIGGER_COLOR_XYZW : LASER_SEARCH_COLOR_XYZW;
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if (!HMD.isHandControllerAvailable()) {
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var position = MyAvatar.getHeadPosition();
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var direction = Quat.getUp(Quat.multiply(MyAvatar.headOrientation, Quat.angleAxis(-90, { x: 1, y: 0, z: 0 })));
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return HMD.setExtraLaser(position, true, color, direction);
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// NOTE: keep this offset in sync with scripts/system/librarires/controllers.js:57
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var VERTICAL_HEAD_LASER_OFFSET = 0.1;
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var position = Vec3.sum(HMD.position, Vec3.multiplyQbyV(HMD.orientation, {x: 0, y: VERTICAL_HEAD_LASER_OFFSET, z: 0}));
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var orientation = Quat.multiply(HMD.orientation, Quat.angleAxis(-90, { x: 1, y: 0, z: 0 }));
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return HMD.setExtraLaser(position, true, color, Quat.getUp(orientation));
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}
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return HMD.setHandLasers(activeHudLaser, true, color, SYSTEM_LASER_DIRECTION) && activeTrigger.state;
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@ -511,10 +513,6 @@ function update() {
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return off(); // Let them use mouse in peace.
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}
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if (!Menu.isOptionChecked("First Person")) {
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return off(); // What to do? menus can be behind hand!
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}
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if ((!Window.hasFocus() && !HMD.active) || !Reticle.allowMouseCapture) {
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// In desktop it's pretty clear when another app is on top. In that case we bail, because
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// hand controllers might be sputtering "valid" data and that will keep someone from deliberately
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@ -69,7 +69,7 @@ VIVE_CONTROLLER_CONFIGURATION_LEFT = {
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controllers: [
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{
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modelURL: viveModelURL,
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jointIndex: MyAvatar.getJointIndex("_CONTROLLER_LEFTHAND"),
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jointIndex: MyAvatar.getJointIndex("_CAMERA_RELATIVE_CONTROLLER_LEFTHAND"),
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naturalPosition: viveNaturalPosition,
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rotation: leftBaseRotation,
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position: Vec3.multiplyQbyV(Quat.fromPitchYawRollDegrees(0, 0, 45), leftBasePosition),
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@ -195,8 +195,7 @@ VIVE_CONTROLLER_CONFIGURATION_RIGHT = {
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controllers: [
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{
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modelURL: viveModelURL,
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jointIndex: MyAvatar.getJointIndex("_CONTROLLER_RIGHTHAND"),
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jointIndex: MyAvatar.getJointIndex("_CAMERA_RELATIVE_CONTROLLER_RIGHTHAND"),
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rotation: rightBaseRotation,
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position: Vec3.multiplyQbyV(Quat.fromPitchYawRollDegrees(0, 0, -45), rightBasePosition),
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@ -22,11 +22,24 @@ var desktopMenuItemName = "Desktop";
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}
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});
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var controllerDisplay = false;
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function updateControllerDisplay() {
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if (HMD.active && Menu.isOptionChecked("Third Person")) {
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if (!controllerDisplay) {
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HMD.requestShowHandControllers();
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controllerDisplay = true;
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}
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} else if (controllerDisplay) {
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HMD.requestHideHandControllers();
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controllerDisplay = false;
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}
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}
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var toolBar = Toolbars.getToolbar("com.highfidelity.interface.toolbar.system");
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var button;
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// Independent and Entity mode make people sick. Third Person and Mirror have traps that we need to work through.
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// Disable them in hmd.
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var desktopOnlyViews = ['Third Person', 'Mirror', 'Independent Mode', 'Entity Mode'];
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var desktopOnlyViews = ['Mirror', 'Independent Mode', 'Entity Mode'];
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function onHmdChanged(isHmd) {
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button.writeProperty('buttonState', isHmd ? 0 : 1);
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button.writeProperty('defaultState', isHmd ? 0 : 1);
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@ -34,6 +47,7 @@ function onHmdChanged(isHmd) {
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desktopOnlyViews.forEach(function (view) {
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Menu.setMenuEnabled("View>" + view, !isHmd);
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});
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updateControllerDisplay();
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}
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function onClicked(){
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var isDesktop = Menu.isOptionChecked(desktopMenuItemName);
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@ -52,11 +66,13 @@ if (headset) {
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button.clicked.connect(onClicked);
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HMD.displayModeChanged.connect(onHmdChanged);
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Camera.modeUpdated.connect(updateControllerDisplay);
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Script.scriptEnding.connect(function () {
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toolBar.removeButton("hmdToggle");
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button.clicked.disconnect(onClicked);
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HMD.displayModeChanged.disconnect(onHmdChanged);
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Camera.modeUpdated.disconnect(updateControllerDisplay);
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});
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}
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@ -35,16 +35,27 @@ getControllerWorldLocation = function (handController, doOffset) {
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var position;
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var pose = Controller.getPoseValue(handController);
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var valid = pose.valid;
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var controllerJointIndex;
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if (pose.valid) {
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orientation = Quat.multiply(MyAvatar.orientation, pose.rotation);
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position = Vec3.sum(Vec3.multiplyQbyV(MyAvatar.orientation, pose.translation), MyAvatar.position);
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if (handController === Controller.Standard.RightHand) {
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controllerJointIndex = MyAvatar.getJointIndex("_CAMERA_RELATIVE_CONTROLLER_RIGHTHAND");
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} else {
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controllerJointIndex = MyAvatar.getJointIndex("_CAMERA_RELATIVE_CONTROLLER_LEFTHAND");
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}
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orientation = Quat.multiply(MyAvatar.orientation, MyAvatar.getAbsoluteJointRotationInObjectFrame(controllerJointIndex));
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position = Vec3.sum(MyAvatar.position, Vec3.multiplyQbyV(MyAvatar.orientation, MyAvatar.getAbsoluteJointTranslationInObjectFrame(controllerJointIndex)));
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// add to the real position so the grab-point is out in front of the hand, a bit
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if (doOffset) {
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position = Vec3.sum(position, Vec3.multiplyQbyV(orientation, getGrabPointSphereOffset(handController)));
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var offset = getGrabPointSphereOffset(handController);
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position = Vec3.sum(position, Vec3.multiplyQbyV(orientation, offset));
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}
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} else if (!HMD.isHandControllerAvailable()) {
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position = MyAvatar.getHeadPosition();
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orientation = Quat.multiply(MyAvatar.headOrientation, Quat.angleAxis(-90, { x: 1, y: 0, z: 0 }));
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// NOTE: keep this offset in sync with scripts/system/controllers/handControllerPointer.js:493
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var VERTICAL_HEAD_LASER_OFFSET = 0.1;
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position = Vec3.sum(Camera.position, Vec3.multiplyQbyV(Camera.orientation, {x: 0, y: VERTICAL_HEAD_LASER_OFFSET, z: 0}));
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orientation = Quat.multiply(Camera.orientation, Quat.angleAxis(-90, { x: 1, y: 0, z: 0 }));
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valid = true;
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}
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