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Merge pull request #7156 from ZappoMan/depthReticleWork
Depth reticle work
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commit
8e8e23452f
9 changed files with 128 additions and 19 deletions
47
examples/depthReticle.js
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47
examples/depthReticle.js
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// depthReticle.js
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// examples
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//
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// Created by Brad Hefta-Gaub on 2/23/16.
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// Copyright 2016 High Fidelity, Inc.
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//
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// When used in HMD, this script will make the reticle depth track to any clickable item in view.
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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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var APPARENT_2D_OVERLAY_DEPTH = 1.0;
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var APPARENT_MAXIMUM_DEPTH = 100.0; // this is a depth at which things all seem sufficiently distant
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var lastDepthCheckTime = 0;
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Script.update.connect(function(deltaTime) {
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var TIME_BETWEEN_DEPTH_CHECKS = 100;
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var timeSinceLastDepthCheck = Date.now() - lastDepthCheckTime;
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if (timeSinceLastDepthCheck > TIME_BETWEEN_DEPTH_CHECKS) {
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var reticlePosition = Reticle.position;
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// first check the 2D Overlays
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if (Reticle.pointingAtSystemOverlay || Overlays.getOverlayAtPoint(reticlePosition)) {
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Reticle.setDepth(APPARENT_2D_OVERLAY_DEPTH);
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} else {
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var pickRay = Camera.computePickRay(reticlePosition.x, reticlePosition.y);
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// Then check the 3D overlays
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var result = Overlays.findRayIntersection(pickRay);
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if (!result.intersects) {
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// finally check the entities
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result = Entities.findRayIntersection(pickRay, true);
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}
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// If either the overlays or entities intersect, then set the reticle depth to
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// the distance of intersection
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if (result.intersects) {
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Reticle.setDepth(result.distance);
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} else {
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// if nothing intersects... set the depth to some sufficiently large depth
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Reticle.setDepth(APPARENT_MAXIMUM_DEPTH);
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}
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}
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}
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});
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@ -5,6 +5,8 @@ import QtQuick.Controls 1.2
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Item {
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anchors.fill: parent
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anchors.leftMargin: 300
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objectName: "StatsItem"
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Hifi.Stats {
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id: root
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objectName: "Stats"
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@ -27,6 +29,7 @@ Item {
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MouseArea {
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anchors.fill: parent
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onClicked: { root.expanded = !root.expanded; }
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hoverEnabled: true
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}
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Column {
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@ -83,6 +86,7 @@ Item {
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MouseArea {
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anchors.fill: parent
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onClicked: { root.expanded = !root.expanded; }
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hoverEnabled: true
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}
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Column {
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id: pingCol
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@ -123,6 +127,7 @@ Item {
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MouseArea {
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anchors.fill: parent
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onClicked: { root.expanded = !root.expanded; }
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hoverEnabled: true
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}
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Column {
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id: geoCol
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@ -172,6 +177,7 @@ Item {
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MouseArea {
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anchors.fill: parent
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onClicked: { root.expanded = !root.expanded; }
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hoverEnabled: true
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}
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Column {
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id: octreeCol
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@ -313,6 +313,7 @@ FocusScope {
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Rectangle {
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id: focusDebugger;
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objectName: "focusDebugger"
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z: 9999; visible: false; color: "red"
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ColorAnimation on color { from: "#7fffff00"; to: "#7f0000ff"; duration: 1000; loops: 9999 }
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}
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@ -2,6 +2,7 @@ import QtQuick 2.5
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FocusScope {
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id: root
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objectName: "FocusHack"
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TextInput {
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id: textInput;
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@ -8,6 +8,16 @@ import ".."
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Desktop {
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id: desktop
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MouseArea {
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anchors.fill: parent
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hoverEnabled: true
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propagateComposedEvents: true
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scrollGestureEnabled: false // we don't need/want these
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onEntered: ApplicationCompositor.reticleOverDesktop = true
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onExited: ApplicationCompositor.reticleOverDesktop = false
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acceptedButtons: Qt.NoButton
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}
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Component.onCompleted: {
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WebEngine.settings.javascriptCanOpenWindows = true;
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WebEngine.settings.javascriptCanAccessClipboard = false;
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@ -6,9 +6,11 @@ import "."
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Item {
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id: root
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anchors.fill: parent
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objectName: "MouseMenuHandlerItem"
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MouseArea {
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id: menuRoot;
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objectName: "MouseMenuHandlerMouseArea"
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anchors.fill: parent
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enabled: d.topMenu !== null
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onClicked: {
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@ -1260,6 +1260,8 @@ void Application::initializeUi() {
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rootContext->setContextProperty("Render", _renderEngine->getConfiguration().get());
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rootContext->setContextProperty("Reticle", _compositor.getReticleInterface());
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rootContext->setContextProperty("ApplicationCompositor", &_compositor);
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_glWidget->installEventFilter(offscreenUi.data());
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offscreenUi->setMouseTranslator([=](const QPointF& pt) {
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QPointF result = pt;
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@ -5120,4 +5122,4 @@ void Application::showDesktop() {
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if (!_overlayConductor.getEnabled()) {
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_overlayConductor.setEnabled(true);
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}
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}
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}
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@ -283,16 +283,43 @@ void ApplicationCompositor::displayOverlayTextureHmd(RenderArgs* renderArgs, int
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//Mouse Pointer
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if (getReticleVisible()) {
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glm::mat4 overlayXfm;
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_modelTransform.getMatrix(overlayXfm);
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if (getReticleDepth() != 1.0f) {
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// calculate the "apparent location" based on the depth and the current ray
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glm::vec3 origin, direction;
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auto reticlePosition = getReticlePosition();
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computeHmdPickRay(reticlePosition, origin, direction);
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auto apparentPosition = origin + (direction * getReticleDepth());
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auto reticlePosition = getReticlePosition();
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glm::vec2 projection = overlayToSpherical(reticlePosition);
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float cursorDepth = getReticleDepth();
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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));
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mat4 reticleXfm = overlayXfm * pointerXfm;
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reticleXfm = glm::scale(reticleXfm, reticleScale);
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batch.setModelTransform(reticleXfm);
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// same code as used to render for apparent location
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auto myCamera = qApp->getCamera();
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mat4 cameraMat = myCamera->getTransform();
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auto UITransform = cameraMat * glm::inverse(headPose);
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auto relativePosition4 = glm::inverse(UITransform) * vec4(apparentPosition, 1);
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auto relativePosition = vec3(relativePosition4) / relativePosition4.w;
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auto relativeDistance = glm::length(relativePosition);
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// look at borrowed from overlays
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float elevation = -asinf(relativePosition.y / glm::length(relativePosition));
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float azimuth = atan2f(relativePosition.x, relativePosition.z);
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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
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Transform transform;
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transform.setTranslation(relativePosition);
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transform.setScale(reticleScale);
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transform.postScale(relativeDistance); // scale not quite working, distant things too large
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transform.setRotation(faceCamera);
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batch.setModelTransform(transform);
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} else {
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glm::mat4 overlayXfm;
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_modelTransform.getMatrix(overlayXfm);
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auto reticlePosition = getReticlePosition();
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glm::vec2 projection = overlayToSpherical(reticlePosition);
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mat4 pointerXfm = glm::mat4_cast(quat(vec3(-projection.y, projection.x, 0.0f))) * glm::translate(mat4(), vec3(0, 0, -1));
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mat4 reticleXfm = overlayXfm * pointerXfm;
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reticleXfm = glm::scale(reticleXfm, reticleScale);
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batch.setModelTransform(reticleXfm);
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}
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geometryCache->renderUnitQuad(batch, glm::vec4(1), _reticleQuad);
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}
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});
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@ -300,7 +327,7 @@ void ApplicationCompositor::displayOverlayTextureHmd(RenderArgs* renderArgs, int
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QPointF ApplicationCompositor::getMouseEventPosition(QMouseEvent* event) {
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if (qApp->isHMDMode()) {
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QMutexLocker locker(&_reticlePositionInHMDLock);
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QMutexLocker locker(&_reticleLock);
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return QPointF(_reticlePositionInHMD.x, _reticlePositionInHMD.y);
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}
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return event->localPos();
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@ -354,7 +381,7 @@ bool ApplicationCompositor::handleRealMouseMoveEvent(bool sendFakeEvent) {
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// If we're in HMD mode
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if (shouldCaptureMouse()) {
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QMutexLocker locker(&_reticlePositionInHMDLock);
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QMutexLocker locker(&_reticleLock);
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auto newPosition = QCursor::pos();
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auto changeInRealMouse = newPosition - _lastKnownRealMouse;
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auto newReticlePosition = _reticlePositionInHMD + toGlm(changeInRealMouse);
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@ -368,9 +395,9 @@ bool ApplicationCompositor::handleRealMouseMoveEvent(bool sendFakeEvent) {
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return false; // let the caller know to process the event
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}
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glm::vec2 ApplicationCompositor::getReticlePosition() {
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glm::vec2 ApplicationCompositor::getReticlePosition() const {
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if (qApp->isHMDMode()) {
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QMutexLocker locker(&_reticlePositionInHMDLock);
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QMutexLocker locker(&_reticleLock);
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return _reticlePositionInHMD;
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}
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return toGlm(QCursor::pos());
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@ -378,7 +405,7 @@ glm::vec2 ApplicationCompositor::getReticlePosition() {
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void ApplicationCompositor::setReticlePosition(glm::vec2 position, bool sendFakeEvent) {
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if (qApp->isHMDMode()) {
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QMutexLocker locker(&_reticlePositionInHMDLock);
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QMutexLocker locker(&_reticleLock);
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const float MOUSE_EXTENTS_VERT_ANGULAR_SIZE = 170.0f; // 5deg from poles
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const float MOUSE_EXTENTS_VERT_PIXELS = VIRTUAL_SCREEN_SIZE_Y * (MOUSE_EXTENTS_VERT_ANGULAR_SIZE / DEFAULT_HMD_UI_VERT_ANGULAR_SIZE);
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const float MOUSE_EXTENTS_HORZ_ANGULAR_SIZE = 360.0f; // full sphere
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@ -29,6 +29,7 @@ class RenderArgs;
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class ReticleInterface;
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const float DEFAULT_RETICLE_DEPTH = 1.0f; // FIXME - probably should be based on UI radius
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const float MAGNIFY_WIDTH = 220.0f;
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const float MAGNIFY_HEIGHT = 100.0f;
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@ -46,6 +47,7 @@ class ApplicationCompositor : public QObject {
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Q_OBJECT
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Q_PROPERTY(float alpha READ getAlpha WRITE setAlpha)
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Q_PROPERTY(bool reticleOverDesktop READ getReticleOverDesktop WRITE setReticleOverDesktop)
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public:
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ApplicationCompositor();
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~ApplicationCompositor();
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@ -83,13 +85,14 @@ public:
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float getAlpha() const { return _alpha; }
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void setAlpha(float alpha) { _alpha = alpha; }
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bool getReticleVisible() { return _reticleVisible; }
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bool getReticleVisible() const { return _reticleVisible; }
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void setReticleVisible(bool visible) { _reticleVisible = visible; }
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float getReticleDepth() { return _reticleDepth; }
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float getReticleDepth() const { return _reticleDepth; }
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void setReticleDepth(float depth) { _reticleDepth = depth; }
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void resetReticleDepth() { _reticleDepth = DEFAULT_RETICLE_DEPTH; }
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glm::vec2 getReticlePosition();
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glm::vec2 getReticlePosition() const;
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void setReticlePosition(glm::vec2 position, bool sendFakeEvent = true);
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glm::vec2 getReticleMaximumPosition() const;
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@ -103,7 +106,12 @@ public:
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bool shouldCaptureMouse() const;
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/// if the reticle is pointing to a system overlay (a dialog box for example) then the function returns true otherwise false
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bool getReticleOverDesktop() const { return _isOverDesktop; }
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void setReticleOverDesktop(bool value) { _isOverDesktop = value; }
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private:
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bool _isOverDesktop { true };
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void displayOverlayTextureStereo(RenderArgs* renderArgs, float aspectRatio, float fov);
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void bindCursorTexture(gpu::Batch& batch, uint8_t cursorId = 0);
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@ -147,11 +155,13 @@ private:
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// application specific position, when it's in desktop mode, the reticle position will simply move
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// the system mouse.
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glm::vec2 _reticlePositionInHMD { 0.0f, 0.0f };
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mutable QMutex _reticlePositionInHMDLock{ QMutex::Recursive };
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mutable QMutex _reticleLock { QMutex::Recursive };
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QPointF _lastKnownRealMouse;
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bool _ignoreMouseMove { false };
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bool _reticleOverQml { false };
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ReticleInterface* _reticleInterface;
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};
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@ -163,11 +173,13 @@ class ReticleInterface : public QObject {
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Q_PROPERTY(float depth READ getDepth WRITE setDepth)
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Q_PROPERTY(glm::vec2 maximumPosition READ getMaximumPosition)
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Q_PROPERTY(bool mouseCaptured READ isMouseCaptured)
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Q_PROPERTY(bool pointingAtSystemOverlay READ isPointingAtSystemOverlay)
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public:
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ReticleInterface(ApplicationCompositor* outer) : QObject(outer), _compositor(outer) {}
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Q_INVOKABLE bool isMouseCaptured() { return _compositor->shouldCaptureMouse(); }
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Q_INVOKABLE bool isPointingAtSystemOverlay() { return !_compositor->getReticleOverDesktop(); }
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Q_INVOKABLE bool getVisible() { return _compositor->getReticleVisible(); }
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Q_INVOKABLE void setVisible(bool visible) { _compositor->setReticleVisible(visible); }
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@ -179,6 +191,7 @@ public:
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Q_INVOKABLE void setPosition(glm::vec2 position) { _compositor->setReticlePosition(position); }
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Q_INVOKABLE glm::vec2 getMaximumPosition() { return _compositor->getReticleMaximumPosition(); }
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private:
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ApplicationCompositor* _compositor;
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};
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