Merge branch 'hand-controller-pointer' of https://github.com/howard-stearns/hifi into hand-controller-pointer

This commit is contained in:
howard-stearns 2016-05-03 16:27:33 -07:00
commit 6eccf98050

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@ -1,436 +0,0 @@
"use strict";
/*jslint vars: true, plusplus: true*/
/*globals Script, Overlays, Controller, Reticle, HMD, Camera, Entities, MyAvatar, Settings, Menu, ScriptDiscoveryService, Window, Vec3, Quat, print */
//
// 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
//
// Control the "mouse" using hand controller. (HMD and desktop.)
// For now:
// Hydra thumb button 3 is left-mouse, button 4 is right-mouse.
// Vive thumb pad is left mouse (but that interferes with driveing!). Vive menu button is context menu (right mouse).
// 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 over a HUD element, the reticle is shown where the active hand controller beam intersects the HUD.
// Otherwise, the active hand controller shows a red ball where a click will act.
//
// Bugs:
// 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.)
// While hardware mouse move switches to mouse move, hardware mouse click (without amove) does not.
var wasRunningDepthReticle = false;
function checkForDepthReticleScript() {
ScriptDiscoveryService.getRunning().forEach(function (script) {
if (script.name === 'depthReticle.js') {
wasRunningDepthReticle = script.path;
Window.alert('Shuting down depthReticle script.\n' + script.path +
'\nMost of the behavior is included here in\n' +
Script.resolvePath('') +
'\ndepthReticle.js will be silently restarted when this script ends.');
ScriptDiscoveryService.stopScript(script.path);
// FIX SYSTEM BUG: getRunning gets path and url backwards. stopScript wants a url.
// https://app.asana.com/0/26225263936266/118428633439650
// Some current deviations are listed below as 'FIXME'.
}
});
}
Script.scriptEnding.connect(function () {
if (wasRunningDepthReticle) {
Script.load(wasRunningDepthReticle);
}
});
// UTILITIES -------------
//
var counter = 0, skip = 50;
function debug() { // Display the arguments not just [Object object].
if (skip && (counter++ % skip)) { return; }
print.apply(null, [].map.call(arguments, JSON.stringify));
}
// 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);
// Calls onFunction() or offFunction() when swtich(on), but only if it is to a new value.
function LatchedToggle(onFunction, offFunction, state) {
this.getState = function () {
return state;
};
this.setState = function (on) {
if (state === on) { return; }
state = on;
if (on) {
onFunction();
} else {
offFunction();
}
};
}
// Code copied and adapted from handControllerGrab.js. We should refactor this.
function Trigger() {
var TRIGGER_SMOOTH_RATIO = 0.1; // Time averaging of trigger - 0.0 disables smoothing
var TRIGGER_ON_VALUE = 0.4; // Squeezed just enough to activate search or near grab
var TRIGGER_GRAB_VALUE = 0.85; // Squeezed far enough to complete distant grab
var TRIGGER_OFF_VALUE = 0.15;
var that = this;
that.triggerValue = 0; // rolling average of trigger value
that.rawTriggerValue = 0;
that.triggerPress = function (value) {
that.rawTriggerValue = value;
};
that.updateSmoothedTrigger = function () {
var triggerValue = that.rawTriggerValue;
// smooth out trigger value
that.triggerValue = (that.triggerValue * TRIGGER_SMOOTH_RATIO) +
(triggerValue * (1.0 - TRIGGER_SMOOTH_RATIO));
};
that.triggerSmoothedGrab = function () {
return that.triggerValue > TRIGGER_GRAB_VALUE;
};
that.triggerSmoothedSqueezed = function () {
return that.triggerValue > TRIGGER_ON_VALUE;
};
that.triggerSmoothedReleased = function () {
return that.triggerValue < TRIGGER_OFF_VALUE;
};
}
// 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 ----------
//
// Define customizable versions of some standard operators. Alternative are at the bottom of the file.
var getControllerPose = Controller.getPoseValue;
var getValue = Controller.getValue;
var getOverlayAtPoint = Overlays.getOverlayAtPoint;
// FIX SYSTEM BUG: doesn't work on mac.
// https://app.asana.com/0/26225263936266/118428633439654
var setReticleVisible = function (on) { Reticle.visible = on; };
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; }
// 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 setReticlePosition = function (point2d) {
if (!HMD.active) {
// FIX SYSTEM BUG: setPosition is setting relative to screen origin, not the content area of the window.
// https://app.asana.com/0/26225263936266/118427643788550
point2d = {x: point2d.x, y: point2d.y + 50};
}
weMovedReticle = true;
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:
// These two "vars" are for documentation. Do not change their values!
var SPHERICAL_HUD_DISTANCE = 1; // meters.
var PLANAR_PERPENDICULAR_HUD_DISTANCE = SPHERICAL_HUD_DISTANCE;
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 };
}
// MOUSE ACTIVITY --------
//
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
// FIXME: Does not yet seek to lookAt upon waking.
handControllerLockOut.update(now);
setReticleVisible(true);
}
function expireMouseCursor(now) {
if (!isPointingAtOverlay() && mouseCursorActivity.expired(now)) {
setReticleVisible(false);
}
}
function onMouseMove() {
// Display cursor at correct depth (as in depthReticle.js), and updateMouseActivity.
if (ignoreMouseActivity()) { return; }
if (HMD.active) { // set depth
// FIXME: does not yet adjust slowly.
if (isPointingAtOverlay()) {
Reticle.depth = SPHERICAL_HUD_DISTANCE; // NOT CORRECT IF WE SWITCH TO OFFSET SPHERE!
} 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 ---------
//
// Synthesize left and right mouse click from controller, and get trigger values matching handControllerGrab.
var triggerMapping;
var leftTrigger = new Trigger();
var rightTrigger = new Trigger();
// Create clickMappings as needed, on demand.
var clickMappings = {}, clickMapping, clickMapToggle;
var hardware; // undefined
function checkHardware() {
var newHardware = Controller.Hardware.Hydra ? 'Hydra' : (Controller.Hardware.Vive ? 'Vive' : null); // not undefined
if (hardware === newHardware) { return; }
print('Setting mapping for new controller hardware:', newHardware);
if (clickMapToggle) {
clickMapToggle.setState(false);
triggerMapping.disable();
// FIX SYSTEM BUG: This does not work when hardware changes.
Window.alert("This isn't likely to work because of " +
'https://app.asana.com/0/26225263936266/118428633439654\n' +
"You'll probably need to restart interface.");
}
hardware = newHardware;
if (clickMappings[hardware]) {
clickMapping = clickMappings[hardware].click;
triggerMapping = clickMappings[hardware].trigger;
} else {
clickMapping = Controller.newMapping(Script.resolvePath('') + '-click-' + hardware);
Script.scriptEnding.connect(clickMapping.disable);
function mapToAction(button, action) {
clickMapping.from(Controller.Hardware[hardware][button]).peek().to(Controller.Actions[action]);
}
switch (hardware) {
case 'Hydra':
mapToAction('R3', 'ReticleClick');
mapToAction('R4', 'ContextMenu');
mapToAction('L3', 'ReticleClick');
mapToAction('L4', 'ContextMenu');
break;
case 'Vive':
mapToAction('RS', 'ReticleClick');
mapToAction('LS', 'ReticleClick');
break;
}
triggerMapping = Controller.newMapping(Script.resolvePath('') + '-trigger-' + hardware);
Script.scriptEnding.connect(triggerMapping.disable);
triggerMapping.from(Controller.Standard.RT).peek().to(rightTrigger.triggerPress);
triggerMapping.from(Controller.Standard.LT).peek().to(leftTrigger.triggerPress);
clickMappings[hardware] = {click: clickMapping, trigger: triggerMapping};
}
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});
setReticleVisible(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 = getControllerPose(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!
}
setReticleVisible(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();
checkForDepthReticleScript();
checkHardware();
}
checkSettings();
var settingsChecker = Script.setInterval(checkSettings, SETTINGS_CHANGE_RECHECK_INTERVAL);
Script.scriptEnding.connect(function () { Script.clearInterval(settingsChecker); });