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https://github.com/overte-org/overte.git
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Merge pull request #7228 from ZappoMan/hmdHacking
HMD and Away improvements
This commit is contained in:
commit
c1b3858193
6 changed files with 160 additions and 30 deletions
115
examples/away.js
115
examples/away.js
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@ -13,13 +13,30 @@
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//
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// Goes into "paused" when the '.' key (and automatically when started in HMD), and normal when pressing any key.
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// See MAIN CONTROL, below, for what "paused" actually does.
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var OVERLAY_RATIO = 1920 / 1080;
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var OVERLAY_WIDTH = 1920;
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var OVERLAY_HEIGHT = 1080;
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var OVERLAY_RATIO = OVERLAY_WIDTH / OVERLAY_HEIGHT;
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var OVERLAY_DATA = {
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width: OVERLAY_WIDTH,
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height: OVERLAY_HEIGHT,
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imageURL: "http://hifi-content.s3.amazonaws.com/alan/production/images/images/Overlay-Viz-blank.png",
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color: {red: 255, green: 255, blue: 255},
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alpha: 1
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};
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var lastOverlayPosition = { x: 0, y: 0, z: 0};
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var OVERLAY_DATA_HMD = {
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position: lastOverlayPosition,
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width: OVERLAY_WIDTH,
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height: OVERLAY_HEIGHT,
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url: "http://hifi-content.s3.amazonaws.com/alan/production/images/images/Overlay-Viz-blank.png",
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color: {red: 255, green: 255, blue: 255},
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alpha: 1,
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scale: 2,
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isFacingAvatar: true,
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drawInFront: true
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};
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// ANIMATION
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// We currently don't have play/stopAnimation integrated with the animation graph, but we can get the same effect
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// using an animation graph with a state that we turn on and off through the animation var defined with that state.
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@ -64,29 +81,74 @@ function stopAwayAnimation() {
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// OVERLAY
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var overlay = Overlays.addOverlay("image", OVERLAY_DATA);
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var overlayHMD = Overlays.addOverlay("image3d", OVERLAY_DATA_HMD);
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function moveCloserToCamera(positionAtHUD) {
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// we don't actually want to render at the slerped look at... instead, we want to render
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// slightly closer to the camera than that.
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var MOVE_CLOSER_TO_CAMERA_BY = -0.25;
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var cameraFront = Quat.getFront(Camera.orientation);
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var closerToCamera = Vec3.multiply(cameraFront, MOVE_CLOSER_TO_CAMERA_BY); // slightly closer to camera
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var slightlyCloserPosition = Vec3.sum(positionAtHUD, closerToCamera);
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return slightlyCloserPosition;
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}
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function showOverlay() {
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var properties = {visible: true},
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// Update for current screen size, keeping overlay proportions constant.
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screen = Controller.getViewportDimensions(),
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screenRatio = screen.x / screen.y;
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if (screenRatio < OVERLAY_RATIO) {
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properties.width = screen.x;
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properties.height = screen.x / OVERLAY_RATIO;
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properties.x = 0;
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properties.y = (screen.y - properties.height) / 2;
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var properties = {visible: true};
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if (HMD.active) {
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// make sure desktop version is hidden
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Overlays.editOverlay(overlay, { visible: false });
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lastOverlayPosition = HMD.getHUDLookAtPosition3D();
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var actualOverlayPositon = moveCloserToCamera(lastOverlayPosition);
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Overlays.editOverlay(overlayHMD, { visible: true, position: actualOverlayPositon });
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} else {
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properties.height = screen.y;
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properties.width = screen.y * OVERLAY_RATIO;
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properties.y = 0;
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properties.x = (screen.x - properties.width) / 2;
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// make sure HMD is hidden
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Overlays.editOverlay(overlayHMD, { visible: false });
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// Update for current screen size, keeping overlay proportions constant.
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var screen = Controller.getViewportDimensions();
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// keep the overlay it's natural size and always center it...
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Overlays.editOverlay(overlay, { visible: true,
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x: ((screen.x - OVERLAY_WIDTH) / 2),
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y: ((screen.y - OVERLAY_HEIGHT) / 2) });
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}
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Overlays.editOverlay(overlay, properties);
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}
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function hideOverlay() {
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Overlays.editOverlay(overlay, {visible: false});
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Overlays.editOverlay(overlayHMD, {visible: false});
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}
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hideOverlay();
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function maybeMoveOverlay() {
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if (isAway) {
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// if we switched from HMD to Desktop, make sure to hide our HUD overlay and show the
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// desktop overlay
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if (!HMD.active) {
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showOverlay(); // this will also recenter appropriately
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}
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if (HMD.active) {
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// Note: instead of moving it directly to the lookAt, we will move it slightly toward the
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// new look at. This will result in a more subtle slerp toward the look at and reduce jerkiness
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var EASE_BY_RATIO = 0.1;
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var lookAt = HMD.getHUDLookAtPosition3D();
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var lookAtChange = Vec3.subtract(lookAt, lastOverlayPosition);
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var halfWayBetweenOldAndLookAt = Vec3.multiply(lookAtChange, EASE_BY_RATIO);
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var newOverlayPosition = Vec3.sum(lastOverlayPosition, halfWayBetweenOldAndLookAt);
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lastOverlayPosition = newOverlayPosition;
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var actualOverlayPositon = moveCloserToCamera(lastOverlayPosition);
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Overlays.editOverlay(overlayHMD, { visible: true, position: actualOverlayPositon });
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// make sure desktop version is hidden
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Overlays.editOverlay(overlay, { visible: false });
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}
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}
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}
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// MAIN CONTROL
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var wasMuted, isAway;
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@ -106,6 +168,12 @@ function goAway() {
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MyAvatar.setEnableMeshVisible(false); // just for our own display, without changing point of view
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playAwayAnimation(); // animation is still seen by others
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showOverlay();
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// tell the Reticle, we want to stop capturing the mouse until we come back
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Reticle.allowMouseCapture = false;
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if (HMD.active) {
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Reticle.visible = false;
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}
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}
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function goActive() {
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if (!isAway) {
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@ -119,13 +187,20 @@ function goActive() {
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MyAvatar.setEnableMeshVisible(true); // IWBNI we respected Developer->Avatar->Draw Mesh setting.
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stopAwayAnimation();
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hideOverlay();
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// tell the Reticle, we are ready to capture the mouse again and it should be visible
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Reticle.allowMouseCapture = true;
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Reticle.visible = true;
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if (HMD.active) {
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Reticle.position = HMD.getHUDLookAtPosition2D();
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}
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}
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function maybeGoActive(event) {
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if (event.isAutoRepeat) { // isAutoRepeat is true when held down (or when Windows feels like it)
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return;
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}
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if (!isAway && (event.text === '.')) {
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if (!isAway && (event.text == 'ESC')) {
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goAway();
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} else {
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goActive();
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@ -141,10 +216,8 @@ function maybeGoAway() {
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}
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}
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// If the mouse has gone from captured, to non-captured state,
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// then it likely means the person is still in the HMD, but has
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// tabbed away from the application (meaning they don't have mouse
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// control) and they likely want to go into an away state
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// If the mouse has gone from captured, to non-captured state, then it likely means the person is still in the HMD, but
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// tabbed away from the application (meaning they don't have mouse control) and they likely want to go into an away state
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if (Reticle.mouseCaptured !== wasMouseCaptured) {
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wasMouseCaptured = !wasMouseCaptured;
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if (!wasMouseCaptured) {
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@ -153,6 +226,8 @@ function maybeGoAway() {
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}
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}
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Script.update.connect(maybeMoveOverlay);
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Script.update.connect(maybeGoAway);
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Controller.mousePressEvent.connect(goActive);
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Controller.keyPressEvent.connect(maybeGoActive);
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@ -35,8 +35,8 @@ var AVERAGE_MOUSE_VELOCITY_FOR_SEEK_TO = 50;
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Controller.mouseMoveEvent.connect(function(mouseEvent) {
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var now = Date.now();
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// if the reticle is hidden, show it...
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if (!Reticle.visible) {
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// if the reticle is hidden, and we're not in away mode...
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if (!Reticle.visible && Reticle.allowMouseCapture) {
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Reticle.visible = true;
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if (HMD.active) {
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shouldSeekToLookAt = true;
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@ -44,7 +44,7 @@ Controller.mouseMoveEvent.connect(function(mouseEvent) {
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} else {
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// even if the reticle is visible, if we're in HMD mode, and the person is moving their mouse quickly (shaking it)
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// then they are probably looking for it, and we should move into seekToLookAt mode
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if (HMD.active && !shouldSeekToLookAt) {
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if (HMD.active && !shouldSeekToLookAt && Reticle.allowMouseCapture) {
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var dx = Reticle.position.x - lastMouseX;
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var dy = Reticle.position.y - lastMouseY;
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var dt = Math.max(1, (now - lastMouseMove)); // mSecs since last mouse move
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@ -661,15 +661,15 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer) :
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_glWidget->setFocusPolicy(Qt::StrongFocus);
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_glWidget->setFocus();
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#ifdef Q_OS_MAC
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// OSX doesn't seem to provide for hiding the cursor only on the GL widget
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_window->setCursor(Qt::BlankCursor);
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auto cursorTarget = _window; // OSX doesn't seem to provide for hiding the cursor only on the GL widget
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#else
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// On windows and linux, hiding the top level cursor also means it's invisible
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// when hovering over the window menu, which is a pain, so only hide it for
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// the GL surface
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_glWidget->setCursor(Qt::BlankCursor);
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// On windows and linux, hiding the top level cursor also means it's invisible when hovering over the
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// window menu, which is a pain, so only hide it for the GL surface
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auto cursorTarget = _glWidget;
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#endif
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cursorTarget->setCursor(Qt::BlankCursor);
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// enable mouse tracking; otherwise, we only get drag events
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_glWidget->setMouseTracking(true);
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@ -981,6 +981,29 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer) :
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_idleTimer->start(0);
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}
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void Application::checkChangeCursor() {
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QMutexLocker locker(&_changeCursorLock);
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if (_cursorNeedsChanging) {
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#ifdef Q_OS_MAC
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auto cursorTarget = _window; // OSX doesn't seem to provide for hiding the cursor only on the GL widget
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#else
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// On windows and linux, hiding the top level cursor also means it's invisible when hovering over the
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// window menu, which is a pain, so only hide it for the GL surface
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auto cursorTarget = _glWidget;
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#endif
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cursorTarget->setCursor(_desiredCursor);
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_cursorNeedsChanging = false;
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}
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}
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void Application::showCursor(const QCursor& cursor) {
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QMutexLocker locker(&_changeCursorLock);
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_desiredCursor = cursor;
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_cursorNeedsChanging = true;
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}
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void Application::aboutToQuit() {
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emit beforeAboutToQuit();
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@ -2431,6 +2454,9 @@ void Application::idle(uint64_t now) {
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return; // bail early, nothing to do here.
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}
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checkChangeCursor();
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Stats::getInstance()->updateStats();
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AvatarInputs::getInstance()->update();
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@ -120,6 +120,8 @@ public:
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QSize getDeviceSize() const;
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bool hasFocus() const;
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void showCursor(const QCursor& cursor);
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bool isThrottleRendering() const;
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Camera* getCamera() { return &_myCamera; }
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@ -515,6 +517,11 @@ private:
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QTimer* _idleTimer { nullptr };
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bool _fakedMouseEvent { false };
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void checkChangeCursor();
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mutable QMutex _changeCursorLock { QMutex::Recursive };
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QCursor _desiredCursor{ Qt::BlankCursor };
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bool _cursorNeedsChanging { false };
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};
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#endif // hifi_Application_h
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@ -337,9 +337,21 @@ QPointF ApplicationCompositor::getMouseEventPosition(QMouseEvent* event) {
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bool ApplicationCompositor::shouldCaptureMouse() const {
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// if we're in HMD mode, and some window of ours is active, but we're not currently showing a popup menu
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return qApp->isHMDMode() && QApplication::activeWindow() && !Menu::isSomeSubmenuShown();
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return _allowMouseCapture && qApp->isHMDMode() && QApplication::activeWindow() && !Menu::isSomeSubmenuShown();
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}
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void ApplicationCompositor::setAllowMouseCapture(bool capture) {
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if (qApp->isHMDMode()) {
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if (capture) {
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qApp->showCursor(Qt::BlankCursor);
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} else {
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qApp->showCursor(Qt::ArrowCursor);
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}
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}
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_allowMouseCapture = capture;
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}
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void ApplicationCompositor::handleLeaveEvent() {
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if (shouldCaptureMouse()) {
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@ -106,6 +106,9 @@ public:
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bool shouldCaptureMouse() const;
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bool getAllowMouseCapture() const { return _allowMouseCapture; }
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void setAllowMouseCapture(bool capture);
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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;
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void setReticleOverDesktop(bool value) { _isOverDesktop = value; }
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@ -162,6 +165,8 @@ private:
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bool _reticleOverQml { false };
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bool _allowMouseCapture { true };
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ReticleInterface* _reticleInterface;
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};
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@ -173,12 +178,17 @@ 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 allowMouseCapture READ getAllowMouseCapture WRITE setAllowMouseCapture)
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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 getAllowMouseCapture() { return _compositor->getAllowMouseCapture(); }
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Q_INVOKABLE void setAllowMouseCapture(bool value) { return _compositor->setAllowMouseCapture(value); }
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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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