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140 lines
5.4 KiB
C++
140 lines
5.4 KiB
C++
//
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// ViveControllerManager.h
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// input-plugins/src/input-plugins
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//
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// Created by Sam Gondelman on 6/29/15.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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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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#ifndef hifi__ViveControllerManager
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#define hifi__ViveControllerManager
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#include <QObject>
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#include <unordered_set>
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#include <vector>
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#include <map>
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#include <utility>
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#include <GLMHelpers.h>
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#include <model/Geometry.h>
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#include <gpu/Texture.h>
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#include <controllers/InputDevice.h>
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#include <plugins/InputPlugin.h>
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#include <RenderArgs.h>
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#include <render/Scene.h>
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namespace vr {
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class IVRSystem;
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}
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class ViveControllerManager : public InputPlugin {
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Q_OBJECT
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public:
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// Plugin functions
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bool isSupported() const override;
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const QString getName() const override { return NAME; }
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bool isHandController() const override { return true; }
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bool activate() override;
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void deactivate() override;
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void pluginFocusOutEvent() override { _inputDevice->focusOutEvent(); }
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void pluginUpdate(float deltaTime, const controller::InputCalibrationData& inputCalibrationData) override;
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void setRenderControllers(bool renderControllers) { _renderControllers = renderControllers; }
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private:
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class InputDevice : public controller::InputDevice {
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public:
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InputDevice(vr::IVRSystem*& system) : controller::InputDevice("Vive"), _system(system) {}
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private:
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// Device functions
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controller::Input::NamedVector getAvailableInputs() const override;
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QString getDefaultMappingConfig() const override;
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void update(float deltaTime, const controller::InputCalibrationData& inputCalibrationData) override;
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void focusOutEvent() override;
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bool triggerHapticPulse(float strength, float duration, controller::Hand hand) override;
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void hapticsHelper(float deltaTime, bool leftHand);
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void calibrate(const controller::InputCalibrationData& inputCalibration);
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void computePucksOffset(const controller::InputCalibrationData& inputCalibration);
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void handleHandController(float deltaTime, uint32_t deviceIndex, const controller::InputCalibrationData& inputCalibrationData, bool isLeftHand);
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void handleTrackedObject(uint32_t deviceIndex, const controller::InputCalibrationData& inputCalibrationData);
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void handleButtonEvent(float deltaTime, uint32_t button, bool pressed, bool touched, bool isLeftHand);
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void handleAxisEvent(float deltaTime, uint32_t axis, float x, float y, bool isLeftHand);
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void handlePoseEvent(float deltaTime, const controller::InputCalibrationData& inputCalibrationData, const mat4& mat,
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const vec3& linearVelocity, const vec3& angularVelocity, bool isLeftHand);
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void partitionTouchpad(int sButton, int xAxis, int yAxis, int centerPsuedoButton, int xPseudoButton, int yPseudoButton);
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class FilteredStick {
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public:
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glm::vec2 process(float deltaTime, const glm::vec2& stick) {
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// Use a timer to prevent the stick going to back to zero.
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// This to work around the noisy touch pad that will flash back to zero breifly
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const float ZERO_HYSTERESIS_PERIOD = 0.2f; // 200 ms
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if (glm::length(stick) == 0.0f) {
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if (_timer <= 0.0f) {
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return glm::vec2(0.0f, 0.0f);
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} else {
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_timer -= deltaTime;
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return _stick;
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}
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} else {
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_timer = ZERO_HYSTERESIS_PERIOD;
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_stick = stick;
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return stick;
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}
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}
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protected:
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float _timer { 0.0f };
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glm::vec2 _stick { 0.0f, 0.0f };
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};
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enum class Config { Feet, FeetAndHips, FeetHipsAndChest, NoConfig };
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Config _config { Config::NoConfig };
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FilteredStick _filteredLeftStick;
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FilteredStick _filteredRightStick;
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std::vector<std::pair<uint32_t, controller::Pose>> _validTrackedObjects;
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std::map<uint32_t, const mat4> _pucksOffset;
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std::map<int, uint32_t> _jointToPuckMap;
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// perform an action when the InputDevice mutex is acquired.
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using Locker = std::unique_lock<std::recursive_mutex>;
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template <typename F>
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void withLock(F&& f) { Locker locker(_lock); f(); }
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int _trackedControllers { 0 };
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vr::IVRSystem*& _system;
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quint64 _calibrateAfterTimelapse { 0.f };
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float _leftHapticStrength { 0.0f };
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float _leftHapticDuration { 0.0f };
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float _rightHapticStrength { 0.0f };
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float _rightHapticDuration { 0.0f };
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bool _calibrate { false };
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bool _calibrated { false };
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mutable std::recursive_mutex _lock;
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friend class ViveControllerManager;
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};
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void renderHand(const controller::Pose& pose, gpu::Batch& batch, int sign);
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bool _registeredWithInputMapper { false };
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bool _modelLoaded { false };
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model::Geometry _modelGeometry;
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gpu::TexturePointer _texture;
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int _leftHandRenderID { 0 };
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int _rightHandRenderID { 0 };
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bool _renderControllers { false };
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vr::IVRSystem* _system { nullptr };
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std::shared_ptr<InputDevice> _inputDevice { std::make_shared<InputDevice>(_system) };
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static const char* NAME;
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};
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#endif // hifi__ViveControllerManager
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