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In desktop mode create tablet near mouse click location.
But prevent the tablet from being displayed off screen.
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1 changed files with 65 additions and 10 deletions
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@ -8,7 +8,7 @@
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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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/* global getControllerWorldLocation, setEntityCustomData, Tablet, WebTablet:true, HMD, Settings, Script,
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Vec3, Quat, MyAvatar, Entities, Overlays, Camera, Messages, Xform */
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Vec3, Quat, MyAvatar, Entities, Overlays, Camera, Messages, Xform, clamp */
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Script.include(Script.resolvePath("../libraries/utils.js"));
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Script.include(Script.resolvePath("../libraries/controllers.js"));
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@ -118,7 +118,7 @@ WebTablet = function (url, width, dpi, hand, clientOnly) {
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};
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// compute position, rotation & parentJointIndex of the tablet
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this.calculateTabletAttachmentProperties(hand, tabletProperties);
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this.calculateTabletAttachmentProperties(hand, true, tabletProperties);
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this.cleanUpOldTablets();
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this.tabletEntityID = Entities.addEntity(tabletProperties, clientOnly);
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@ -252,31 +252,78 @@ WebTablet.prototype.destroy = function () {
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WebTablet.prototype.geometryChanged = function (geometry) {
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if (!HMD.active) {
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var tabletProperties = {};
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// compute position, rotation & parentJointIndex of the tablet
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this.calculateTabletAttachmentProperties(NO_HANDS, tabletProperties);
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this.calculateTabletAttachmentProperties(NO_HANDS, false, tabletProperties);
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Entities.editEntity(this.tabletEntityID, tabletProperties);
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}
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};
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function gluPerspective(fovy, aspect, zNear, zFar) {
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var cotan = 1 / Math.tan(fovy / 2);
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var alpha = -(zFar + zNear) / (zFar - zNear);
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var beta = -(2 * zFar * zNear) / (zFar - zNear);
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var col0 = {x: cotan / aspect, y: 0, z: 0, w: 0};
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var col1 = {x: 0, y: cotan, z: 0, w: 0};
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var col2 = {x: 0, y: 0, z: alpha, w: -1};
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var col3 = {x: 0, y: 0, z: beta, w: 0};
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return Mat4.createFromColumns(col0, col1, col2, col3);
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}
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// calclulate the appropriate position of the tablet in world space, such that it fits in the center of the screen.
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// with a bit of padding on the top and bottom.
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WebTablet.prototype.calculateWorldAttitudeRelativeToCamera = function () {
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// windowPos is used to position the center of the tablet at the given position.
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WebTablet.prototype.calculateWorldAttitudeRelativeToCamera = function (windowPos) {
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var DEFAULT_DESKTOP_TABLET_SCALE = 75;
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var DESKTOP_TABLET_SCALE = Settings.getValue("desktopTabletScale") || DEFAULT_DESKTOP_TABLET_SCALE;
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// clamp window pos so 2d tablet is not off-screen.
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var TABLET_TEXEL_PADDING = {x: 60, y: 90};
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var X_CLAMP = (DESKTOP_TABLET_SCALE / 100) * ((TABLET_TEXTURE_RESOLUTION.x / 2) + TABLET_TEXEL_PADDING.x);
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var Y_CLAMP = (DESKTOP_TABLET_SCALE / 100) * ((TABLET_TEXTURE_RESOLUTION.y / 2) + TABLET_TEXEL_PADDING.y);
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windowPos.x = clamp(windowPos.x, X_CLAMP, Window.innerWidth - X_CLAMP);
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windowPos.y = clamp(windowPos.y, Y_CLAMP, Window.innerHeight - Y_CLAMP);
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var fov = (Settings.getValue('fieldOfView') || DEFAULT_VERTICAL_FIELD_OF_VIEW) * (Math.PI / 180);
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var MAX_PADDING_FACTOR = 2.2;
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var PADDING_FACTOR = Math.min(Window.innerHeight / TABLET_TEXTURE_RESOLUTION.y, MAX_PADDING_FACTOR);
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var TABLET_HEIGHT = (TABLET_TEXTURE_RESOLUTION.y / this.dpi) * INCHES_TO_METERS;
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var WEB_ENTITY_Z_OFFSET = (this.depth / 2);
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// calcualte distance from camera
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var dist = (PADDING_FACTOR * TABLET_HEIGHT) / (2 * Math.tan(fov / 2) * (DESKTOP_TABLET_SCALE / 100)) - WEB_ENTITY_Z_OFFSET;
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var Z_NEAR = 0.01;
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var Z_FAR = 100.0;
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// calculate mouse position in clip space
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var alpha = -(Z_FAR + Z_NEAR) / (Z_FAR - Z_NEAR);
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var beta = -(2 * Z_FAR * Z_NEAR) / (Z_FAR - Z_NEAR);
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var clipZ = (beta / dist) - alpha;
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var clipMousePosition = {x: (2 * windowPos.x / Window.innerWidth) - 1,
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y: (2 * ((Window.innerHeight - windowPos.y) / Window.innerHeight)) - 1,
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z: clipZ};
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// calculate projection matrix
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var aspect = Window.innerWidth / Window.innerHeight;
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var projMatrix = gluPerspective(fov, aspect, Z_NEAR, Z_FAR);
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// transform mouse clip position into view coordinates.
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var viewMousePosition = Mat4.transformPoint(Mat4.inverse(projMatrix), clipMousePosition);
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// transform view mouse position into world coordinates.
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var viewToWorldMatrix = Mat4.createFromRotAndTrans(Camera.orientation, Camera.position);
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var worldMousePosition = Mat4.transformPoint(viewToWorldMatrix, viewMousePosition);
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return {
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position: Vec3.sum(Camera.position, Vec3.multiply(dist, Quat.getFront(Camera.orientation))),
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position: worldMousePosition,
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rotation: Quat.multiply(Camera.orientation, ROT_Y_180)
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};
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};
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// compute position, rotation & parentJointIndex of the tablet
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WebTablet.prototype.calculateTabletAttachmentProperties = function (hand, tabletProperties) {
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WebTablet.prototype.calculateTabletAttachmentProperties = function (hand, useMouse, tabletProperties) {
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if (HMD.active) {
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// in HMD mode, the tablet should be relative to the sensor to world matrix.
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tabletProperties.parentJointIndex = SENSOR_TO_ROOM_MATRIX;
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@ -289,8 +336,16 @@ WebTablet.prototype.calculateTabletAttachmentProperties = function (hand, tablet
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// in desktop mode, the tablet should be relative to the camera
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tabletProperties.parentJointIndex = CAMERA_MATRIX;
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// compute the appropriate postion of the tablet such that it fits in the center of the screen nicely.
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var attitude = this.calculateWorldAttitudeRelativeToCamera();
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var windowPos;
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if (useMouse) {
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// compute the appropriate postion of the tablet such that it fits in the center of the screen nicely.
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windowPos = {x: Controller.getValue(Controller.Hardware.Keyboard.MouseX),
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y: Controller.getValue(Controller.Hardware.Keyboard.MouseY)};
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} else {
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windowPos = {x: Window.innerWidth / 2,
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y: Window.innerHeight / 2};
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}
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var attitude = this.calculateWorldAttitudeRelativeToCamera(windowPos);
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tabletProperties.position = attitude.position;
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tabletProperties.rotation = attitude.rotation;
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}
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@ -310,7 +365,7 @@ WebTablet.prototype.onHmdChanged = function () {
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var tabletProperties = {};
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// compute position, rotation & parentJointIndex of the tablet
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this.calculateTabletAttachmentProperties(NO_HANDS, tabletProperties);
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this.calculateTabletAttachmentProperties(NO_HANDS, false, tabletProperties);
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Entities.editEntity(this.tabletEntityID, tabletProperties);
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// Full scene FXAA should be disabled on the overlay when the tablet in desktop mode.
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@ -398,7 +453,7 @@ WebTablet.prototype.cameraModeChanged = function (newMode) {
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var self = this;
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var tabletProperties = {};
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// compute position, rotation & parentJointIndex of the tablet
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self.calculateTabletAttachmentProperties(NO_HANDS, tabletProperties);
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self.calculateTabletAttachmentProperties(NO_HANDS, false, tabletProperties);
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Entities.editEntity(self.tabletEntityID, tabletProperties);
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}
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};
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