overte/plugins/openvr/src/ViveControllerManager.h
2017-05-02 21:33:58 +01:00

140 lines
5.4 KiB
C++

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