"use strict"; /*jslint vars: true, plusplus: true*/ /*globals Script, Overlays, Controller, Reticle, HMD, Camera, MyAvatar, Settings, Vec3, Quat, print */ // // handControllerPointer.js // examples/controllers // // Created by Howard Stearns on 2016/04/22 // Copyright 2016 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // // For now: // Right hand only. // HMD only. (Desktop isn't turned off, but right now it's using // HMD.overlayFromWorldPoint(HMD.calculateRayUICollisionPoint ...) without compensation.) // Cursor all the time when uncradled. (E.g., not just when blue ray is on, or five seconds after movement, etc.) // Button 3 is left-mouse, button 4 is right-mouse. var counter = 0, skip = 50; function debug() { // Display the arguments not just [Object object]. if (skip && (counter++ % skip)) { return; } print.apply(null, [].map.call(arguments, JSON.stringify)); } // Keep track of the vertical fieldOfView setting: var DEFAULT_VERTICAL_FIELD_OF_VIEW = 45; // degrees var SETTINGS_CHANGE_RECHECK_INTERVAL = 10 * 1000; // milliseconds var verticalFieldOfView = Settings.getValue('fieldOfView') || DEFAULT_VERTICAL_FIELD_OF_VIEW; var settingsChecker = Script.setInterval(function () { verticalFieldOfView = Settings.getValue('fieldOfView') || DEFAULT_VERTICAL_FIELD_OF_VIEW; }, SETTINGS_CHANGE_RECHECK_INTERVAL); Script.scriptEnding.connect(function () { Script.clearInterval(settingsChecker); }); // Define shimmable functions for getting hand controller and setting cursor, accomodating // the normal case of having a hand controller and the alternative at the bottom of this file. var getControllerPose = Controller.getPoseValue; var setCursor = Reticle.setPosition; // Generalized HUD utilities, with or without HDM: function calculateRayUICollisionPoint(position, direction) { // Answer the 3D intersection of the HUD by the given ray, or falsey if no intersection. if (HMD.active) { return HMD.calculateRayUICollisionPoint(position, direction); } // interect HUD plane, 1m in front of camera, using formula: // scale = hudNormal dot (hudPoint - position) / hudNormal dot direction // intersection = postion + scale*direction var hudNormal = Quat.getFront(Camera.getOrientation()); var hudPoint = Vec3.sum(Camera.getPosition(), hudNormal); // 1m out var denominator = Vec3.dot(hudNormal, direction); if (denominator === 0) { return null; } // parallel to plane var numerator = Vec3.dot(hudNormal, Vec3.subtract(hudPoint, position)); var scale = numerator / denominator; return Vec3.sum(position, Vec3.multiply(scale, direction)); } var DEGREES_TO_HALF_RADIANS = Math.PI / 360; function overlayFromWorldPoint(point) { // Answer the 2d pixel-space location in the HUD that covers the given 3D point. if (HMD.active) { return HMD.overlayFromWorldPoint(point); } var cameraToPoint = Vec3.subtract(point, Camera.getPosition()); var cameraX = Vec3.dot(cameraToPoint, Quat.getRight(Camera.getOrientation())); var cameraY = Vec3.dot(cameraToPoint, Quat.getUp(Camera.getOrientation())); var size = Controller.getViewportDimensions(); var hudHeight = 2 * Math.tan(verticalFieldOfView * DEGREES_TO_HALF_RADIANS); var hudWidth = hudHeight * size.x / size.y; var horizontalPixels = size.x * (cameraX / hudWidth + 0.5); var verticalPixels = size.y * (1 - (cameraY / hudHeight + 0.5)); return { x: horizontalPixels, y: verticalPixels }; } // Synthesize left and right mouse click from controller: var MAPPING_NAME = Script.resolvePath(''); var mapping = Controller.newMapping(MAPPING_NAME); function mapToAction(controller, button, action) { if (!Controller.Hardware[controller]) { return; } mapping.from(Controller.Hardware[controller][button]).peek().to(Controller.Actions[action]); } mapToAction('Hydra', 'R3', 'ReticleClick'); mapToAction('Hydra', 'R4', 'ContextMenu'); mapping.enable(); Script.scriptEnding.connect(mapping.disable); // Here's the meat: var LASER_COLOR = {red: 10, green: 10, blue: 255}; var terminatingBall = Overlays.addOverlay("sphere", { // Same properties as handControllerGrab search sphere size: 0.011, color: LASER_COLOR, ignoreRayIntersection: true, alpha: 0.8, // handControllerGrab has this as 0.5, but I have trouble seeing that. visible: true, solid: true }); var laserLine = Overlays.addOverlay("line3d", { // same properties as handControllerGrab search line lineWidth: 5, color: LASER_COLOR, ignoreRayIntersection: true, visible: true, alpha: 1 }); function update() { if (Controller.getValue(Controller.Standard.RT)) { return; } // Interferes with other scripts. var hand = Controller.Standard.RightHand; var controllerPose = getControllerPose(hand); if (!controllerPose.valid) { return; } // Controller is cradled. var controllerPosition = Vec3.sum(Vec3.multiplyQbyV(MyAvatar.orientation, controllerPose.translation), MyAvatar.position); // This gets point direction right, but if you want general quaternion it would be more complicated: var controllerDirection = Quat.getUp(Quat.multiply(MyAvatar.orientation, controllerPose.rotation)); var hudPoint3d = calculateRayUICollisionPoint(controllerPosition, controllerDirection); if (!hudPoint3d) { return; } // E.g., parallel to the screen. Overlays.editOverlay(terminatingBall, {position: hudPoint3d}); Overlays.editOverlay(laserLine, {start: controllerPosition, end: hudPoint3d}); setCursor(overlayFromWorldPoint(hudPoint3d)); } var UPDATE_INTERVAL = 20; // milliseconds. Script.update is too frequent. var updater = Script.setInterval(update, UPDATE_INTERVAL); Script.scriptEnding.connect(function () { Overlays.deleteOverlay(terminatingBall); Overlays.deleteOverlay(laserLine); Script.clearInterval(updater); }); // ------------------------------------------------------------------------------------------------------------------------------- // The rest of this is for debugging without working hand controllers, using a line from camera to mouse, and an image for cursor. var CONTROLLER_ROTATION = Quat.fromPitchYawRollDegrees(90, 180, -90); if (!Controller.Hardware.Hydra) { // Check is made at script load time, not continuously while running. var mouseKeeper = {x: 0, y: 0}; var onMouseMove = function (event) { mouseKeeper.x = event.x; mouseKeeper.y = event.y; }; Controller.mouseMoveEvent.connect(onMouseMove); Script.scriptEnding.connect(function () { Controller.mouseMoveEvent.disconnect(onMouseMove); }); getControllerPose = function () { var size = Controller.getViewportDimensions(); var handPoint = Vec3.subtract(Camera.getPosition(), MyAvatar.position); // Pretend controller is at camera // In world-space 3D meters: var rotation = Camera.getOrientation(); var normal = Quat.getFront(rotation); var hudHeight = 2 * Math.tan(verticalFieldOfView * DEGREES_TO_HALF_RADIANS); var hudWidth = hudHeight * size.x / size.y; var rightFraction = mouseKeeper.x / size.x - 0.5; var rightMeters = rightFraction * hudWidth; var upFraction = mouseKeeper.y / size.y - 0.5; var upMeters = upFraction * hudHeight * -1; var right = Vec3.multiply(Quat.getRight(rotation), rightMeters); var up = Vec3.multiply(Quat.getUp(rotation), upMeters); var direction = Vec3.sum(normal, Vec3.sum(right, up)); var mouseRotation = Quat.rotationBetween(normal, direction); var controllerRotation = Quat.multiply(Quat.multiply(mouseRotation, rotation), CONTROLLER_ROTATION); var inverseAvatar = Quat.inverse(MyAvatar.orientation); return { valid: true, translation: Vec3.multiplyQbyV(inverseAvatar, handPoint), rotation: Quat.multiply(inverseAvatar, controllerRotation) }; }; // We can't set the mouse if we're using the mouse as a fake controller. So stick an image where we would be putting the mouse. // WARNING: This fake cursor is an overlay that will be the target of clicks and drags rather than other overlays underneath it! if (true) { // Don't do the overlay, but do turn off cursor warping, which would be circular. setCursor = function () { }; return; } var reticleHalfSize = 16; var fakeReticle = Overlays.addOverlay("image", { imageURL: "http://s3.amazonaws.com/hifi-public/images/delete.png", width: 2 * reticleHalfSize, height: 2 * reticleHalfSize, alpha: 0.7 }); Script.scriptEnding.connect(function () { Overlays.deleteOverlay(fakeReticle); }); setCursor = function (hudPoint2d) { Overlays.editOverlay(fakeReticle, {x: hudPoint2d.x - reticleHalfSize, y: hudPoint2d.y - reticleHalfSize}); }; }