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Merge pull request #10127 from druiz17/oculus-tracking
Use old controller data for 3 seconds when losing track of touch controllers
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commit
b58fe6ee90
4 changed files with 75 additions and 5 deletions
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@ -33,6 +33,8 @@ static const char* MENU_PATH = "Avatar" ">" "Oculus Touch Controllers";
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const char* OculusControllerManager::NAME = "Oculus";
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const quint64 LOST_TRACKING_DELAY = 3000000;
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bool OculusControllerManager::isSupported() const {
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return oculusAvailable();
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}
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@ -207,9 +209,7 @@ void OculusControllerManager::RemoteDevice::focusOutEvent() {
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}
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void OculusControllerManager::TouchDevice::update(float deltaTime, const controller::InputCalibrationData& inputCalibrationData) {
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_poseStateMap.clear();
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_buttonPressedMap.clear();
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ovrSessionStatus status;
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if (!OVR_SUCCESS(ovr_GetSessionStatus(_parent._session, &status)) || (ovrFalse == status.HmdMounted)) {
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// if the HMD isn't on someone's head, don't take input from the controllers
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@ -217,15 +217,33 @@ void OculusControllerManager::TouchDevice::update(float deltaTime, const control
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}
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int numTrackedControllers = 0;
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quint64 currentTime = usecTimestampNow();
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static const auto REQUIRED_HAND_STATUS = ovrStatus_OrientationTracked | ovrStatus_PositionTracked;
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auto tracking = ovr_GetTrackingState(_parent._session, 0, false);
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ovr_for_each_hand([&](ovrHandType hand) {
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++numTrackedControllers;
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int controller = (hand == ovrHand_Left ? controller::LEFT_HAND : controller::RIGHT_HAND);
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if (REQUIRED_HAND_STATUS == (tracking.HandStatusFlags[hand] & REQUIRED_HAND_STATUS)) {
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_poseStateMap.erase(controller);
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handlePose(deltaTime, inputCalibrationData, hand, tracking.HandPoses[hand]);
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} else {
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_poseStateMap[hand == ovrHand_Left ? controller::LEFT_HAND : controller::RIGHT_HAND].valid = false;
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_lostTracking[controller] = false;
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_lastControllerPose[controller] = tracking.HandPoses[hand];
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return;
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}
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if (_lostTracking[controller]) {
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if (currentTime > _regainTrackingDeadline[controller]) {
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_poseStateMap.erase(controller);
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_poseStateMap[controller].valid = false;
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return;
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}
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} else {
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quint64 deadlineToRegainTracking = currentTime + LOST_TRACKING_DELAY;
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_regainTrackingDeadline[controller] = deadlineToRegainTracking;
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_lostTracking[controller] = true;
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}
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handleRotationForUntrackedHand(inputCalibrationData, hand, tracking.HandPoses[hand]);
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});
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using namespace controller;
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// Axes
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@ -251,7 +269,7 @@ void OculusControllerManager::TouchDevice::update(float deltaTime, const control
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if (inputState.Touches & pair.first) {
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_buttonPressedMap.insert(pair.second);
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}
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}
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}
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// Haptics
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{
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@ -286,6 +304,16 @@ void OculusControllerManager::TouchDevice::handlePose(float deltaTime,
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}
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void OculusControllerManager::TouchDevice::handleRotationForUntrackedHand(const controller::InputCalibrationData& inputCalibrationData,
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ovrHandType hand, const ovrPoseStatef& handPose) {
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auto poseId = (hand == ovrHand_Left ? controller::LEFT_HAND : controller::RIGHT_HAND);
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auto& pose = _poseStateMap[poseId];
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auto lastHandPose = _lastControllerPose[poseId];
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pose = ovrControllerRotationToHandRotation(hand, handPose, lastHandPose);
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glm::mat4 controllerToAvatar = glm::inverse(inputCalibrationData.avatarMat) * inputCalibrationData.sensorToWorldMat;
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pose = pose.transform(controllerToAvatar);
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}
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bool OculusControllerManager::TouchDevice::triggerHapticPulse(float strength, float duration, controller::Hand hand) {
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Locker locker(_lock);
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bool toReturn = true;
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@ -11,6 +11,7 @@
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#include <QObject>
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#include <unordered_set>
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#include <map>
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#include <GLMHelpers.h>
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@ -75,6 +76,7 @@ private:
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private:
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void stopHapticPulse(bool leftHand);
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void handlePose(float deltaTime, const controller::InputCalibrationData& inputCalibrationData, ovrHandType hand, const ovrPoseStatef& handPose);
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void handleRotationForUntrackedHand(const controller::InputCalibrationData& inputCalibrationData, ovrHandType hand, const ovrPoseStatef& handPose);
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int _trackedControllers { 0 };
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// perform an action when the TouchDevice mutex is acquired.
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@ -87,6 +89,9 @@ private:
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float _rightHapticDuration { 0.0f };
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float _rightHapticStrength { 0.0f };
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mutable std::recursive_mutex _lock;
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std::map<int, bool> _lostTracking;
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std::map<int, quint64> _regainTrackingDeadline;
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std::map<int, ovrPoseStatef> _lastControllerPose;
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friend class OculusControllerManager;
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};
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@ -267,3 +267,37 @@ controller::Pose ovrControllerPoseToHandPose(
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pose.valid = true;
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return pose;
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}
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controller::Pose ovrControllerRotationToHandRotation(ovrHandType hand, const ovrPoseStatef& handPose,
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const ovrPoseStatef& lastHandPose) {
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static const glm::quat yFlip = glm::angleAxis(PI, Vectors::UNIT_Y);
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static const glm::quat quarterX = glm::angleAxis(PI_OVER_TWO, Vectors::UNIT_X);
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static const glm::quat touchToHand = yFlip * quarterX;
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static const glm::quat leftQuarterZ = glm::angleAxis(-PI_OVER_TWO, Vectors::UNIT_Z);
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static const glm::quat rightQuarterZ = glm::angleAxis(PI_OVER_TWO, Vectors::UNIT_Z);
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static const glm::quat leftRotationOffset = glm::inverse(leftQuarterZ) * touchToHand;
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static const glm::quat rightRotationOffset = glm::inverse(rightQuarterZ) * touchToHand;
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static const float CONTROLLER_LENGTH_OFFSET = 0.0762f; // three inches
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static const glm::vec3 CONTROLLER_OFFSET = glm::vec3(CONTROLLER_LENGTH_OFFSET / 2.0f,
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-CONTROLLER_LENGTH_OFFSET / 2.0f,
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CONTROLLER_LENGTH_OFFSET * 1.5f);
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static const glm::vec3 leftTranslationOffset = glm::vec3(-1.0f, 1.0f, 1.0f) * CONTROLLER_OFFSET;
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static const glm::vec3 rightTranslationOffset = CONTROLLER_OFFSET;
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auto translationOffset = (hand == ovrHand_Left ? leftTranslationOffset : rightTranslationOffset);
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auto rotationOffset = (hand == ovrHand_Left ? leftRotationOffset : rightRotationOffset);
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glm::quat rotation = toGlm(handPose.ThePose.Orientation);
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controller::Pose pose;
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pose.translation = toGlm(lastHandPose.ThePose.Position);
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pose.translation += rotation * translationOffset;
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pose.rotation = rotation * rotationOffset;
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pose.angularVelocity = toGlm(lastHandPose.AngularVelocity);
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pose.velocity = toGlm(lastHandPose.LinearVelocity);
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pose.valid = true;
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return pose;
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}
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@ -118,3 +118,6 @@ inline ovrPosef ovrPoseFromGlm(const glm::mat4 & m) {
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controller::Pose ovrControllerPoseToHandPose(
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ovrHandType hand,
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const ovrPoseStatef& handPose);
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controller::Pose ovrControllerRotationToHandRotation(ovrHandType hand,
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const ovrPoseStatef& handPose, const ovrPoseStatef& lastHandPose);
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