From 71a885998b980208c6f4aec7f76cb8cbbe05feb7 Mon Sep 17 00:00:00 2001 From: Howard Stearns Date: Tue, 3 May 2016 15:17:53 -0700 Subject: [PATCH] Don't duplicate script. --- examples/controllers/handControllerPointer.js | 436 ------------------ 1 file changed, 436 deletions(-) delete mode 100644 examples/controllers/handControllerPointer.js diff --git a/examples/controllers/handControllerPointer.js b/examples/controllers/handControllerPointer.js deleted file mode 100644 index bf9accb9f0..0000000000 --- a/examples/controllers/handControllerPointer.js +++ /dev/null @@ -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); });