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Merge branch 'hand-controller-pointer' of https://github.com/howard-stearns/hifi into hand-controller-pointer
This commit is contained in:
commit
6eccf98050
1 changed files with 0 additions and 436 deletions
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@ -1,436 +0,0 @@
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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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// 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.
|
||||
// Vive thumb pad is left mouse (but that interferes with driveing!). 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.)
|
||||
// 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
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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); });
|
Loading…
Reference in a new issue