"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. // UTILITIES ------------- // 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)); } // Utility to make it easier to setup and disconnect cleanly. function setupHandler(event, handler) { event.connect(handler); Script.scriptEnding.connect(function () { event.disconnect(handler); }); } // VERTICAL FIELD OF VIEW --------- // // Cache the verticalFieldOfView setting and update it every so often. 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); }); // SHIMS ---------- // // Define shimable functions for getting hand controller and setting cursor, for the normal // case of having a hand controller. Alternative are at the bottom of the file. var getControllerPose = Controller.getPoseValue; var setCursor = function (point2d) { if (!HMD.active) { // FIX BUG: The width of the window title bar (on Windows, anyway). point2d = {x: point2d.x, y: point2d.y + 50}; } Reticle.setPosition(point2d); } // Generalized HUD utilities, with or without HMD: 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. // REQUIRES: that the 3d point be on the hud surface! // Note that this is based on the Camera, and doesn't know anything about any // ray that may or may not have been used to compute the point. E.g., the // overlay point is NOT the intersection of some non-camera ray with the HUD. 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 horizontalFraction = (cameraX / hudWidth + 0.5); var verticalFraction = 1 - (cameraY / hudHeight + 0.5); var horizontalPixels = size.x * horizontalFraction; var verticalPixels = size.y * verticalFraction; return { x: horizontalPixels, y: verticalPixels }; } // CONTROLLER MAPPING --------- // // 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'); mapToAction('Hydra', 'L3', 'ReticleClick'); mapToAction('Hydra', 'L4', 'ContextMenu'); mapToAction('Vive', 'LeftPrimaryThumb', 'ReticleClick'); mapToAction('Vive', 'RightPrimaryThumb', 'ReticleClick'); mapping.enable(); Script.scriptEnding.connect(mapping.disable); // MOUSE LOCKOUT -------- // var MOUSE_MOVE_LOCKOUT_TIME = 1000; //fixme 5000; // milliseconds after mouse movement before hand controller can move pointer. var mouseMoved = 0, weMovedReticle = false; if (Controller.Hardware.Hydra) { function onMouseMove(event) { if (weMovedReticle) { weMovedReticle = false; return; } Reticle.visible = true; mouseMoved = Date.now(); } setupHandler(Controller.mouseMoveEvent, onMouseMove); } // VISUAL AID ----------- 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: false, solid: true }); var laserLine = Overlays.addOverlay("line3d", { // same properties as handControllerGrab search line lineWidth: 5, // BUG: If you don't supply a start and end at creation, it will never show up, even after editing. start: MyAvatar.position, end: Vec3.ZERO, color: LASER_COLOR, ignoreRayIntersection: true, visible: false, alpha: 1 }); var overlays = [terminatingBall, laserLine] Script.scriptEnding.connect(function () { overlays.forEach(Overlays.deleteOverlay); }); var visualizationOn = true; // Not whether it desired, but simply whether it is. Just an optimization. var VISUALIZATION_TOGGLE_LOCKOUT_TIME = 1000; // milliseconds var wasToggled = 0, wantsVisualization = false; function turnOffLaser() { if (!wasToggled) { wasToggled = Date.now(); } if (!visualizationOn) { return; } visualizationOn = false; overlays.forEach(function (overlay) { Overlays.editOverlay(overlay, {visible: false}); }); } var MAX_RAY_SCALE = 32000; // Anything large. It's a scale, not a distance. function updateLaser(controllerPosition, controllerDirection) { // Show the laser and intersect it with 3d overlays and entities. var pickRay = {origin: controllerPosition, direction: controllerDirection}; var result = Overlays.findRayIntersection(pickRay) if (!result.intersects) { result = Entities.findRayIntersection(pickRay, true); } var termination = result.intersects ? result.intersection : Vec3.sum(controllerPosition, Vec3.multiply(MAX_RAY_SCALE, controllerDirection)); visualizationOn = true; Overlays.editOverlay(terminatingBall, {visible: true, position: termination}); Overlays.editOverlay(laserLine, {visible: true, start: controllerPosition, end: termination}); } function maybeToggleVisualization(trigger, now) { if (trigger > 0) { print('TRIGGER', now - wasToggled); if ((now - wasToggled) > VISUALIZATION_TOGGLE_LOCKOUT_TIME) { wantsVisualization = !wantsVisualization; wasToggled = Date.now(); } } else { wasToggled = 0; } } // MAIN OPERATIONS ----------- // function update() { var now = Date.now(); if ((now - mouseMoved) < MOUSE_MOVE_LOCKOUT_TIME) { return turnOffLaser(); } // Let them use it in peace. var trigger = Controller.getValue(Controller.Standard.RT); if (trigger > 0.5) { print('FULL TRIGGER');return turnOffLaser(); } // Interferes with other scripts. maybeToggleVisualization(trigger, now); 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) { print('Controller is parallel to HUD'); return turnLaserOff(); } var hudPoint2d = overlayFromWorldPoint(hudPoint3d); // We don't know yet if we'll want to make the cursor visble, but we need to move it to see if // it's pointing at a QML tool (aka system overlay). setCursor(hudPoint2d); weMovedReticle = true; // If there's a HUD element at the (newly moved) reticle, just make it visible and bail. if (Reticle.pointingAtSystemOverlay || Overlays.getOverlayAtPoint(hudPoint2d)) { Reticle.visible = true; //mapping.enable(); return turnOffLaser(); } //mapping.disable(); if (wantsVisualization) { updateLaser(controllerPosition, controllerDirection); } else { Reticle.visible = false; } /* // Hack: Move the pointer again, this time to the intersection. This allows "clicking" on // 2D and 3D entities without rewriting other parts of the system, but it isn't right, // because the line from camera to the new mouse position might intersect different things // than the line from controllerPosition to termination. var eye = Camera.getPosition(); var apparentHudTermination3d = calculateRayUICollisionPoint(eye, Vec3.subtract(termination, eye)); var apparentHudTermination2d = overlayFromWorldPoint(apparentHudTermination3d); Overlays.editOverlay(fakeReticle, {x: apparentHudTermination2d.x - reticleHalfSize, y: apparentHudTermination2d.y - reticleHalfSize}); //Reticle.visible = false; weMovedReticle = true; setCursor(apparentHudTermination2d); */ } var UPDATE_INTERVAL = 20; // milliseconds. Script.update is too frequent. var updater = Script.setInterval(update, UPDATE_INTERVAL); Script.scriptEnding.connect(function () { Script.clearInterval(updater); }); // DEBUGGING WITHOUT HYDRA ----------------------- // // 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) { print('WARNING: no hand controller detected. Using mouse!'); var mouseKeeper = {x: 0, y: 0}; var onMouseMoveCapture = function (event) { mouseKeeper.x = event.x; mouseKeeper.y = event.y; }; setupHandler(Controller.mouseMoveEvent, onMouseMoveCapture); 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}); }; }