Merge pull request #7156 from ZappoMan/depthReticleWork

Depth reticle work
This commit is contained in:
Clément Brisset 2016-02-23 17:54:35 -08:00
commit 8e8e23452f
9 changed files with 128 additions and 19 deletions

47
examples/depthReticle.js Normal file
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@ -0,0 +1,47 @@
// 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.
//
// 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 = 0;
Script.update.connect(function(deltaTime) {
var TIME_BETWEEN_DEPTH_CHECKS = 100;
var timeSinceLastDepthCheck = Date.now() - lastDepthCheckTime;
if (timeSinceLastDepthCheck > TIME_BETWEEN_DEPTH_CHECKS) {
var reticlePosition = Reticle.position;
// first check the 2D Overlays
if (Reticle.pointingAtSystemOverlay || Overlays.getOverlayAtPoint(reticlePosition)) {
Reticle.setDepth(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) {
Reticle.setDepth(result.distance);
} else {
// if nothing intersects... set the depth to some sufficiently large depth
Reticle.setDepth(APPARENT_MAXIMUM_DEPTH);
}
}
}
});

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@ -5,6 +5,8 @@ import QtQuick.Controls 1.2
Item {
anchors.fill: parent
anchors.leftMargin: 300
objectName: "StatsItem"
Hifi.Stats {
id: root
objectName: "Stats"
@ -27,6 +29,7 @@ Item {
MouseArea {
anchors.fill: parent
onClicked: { root.expanded = !root.expanded; }
hoverEnabled: true
}
Column {
@ -83,6 +86,7 @@ Item {
MouseArea {
anchors.fill: parent
onClicked: { root.expanded = !root.expanded; }
hoverEnabled: true
}
Column {
id: pingCol
@ -123,6 +127,7 @@ Item {
MouseArea {
anchors.fill: parent
onClicked: { root.expanded = !root.expanded; }
hoverEnabled: true
}
Column {
id: geoCol
@ -172,6 +177,7 @@ Item {
MouseArea {
anchors.fill: parent
onClicked: { root.expanded = !root.expanded; }
hoverEnabled: true
}
Column {
id: octreeCol

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@ -313,6 +313,7 @@ FocusScope {
Rectangle {
id: focusDebugger;
objectName: "focusDebugger"
z: 9999; visible: false; color: "red"
ColorAnimation on color { from: "#7fffff00"; to: "#7f0000ff"; duration: 1000; loops: 9999 }
}

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@ -2,6 +2,7 @@ import QtQuick 2.5
FocusScope {
id: root
objectName: "FocusHack"
TextInput {
id: textInput;

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@ -8,6 +8,16 @@ import ".."
Desktop {
id: desktop
MouseArea {
anchors.fill: parent
hoverEnabled: true
propagateComposedEvents: true
scrollGestureEnabled: false // we don't need/want these
onEntered: ApplicationCompositor.reticleOverDesktop = true
onExited: ApplicationCompositor.reticleOverDesktop = false
acceptedButtons: Qt.NoButton
}
Component.onCompleted: {
WebEngine.settings.javascriptCanOpenWindows = true;
WebEngine.settings.javascriptCanAccessClipboard = false;

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@ -6,9 +6,11 @@ import "."
Item {
id: root
anchors.fill: parent
objectName: "MouseMenuHandlerItem"
MouseArea {
id: menuRoot;
objectName: "MouseMenuHandlerMouseArea"
anchors.fill: parent
enabled: d.topMenu !== null
onClicked: {

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@ -1260,6 +1260,8 @@ void Application::initializeUi() {
rootContext->setContextProperty("Render", _renderEngine->getConfiguration().get());
rootContext->setContextProperty("Reticle", _compositor.getReticleInterface());
rootContext->setContextProperty("ApplicationCompositor", &_compositor);
_glWidget->installEventFilter(offscreenUi.data());
offscreenUi->setMouseTranslator([=](const QPointF& pt) {
QPointF result = pt;
@ -5120,4 +5122,4 @@ void Application::showDesktop() {
if (!_overlayConductor.getEnabled()) {
_overlayConductor.setEnabled(true);
}
}
}

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@ -283,16 +283,43 @@ void ApplicationCompositor::displayOverlayTextureHmd(RenderArgs* renderArgs, int
//Mouse Pointer
if (getReticleVisible()) {
glm::mat4 overlayXfm;
_modelTransform.getMatrix(overlayXfm);
if (getReticleDepth() != 1.0f) {
// calculate the "apparent location" based on the depth and the current ray
glm::vec3 origin, direction;
auto reticlePosition = getReticlePosition();
computeHmdPickRay(reticlePosition, origin, direction);
auto apparentPosition = origin + (direction * getReticleDepth());
auto reticlePosition = getReticlePosition();
glm::vec2 projection = overlayToSpherical(reticlePosition);
float cursorDepth = getReticleDepth();
mat4 pointerXfm = glm::scale(mat4(), vec3(cursorDepth)) * glm::mat4_cast(quat(vec3(-projection.y, projection.x, 0.0f))) * glm::translate(mat4(), vec3(0, 0, -1));
mat4 reticleXfm = overlayXfm * pointerXfm;
reticleXfm = glm::scale(reticleXfm, reticleScale);
batch.setModelTransform(reticleXfm);
// same code as used to render for apparent location
auto myCamera = qApp->getCamera();
mat4 cameraMat = myCamera->getTransform();
auto UITransform = cameraMat * glm::inverse(headPose);
auto relativePosition4 = glm::inverse(UITransform) * vec4(apparentPosition, 1);
auto relativePosition = vec3(relativePosition4) / relativePosition4.w;
auto relativeDistance = glm::length(relativePosition);
// look at borrowed from overlays
float elevation = -asinf(relativePosition.y / glm::length(relativePosition));
float azimuth = atan2f(relativePosition.x, relativePosition.z);
glm::quat faceCamera = glm::quat(glm::vec3(elevation, azimuth, 0)) * quat(vec3(0, 0, -1)); // this extra *quat(vec3(0,0,-1)) was required to get the quad to flip this seems like we could optimize
Transform transform;
transform.setTranslation(relativePosition);
transform.setScale(reticleScale);
transform.postScale(relativeDistance); // scale not quite working, distant things too large
transform.setRotation(faceCamera);
batch.setModelTransform(transform);
} else {
glm::mat4 overlayXfm;
_modelTransform.getMatrix(overlayXfm);
auto reticlePosition = getReticlePosition();
glm::vec2 projection = overlayToSpherical(reticlePosition);
mat4 pointerXfm = glm::mat4_cast(quat(vec3(-projection.y, projection.x, 0.0f))) * glm::translate(mat4(), vec3(0, 0, -1));
mat4 reticleXfm = overlayXfm * pointerXfm;
reticleXfm = glm::scale(reticleXfm, reticleScale);
batch.setModelTransform(reticleXfm);
}
geometryCache->renderUnitQuad(batch, glm::vec4(1), _reticleQuad);
}
});
@ -300,7 +327,7 @@ void ApplicationCompositor::displayOverlayTextureHmd(RenderArgs* renderArgs, int
QPointF ApplicationCompositor::getMouseEventPosition(QMouseEvent* event) {
if (qApp->isHMDMode()) {
QMutexLocker locker(&_reticlePositionInHMDLock);
QMutexLocker locker(&_reticleLock);
return QPointF(_reticlePositionInHMD.x, _reticlePositionInHMD.y);
}
return event->localPos();
@ -354,7 +381,7 @@ bool ApplicationCompositor::handleRealMouseMoveEvent(bool sendFakeEvent) {
// If we're in HMD mode
if (shouldCaptureMouse()) {
QMutexLocker locker(&_reticlePositionInHMDLock);
QMutexLocker locker(&_reticleLock);
auto newPosition = QCursor::pos();
auto changeInRealMouse = newPosition - _lastKnownRealMouse;
auto newReticlePosition = _reticlePositionInHMD + toGlm(changeInRealMouse);
@ -368,9 +395,9 @@ bool ApplicationCompositor::handleRealMouseMoveEvent(bool sendFakeEvent) {
return false; // let the caller know to process the event
}
glm::vec2 ApplicationCompositor::getReticlePosition() {
glm::vec2 ApplicationCompositor::getReticlePosition() const {
if (qApp->isHMDMode()) {
QMutexLocker locker(&_reticlePositionInHMDLock);
QMutexLocker locker(&_reticleLock);
return _reticlePositionInHMD;
}
return toGlm(QCursor::pos());
@ -378,7 +405,7 @@ glm::vec2 ApplicationCompositor::getReticlePosition() {
void ApplicationCompositor::setReticlePosition(glm::vec2 position, bool sendFakeEvent) {
if (qApp->isHMDMode()) {
QMutexLocker locker(&_reticlePositionInHMDLock);
QMutexLocker locker(&_reticleLock);
const float MOUSE_EXTENTS_VERT_ANGULAR_SIZE = 170.0f; // 5deg from poles
const float MOUSE_EXTENTS_VERT_PIXELS = VIRTUAL_SCREEN_SIZE_Y * (MOUSE_EXTENTS_VERT_ANGULAR_SIZE / DEFAULT_HMD_UI_VERT_ANGULAR_SIZE);
const float MOUSE_EXTENTS_HORZ_ANGULAR_SIZE = 360.0f; // full sphere

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@ -29,6 +29,7 @@ class RenderArgs;
class ReticleInterface;
const float DEFAULT_RETICLE_DEPTH = 1.0f; // FIXME - probably should be based on UI radius
const float MAGNIFY_WIDTH = 220.0f;
const float MAGNIFY_HEIGHT = 100.0f;
@ -46,6 +47,7 @@ class ApplicationCompositor : public QObject {
Q_OBJECT
Q_PROPERTY(float alpha READ getAlpha WRITE setAlpha)
Q_PROPERTY(bool reticleOverDesktop READ getReticleOverDesktop WRITE setReticleOverDesktop)
public:
ApplicationCompositor();
~ApplicationCompositor();
@ -83,13 +85,14 @@ public:
float getAlpha() const { return _alpha; }
void setAlpha(float alpha) { _alpha = alpha; }
bool getReticleVisible() { return _reticleVisible; }
bool getReticleVisible() const { return _reticleVisible; }
void setReticleVisible(bool visible) { _reticleVisible = visible; }
float getReticleDepth() { return _reticleDepth; }
float getReticleDepth() const { return _reticleDepth; }
void setReticleDepth(float depth) { _reticleDepth = depth; }
void resetReticleDepth() { _reticleDepth = DEFAULT_RETICLE_DEPTH; }
glm::vec2 getReticlePosition();
glm::vec2 getReticlePosition() const;
void setReticlePosition(glm::vec2 position, bool sendFakeEvent = true);
glm::vec2 getReticleMaximumPosition() const;
@ -103,7 +106,12 @@ public:
bool shouldCaptureMouse() const;
/// if the reticle is pointing to a system overlay (a dialog box for example) then the function returns true otherwise false
bool getReticleOverDesktop() const { return _isOverDesktop; }
void setReticleOverDesktop(bool value) { _isOverDesktop = value; }
private:
bool _isOverDesktop { true };
void displayOverlayTextureStereo(RenderArgs* renderArgs, float aspectRatio, float fov);
void bindCursorTexture(gpu::Batch& batch, uint8_t cursorId = 0);
@ -147,11 +155,13 @@ private:
// application specific position, when it's in desktop mode, the reticle position will simply move
// the system mouse.
glm::vec2 _reticlePositionInHMD { 0.0f, 0.0f };
mutable QMutex _reticlePositionInHMDLock{ QMutex::Recursive };
mutable QMutex _reticleLock { QMutex::Recursive };
QPointF _lastKnownRealMouse;
bool _ignoreMouseMove { false };
bool _reticleOverQml { false };
ReticleInterface* _reticleInterface;
};
@ -163,11 +173,13 @@ class ReticleInterface : public QObject {
Q_PROPERTY(float depth READ getDepth WRITE setDepth)
Q_PROPERTY(glm::vec2 maximumPosition READ getMaximumPosition)
Q_PROPERTY(bool mouseCaptured READ isMouseCaptured)
Q_PROPERTY(bool pointingAtSystemOverlay READ isPointingAtSystemOverlay)
public:
ReticleInterface(ApplicationCompositor* outer) : QObject(outer), _compositor(outer) {}
Q_INVOKABLE bool isMouseCaptured() { return _compositor->shouldCaptureMouse(); }
Q_INVOKABLE bool isPointingAtSystemOverlay() { return !_compositor->getReticleOverDesktop(); }
Q_INVOKABLE bool getVisible() { return _compositor->getReticleVisible(); }
Q_INVOKABLE void setVisible(bool visible) { _compositor->setReticleVisible(visible); }
@ -179,6 +191,7 @@ public:
Q_INVOKABLE void setPosition(glm::vec2 position) { _compositor->setReticlePosition(position); }
Q_INVOKABLE glm::vec2 getMaximumPosition() { return _compositor->getReticleMaximumPosition(); }
private:
ApplicationCompositor* _compositor;
};