diff --git a/interface/resources/controllers/vive.json b/interface/resources/controllers/vive.json index 1f71658946..37f5b45b1e 100644 --- a/interface/resources/controllers/vive.json +++ b/interface/resources/controllers/vive.json @@ -1,15 +1,15 @@ { "name": "Vive to Standard", "channels": [ - { "from": "Vive.LY", "when": "Vive.LS", "filters": "invert", "to": "Standard.LY" }, - { "from": "Vive.LX", "when": "Vive.LS", "to": "Standard.LX" }, + { "from": "Vive.LY", "when": "Vive.LS", "filters": ["invert" ,{ "type": "deadZone", "min": 0.6 }], "to": "Standard.LY" }, + { "from": "Vive.LX", "when": "Vive.LS", "filters": [{ "type": "deadZone", "min": 0.6 }], "to": "Standard.LX" }, { "from": "Vive.LT", "to": "Standard.LT" }, { "from": "Vive.LB", "to": "Standard.LB" }, { "from": "Vive.LS", "to": "Standard.LS" }, - { "from": "Vive.RY", "when": "Vive.RS", "filters": "invert", "to": "Standard.RY" }, - { "from": "Vive.RX", "when": "Vive.RS", "to": "Standard.RX" }, + { "from": "Vive.RY", "when": "Vive.RS", "filters": ["invert", { "type": "deadZone", "min": 0.6 }], "to": "Standard.RY" }, + { "from": "Vive.RX", "when": "Vive.RS", "filters": [{ "type": "deadZone", "min": 0.6 }], "to": "Standard.RX" }, { "from": "Vive.RT", "to": "Standard.RT" }, { "from": "Vive.RB", "to": "Standard.RB" }, diff --git a/libraries/controllers/src/controllers/impl/filters/DeadZoneFilter.cpp b/libraries/controllers/src/controllers/impl/filters/DeadZoneFilter.cpp index 809308eeab..f07ef25976 100644 --- a/libraries/controllers/src/controllers/impl/filters/DeadZoneFilter.cpp +++ b/libraries/controllers/src/controllers/impl/filters/DeadZoneFilter.cpp @@ -13,11 +13,12 @@ using namespace controller; float DeadZoneFilter::apply(float value) const { - float scale = 1.0f / (1.0f - _min); - if (std::abs(value) < _min) { + float scale = ((value < 0.0f) ? -1.0f : 1.0f) / (1.0f - _min); + float magnitude = std::abs(value); + if (magnitude < _min) { return 0.0f; } - return (value - _min) * scale; + return (magnitude - _min) * scale; } bool DeadZoneFilter::parseParameters(const QJsonValue& parameters) { diff --git a/libraries/display-plugins/src/display-plugins/CompositorHelper.cpp b/libraries/display-plugins/src/display-plugins/CompositorHelper.cpp index 4648fc8957..f9d527de8f 100644 --- a/libraries/display-plugins/src/display-plugins/CompositorHelper.cpp +++ b/libraries/display-plugins/src/display-plugins/CompositorHelper.cpp @@ -16,6 +16,8 @@ #include <QtWidgets/QApplication> #include <QtWidgets/QDesktopWidget> #include <glm/gtc/type_ptr.hpp> +#include <QtGui/QWindow> +#include <QQuickWindow> #include <ui/Menu.h> #include <NumericalConstants.h> @@ -256,7 +258,7 @@ glm::vec2 CompositorHelper::getReticlePosition() const { QMutexLocker locker(&_reticleLock); return _reticlePositionInHMD; } - return toGlm(QCursor::pos()); + return toGlm(_renderingWidget->mapFromGlobal(QCursor::pos())); } bool CompositorHelper::getReticleOverDesktop() const { @@ -322,17 +324,8 @@ void CompositorHelper::setReticlePosition(const glm::vec2& position, bool sendFa sendFakeMouseEvent(); } } else { - // NOTE: This is some debugging code we will leave in while debugging various reticle movement strategies, - // remove it after we're done - const float REASONABLE_CHANGE = 50.0f; - glm::vec2 oldPos = toGlm(QCursor::pos()); - auto distance = glm::distance(oldPos, position); - if (distance > REASONABLE_CHANGE) { - qDebug() << "Contrller::ScriptingInterface ---- UNREASONABLE CHANGE! distance:" << - distance << " oldPos:" << oldPos.x << "," << oldPos.y << " newPos:" << position.x << "," << position.y; - } - - QCursor::setPos(position.x, position.y); + const QPoint point(position.x, position.y); + QCursor::setPos(_renderingWidget->mapToGlobal(point)); } } diff --git a/scripts/defaultScripts.js b/scripts/defaultScripts.js index 9b11fa73cc..2a050d183e 100644 --- a/scripts/defaultScripts.js +++ b/scripts/defaultScripts.js @@ -17,7 +17,7 @@ Script.load("system/edit.js"); Script.load("system/selectAudioDevice.js"); Script.load("system/notifications.js"); Script.load("system/controllers/handControllerGrab.js"); +Script.load("system/controllers/handControllerPointer.js"); Script.load("system/controllers/squeezeHands.js"); Script.load("system/controllers/grab.js"); Script.load("system/dialTone.js"); -Script.load("system/depthReticle.js"); \ No newline at end of file diff --git a/scripts/system/controllers/handControllerPointer.js b/scripts/system/controllers/handControllerPointer.js new file mode 100644 index 0000000000..6e9fe17077 --- /dev/null +++ b/scripts/system/controllers/handControllerPointer.js @@ -0,0 +1,456 @@ +"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. +// A click in the center of the vive thumb pad is left mouse. 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. + + +// UTILITIES ------------- +// + +// 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(); + } + }; +} + +// 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 ---------- +// +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) { + 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 isSeeking = false; +var averageMouseVelocity = 0, lastIntegration = 0, lastMouse; +var WEIGHTING = 1 / 20; // simple moving average over last 20 samples +var ONE_MINUS_WEIGHTING = 1 - WEIGHTING; +var AVERAGE_MOUSE_VELOCITY_FOR_SEEK_TO = 20; +function isShakingMouse() { // True if the person is waving the mouse around trying to find it. + var now = Date.now(), mouse = Reticle.position, isShaking = false; + if (lastIntegration && (lastIntegration !== now)) { + var velocity = Vec3.length(Vec3.subtract(mouse, lastMouse)) / (now - lastIntegration); + averageMouseVelocity = (ONE_MINUS_WEIGHTING * averageMouseVelocity) + (WEIGHTING * velocity); + if (averageMouseVelocity > AVERAGE_MOUSE_VELOCITY_FOR_SEEK_TO) { + isShaking = true; + } + } + lastIntegration = now; + lastMouse = mouse; + return isShaking; +} +var NON_LINEAR_DIVISOR = 2; +var MINIMUM_SEEK_DISTANCE = 0.01; +function updateSeeking() { + if (!Reticle.visible || isShakingMouse()) { + isSeeking = true; + } // e.g., if we're about to turn it on with first movement. + if (!isSeeking) { + return; + } + averageMouseVelocity = lastIntegration = 0; + var lookAt2D = HMD.getHUDLookAtPosition2D(); + if (!lookAt2D) { + print('Cannot seek without lookAt position'); + return; + } // E.g., if parallel to location in HUD + var copy = Reticle.position; + function updateDimension(axis) { + var distanceBetween = lookAt2D[axis] - Reticle.position[axis]; + var move = distanceBetween / NON_LINEAR_DIVISOR; + if (Math.abs(move) < MINIMUM_SEEK_DISTANCE) { + return false; + } + copy[axis] += move; + return true; + } + var okX = !updateDimension('x'), okY = !updateDimension('y'); // Evaluate both. Don't short-circuit. + if (okX && okY) { + isSeeking = false; + } else { + Reticle.setPosition(copy); // Not setReticlePosition + } +} + +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 + handControllerLockOut.update(now); + Reticle.visible = true; +} +function expireMouseCursor(now) { + if (!isPointingAtOverlay() && mouseCursorActivity.expired(now)) { + Reticle.visible = false; + } +} +function onMouseMove() { + // Display cursor at correct depth (as in depthReticle.js), and updateMouseActivity. + if (ignoreMouseActivity()) { + return; + } + + if (HMD.active) { // set depth + updateSeeking(); + if (isPointingAtOverlay()) { + Reticle.setDepth(SPHERICAL_HUD_DISTANCE); // NOT CORRECT IF WE SWITCH TO OFFSET SPHERE! + } else { + var result = findRayIntersection(Camera.computePickRay(Reticle.position.x, Reticle.position.y)); + var depth = result.intersects ? result.distance : APPARENT_MAXIMUM_DEPTH; + Reticle.setDepth(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 --------- +// + +var activeHand = Controller.Standard.RightHand; +function toggleHand() { + if (activeHand === Controller.Standard.RightHand) { + activeHand = Controller.Standard.LeftHand; + } else { + activeHand = Controller.Standard.RightHand; + } +} + +// 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); + } + hardware = newHardware; + if (clickMappings[hardware]) { + clickMapping = clickMappings[hardware]; + } 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]); + } + function makeHandToggle(button, hand, optionalWhen) { + var whenThunk = optionalWhen || function () { + return true; + }; + function maybeToggle() { + if (activeHand !== Controller.Standard[hand]) { + toggleHand(); + } + + } + clickMapping.from(Controller.Hardware[hardware][button]).peek().when(whenThunk).to(maybeToggle); + } + function makeViveWhen(click, x, y) { + var viveClick = Controller.Hardware.Vive[click], + viveX = Controller.Standard[x], // Standard after filtering by mapping + viveY = Controller.Standard[y]; + return function () { + var clickValue = Controller.getValue(viveClick); + var xValue = Controller.getValue(viveX); + var yValue = Controller.getValue(viveY); + return clickValue && !xValue && !yValue; + }; + } + switch (hardware) { + case 'Hydra': + makeHandToggle('R3', 'RightHand'); + makeHandToggle('L3', 'LeftHand'); + + mapToAction('R3', 'ReticleClick'); + mapToAction('L3', 'ReticleClick'); + mapToAction('R4', 'ContextMenu'); + mapToAction('L4', 'ContextMenu'); + break; + case 'Vive': + // When touchpad click is NOT treated as movement, treat as left click + makeHandToggle('RS', 'RightHand', makeViveWhen('RS', 'RX', 'RY')); + makeHandToggle('LS', 'LeftHand', makeViveWhen('LS', 'LX', 'LY')); + clickMapping.from(Controller.Hardware.Vive.RS).when(makeViveWhen('RS', 'RX', 'RY')).to(Controller.Actions.ReticleClick); + clickMapping.from(Controller.Hardware.Vive.LS).when(makeViveWhen('LS', 'LX', 'LY')).to(Controller.Actions.ReticleClick); + mapToAction('RightApplicationMenu', 'ContextMenu'); + mapToAction('LeftApplicationMenu', 'ContextMenu'); + break; + } + clickMappings[hardware] = clickMapping; + } + clickMapToggle = new LatchedToggle(clickMapping.enable, clickMapping.disable); + clickMapToggle.setState(true); +} +checkHardware(); + +// 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}); + Reticle.visible = false; + + return visualizationIsShowing; // In case we change caller to act conditionally. +} + +// MAIN OPERATIONS ----------- +// +function update() { + var now = Date.now(); + if (!handControllerLockOut.expired(now)) { + return turnOffVisualization(); + } // Let them use mouse it in peace. + if (!Menu.isOptionChecked("First Person")) { + return turnOffVisualization(); + } // What to do? menus can be behind hand! + var controllerPose = Controller.getPoseValue(activeHand); + // Vive is effectively invalid when not in HMD + if (!controllerPose.valid || ((hardware === 'Vive') && !HMD.active)) { + 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! + } + Reticle.visible = 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(); + checkHardware(); +} +checkSettings(); +var settingsChecker = Script.setInterval(checkSettings, SETTINGS_CHANGE_RECHECK_INTERVAL); +Script.scriptEnding.connect(function () { + Script.clearInterval(settingsChecker); +}); diff --git a/scripts/system/depthReticle.js b/scripts/system/depthReticle.js deleted file mode 100644 index 10d604f707..0000000000 --- a/scripts/system/depthReticle.js +++ /dev/null @@ -1,185 +0,0 @@ -// depthReticle.js -// examples -// -// Created by Brad Hefta-Gaub on 2/23/16. -// Copyright 2016 High Fidelity, Inc. -// -// When used in HMD, this script will make the reticle depth track to any clickable item in view. -// This script also handles auto-hiding the reticle after inactivity, as well as having the reticle -// seek the look at position upon waking up. -// -// Distributed under the Apache License, Version 2.0. -// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html -// - -var APPARENT_2D_OVERLAY_DEPTH = 1.0; -var APPARENT_MAXIMUM_DEPTH = 100.0; // this is a depth at which things all seem sufficiently distant -var lastDepthCheckTime = Date.now(); -var desiredDepth = APPARENT_2D_OVERLAY_DEPTH; -var TIME_BETWEEN_DEPTH_CHECKS = 100; -var MINIMUM_DEPTH_ADJUST = 0.01; -var NON_LINEAR_DIVISOR = 2; -var MINIMUM_SEEK_DISTANCE = 0.01; - -var lastMouseMoveOrClick = Date.now(); -var lastMouseX = Reticle.position.x; -var lastMouseY = Reticle.position.y; -var HIDE_STATIC_MOUSE_AFTER = 3000; // 3 seconds -var shouldSeekToLookAt = false; -var fastMouseMoves = 0; -var averageMouseVelocity = 0; -var WEIGHTING = 1/20; // simple moving average over last 20 samples -var ONE_MINUS_WEIGHTING = 1 - WEIGHTING; -var AVERAGE_MOUSE_VELOCITY_FOR_SEEK_TO = 50; - -function showReticleOnMouseClick() { - Reticle.visible = true; - lastMouseMoveOrClick = Date.now(); // move or click -} - -Controller.mousePressEvent.connect(showReticleOnMouseClick); -Controller.mouseDoublePressEvent.connect(showReticleOnMouseClick); - -Controller.mouseMoveEvent.connect(function(mouseEvent) { - var now = Date.now(); - - // if the reticle is hidden, and we're not in away mode... - if (!Reticle.visible && Reticle.allowMouseCapture) { - Reticle.visible = true; - if (HMD.active) { - shouldSeekToLookAt = true; - } - } else { - // even if the reticle is visible, if we're in HMD mode, and the person is moving their mouse quickly (shaking it) - // then they are probably looking for it, and we should move into seekToLookAt mode - if (HMD.active && !shouldSeekToLookAt && Reticle.allowMouseCapture) { - var dx = Reticle.position.x - lastMouseX; - var dy = Reticle.position.y - lastMouseY; - var dt = Math.max(1, (now - lastMouseMoveOrClick)); // mSecs since last mouse move - var mouseMoveDistance = Math.sqrt((dx*dx) + (dy*dy)); - var mouseVelocity = mouseMoveDistance / dt; - averageMouseVelocity = (ONE_MINUS_WEIGHTING * averageMouseVelocity) + (WEIGHTING * mouseVelocity); - if (averageMouseVelocity > AVERAGE_MOUSE_VELOCITY_FOR_SEEK_TO) { - shouldSeekToLookAt = true; - } - } - } - lastMouseMoveOrClick = now; - lastMouseX = mouseEvent.x; - lastMouseY = mouseEvent.y; -}); - -function seekToLookAt() { - // if we're currently seeking the lookAt move the mouse toward the lookat - if (shouldSeekToLookAt) { - averageMouseVelocity = 0; // reset this, these never count for movement... - var lookAt2D = HMD.getHUDLookAtPosition2D(); - var currentReticlePosition = Reticle.position; - var distanceBetweenX = lookAt2D.x - Reticle.position.x; - var distanceBetweenY = lookAt2D.y - Reticle.position.y; - var moveX = distanceBetweenX / NON_LINEAR_DIVISOR; - var moveY = distanceBetweenY / NON_LINEAR_DIVISOR; - var newPosition = { x: Reticle.position.x + moveX, y: Reticle.position.y + moveY }; - var closeEnoughX = false; - var closeEnoughY = false; - if (moveX < MINIMUM_SEEK_DISTANCE) { - newPosition.x = lookAt2D.x; - closeEnoughX = true; - } - if (moveY < MINIMUM_SEEK_DISTANCE) { - newPosition.y = lookAt2D.y; - closeEnoughY = true; - } - Reticle.position = newPosition; - if (closeEnoughX && closeEnoughY) { - shouldSeekToLookAt = false; - } - } -} - -function autoHideReticle() { - var now = Date.now(); - - // sometimes we don't actually get mouse move messages (for example, if the focus has been set - // to an overlay or web page 'overlay') in but the mouse can still be moving, and we don't want - // to autohide in these cases, so we will take this opportunity to also check if the reticle - // position has changed. - if (lastMouseX != Reticle.position.x || lastMouseY != Reticle.position.y) { - lastMouseMoveOrClick = now; - lastMouseX = Reticle.position.x; - lastMouseY = Reticle.position.y; - } - - // if we haven't moved in a long period of time, and we're not pointing at some - // system overlay (like a window), then hide the reticle - if (Reticle.visible && !Reticle.pointingAtSystemOverlay) { - var timeSinceLastMouseMove = now - lastMouseMoveOrClick; - if (timeSinceLastMouseMove > HIDE_STATIC_MOUSE_AFTER) { - Reticle.visible = false; - } - } -} - -function checkReticleDepth() { - var now = Date.now(); - var timeSinceLastDepthCheck = now - lastDepthCheckTime; - if (timeSinceLastDepthCheck > TIME_BETWEEN_DEPTH_CHECKS && Reticle.visible) { - var newDesiredDepth = desiredDepth; - lastDepthCheckTime = now; - var reticlePosition = Reticle.position; - - // first check the 2D Overlays - if (Reticle.pointingAtSystemOverlay || Overlays.getOverlayAtPoint(reticlePosition)) { - newDesiredDepth = APPARENT_2D_OVERLAY_DEPTH; - } else { - var pickRay = Camera.computePickRay(reticlePosition.x, reticlePosition.y); - - // Then check the 3D overlays - var result = Overlays.findRayIntersection(pickRay); - - if (!result.intersects) { - // finally check the entities - result = Entities.findRayIntersection(pickRay, true); - } - - // If either the overlays or entities intersect, then set the reticle depth to - // the distance of intersection - if (result.intersects) { - newDesiredDepth = result.distance; - } else { - // if nothing intersects... set the depth to some sufficiently large depth - newDesiredDepth = APPARENT_MAXIMUM_DEPTH; - } - } - - // If the desired depth has changed, reset our fade start time - if (desiredDepth != newDesiredDepth) { - desiredDepth = newDesiredDepth; - } - } - -} - -function moveToDesiredDepth() { - // move the reticle toward the desired depth - if (desiredDepth != Reticle.depth) { - - // cut distance between desiredDepth and current depth in half until we're close enough - var distanceToAdjustThisCycle = (desiredDepth - Reticle.depth) / NON_LINEAR_DIVISOR; - if (Math.abs(distanceToAdjustThisCycle) < MINIMUM_DEPTH_ADJUST) { - newDepth = desiredDepth; - } else { - newDepth = Reticle.depth + distanceToAdjustThisCycle; - } - Reticle.setDepth(newDepth); - } -} - -Script.update.connect(function(deltaTime) { - autoHideReticle(); // auto hide reticle for desktop or HMD mode - if (HMD.active) { - seekToLookAt(); // handle moving the reticle toward the look at - checkReticleDepth(); // make sure reticle is at correct depth - moveToDesiredDepth(); // move the fade the reticle to the desired depth - } -});