overte/plugins/openvr/src/ViveControllerManager.cpp
David Rowe 0f324ee9ae Merge branch 'v2020.2.2-rc' into feature/openvr-linux
# Conflicts:
#	plugins/openvr/CMakeLists.txt
#	plugins/openvr/src/ViveControllerManager.cpp
2020-06-19 16:27:53 +12:00

1989 lines
92 KiB
C++

//
// ViveControllerManager.cpp
// 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
//
#include "ViveControllerManager.h"
#include <algorithm>
#include <string>
#ifdef _WIN32
#pragma warning( push )
#pragma warning( disable : 4091 )
#pragma warning( disable : 4334 )
#endif
#include <SRanipal.h>
#include <SRanipal_Eye.h>
#include <SRanipal_Enums.h>
#include <interface_gesture.hpp>
#ifdef _WIN32
#pragma warning( pop )
#endif
#include <PerfStat.h>
#include <PathUtils.h>
#include <GeometryCache.h>
#include <gpu/Batch.h>
#include <gpu/Context.h>
#include <DeferredLightingEffect.h>
#include <NumericalConstants.h>
#include <ui-plugins/PluginContainer.h>
#include <UserActivityLogger.h>
#include <NumericalConstants.h>
#include <Preferences.h>
#include <SettingHandle.h>
#include <OffscreenUi.h>
#include <GLMHelpers.h>
#include <AvatarConstants.h>
#include <glm/ext.hpp>
#include <glm/gtc/quaternion.hpp>
#include <ui-plugins/PluginContainer.h>
#include <plugins/DisplayPlugin.h>
#include <controllers/UserInputMapper.h>
#include <plugins/InputConfiguration.h>
#include <controllers/StandardControls.h>
#include "OpenVrDisplayPlugin.h"
extern PoseData _nextSimPoseData;
vr::IVRSystem* acquireOpenVrSystem();
void releaseOpenVrSystem();
static const QString OPENVR_LAYOUT = QString("OpenVrConfiguration.qml");
const quint64 CALIBRATION_TIMELAPSE = 1 * USECS_PER_SECOND;
static const int MIN_HEAD = 1;
static const int MIN_PUCK_COUNT = 2;
static const int MIN_FEET_AND_HIPS = 3;
static const int MIN_FEET_HIPS_CHEST = 4;
static const int MIN_FEET_HIPS_SHOULDERS = 5;
static const int MIN_FEET_HIPS_CHEST_SHOULDERS = 6;
static const int FIRST_FOOT = 0;
static const int SECOND_FOOT = 1;
static const int HIP = 2;
static const int CHEST = 3;
enum ViveHandJointIndex {
HAND = 0,
THUMB_1,
THUMB_2,
THUMB_3,
THUMB_4,
INDEX_1,
INDEX_2,
INDEX_3,
INDEX_4,
MIDDLE_1,
MIDDLE_2,
MIDDLE_3,
MIDDLE_4,
RING_1,
RING_2,
RING_3,
RING_4,
PINKY_1,
PINKY_2,
PINKY_3,
PINKY_4,
Size
};
const char* ViveControllerManager::NAME { "OpenVR" };
const std::map<vr::ETrackingResult, QString> TRACKING_RESULT_TO_STRING = {
{vr::TrackingResult_Uninitialized, QString("vr::TrackingResult_Uninitialized")},
{vr::TrackingResult_Calibrating_InProgress, QString("vr::TrackingResult_Calibrating_InProgess")},
{vr::TrackingResult_Calibrating_OutOfRange, QString("TrackingResult_Calibrating_OutOfRange")},
{vr::TrackingResult_Running_OK, QString("TrackingResult_Running_Ok")},
{vr::TrackingResult_Running_OutOfRange, QString("TrackingResult_Running_OutOfRange")}
};
static glm::mat4 computeOffset(glm::mat4 defaultToReferenceMat, glm::mat4 defaultJointMat, controller::Pose puckPose) {
glm::mat4 poseMat = createMatFromQuatAndPos(puckPose.rotation, puckPose.translation);
glm::mat4 referenceJointMat = defaultToReferenceMat * defaultJointMat;
return glm::inverse(poseMat) * referenceJointMat;
}
static bool sortPucksYPosition(const PuckPosePair& firstPuck, const PuckPosePair& secondPuck) {
return (firstPuck.second.translation.y < secondPuck.second.translation.y);
}
static bool determineLimbOrdering(const controller::Pose& poseA, const controller::Pose& poseB, glm::vec3 axis, glm::vec3 axisOrigin) {
glm::vec3 poseAPosition = poseA.getTranslation();
glm::vec3 poseBPosition = poseB.getTranslation();
glm::vec3 poseAVector = poseAPosition - axisOrigin;
glm::vec3 poseBVector = poseBPosition - axisOrigin;
float poseAProjection = glm::dot(poseAVector, axis);
float poseBProjection = glm::dot(poseBVector, axis);
return (poseAProjection > poseBProjection);
}
static glm::vec3 getReferenceHeadXAxis(glm::mat4 defaultToReferenceMat, glm::mat4 defaultHead) {
glm::mat4 finalHead = defaultToReferenceMat * defaultHead;
return glmExtractRotation(finalHead) * Vectors::UNIT_X;
}
static glm::vec3 getReferenceHeadPosition(glm::mat4 defaultToReferenceMat, glm::mat4 defaultHead) {
glm::mat4 finalHead = defaultToReferenceMat * defaultHead;
return extractTranslation(finalHead);
}
static QString deviceTrackingResultToString(vr::ETrackingResult trackingResult) {
QString result;
auto iterator = TRACKING_RESULT_TO_STRING.find(trackingResult);
if (iterator != TRACKING_RESULT_TO_STRING.end()) {
return iterator->second;
}
return result;
}
static glm::mat4 calculateResetMat() {
auto chaperone = vr::VRChaperone();
if (chaperone) {
float const UI_RADIUS = 1.0f;
float const UI_HEIGHT = 1.6f;
float const UI_Z_OFFSET = 0.5;
float xSize, zSize;
chaperone->GetPlayAreaSize(&xSize, &zSize);
glm::vec3 uiPos(0.0f, UI_HEIGHT, UI_RADIUS - (0.5f * zSize) - UI_Z_OFFSET);
return glm::inverse(createMatFromQuatAndPos(glm::quat(), uiPos));
}
return glm::mat4();
}
class ViveProEyeReadThread : public QThread {
public:
ViveProEyeReadThread() {
setObjectName("OpenVR ViveProEye Read Thread");
}
void run() override {
while (!quit) {
ViveSR::anipal::Eye::EyeData eyeData;
int result = ViveSR::anipal::Eye::GetEyeData(&eyeData);
{
QMutexLocker locker(&eyeDataMutex);
eyeDataBuffer.getEyeDataResult = result;
if (result == ViveSR::Error::WORK) {
uint64_t leftValids = eyeData.verbose_data.left.eye_data_validata_bit_mask;
uint64_t rightValids = eyeData.verbose_data.right.eye_data_validata_bit_mask;
eyeDataBuffer.leftDirectionValid =
(leftValids & (uint64_t)ViveSR::anipal::Eye::SINGLE_EYE_DATA_GAZE_DIRECTION_VALIDITY) > (uint64_t)0;
eyeDataBuffer.rightDirectionValid =
(rightValids & (uint64_t)ViveSR::anipal::Eye::SINGLE_EYE_DATA_GAZE_DIRECTION_VALIDITY) > (uint64_t)0;
eyeDataBuffer.leftOpennessValid =
(leftValids & (uint64_t)ViveSR::anipal::Eye::SINGLE_EYE_DATA_EYE_OPENNESS_VALIDITY) > (uint64_t)0;
eyeDataBuffer.rightOpennessValid =
(rightValids & (uint64_t)ViveSR::anipal::Eye::SINGLE_EYE_DATA_EYE_OPENNESS_VALIDITY) > (uint64_t)0;
float *leftGaze = eyeData.verbose_data.left.gaze_direction_normalized.elem_;
float *rightGaze = eyeData.verbose_data.right.gaze_direction_normalized.elem_;
eyeDataBuffer.leftEyeGaze = glm::vec3(leftGaze[0], leftGaze[1], leftGaze[2]);
eyeDataBuffer.rightEyeGaze = glm::vec3(rightGaze[0], rightGaze[1], rightGaze[2]);
eyeDataBuffer.leftEyeOpenness = eyeData.verbose_data.left.eye_openness;
eyeDataBuffer.rightEyeOpenness = eyeData.verbose_data.right.eye_openness;
}
}
}
}
bool quit { false };
// mutex and buffer for moving data from this thread to the other one
QMutex eyeDataMutex;
EyeDataBuffer eyeDataBuffer;
};
static QString outOfRangeDataStrategyToString(ViveControllerManager::OutOfRangeDataStrategy strategy) {
switch (strategy) {
default:
case ViveControllerManager::OutOfRangeDataStrategy::None:
return "None";
case ViveControllerManager::OutOfRangeDataStrategy::Freeze:
return "Freeze";
case ViveControllerManager::OutOfRangeDataStrategy::Drop:
return "Drop";
case ViveControllerManager::OutOfRangeDataStrategy::DropAfterDelay:
return "DropAfterDelay";
}
}
static ViveControllerManager::OutOfRangeDataStrategy stringToOutOfRangeDataStrategy(const QString& string) {
if (string == "Drop") {
return ViveControllerManager::OutOfRangeDataStrategy::Drop;
} else if (string == "Freeze") {
return ViveControllerManager::OutOfRangeDataStrategy::Freeze;
} else if (string == "DropAfterDelay") {
return ViveControllerManager::OutOfRangeDataStrategy::DropAfterDelay;
} else {
return ViveControllerManager::OutOfRangeDataStrategy::None;
}
}
bool ViveControllerManager::isDesktopMode() {
if (_container) {
return !_container->getActiveDisplayPlugin()->isHmd();
}
return false;
}
void ViveControllerManager::calibrate() {
if (isSupported()) {
_inputDevice->calibrateNextFrame();
}
}
bool ViveControllerManager::uncalibrate() {
if (isSupported()) {
_inputDevice->uncalibrate();
return true;
}
return false;
}
bool ViveControllerManager::isSupported() const {
return openVrSupported();
}
void ViveControllerManager::setConfigurationSettings(const QJsonObject configurationSettings) {
if (isSupported()) {
if (configurationSettings.contains("desktopMode")) {
_desktopMode = configurationSettings["desktopMode"].toBool();
}
if (configurationSettings.contains("hmdDesktopTracking")) {
_hmdDesktopTracking = configurationSettings["hmdDesktopTracking"].toBool();
}
_inputDevice->configureCalibrationSettings(configurationSettings);
saveSettings();
}
}
QJsonObject ViveControllerManager::configurationSettings() {
if (isSupported()) {
QJsonObject configurationSettings = _inputDevice->configurationSettings();
configurationSettings["desktopMode"] = _desktopMode;
configurationSettings["hmdDesktopTracking"] = _hmdDesktopTracking;
return configurationSettings;
}
return QJsonObject();
}
QString ViveControllerManager::configurationLayout() {
return OPENVR_LAYOUT;
}
bool isDeviceIndexActive(vr::IVRSystem*& system, uint32_t deviceIndex) {
if (!system) {
return false;
}
if (deviceIndex != vr::k_unTrackedDeviceIndexInvalid &&
system->GetTrackedDeviceClass(deviceIndex) == vr::TrackedDeviceClass_Controller &&
system->IsTrackedDeviceConnected(deviceIndex)) {
vr::EDeviceActivityLevel activityLevel = system->GetTrackedDeviceActivityLevel(deviceIndex);
if (activityLevel == vr::k_EDeviceActivityLevel_UserInteraction) {
return true;
}
}
return false;
}
bool isHandControllerActive(vr::IVRSystem*& system, vr::ETrackedControllerRole deviceRole) {
if (!system) {
return false;
}
auto deviceIndex = system->GetTrackedDeviceIndexForControllerRole(deviceRole);
return isDeviceIndexActive(system, deviceIndex);
}
bool areBothHandControllersActive(vr::IVRSystem*& system) {
return
isHandControllerActive(system, vr::TrackedControllerRole_LeftHand) &&
isHandControllerActive(system, vr::TrackedControllerRole_RightHand);
}
void ViveControllerManager::enableGestureDetection() {
if (_viveCameraHandTracker) {
return;
}
if (!ViveSR::anipal::Eye::IsViveProEye()) {
return;
}
// #define HAND_TRACKER_USE_EXTERNAL_TRANSFORM 1
#ifdef HAND_TRACKER_USE_EXTERNAL_TRANSFORM
UseExternalTransform(true); // camera hand tracker results are in HMD frame
#else
UseExternalTransform(false); // camera hand tracker results are in sensor frame
#endif
GestureOption options; // defaults are GestureBackendAuto and GestureModeSkeleton
GestureFailure gestureFailure = StartGestureDetection(&options);
switch (gestureFailure) {
case GestureFailureNone:
qDebug() << "StartGestureDetection success";
_viveCameraHandTracker = true;
break;
case GestureFailureOpenCL:
qDebug() << "StartGestureDetection (Only on Windows) OpenCL is not supported on the machine";
break;
case GestureFailureCamera:
qDebug() << "StartGestureDetection Start camera failed";
break;
case GestureFailureInternal:
qDebug() << "StartGestureDetection Internal errors";
break;
case GestureFailureCPUOnPC:
qDebug() << "StartGestureDetection CPU backend is not supported on Windows";
break;
}
}
void ViveControllerManager::disableGestureDetection() {
if (!_viveCameraHandTracker) {
return;
}
StopGestureDetection();
_viveCameraHandTracker = false;
}
bool ViveControllerManager::activate() {
InputPlugin::activate();
loadSettings();
if (!_system) {
_system = acquireOpenVrSystem();
}
if (!_system) {
return false;
}
enableOpenVrKeyboard(_container);
// register with UserInputMapper
auto userInputMapper = DependencyManager::get<controller::UserInputMapper>();
userInputMapper->registerDevice(_inputDevice);
_registeredWithInputMapper = true;
if (ViveSR::anipal::Eye::IsViveProEye()) {
qDebug() << "Vive Pro eye-tracking detected";
int error = ViveSR::anipal::Initial(ViveSR::anipal::Eye::ANIPAL_TYPE_EYE, NULL);
if (error == ViveSR::Error::WORK) {
_viveProEye = true;
qDebug() << "Successfully initialize Eye engine.";
} else if (error == ViveSR::Error::RUNTIME_NOT_FOUND) {
_viveProEye = false;
qDebug() << "please follows SRanipal SDK guide to install SR_Runtime first";
} else {
_viveProEye = false;
qDebug() << "Failed to initialize Eye engine. please refer to ViveSR error code:" << error;
}
if (_viveProEye) {
_viveProEyeReadThread = std::make_shared<ViveProEyeReadThread>();
_viveProEyeReadThread->start(QThread::HighPriority);
}
}
return true;
}
void ViveControllerManager::deactivate() {
InputPlugin::deactivate();
disableOpenVrKeyboard();
if (_system) {
_container->makeRenderingContextCurrent();
releaseOpenVrSystem();
_system = nullptr;
}
_inputDevice->_poseStateMap.clear();
// unregister with UserInputMapper
auto userInputMapper = DependencyManager::get<controller::UserInputMapper>();
userInputMapper->removeDevice(_inputDevice->_deviceID);
_registeredWithInputMapper = false;
if (_viveProEyeReadThread) {
_viveProEyeReadThread->quit = true;
_viveProEyeReadThread->wait();
_viveProEyeReadThread = nullptr;
ViveSR::anipal::Release(ViveSR::anipal::Eye::ANIPAL_TYPE_EYE);
}
saveSettings();
}
bool ViveControllerManager::isHeadControllerMounted() const {
if (_inputDevice && _inputDevice->isHeadControllerMounted()) {
return true;
}
vr::EDeviceActivityLevel activityLevel = _system->GetTrackedDeviceActivityLevel(vr::k_unTrackedDeviceIndex_Hmd);
return activityLevel == vr::k_EDeviceActivityLevel_UserInteraction;
}
void ViveControllerManager::invalidateEyeInputs() {
_inputDevice->_poseStateMap[controller::LEFT_EYE].valid = false;
_inputDevice->_poseStateMap[controller::RIGHT_EYE].valid = false;
_inputDevice->_axisStateMap[controller::EYEBLINK_L].valid = false;
_inputDevice->_axisStateMap[controller::EYEBLINK_R].valid = false;
}
void ViveControllerManager::updateEyeTracker(float deltaTime, const controller::InputCalibrationData& inputCalibrationData) {
if (!isHeadControllerMounted()) {
invalidateEyeInputs();
return;
}
EyeDataBuffer eyeDataBuffer;
{
// GetEyeData takes around 4ms to finish, so we run it on a thread.
QMutexLocker locker(&_viveProEyeReadThread->eyeDataMutex);
memcpy(&eyeDataBuffer, &_viveProEyeReadThread->eyeDataBuffer, sizeof(eyeDataBuffer));
}
if (eyeDataBuffer.getEyeDataResult != ViveSR::Error::WORK) {
invalidateEyeInputs();
return;
}
// only update from buffer values if the new data is "valid"
if (!eyeDataBuffer.leftDirectionValid) {
eyeDataBuffer.leftEyeGaze = _prevEyeData.leftEyeGaze;
eyeDataBuffer.leftDirectionValid = _prevEyeData.leftDirectionValid;
}
if (!eyeDataBuffer.rightDirectionValid) {
eyeDataBuffer.rightEyeGaze = _prevEyeData.rightEyeGaze;
eyeDataBuffer.rightDirectionValid = _prevEyeData.rightDirectionValid;
}
if (!eyeDataBuffer.leftOpennessValid) {
eyeDataBuffer.leftEyeOpenness = _prevEyeData.leftEyeOpenness;
eyeDataBuffer.leftOpennessValid = _prevEyeData.leftOpennessValid;
}
if (!eyeDataBuffer.rightOpennessValid) {
eyeDataBuffer.rightEyeOpenness = _prevEyeData.rightEyeOpenness;
eyeDataBuffer.rightOpennessValid = _prevEyeData.rightOpennessValid;
}
_prevEyeData = eyeDataBuffer;
// transform data into what the controller system expects.
// in the data from sranipal, left=+x, up=+y, forward=+z
mat4 localLeftEyeMat = glm::lookAt(vec3(0.0f, 0.0f, 0.0f),
glm::vec3(eyeDataBuffer.leftEyeGaze[0],
eyeDataBuffer.leftEyeGaze[1],
-eyeDataBuffer.leftEyeGaze[2]),
vec3(0.0f, 1.0f, 0.0f));
quat localLeftEyeRot = glm::quat_cast(localLeftEyeMat);
quat avatarLeftEyeRot = _inputDevice->_poseStateMap[controller::HEAD].rotation * localLeftEyeRot;
mat4 localRightEyeMat = glm::lookAt(vec3(0.0f, 0.0f, 0.0f),
glm::vec3(eyeDataBuffer.rightEyeGaze[0],
eyeDataBuffer.rightEyeGaze[1],
-eyeDataBuffer.rightEyeGaze[2]),
vec3(0.0f, 1.0f, 0.0f));
quat localRightEyeRot = glm::quat_cast(localRightEyeMat);
quat avatarRightEyeRot = _inputDevice->_poseStateMap[controller::HEAD].rotation * localRightEyeRot;
// TODO -- figure out translations for eyes
if (eyeDataBuffer.leftDirectionValid) {
_inputDevice->_poseStateMap[controller::LEFT_EYE] = controller::Pose(glm::vec3(), avatarLeftEyeRot);
_inputDevice->_poseStateMap[controller::LEFT_EYE].valid = true;
} else {
_inputDevice->_poseStateMap[controller::LEFT_EYE].valid = false;
}
if (eyeDataBuffer.rightDirectionValid) {
_inputDevice->_poseStateMap[controller::RIGHT_EYE] = controller::Pose(glm::vec3(), avatarRightEyeRot);
_inputDevice->_poseStateMap[controller::RIGHT_EYE].valid = true;
} else {
_inputDevice->_poseStateMap[controller::RIGHT_EYE].valid = false;
}
quint64 now = usecTimestampNow();
// in hifi, 0 is open 1 is closed. in SRanipal 1 is open, 0 is closed.
if (eyeDataBuffer.leftOpennessValid) {
_inputDevice->_axisStateMap[controller::EYEBLINK_L] =
controller::AxisValue(1.0f - eyeDataBuffer.leftEyeOpenness, now);
} else {
_inputDevice->_poseStateMap[controller::EYEBLINK_L].valid = false;
}
if (eyeDataBuffer.rightOpennessValid) {
_inputDevice->_axisStateMap[controller::EYEBLINK_R] =
controller::AxisValue(1.0f - eyeDataBuffer.rightEyeOpenness, now);
} else {
_inputDevice->_poseStateMap[controller::EYEBLINK_R].valid = false;
}
}
glm::vec3 ViveControllerManager::getRollingAverageHandPoint(int handIndex, int pointIndex) const {
#if 0
return _handPoints[0][handIndex][pointIndex];
#else
glm::vec3 result;
for (int s = 0; s < NUMBER_OF_HAND_TRACKER_SMOOTHING_FRAMES; s++) {
result += _handPoints[s][handIndex][pointIndex];
}
return result / NUMBER_OF_HAND_TRACKER_SMOOTHING_FRAMES;
#endif
}
controller::Pose ViveControllerManager::trackedHandDataToPose(int hand, const glm::vec3& palmFacing,
int nearHandPositionIndex, int farHandPositionIndex) {
glm::vec3 nearPoint = getRollingAverageHandPoint(hand, nearHandPositionIndex);
glm::quat poseRot;
if (nearHandPositionIndex != farHandPositionIndex) {
glm::vec3 farPoint = getRollingAverageHandPoint(hand, farHandPositionIndex);
glm::vec3 pointingDir = farPoint - nearPoint; // y axis
glm::vec3 otherAxis = glm::cross(pointingDir, palmFacing);
glm::mat4 rotMat;
rotMat = glm::mat4(glm::vec4(otherAxis, 0.0f),
glm::vec4(pointingDir, 0.0f),
glm::vec4(palmFacing * (hand == 0 ? 1.0f : -1.0f), 0.0f),
glm::vec4(0.0f, 0.0f, 0.0f, 1.0f));
poseRot = glm::normalize(glmExtractRotation(rotMat));
}
if (!isNaN(poseRot)) {
controller::Pose pose(nearPoint, poseRot);
return pose;
} else {
controller::Pose pose;
pose.valid = false;
return pose;
}
}
void ViveControllerManager::trackFinger(int hand, int jointIndex1, int jointIndex2, int jointIndex3, int jointIndex4,
controller::StandardPoseChannel joint1, controller::StandardPoseChannel joint2,
controller::StandardPoseChannel joint3, controller::StandardPoseChannel joint4) {
glm::vec3 point1 = getRollingAverageHandPoint(hand, jointIndex1);
glm::vec3 point2 = getRollingAverageHandPoint(hand, jointIndex2);
glm::vec3 point3 = getRollingAverageHandPoint(hand, jointIndex3);
glm::vec3 point4 = getRollingAverageHandPoint(hand, jointIndex4);
glm::vec3 wristPos = getRollingAverageHandPoint(hand, ViveHandJointIndex::HAND);
glm::vec3 thumb2 = getRollingAverageHandPoint(hand, ViveHandJointIndex::THUMB_2);
glm::vec3 pinkie1 = getRollingAverageHandPoint(hand, ViveHandJointIndex::PINKY_1);
// 1st
glm::vec3 palmFacing = glm::normalize(glm::cross(pinkie1 - wristPos, thumb2 - wristPos));
glm::vec3 handForward = glm::normalize(point1 - wristPos);
glm::vec3 x = glm::normalize(glm::cross(palmFacing, handForward));
glm::vec3 y = glm::normalize(point2 - point1);
glm::vec3 z = (hand == 0) ? glm::cross(y, x) : glm::cross(x, y);
glm::mat4 rotMat1 = glm::mat4(glm::vec4(x, 0.0f),
glm::vec4(y, 0.0f),
glm::vec4(z, 0.0f),
glm::vec4(0.0f, 0.0f, 0.0f, 1.0f));
glm::quat rot1 = glm::normalize(glmExtractRotation(rotMat1));
if (!isNaN(rot1)) {
_inputDevice->_poseStateMap[joint1] = controller::Pose(point1, rot1);
}
// 2nd
glm::vec3 x2 = x; // glm::normalize(glm::cross(point3 - point2, point2 - point1));
glm::vec3 y2 = glm::normalize(point3 - point2);
glm::vec3 z2 = (hand == 0) ? glm::cross(y2, x2) : glm::cross(x2, y2);
glm::mat4 rotMat2 = glm::mat4(glm::vec4(x2, 0.0f),
glm::vec4(y2, 0.0f),
glm::vec4(z2, 0.0f),
glm::vec4(0.0f, 0.0f, 0.0f, 1.0f));
glm::quat rot2 = glm::normalize(glmExtractRotation(rotMat2));
if (!isNaN(rot2)) {
_inputDevice->_poseStateMap[joint2] = controller::Pose(point2, rot2);
}
// 3rd
glm::vec3 x3 = x; // glm::normalize(glm::cross(point4 - point3, point3 - point1));
glm::vec3 y3 = glm::normalize(point4 - point3);
glm::vec3 z3 = (hand == 0) ? glm::cross(y3, x3) : glm::cross(x3, y3);
glm::mat4 rotMat3 = glm::mat4(glm::vec4(x3, 0.0f),
glm::vec4(y3, 0.0f),
glm::vec4(z3, 0.0f),
glm::vec4(0.0f, 0.0f, 0.0f, 1.0f));
glm::quat rot3 = glm::normalize(glmExtractRotation(rotMat3));
if (!isNaN(rot3)) {
_inputDevice->_poseStateMap[joint3] = controller::Pose(point3, rot3);
}
// 4th
glm::quat rot4 = rot3;
if (!isNaN(rot4)) {
_inputDevice->_poseStateMap[joint4] = controller::Pose(point4, rot4);
}
}
void ViveControllerManager::updateCameraHandTracker(float deltaTime,
const controller::InputCalibrationData& inputCalibrationData) {
if (areBothHandControllersActive(_system)) {
// if both hand-controllers are in use, don't do camera hand tracking
disableGestureDetection();
} else {
enableGestureDetection();
}
if (!_viveCameraHandTracker) {
return;
}
const GestureResult* results = NULL;
int handTrackerFrameIndex { -1 };
int resultsHandCount = GetGestureResult(&results, &handTrackerFrameIndex);
// FIXME: Why the commented-out condition?
if (handTrackerFrameIndex >= 0 /* && handTrackerFrameIndex != _lastHandTrackerFrameIndex */) {
#ifdef HAND_TRACKER_USE_EXTERNAL_TRANSFORM
glm::mat4 trackedHandToAvatar =
glm::inverse(inputCalibrationData.avatarMat) *
inputCalibrationData.sensorToWorldMat *
inputCalibrationData.hmdSensorMat;
// glm::mat4 trackedHandToAvatar = _inputDevice->_poseStateMap[controller::HEAD].getMatrix() * Matrices::Y_180;
#else
DisplayPluginPointer displayPlugin = _container->getActiveDisplayPlugin();
std::shared_ptr<OpenVrDisplayPlugin> openVRDisplayPlugin =
std::dynamic_pointer_cast<OpenVrDisplayPlugin>(displayPlugin);
glm::mat4 sensorResetMatrix;
if (openVRDisplayPlugin) {
sensorResetMatrix = openVRDisplayPlugin->getSensorResetMatrix();
}
glm::mat4 trackedHandToAvatar =
glm::inverse(inputCalibrationData.avatarMat) *
inputCalibrationData.sensorToWorldMat *
sensorResetMatrix;
#endif
// roll all the old points in the rolling average
memmove(&(_handPoints[1]),
&(_handPoints[0]),
sizeof(_handPoints[0]) * (NUMBER_OF_HAND_TRACKER_SMOOTHING_FRAMES - 1));
for (int handIndex = 0; handIndex < resultsHandCount; handIndex++) {
bool isLeftHand = results[handIndex].isLeft;
vr::ETrackedControllerRole controllerRole =
isLeftHand ? vr::TrackedControllerRole_LeftHand : vr::TrackedControllerRole_RightHand;
if (isHandControllerActive(_system, controllerRole)) {
continue; // if the controller for this hand is tracked, ignore camera hand tracking
}
int hand = isLeftHand ? 0 : 1;
for (int pointIndex = 0; pointIndex < NUMBER_OF_HAND_POINTS; pointIndex++) {
glm::vec3 pos(results[handIndex].points[3 * pointIndex],
results[handIndex].points[3 * pointIndex + 1],
-results[handIndex].points[3 * pointIndex + 2]);
_handPoints[0][hand][pointIndex] = transformPoint(trackedHandToAvatar, pos);
}
glm::vec3 wristPos = getRollingAverageHandPoint(hand, ViveHandJointIndex::HAND);
glm::vec3 thumb2 = getRollingAverageHandPoint(hand, ViveHandJointIndex::THUMB_2);
glm::vec3 pinkie1 = getRollingAverageHandPoint(hand, ViveHandJointIndex::PINKY_1);
glm::vec3 palmFacing = glm::cross(pinkie1 - wristPos, thumb2 - wristPos); // z axis
_inputDevice->_poseStateMap[isLeftHand ? controller::LEFT_HAND : controller::RIGHT_HAND] =
trackedHandDataToPose(hand, palmFacing, ViveHandJointIndex::HAND, ViveHandJointIndex::MIDDLE_1);
trackFinger(hand, ViveHandJointIndex::THUMB_1, ViveHandJointIndex::THUMB_2, ViveHandJointIndex::THUMB_3,
ViveHandJointIndex::THUMB_4,
isLeftHand ? controller::LEFT_HAND_THUMB1 : controller::RIGHT_HAND_THUMB1,
isLeftHand ? controller::LEFT_HAND_THUMB2 : controller::RIGHT_HAND_THUMB2,
isLeftHand ? controller::LEFT_HAND_THUMB3 : controller::RIGHT_HAND_THUMB3,
isLeftHand ? controller::LEFT_HAND_THUMB4 : controller::RIGHT_HAND_THUMB4);
trackFinger(hand, ViveHandJointIndex::INDEX_1, ViveHandJointIndex::INDEX_2, ViveHandJointIndex::INDEX_3,
ViveHandJointIndex::INDEX_4,
isLeftHand ? controller::LEFT_HAND_INDEX1 : controller::RIGHT_HAND_INDEX1,
isLeftHand ? controller::LEFT_HAND_INDEX2 : controller::RIGHT_HAND_INDEX2,
isLeftHand ? controller::LEFT_HAND_INDEX3 : controller::RIGHT_HAND_INDEX3,
isLeftHand ? controller::LEFT_HAND_INDEX4 : controller::RIGHT_HAND_INDEX4);
trackFinger(hand, ViveHandJointIndex::MIDDLE_1, ViveHandJointIndex::MIDDLE_2, ViveHandJointIndex::MIDDLE_3,
ViveHandJointIndex::MIDDLE_4,
isLeftHand ? controller::LEFT_HAND_MIDDLE1 : controller::RIGHT_HAND_MIDDLE1,
isLeftHand ? controller::LEFT_HAND_MIDDLE2 : controller::RIGHT_HAND_MIDDLE2,
isLeftHand ? controller::LEFT_HAND_MIDDLE3 : controller::RIGHT_HAND_MIDDLE3,
isLeftHand ? controller::LEFT_HAND_MIDDLE4 : controller::RIGHT_HAND_MIDDLE4);
trackFinger(hand, ViveHandJointIndex::RING_1, ViveHandJointIndex::RING_2, ViveHandJointIndex::RING_3,
ViveHandJointIndex::RING_4,
isLeftHand ? controller::LEFT_HAND_RING1 : controller::RIGHT_HAND_RING1,
isLeftHand ? controller::LEFT_HAND_RING2 : controller::RIGHT_HAND_RING2,
isLeftHand ? controller::LEFT_HAND_RING3 : controller::RIGHT_HAND_RING3,
isLeftHand ? controller::LEFT_HAND_RING4 : controller::RIGHT_HAND_RING4);
trackFinger(hand, ViveHandJointIndex::PINKY_1, ViveHandJointIndex::PINKY_2, ViveHandJointIndex::PINKY_3,
ViveHandJointIndex::PINKY_4,
isLeftHand ? controller::LEFT_HAND_PINKY1 : controller::RIGHT_HAND_PINKY1,
isLeftHand ? controller::LEFT_HAND_PINKY2 : controller::RIGHT_HAND_PINKY2,
isLeftHand ? controller::LEFT_HAND_PINKY3 : controller::RIGHT_HAND_PINKY3,
isLeftHand ? controller::LEFT_HAND_PINKY4 : controller::RIGHT_HAND_PINKY4);
}
}
_lastHandTrackerFrameIndex = handTrackerFrameIndex;
}
void ViveControllerManager::pluginUpdate(float deltaTime, const controller::InputCalibrationData& inputCalibrationData) {
if (!_system) {
return;
}
if (isDesktopMode() && _desktopMode) {
_system->GetDeviceToAbsoluteTrackingPose(vr::TrackingUniverseStanding, 0, _nextSimPoseData.vrPoses, vr::k_unMaxTrackedDeviceCount);
_nextSimPoseData.update(Matrices::IDENTITY);
} else if (isDesktopMode()) {
_nextSimPoseData.resetToInvalid();
}
auto userInputMapper = DependencyManager::get<controller::UserInputMapper>();
handleOpenVrEvents();
if (openVrQuitRequested()) {
deactivate();
return;
}
// because update mutates the internal state we need to lock
userInputMapper->withLock([&, this]() {
_inputDevice->update(deltaTime, inputCalibrationData);
});
if (_inputDevice->_trackedControllers == 0 && _registeredWithInputMapper) {
userInputMapper->removeDevice(_inputDevice->_deviceID);
_registeredWithInputMapper = false;
_inputDevice->_poseStateMap.clear();
}
if (!_registeredWithInputMapper && _inputDevice->_trackedControllers > 0) {
userInputMapper->registerDevice(_inputDevice);
_registeredWithInputMapper = true;
}
if (_viveProEye) {
updateEyeTracker(deltaTime, inputCalibrationData);
}
updateCameraHandTracker(deltaTime, inputCalibrationData);
}
void ViveControllerManager::loadSettings() {
Settings settings;
QString nameString = getName();
settings.beginGroup(nameString);
{
if (_inputDevice) {
const double DEFAULT_ARM_CIRCUMFERENCE = 0.33;
const double DEFAULT_SHOULDER_WIDTH = 0.48;
const QString DEFAULT_OUT_OF_RANGE_STRATEGY = "DropAfterDelay";
_inputDevice->_armCircumference = settings.value("armCircumference", QVariant(DEFAULT_ARM_CIRCUMFERENCE)).toDouble();
_inputDevice->_shoulderWidth = settings.value("shoulderWidth", QVariant(DEFAULT_SHOULDER_WIDTH)).toDouble();
_inputDevice->_outOfRangeDataStrategy = stringToOutOfRangeDataStrategy(settings.value("outOfRangeDataStrategy", QVariant(DEFAULT_OUT_OF_RANGE_STRATEGY)).toString());
}
}
settings.endGroup();
}
void ViveControllerManager::saveSettings() const {
Settings settings;
QString nameString = getName();
settings.beginGroup(nameString);
{
if (_inputDevice) {
settings.setValue(QString("armCircumference"), _inputDevice->_armCircumference);
settings.setValue(QString("shoulderWidth"), _inputDevice->_shoulderWidth);
settings.setValue(QString("outOfRangeDataStrategy"), outOfRangeDataStrategyToString(_inputDevice->_outOfRangeDataStrategy));
}
}
settings.endGroup();
}
ViveControllerManager::InputDevice::InputDevice(vr::IVRSystem*& system) :
controller::InputDevice("Vive"),
_system(system) {
_configStringMap[Config::None] = QString("None");
_configStringMap[Config::Feet] = QString("Feet");
_configStringMap[Config::FeetAndHips] = QString("FeetAndHips");
_configStringMap[Config::FeetHipsAndChest] = QString("FeetHipsAndChest");
_configStringMap[Config::FeetHipsAndShoulders] = QString("FeetHipsAndShoulders");
_configStringMap[Config::FeetHipsChestAndShoulders] = QString("FeetHipsChestAndShoulders");
}
void ViveControllerManager::InputDevice::update(float deltaTime, const controller::InputCalibrationData& inputCalibrationData) {
_poseStateMap.clear();
_buttonPressedMap.clear();
_validTrackedObjects.clear();
_trackedControllers = 0;
if (_headsetName == "") {
_headsetName = getOpenVrDeviceName();
if (_headsetName == "HTC") {
_headsetName += " Vive";
}
}
// While the keyboard is open, we defer strictly to the keyboard values
if (isOpenVrKeyboardShown()) {
_axisStateMap.clear();
return;
}
PerformanceTimer perfTimer("ViveControllerManager::update");
auto leftHandDeviceIndex = _system->GetTrackedDeviceIndexForControllerRole(vr::TrackedControllerRole_LeftHand);
auto rightHandDeviceIndex = _system->GetTrackedDeviceIndexForControllerRole(vr::TrackedControllerRole_RightHand);
handleHandController(deltaTime, leftHandDeviceIndex, inputCalibrationData, true);
handleHandController(deltaTime, rightHandDeviceIndex, inputCalibrationData, false);
// collect poses for all generic trackers
for (uint32_t i = 0; i < vr::k_unMaxTrackedDeviceCount; i++) {
handleTrackedObject(i, inputCalibrationData);
handleHmd(i, inputCalibrationData);
}
// handle haptics
{
Locker locker(_lock);
if (_leftHapticDuration > 0.0f) {
hapticsHelper(deltaTime, true);
}
if (_rightHapticDuration > 0.0f) {
hapticsHelper(deltaTime, false);
}
}
if (leftHandDeviceIndex != vr::k_unTrackedDeviceIndexInvalid) {
_trackedControllers++;
}
if (rightHandDeviceIndex != vr::k_unTrackedDeviceIndexInvalid) {
_trackedControllers++;
}
calibrateFromHandController(inputCalibrationData);
calibrateFromUI(inputCalibrationData);
updateCalibratedLimbs(inputCalibrationData);
_lastSimPoseData = _nextSimPoseData;
}
void ViveControllerManager::InputDevice::calibrateFromHandController(const controller::InputCalibrationData& inputCalibrationData) {
if (checkForCalibrationEvent()) {
quint64 currentTime = usecTimestampNow();
if (!_timeTilCalibrationSet) {
_timeTilCalibrationSet = true;
_timeTilCalibration = currentTime + CALIBRATION_TIMELAPSE;
}
if (currentTime > _timeTilCalibration && !_triggersPressedHandled) {
_triggersPressedHandled = true;
calibrateOrUncalibrate(inputCalibrationData);
}
} else {
_triggersPressedHandled = false;
_timeTilCalibrationSet = false;
}
}
void ViveControllerManager::InputDevice::calibrateFromUI(const controller::InputCalibrationData& inputCalibrationData) {
if (_calibrate) {
uncalibrate();
calibrate(inputCalibrationData);
emitCalibrationStatus();
_calibrate = false;
}
}
static const float CM_TO_M = 0.01f;
static const float M_TO_CM = 100.0f;
void ViveControllerManager::InputDevice::configureCalibrationSettings(const QJsonObject configurationSettings) {
Locker locker(_lock);
if (!configurationSettings.empty()) {
auto iter = configurationSettings.begin();
auto end = configurationSettings.end();
bool hmdDesktopTracking = true;
bool hmdDesktopMode = false;
while (iter != end) {
if (iter.key() == "bodyConfiguration") {
setConfigFromString(iter.value().toString());
} else if (iter.key() == "headConfiguration") {
QJsonObject headObject = iter.value().toObject();
bool overrideHead = headObject["override"].toBool();
if (overrideHead) {
_headConfig = HeadConfig::Puck;
_headPuckYOffset = (float)headObject["Y"].toDouble() * CM_TO_M;
_headPuckZOffset = (float)headObject["Z"].toDouble() * CM_TO_M;
} else {
_headConfig = HeadConfig::HMD;
}
} else if (iter.key() == "handConfiguration") {
QJsonObject handsObject = iter.value().toObject();
bool overrideHands = handsObject["override"].toBool();
if (overrideHands) {
_handConfig = HandConfig::Pucks;
_handPuckYOffset = (float)handsObject["Y"].toDouble() * CM_TO_M;
_handPuckZOffset = (float)handsObject["Z"].toDouble() * CM_TO_M;
} else {
_handConfig = HandConfig::HandController;
}
} else if (iter.key() == "armCircumference") {
_armCircumference = (float)iter.value().toDouble() * CM_TO_M;
} else if (iter.key() == "shoulderWidth") {
_shoulderWidth = (float)iter.value().toDouble() * CM_TO_M;
} else if (iter.key() == "hmdDesktopTracking") {
hmdDesktopTracking = iter.value().toBool();
} else if (iter.key() == "desktopMode") {
hmdDesktopMode = iter.value().toBool();
} else if (iter.key() == "outOfRangeDataStrategy") {
_outOfRangeDataStrategy = stringToOutOfRangeDataStrategy(iter.value().toString());
}
iter++;
}
_hmdTrackingEnabled = !(hmdDesktopMode && hmdDesktopTracking);
}
}
void ViveControllerManager::InputDevice::calibrateNextFrame() {
Locker locker(_lock);
_calibrate = true;
}
QJsonObject ViveControllerManager::InputDevice::configurationSettings() {
Locker locker(_lock);
QJsonObject configurationSettings;
configurationSettings["trackerConfiguration"] = configToString(_preferedConfig);
configurationSettings["HMDHead"] = (_headConfig == HeadConfig::HMD);
configurationSettings["handController"] = (_handConfig == HandConfig::HandController);
configurationSettings["puckCount"] = (int)_validTrackedObjects.size();
configurationSettings["armCircumference"] = (double)(_armCircumference * M_TO_CM);
configurationSettings["shoulderWidth"] = (double)(_shoulderWidth * M_TO_CM);
configurationSettings["outOfRangeDataStrategy"] = outOfRangeDataStrategyToString(_outOfRangeDataStrategy);
return configurationSettings;
}
void ViveControllerManager::InputDevice::emitCalibrationStatus() {
auto inputConfiguration = DependencyManager::get<InputConfiguration>();
QJsonObject status = QJsonObject();
status["calibrated"] = _calibrated;
status["configuration"] = configToString(_preferedConfig);
status["head_puck"] = (_headConfig == HeadConfig::Puck);
status["hand_pucks"] = (_handConfig == HandConfig::Pucks);
status["puckCount"] = (int)_validTrackedObjects.size();
status["UI"] = _calibrate;
emit inputConfiguration->calibrationStatus(status);
}
static controller::Pose buildPose(const glm::mat4& mat, const glm::vec3& linearVelocity, const glm::vec3& angularVelocity) {
return controller::Pose(extractTranslation(mat), glmExtractRotation(mat), linearVelocity, angularVelocity);
}
void ViveControllerManager::InputDevice::handleTrackedObject(uint32_t deviceIndex, const controller::InputCalibrationData& inputCalibrationData) {
uint32_t poseIndex = controller::TRACKED_OBJECT_00 + deviceIndex;
printDeviceTrackingResultChange(deviceIndex);
if (_system->IsTrackedDeviceConnected(deviceIndex) &&
_system->GetTrackedDeviceClass(deviceIndex) == vr::TrackedDeviceClass_GenericTracker &&
_nextSimPoseData.vrPoses[deviceIndex].bPoseIsValid &&
poseIndex <= controller::TRACKED_OBJECT_15) {
uint64_t now = usecTimestampNow();
controller::Pose pose;
switch (_outOfRangeDataStrategy) {
case OutOfRangeDataStrategy::Drop:
default:
// Drop - Mark all non Running_OK results as invald
if (_nextSimPoseData.vrPoses[deviceIndex].eTrackingResult == vr::TrackingResult_Running_OK) {
pose = buildPose(_nextSimPoseData.poses[deviceIndex], _nextSimPoseData.linearVelocities[deviceIndex], _nextSimPoseData.angularVelocities[deviceIndex]);
} else {
pose.valid = false;
}
break;
case OutOfRangeDataStrategy::None:
// None - Ignore eTrackingResult all together
pose = buildPose(_nextSimPoseData.poses[deviceIndex], _nextSimPoseData.linearVelocities[deviceIndex], _nextSimPoseData.angularVelocities[deviceIndex]);
break;
case OutOfRangeDataStrategy::Freeze:
// Freeze - Dont invalide non Running_OK poses, instead just return the last good pose.
if (_nextSimPoseData.vrPoses[deviceIndex].eTrackingResult == vr::TrackingResult_Running_OK) {
pose = buildPose(_nextSimPoseData.poses[deviceIndex], _nextSimPoseData.linearVelocities[deviceIndex], _nextSimPoseData.angularVelocities[deviceIndex]);
} else {
pose = buildPose(_lastSimPoseData.poses[deviceIndex], _lastSimPoseData.linearVelocities[deviceIndex], _lastSimPoseData.angularVelocities[deviceIndex]);
// make sure that we do not overwrite the pose in the _lastSimPose with incorrect data.
_nextSimPoseData.poses[deviceIndex] = _lastSimPoseData.poses[deviceIndex];
_nextSimPoseData.linearVelocities[deviceIndex] = _lastSimPoseData.linearVelocities[deviceIndex];
_nextSimPoseData.angularVelocities[deviceIndex] = _lastSimPoseData.angularVelocities[deviceIndex];
}
break;
case OutOfRangeDataStrategy::DropAfterDelay:
const uint64_t DROP_DELAY_TIME = 500 * USECS_PER_MSEC;
// All Running_OK results are valid.
if (_nextSimPoseData.vrPoses[deviceIndex].eTrackingResult == vr::TrackingResult_Running_OK) {
pose = buildPose(_nextSimPoseData.poses[deviceIndex], _nextSimPoseData.linearVelocities[deviceIndex], _nextSimPoseData.angularVelocities[deviceIndex]);
// update the timer
_simDataRunningOkTimestampMap[deviceIndex] = now;
} else if (now - _simDataRunningOkTimestampMap[deviceIndex] < DROP_DELAY_TIME) {
// report the pose, even though pose is out-of-range
pose = buildPose(_nextSimPoseData.poses[deviceIndex], _nextSimPoseData.linearVelocities[deviceIndex], _nextSimPoseData.angularVelocities[deviceIndex]);
} else {
// this pose has been out-of-range for too long.
pose.valid = false;
}
break;
}
if (pose.valid) {
// transform into avatar frame
glm::mat4 controllerToAvatar = glm::inverse(inputCalibrationData.avatarMat) * inputCalibrationData.sensorToWorldMat;
_poseStateMap[poseIndex] = pose.transform(controllerToAvatar);
// but _validTrackedObjects remain in sensor frame
_validTrackedObjects.push_back(std::make_pair(poseIndex, pose));
_trackedControllers++;
} else {
// insert invalid pose into state map
_poseStateMap[poseIndex] = pose;
}
} else {
controller::Pose invalidPose;
_poseStateMap[poseIndex] = invalidPose;
}
}
void ViveControllerManager::InputDevice::sendUserActivityData(QString activity) {
QJsonObject jsonData = {
{"num_pucks", (int)_validTrackedObjects.size()},
{"configuration", configToString(_preferedConfig)},
{"head_puck", (_headConfig == HeadConfig::Puck) ? true : false},
{"hand_pucks", (_handConfig == HandConfig::Pucks) ? true : false}
};
UserActivityLogger::getInstance().logAction(activity, jsonData);
}
void ViveControllerManager::InputDevice::calibrateOrUncalibrate(const controller::InputCalibrationData& inputCalibration) {
if (!_calibrated) {
calibrate(inputCalibration);
if (_calibrated) {
sendUserActivityData("mocap_button_success");
} else {
sendUserActivityData("mocap_button_fail");
}
emitCalibrationStatus();
} else {
uncalibrate();
sendUserActivityData("mocap_button_uncalibrate");
}
}
void ViveControllerManager::InputDevice::calibrate(const controller::InputCalibrationData& inputCalibration) {
qDebug() << "Puck Calibration: Starting...";
int puckCount = (int)_validTrackedObjects.size();
qDebug() << "Puck Calibration: " << puckCount << " pucks found for calibration";
if (puckCount == 0) {
uncalibrate();
return;
}
// Compute the defaultToRefrenceMat, this will take inputCalibration default poses into the reference frame. (sensor space)
glm::mat4 defaultToReferenceMat = glm::mat4();
if (_headConfig == HeadConfig::HMD) {
defaultToReferenceMat = calculateDefaultToReferenceForHmd(inputCalibration);
} else if (_headConfig == HeadConfig::Puck) {
std::sort(_validTrackedObjects.begin(), _validTrackedObjects.end(), sortPucksYPosition);
defaultToReferenceMat = calculateDefaultToReferenceForHeadPuck(inputCalibration);
}
_config = _preferedConfig;
bool headConfigured = configureHead(defaultToReferenceMat, inputCalibration);
bool handsConfigured = configureHands(defaultToReferenceMat, inputCalibration);
bool bodyConfigured = configureBody(defaultToReferenceMat, inputCalibration);
if (!headConfigured || !handsConfigured || !bodyConfigured) {
uncalibrate();
} else {
_calibrated = true;
qDebug() << "PuckCalibration: " << configToString(_config) << " Configuration Successful";
}
}
bool ViveControllerManager::InputDevice::configureHands(const glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration) {
// Sort valid tracked objects in the default frame by the x dimension (left to right).
// Because the sort is in the default frame we guarentee that poses are relative to the head facing.
// i.e. -x will always be to the left of the head, and +x will be to the right.
// This allows the user to be facing in any direction in sensor space while calibrating.
glm::mat4 referenceToDefaultMat = glm::inverse(defaultToReferenceMat);
std::sort(_validTrackedObjects.begin(), _validTrackedObjects.end(), [&referenceToDefaultMat](const PuckPosePair& a, const PuckPosePair& b) {
glm::vec3 aPos = transformPoint(referenceToDefaultMat, a.second.translation);
glm::vec3 bPos = transformPoint(referenceToDefaultMat, b.second.translation);
return (aPos.x < bPos.x);
});
int puckCount = (int)_validTrackedObjects.size();
if (_handConfig == HandConfig::Pucks && puckCount >= MIN_PUCK_COUNT) {
glm::vec3 headXAxis = getReferenceHeadXAxis(defaultToReferenceMat, inputCalibration.defaultHeadMat);
glm::vec3 headPosition = getReferenceHeadPosition(defaultToReferenceMat, inputCalibration.defaultHeadMat);
size_t FIRST_INDEX = 0;
size_t LAST_INDEX = _validTrackedObjects.size() -1;
auto& firstHand = _validTrackedObjects[FIRST_INDEX];
auto& secondHand = _validTrackedObjects[LAST_INDEX];
controller::Pose& firstHandPose = firstHand.second;
controller::Pose& secondHandPose = secondHand.second;
if (determineLimbOrdering(firstHandPose, secondHandPose, headXAxis, headPosition)) {
calibrateLeftHand(defaultToReferenceMat, inputCalibration, firstHand);
calibrateRightHand(defaultToReferenceMat, inputCalibration, secondHand);
_validTrackedObjects.erase(_validTrackedObjects.begin());
_validTrackedObjects.erase(_validTrackedObjects.end() - 1);
_overrideHands = true;
return true;
} else {
calibrateLeftHand(defaultToReferenceMat, inputCalibration, secondHand);
calibrateRightHand(defaultToReferenceMat, inputCalibration, firstHand);
_validTrackedObjects.erase(_validTrackedObjects.begin());
_validTrackedObjects.erase(_validTrackedObjects.end() - 1);
_overrideHands = true;
return true;
}
} else if (_handConfig == HandConfig::HandController) {
_overrideHands = false;
return true;
}
return false;
}
bool ViveControllerManager::InputDevice::configureHead(const glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration) {
std::sort(_validTrackedObjects.begin(), _validTrackedObjects.end(), sortPucksYPosition);
int puckCount = (int)_validTrackedObjects.size();
if (_headConfig == HeadConfig::Puck && puckCount >= MIN_HEAD) {
calibrateHead(defaultToReferenceMat, inputCalibration);
_validTrackedObjects.erase(_validTrackedObjects.end() - 1);
_overrideHead = true;
return true;
} else if (_headConfig == HeadConfig::HMD) {
return true;
}
return false;
}
bool ViveControllerManager::InputDevice::configureBody(const glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration) {
std::sort(_validTrackedObjects.begin(), _validTrackedObjects.end(), sortPucksYPosition);
int puckCount = (int)_validTrackedObjects.size();
if (_config == Config::None) {
return true;
} else if (_config == Config::Feet && puckCount >= MIN_PUCK_COUNT) {
calibrateFeet(defaultToReferenceMat, inputCalibration);
return true;
} else if (_config == Config::FeetAndHips && puckCount >= MIN_FEET_AND_HIPS) {
calibrateFeet(defaultToReferenceMat, inputCalibration);
calibrateHips(defaultToReferenceMat, inputCalibration);
return true;
} else if (_config == Config::FeetHipsAndChest && puckCount >= MIN_FEET_HIPS_CHEST) {
calibrateFeet(defaultToReferenceMat, inputCalibration);
calibrateHips(defaultToReferenceMat, inputCalibration);
calibrateChest(defaultToReferenceMat, inputCalibration);
return true;
} else if (_config == Config::FeetHipsAndShoulders && puckCount >= MIN_FEET_HIPS_SHOULDERS) {
calibrateFeet(defaultToReferenceMat, inputCalibration);
calibrateHips(defaultToReferenceMat, inputCalibration);
int firstShoulderIndex = 3;
int secondShoulderIndex = 4;
calibrateShoulders(defaultToReferenceMat, inputCalibration, firstShoulderIndex, secondShoulderIndex);
return true;
} else if (_config == Config::FeetHipsChestAndShoulders && puckCount >= MIN_FEET_HIPS_CHEST_SHOULDERS) {
calibrateFeet(defaultToReferenceMat, inputCalibration);
calibrateHips(defaultToReferenceMat, inputCalibration);
calibrateChest(defaultToReferenceMat, inputCalibration);
int firstShoulderIndex = 4;
int secondShoulderIndex = 5;
calibrateShoulders(defaultToReferenceMat, inputCalibration, firstShoulderIndex, secondShoulderIndex);
return true;
}
qDebug() << "Puck Calibration: " << configToString(_config) << " Config Failed: Could not meet the minimal # of pucks";
return false;
}
void ViveControllerManager::InputDevice::uncalibrate() {
_config = Config::None;
_pucksPostOffset.clear();
_pucksPreOffset.clear();
_jointToPuckMap.clear();
_calibrated = false;
_overrideHead = false;
_overrideHands = false;
}
void ViveControllerManager::InputDevice::updateCalibratedLimbs(const controller::InputCalibrationData& inputCalibration) {
_poseStateMap[controller::LEFT_FOOT] = addOffsetToPuckPose(inputCalibration, controller::LEFT_FOOT);
_poseStateMap[controller::RIGHT_FOOT] = addOffsetToPuckPose(inputCalibration, controller::RIGHT_FOOT);
_poseStateMap[controller::HIPS] = addOffsetToPuckPose(inputCalibration, controller::HIPS);
_poseStateMap[controller::SPINE2] = addOffsetToPuckPose(inputCalibration, controller::SPINE2);
_poseStateMap[controller::RIGHT_ARM] = addOffsetToPuckPose(inputCalibration, controller::RIGHT_ARM);
_poseStateMap[controller::LEFT_ARM] = addOffsetToPuckPose(inputCalibration, controller::LEFT_ARM);
if (_overrideHead) {
_poseStateMap[controller::HEAD] = addOffsetToPuckPose(inputCalibration, controller::HEAD);
}
if (_overrideHands) {
_poseStateMap[controller::LEFT_HAND] = addOffsetToPuckPose(inputCalibration, controller::LEFT_HAND);
_poseStateMap[controller::RIGHT_HAND] = addOffsetToPuckPose(inputCalibration, controller::RIGHT_HAND);
}
}
controller::Pose ViveControllerManager::InputDevice::addOffsetToPuckPose(const controller::InputCalibrationData& inputCalibration, int joint) const {
auto puck = _jointToPuckMap.find(joint);
if (puck != _jointToPuckMap.end()) {
uint32_t puckIndex = puck->second;
// use sensor space pose.
auto puckPoseIter = _validTrackedObjects.begin();
while (puckPoseIter != _validTrackedObjects.end()) {
if (puckPoseIter->first == puckIndex) {
break;
}
puckPoseIter++;
}
if (puckPoseIter != _validTrackedObjects.end()) {
glm::mat4 postMat; // identity
auto postIter = _pucksPostOffset.find(puckIndex);
if (postIter != _pucksPostOffset.end()) {
postMat = postIter->second;
}
glm::mat4 preMat = glm::inverse(inputCalibration.avatarMat) * inputCalibration.sensorToWorldMat;
auto preIter = _pucksPreOffset.find(puckIndex);
if (preIter != _pucksPreOffset.end()) {
preMat = preMat * preIter->second;
}
return puckPoseIter->second.postTransform(postMat).transform(preMat);
}
}
return controller::Pose();
}
void ViveControllerManager::InputDevice::handleHmd(uint32_t deviceIndex, const controller::InputCalibrationData& inputCalibrationData) {
if (_system->IsTrackedDeviceConnected(deviceIndex) &&
_system->GetTrackedDeviceClass(deviceIndex) == vr::TrackedDeviceClass_HMD &&
_nextSimPoseData.vrPoses[deviceIndex].bPoseIsValid) {
if (_hmdTrackingEnabled){
const mat4& mat = _nextSimPoseData.poses[deviceIndex];
const vec3 linearVelocity = _nextSimPoseData.linearVelocities[deviceIndex];
const vec3 angularVelocity = _nextSimPoseData.angularVelocities[deviceIndex];
handleHeadPoseEvent(inputCalibrationData, mat, linearVelocity, angularVelocity);
} else {
const mat4& mat = mat4();
const vec3 zero = vec3();
handleHeadPoseEvent(inputCalibrationData, mat, zero, zero);
}
_trackedControllers++;
}
}
void ViveControllerManager::InputDevice::handleHandController(float deltaTime, uint32_t deviceIndex, const controller::InputCalibrationData& inputCalibrationData, bool isLeftHand) {
if (isDeviceIndexActive(_system, deviceIndex) && _nextSimPoseData.vrPoses[deviceIndex].bPoseIsValid) {
// process pose
const mat4& mat = _nextSimPoseData.poses[deviceIndex];
const vec3 linearVelocity = _nextSimPoseData.linearVelocities[deviceIndex];
const vec3 angularVelocity = _nextSimPoseData.angularVelocities[deviceIndex];
handlePoseEvent(deltaTime, inputCalibrationData, mat, linearVelocity, angularVelocity, isLeftHand);
vr::VRControllerState_t controllerState = vr::VRControllerState_t();
if (_system->GetControllerState(deviceIndex, &controllerState, sizeof(vr::VRControllerState_t))) {
// process each button
for (uint32_t i = 0; i < vr::k_EButton_Max; ++i) {
auto mask = vr::ButtonMaskFromId((vr::EVRButtonId)i);
bool pressed = 0 != (controllerState.ulButtonPressed & mask);
bool touched = 0 != (controllerState.ulButtonTouched & mask);
handleButtonEvent(deltaTime, i, pressed, touched, isLeftHand);
}
// process each axis
for (uint32_t i = 0; i < vr::k_unControllerStateAxisCount; i++) {
handleAxisEvent(deltaTime, i, controllerState.rAxis[i].x, controllerState.rAxis[i].y, isLeftHand);
}
// pseudo buttons the depend on both of the above for-loops
partitionTouchpad(controller::LS, controller::LX, controller::LY, controller::LS_CENTER, controller::LS_X, controller::LS_Y);
partitionTouchpad(controller::RS, controller::RX, controller::RY, controller::RS_CENTER, controller::RS_X, controller::RS_Y);
}
}
}
// defaultToReferenceMat is an offset from avatar space to sensor space.
// it aligns the default center-eye in avatar space with the hmd in sensor space.
//
// * E_a is the the default center-of-the-eyes transform in avatar space.
// * E_s is the the hmd eye-center transform in sensor space, with roll and pitch removed.
// * D is the defaultReferenceMat.
//
// E_s = D * E_a =>
// D = E_s * inverse(E_a)
//
glm::mat4 ViveControllerManager::InputDevice::calculateDefaultToReferenceForHmd(const controller::InputCalibrationData& inputCalibration) {
// the center-eye transform in avatar space.
glm::mat4 E_a = inputCalibration.defaultCenterEyeMat;
// the center-eye transform in sensor space.
glm::mat4 E_s = inputCalibration.hmdSensorMat * Matrices::Y_180; // the Y_180 is to convert hmd from -z forward to z forward.
// cancel out roll and pitch on E_s
glm::quat rot = cancelOutRollAndPitch(glmExtractRotation(E_s));
glm::vec3 trans = extractTranslation(E_s);
E_s = createMatFromQuatAndPos(rot, trans);
return E_s * glm::inverse(E_a);
}
// defaultToReferenceMat is an offset from avatar space to sensor space.
// It aligns the default center-of-the-eyes transform in avatar space with the head-puck in sensor space.
// The offset from the center-of-the-eyes to the head-puck can be configured via _headPuckYOffset and _headPuckZOffset,
// These values are exposed in the configuration UI.
//
// * E_a is the the default center-eye transform in avatar space.
// * E_s is the the head-puck center-eye transform in sensor space, with roll and pitch removed.
// * D is the defaultReferenceMat.
//
// E_s = D * E_a =>
// D = E_s * inverse(E_a)
//
glm::mat4 ViveControllerManager::InputDevice::calculateDefaultToReferenceForHeadPuck(const controller::InputCalibrationData& inputCalibration) {
// the center-eye transform in avatar space.
glm::mat4 E_a = inputCalibration.defaultCenterEyeMat;
// calculate the center-eye transform in sensor space, via the head-puck
size_t headPuckIndex = _validTrackedObjects.size() - 1;
controller::Pose headPuckPose = _validTrackedObjects[headPuckIndex].second;
// AJT: TODO: handle case were forward is parallel with UNIT_Y.
glm::vec3 forward = headPuckPose.rotation * -Vectors::UNIT_Z;
glm::vec3 x = glm::normalize(glm::cross(Vectors::UNIT_Y, forward));
glm::vec3 z = glm::normalize(glm::cross(x, Vectors::UNIT_Y));
glm::mat3 centerEyeRotMat(x, Vectors::UNIT_Y, z);
glm::vec3 centerEyeTrans = headPuckPose.translation + centerEyeRotMat * -glm::vec3(0.0f, _headPuckYOffset, _headPuckZOffset);
glm::mat4 E_s(glm::vec4(centerEyeRotMat[0], 0.0f),
glm::vec4(centerEyeRotMat[1], 0.0f),
glm::vec4(centerEyeRotMat[2], 0.0f),
glm::vec4(centerEyeTrans, 1.0f));
return E_s * glm::inverse(E_a);
}
void ViveControllerManager::InputDevice::partitionTouchpad(int sButton, int xAxis, int yAxis, int centerPseudoButton, int xPseudoButton, int yPseudoButton) {
// Populate the L/RS_CENTER/OUTER pseudo buttons, corresponding to a partition of the L/RS space based on the X/Y values.
const float CENTER_DEADBAND = 0.6f;
const float DIAGONAL_DIVIDE_IN_RADIANS = PI / 4.0f;
if (_buttonPressedMap.find(sButton) != _buttonPressedMap.end()) {
float absX = abs(_axisStateMap[xAxis].value);
float absY = abs(_axisStateMap[yAxis].value);
glm::vec2 cartesianQuadrantI(absX, absY);
float angle = glm::atan(cartesianQuadrantI.y / cartesianQuadrantI.x);
float radius = glm::length(cartesianQuadrantI);
bool isCenter = radius < CENTER_DEADBAND;
_buttonPressedMap.insert(isCenter ? centerPseudoButton : ((angle < DIAGONAL_DIVIDE_IN_RADIANS) ? xPseudoButton :yPseudoButton));
}
}
void ViveControllerManager::InputDevice::focusOutEvent() {
_axisStateMap.clear();
_buttonPressedMap.clear();
};
// These functions do translation from the Steam IDs to the standard controller IDs
void ViveControllerManager::InputDevice::handleAxisEvent(float deltaTime, uint32_t axis, float x, float y, bool isLeftHand) {
//FIX ME? It enters here every frame: probably we want to enter only if an event occurs
axis += vr::k_EButton_Axis0;
using namespace controller;
if (axis == vr::k_EButton_SteamVR_Touchpad) {
glm::vec2 stick(x, y);
if (isLeftHand) {
stick = _filteredLeftStick.process(deltaTime, stick);
} else {
stick = _filteredRightStick.process(deltaTime, stick);
}
_axisStateMap[isLeftHand ? LX : RX].value = stick.x;
_axisStateMap[isLeftHand ? LY : RY].value = stick.y;
} else if (axis == vr::k_EButton_SteamVR_Trigger) {
_axisStateMap[isLeftHand ? LT : RT].value = x;
// The click feeling on the Vive controller trigger represents a value of *precisely* 1.0,
// so we can expose that as an additional button
if (x >= 1.0f) {
_buttonPressedMap.insert(isLeftHand ? LT_CLICK : RT_CLICK);
}
}
}
// An enum for buttons which do not exist in the StandardControls enum
enum ViveButtonChannel {
LEFT_APP_MENU = controller::StandardButtonChannel::NUM_STANDARD_BUTTONS,
RIGHT_APP_MENU
};
void ViveControllerManager::InputDevice::printDeviceTrackingResultChange(uint32_t deviceIndex) {
if (_nextSimPoseData.vrPoses[deviceIndex].eTrackingResult != _lastSimPoseData.vrPoses[deviceIndex].eTrackingResult) {
qDebug() << "OpenVR: Device" << deviceIndex << "Tracking Result changed from" <<
deviceTrackingResultToString(_lastSimPoseData.vrPoses[deviceIndex].eTrackingResult)
<< "to" << deviceTrackingResultToString(_nextSimPoseData.vrPoses[deviceIndex].eTrackingResult);
}
}
bool ViveControllerManager::InputDevice::checkForCalibrationEvent() {
auto endOfMap = _buttonPressedMap.end();
auto leftTrigger = _buttonPressedMap.find(controller::LT);
auto rightTrigger = _buttonPressedMap.find(controller::RT);
auto leftAppButton = _buttonPressedMap.find(LEFT_APP_MENU);
auto rightAppButton = _buttonPressedMap.find(RIGHT_APP_MENU);
return ((leftTrigger != endOfMap && leftAppButton != endOfMap) && (rightTrigger != endOfMap && rightAppButton != endOfMap));
}
// These functions do translation from the Steam IDs to the standard controller IDs
void ViveControllerManager::InputDevice::handleButtonEvent(float deltaTime, uint32_t button, bool pressed, bool touched, bool isLeftHand) {
using namespace controller;
if (pressed) {
if (button == vr::k_EButton_ApplicationMenu) {
_buttonPressedMap.insert(isLeftHand ? LEFT_APP_MENU : RIGHT_APP_MENU);
} else if (button == vr::k_EButton_Grip) {
_axisStateMap[isLeftHand ? LEFT_GRIP : RIGHT_GRIP].value = 1.0f;
} else if (button == vr::k_EButton_SteamVR_Trigger) {
_buttonPressedMap.insert(isLeftHand ? LT : RT);
} else if (button == vr::k_EButton_SteamVR_Touchpad) {
_buttonPressedMap.insert(isLeftHand ? LS : RS);
}
} else {
if (button == vr::k_EButton_Grip) {
_axisStateMap[isLeftHand ? LEFT_GRIP : RIGHT_GRIP].value = 0.0f;
}
}
if (touched) {
if (button == vr::k_EButton_SteamVR_Touchpad) {
_buttonPressedMap.insert(isLeftHand ? LS_TOUCH : RS_TOUCH);
}
}
}
void ViveControllerManager::InputDevice::handleHeadPoseEvent(const controller::InputCalibrationData& inputCalibrationData, const mat4& mat,
const vec3& linearVelocity, const vec3& angularVelocity) {
//perform a 180 flip to make the HMD face the +z instead of -z, beacuse the head faces +z
glm::mat4 matYFlip = mat * Matrices::Y_180;
controller::Pose pose(extractTranslation(matYFlip), glmExtractRotation(matYFlip), linearVelocity, angularVelocity);
glm::mat4 defaultHeadOffset;
if (inputCalibrationData.hmdAvatarAlignmentType == controller::HmdAvatarAlignmentType::Eyes) {
// align the eyes of the user with the eyes of the avatar
defaultHeadOffset = glm::inverse(inputCalibrationData.defaultCenterEyeMat) * inputCalibrationData.defaultHeadMat;
} else {
// align the head of the user with the head of the avatar
defaultHeadOffset = createMatFromQuatAndPos(Quaternions::IDENTITY, -DEFAULT_AVATAR_HEAD_TO_MIDDLE_EYE_OFFSET);
}
glm::mat4 sensorToAvatar = glm::inverse(inputCalibrationData.avatarMat) * inputCalibrationData.sensorToWorldMat;
_poseStateMap[controller::HEAD] = pose.postTransform(defaultHeadOffset).transform(sensorToAvatar);
}
void ViveControllerManager::InputDevice::handlePoseEvent(float deltaTime, const controller::InputCalibrationData& inputCalibrationData,
const mat4& mat, const vec3& linearVelocity,
const vec3& angularVelocity, bool isLeftHand) {
auto pose = openVrControllerPoseToHandPose(isLeftHand, mat, linearVelocity, angularVelocity);
// transform into avatar frame
glm::mat4 controllerToAvatar = glm::inverse(inputCalibrationData.avatarMat) * inputCalibrationData.sensorToWorldMat;
_poseStateMap[isLeftHand ? controller::LEFT_HAND : controller::RIGHT_HAND] = pose.transform(controllerToAvatar);
}
bool ViveControllerManager::InputDevice::triggerHapticPulse(float strength, float duration, controller::Hand hand) {
Locker locker(_lock);
if (hand == controller::BOTH || hand == controller::LEFT) {
if (strength == 0.0f) {
_leftHapticStrength = 0.0f;
_leftHapticDuration = 0.0f;
} else {
_leftHapticStrength = (duration > _leftHapticDuration) ? strength : _leftHapticStrength;
_leftHapticDuration = std::max(duration, _leftHapticDuration);
}
}
if (hand == controller::BOTH || hand == controller::RIGHT) {
if (strength == 0.0f) {
_rightHapticStrength = 0.0f;
_rightHapticDuration = 0.0f;
} else {
_rightHapticStrength = (duration > _rightHapticDuration) ? strength : _rightHapticStrength;
_rightHapticDuration = std::max(duration, _rightHapticDuration);
}
}
return true;
}
void ViveControllerManager::InputDevice::hapticsHelper(float deltaTime, bool leftHand) {
auto handRole = leftHand ? vr::TrackedControllerRole_LeftHand : vr::TrackedControllerRole_RightHand;
auto deviceIndex = _system->GetTrackedDeviceIndexForControllerRole(handRole);
if (_system->IsTrackedDeviceConnected(deviceIndex) &&
_system->GetTrackedDeviceClass(deviceIndex) == vr::TrackedDeviceClass_Controller &&
_nextSimPoseData.vrPoses[deviceIndex].bPoseIsValid) {
float strength = leftHand ? _leftHapticStrength : _rightHapticStrength;
float duration = leftHand ? _leftHapticDuration : _rightHapticDuration;
// Vive Controllers only support duration up to 4 ms, which is short enough that any variation feels more like strength
const float MAX_HAPTIC_TIME = 3999.0f; // in microseconds
float hapticTime = strength * MAX_HAPTIC_TIME;
if (hapticTime < duration * 1000.0f) {
_system->TriggerHapticPulse(deviceIndex, 0, hapticTime);
}
float remainingHapticTime = duration - (hapticTime / 1000.0f + deltaTime * 1000.0f); // in milliseconds
if (leftHand) {
_leftHapticDuration = remainingHapticTime;
} else {
_rightHapticDuration = remainingHapticTime;
}
}
}
void ViveControllerManager::InputDevice::calibrateLeftHand(const glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration, PuckPosePair& handPair) {
controller::Pose& handPose = handPair.second;
glm::vec3 handPoseZAxis = handPose.getRotation() * glm::vec3(0.0f, 0.0f, 1.0f);
glm::vec3 referenceHandYAxis = transformVectorFast(defaultToReferenceMat * inputCalibration.defaultLeftHand, glm::vec3(0.0f, 1.0f, 0.0f));
const float EPSILON = 1.0e-4f;
if (fabsf(fabsf(glm::dot(glm::normalize(referenceHandYAxis), glm::normalize(handPoseZAxis))) - 1.0f) < EPSILON) {
handPoseZAxis = glm::vec3(0.0f, 0.0f, 1.0f);
}
// This allows the user to not have to match the t-pose exactly. We assume that the y facing of the hand lies in the plane of the puck.
// Where the plane of the puck is defined by the the local z-axis of the puck, which is pointing out of the camera mount on the bottom of the puck.
glm::vec3 zPrime = handPoseZAxis;
glm::vec3 xPrime = glm::normalize(glm::cross(referenceHandYAxis, handPoseZAxis));
glm::vec3 yPrime = glm::normalize(glm::cross(zPrime, xPrime));
glm::mat4 newHandMat = glm::mat4(glm::vec4(xPrime, 0.0f), glm::vec4(yPrime, 0.0f),
glm::vec4(zPrime, 0.0f), glm::vec4(0.0f, 0.0f, 0.0f, 1.0f));
glm::quat initialRot = handPose.getRotation();
glm::quat postOffsetRot = glm::inverse(initialRot) * glmExtractRotation(newHandMat);
glm::vec3 postOffsetTrans = postOffsetRot * -glm::vec3(0.0f, _handPuckYOffset, _handPuckZOffset);
glm::mat4 postOffsetMat = createMatFromQuatAndPos(postOffsetRot, postOffsetTrans);
_jointToPuckMap[controller::LEFT_HAND] = handPair.first;
_pucksPostOffset[handPair.first] = postOffsetMat;
}
void ViveControllerManager::InputDevice::calibrateRightHand(const glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration, PuckPosePair& handPair) {
controller::Pose& handPose = handPair.second;
glm::vec3 handPoseZAxis = handPose.getRotation() * glm::vec3(0.0f, 0.0f, 1.0f);
glm::vec3 referenceHandYAxis = transformVectorFast(defaultToReferenceMat * inputCalibration.defaultRightHand, glm::vec3(0.0f, 1.0f, 0.0f));
const float EPSILON = 1.0e-4f;
if (fabsf(fabsf(glm::dot(glm::normalize(referenceHandYAxis), glm::normalize(handPoseZAxis))) - 1.0f) < EPSILON) {
handPoseZAxis = glm::vec3(0.0f, 0.0f, 1.0f);
}
// This allows the user to not have to match the t-pose exactly. We assume that the y facing of the hand lies in the plane of the puck.
// Where the plane of the puck is defined by the the local z-axis of the puck, which is facing out of the vive logo/power button.
glm::vec3 zPrime = handPoseZAxis;
glm::vec3 xPrime = glm::normalize(glm::cross(referenceHandYAxis, handPoseZAxis));
glm::vec3 yPrime = glm::normalize(glm::cross(zPrime, xPrime));
glm::mat4 newHandMat = glm::mat4(glm::vec4(xPrime, 0.0f), glm::vec4(yPrime, 0.0f),
glm::vec4(zPrime, 0.0f), glm::vec4(0.0f, 0.0f, 0.0f, 1.0f));
glm::quat initialRot = handPose.getRotation();
glm::quat postOffsetRot = glm::inverse(initialRot) * glmExtractRotation(newHandMat);
glm::vec3 postOffsetTrans = postOffsetRot * -glm::vec3(0.0f, _handPuckYOffset, _handPuckZOffset);
glm::mat4 postOffsetMat = createMatFromQuatAndPos(postOffsetRot, postOffsetTrans);
_jointToPuckMap[controller::RIGHT_HAND] = handPair.first;
_pucksPostOffset[handPair.first] = postOffsetMat;
}
void ViveControllerManager::InputDevice::calibrateFeet(const glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration) {
glm::vec3 headXAxis = getReferenceHeadXAxis(defaultToReferenceMat, inputCalibration.defaultHeadMat);
glm::vec3 headPosition = getReferenceHeadPosition(defaultToReferenceMat, inputCalibration.defaultHeadMat);
auto& firstFoot = _validTrackedObjects[FIRST_FOOT];
auto& secondFoot = _validTrackedObjects[SECOND_FOOT];
controller::Pose& firstFootPose = firstFoot.second;
controller::Pose& secondFootPose = secondFoot.second;
if (determineLimbOrdering(firstFootPose, secondFootPose, headXAxis, headPosition)) {
calibrateFoot(defaultToReferenceMat, inputCalibration, firstFoot, true);
calibrateFoot(defaultToReferenceMat, inputCalibration, secondFoot, false);
} else {
calibrateFoot(defaultToReferenceMat, inputCalibration, secondFoot, true);
calibrateFoot(defaultToReferenceMat, inputCalibration, firstFoot, false);
}
}
void ViveControllerManager::InputDevice::calibrateFoot(const glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration, PuckPosePair& footPair, bool isLeftFoot){
controller::Pose footPose = footPair.second;
glm::mat4 puckPoseMat = createMatFromQuatAndPos(footPose.getRotation(), footPose.getTranslation());
glm::mat4 defaultFoot = isLeftFoot ? inputCalibration.defaultLeftFoot : inputCalibration.defaultRightFoot;
glm::mat4 footOffset = computeOffset(defaultToReferenceMat, defaultFoot, footPose);
glm::quat rotationOffset = glmExtractRotation(footOffset);
glm::vec3 translationOffset = extractTranslation(footOffset);
glm::vec3 localXAxisInPuckFrame = glm::normalize(transformVectorFast(glm::inverse(puckPoseMat) * defaultToReferenceMat, glm::vec3(-1.0f, 0.0f, 0.0f)));
float distance = glm::dot(translationOffset, localXAxisInPuckFrame);
// We ensure the offset vector lies in the sagittal plane of the avatar.
// This helps prevent wide or narrow stances due to the user not matching the t-pose perfectly.
glm::vec3 finalTranslation = translationOffset - (distance * localXAxisInPuckFrame);
glm::mat4 finalOffset = createMatFromQuatAndPos(rotationOffset, finalTranslation);
if (isLeftFoot) {
_jointToPuckMap[controller::LEFT_FOOT] = footPair.first;
_pucksPostOffset[footPair.first] = finalOffset;
} else {
_jointToPuckMap[controller::RIGHT_FOOT] = footPair.first;
_pucksPostOffset[footPair.first] = finalOffset;
}
}
void ViveControllerManager::InputDevice::calibrateHips(const glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration) {
_jointToPuckMap[controller::HIPS] = _validTrackedObjects[HIP].first;
_pucksPostOffset[_validTrackedObjects[HIP].first] = computeOffset(defaultToReferenceMat, inputCalibration.defaultHips, _validTrackedObjects[HIP].second);
}
void ViveControllerManager::InputDevice::calibrateChest(const glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration) {
_jointToPuckMap[controller::SPINE2] = _validTrackedObjects[CHEST].first;
_pucksPostOffset[_validTrackedObjects[CHEST].first] = computeOffset(defaultToReferenceMat, inputCalibration.defaultSpine2, _validTrackedObjects[CHEST].second);
}
// y axis comes out of puck usb port/green light
// -z axis comes out of puck center/vive logo
static glm::vec3 computeUserShoulderPositionFromMeasurements(float armCirc, float shoulderSpan, const glm::mat4& headMat, const controller::Pose& armPuck, bool isLeftHand) {
float armRadius = armCirc / TWO_PI;
float sign = isLeftHand ? 1.0f : -1.0f;
float localArmX = sign * shoulderSpan / 2.0f;
controller::Pose localPuck = armPuck.transform(glm::inverse(headMat));
glm::mat4 localPuckMat = localPuck.getMatrix();
glm::vec3 localArmCenter = extractTranslation(localPuckMat) + armRadius * transformVectorFast(localPuckMat, Vectors::UNIT_Z);
return transformPoint(headMat, glm::vec3(localArmX, localArmCenter.y, localArmCenter.z));
}
void ViveControllerManager::InputDevice::calibrateShoulders(const glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration,
int firstShoulderIndex, int secondShoulderIndex) {
const PuckPosePair& firstShoulder = _validTrackedObjects[firstShoulderIndex];
const PuckPosePair& secondShoulder = _validTrackedObjects[secondShoulderIndex];
const controller::Pose& firstShoulderPose = firstShoulder.second;
const controller::Pose& secondShoulderPose = secondShoulder.second;
glm::mat4 refLeftArm = defaultToReferenceMat * inputCalibration.defaultLeftArm;
glm::mat4 refRightArm = defaultToReferenceMat * inputCalibration.defaultRightArm;
glm::mat4 userRefLeftArm = refLeftArm;
glm::mat4 userRefRightArm = refRightArm;
glm::mat4 headMat = defaultToReferenceMat * inputCalibration.defaultHeadMat;
if (firstShoulderPose.translation.x < secondShoulderPose.translation.x) {
_jointToPuckMap[controller::LEFT_ARM] = firstShoulder.first;
_jointToPuckMap[controller::RIGHT_ARM] = secondShoulder.first;
glm::vec3 leftPos = computeUserShoulderPositionFromMeasurements(_armCircumference, _shoulderWidth, headMat, firstShoulderPose, true);
userRefLeftArm[3] = glm::vec4(leftPos, 1.0f);
glm::vec3 rightPos = computeUserShoulderPositionFromMeasurements(_armCircumference, _shoulderWidth, headMat, secondShoulderPose, false);
userRefRightArm[3] = glm::vec4(rightPos, 1.0f);
// compute the post offset from the userRefArm
_pucksPostOffset[firstShoulder.first] = computeOffset(Matrices::IDENTITY, userRefLeftArm, firstShoulderPose);
_pucksPostOffset[secondShoulder.first] = computeOffset(Matrices::IDENTITY, userRefRightArm, secondShoulderPose);
// compute the pre offset from the diff between userRefArm and refArm transforms.
// as an optimization we don't do a full inverse, but subtract the translations.
_pucksPreOffset[firstShoulder.first] = createMatFromQuatAndPos(glm::quat(), extractTranslation(userRefLeftArm) - extractTranslation(refLeftArm));
_pucksPreOffset[secondShoulder.first] = createMatFromQuatAndPos(glm::quat(), extractTranslation(userRefRightArm) - extractTranslation(refRightArm));
} else {
_jointToPuckMap[controller::LEFT_ARM] = secondShoulder.first;
_jointToPuckMap[controller::RIGHT_ARM] = firstShoulder.first;
glm::vec3 leftPos = computeUserShoulderPositionFromMeasurements(_armCircumference, _shoulderWidth, headMat, secondShoulderPose, true);
userRefLeftArm[3] = glm::vec4(leftPos, 1.0f);
glm::vec3 rightPos = computeUserShoulderPositionFromMeasurements(_armCircumference, _shoulderWidth, headMat, firstShoulderPose, false);
userRefRightArm[3] = glm::vec4(rightPos, 1.0f);
// compute the post offset from the userRefArm
_pucksPostOffset[secondShoulder.first] = computeOffset(Matrices::IDENTITY, userRefLeftArm, secondShoulderPose);
_pucksPostOffset[firstShoulder.first] = computeOffset(Matrices::IDENTITY, userRefRightArm, firstShoulderPose);
// compute the pre offset from the diff between userRefArm and refArm transforms.
// as an optimization we don't do a full inverse, but subtract the translations.
_pucksPreOffset[secondShoulder.first] = createMatFromQuatAndPos(glm::quat(), extractTranslation(userRefLeftArm) - extractTranslation(refLeftArm));
_pucksPreOffset[firstShoulder.first] = createMatFromQuatAndPos(glm::quat(), extractTranslation(userRefRightArm) - extractTranslation(refRightArm));
}
}
void ViveControllerManager::InputDevice::calibrateHead(const glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration) {
size_t headIndex = _validTrackedObjects.size() - 1;
const PuckPosePair& head = _validTrackedObjects[headIndex];
_jointToPuckMap[controller::HEAD] = head.first;
_pucksPostOffset[head.first] = computeOffset(defaultToReferenceMat, inputCalibration.defaultHeadMat, head.second);
}
QString ViveControllerManager::InputDevice::configToString(Config config) {
return _configStringMap[config];
}
void ViveControllerManager::InputDevice::setConfigFromString(const QString& value) {
if (value == "None") {
_preferedConfig = Config::None;
} else if (value == "Feet") {
_preferedConfig = Config::Feet;
} else if (value == "FeetAndHips") {
_preferedConfig = Config::FeetAndHips;
} else if (value == "FeetHipsAndChest") {
_preferedConfig = Config::FeetHipsAndChest;
} else if (value == "FeetHipsAndShoulders") {
_preferedConfig = Config::FeetHipsAndShoulders;
} else if (value == "FeetHipsChestAndShoulders") {
_preferedConfig = Config::FeetHipsChestAndShoulders;
}
}
/**jsdoc
* <p>The <code>Controller.Hardware.Vive</code> object has properties representing the Vive. The property values are integer
* IDs, uniquely identifying each output. <em>Read-only.</em></p>
* <p>These outputs can be mapped to actions or functions or <code>Controller.Standard</code> items in a {@link RouteObject}
* mapping.</p>
* <table>
* <thead>
* <tr><th>Property</th><th>Type</th><th>Data</th><th>Description</th></tr>
* </thead>
* <tbody>
* <tr><td colspan="4"><strong>Buttons</strong></td></tr>
* <tr><td><code>LeftApplicationMenu</code></td><td>number</td><td>number</td><td>Left application menu button pressed.
* </td></tr>
* <tr><td><code>RightApplicationMenu</code></td><td>number</td><td>number</td><td>Right application menu button pressed.
* </td></tr>
* <tr><td colspan="4"><strong>Touch Pad (Sticks)</strong></td></tr>
* <tr><td><code>LX</code></td><td>number</td><td>number</td><td>Left touch pad x-axis scale.</td></tr>
* <tr><td><code>LY</code></td><td>number</td><td>number</td><td>Left touch pad y-axis scale.</td></tr>
* <tr><td><code>RX</code></td><td>number</td><td>number</td><td>Right stick x-axis scale.</td></tr>
* <tr><td><code>RY</code></td><td>number</td><td>number</td><td>Right stick y-axis scale.</td></tr>
* <tr><td><code>LS</code></td><td>number</td><td>number</td><td>Left touch pad pressed.</td></tr>
* <tr><td><code>LSCenter</code></td><td>number</td><td>number</td><td>Left touch pad center pressed.</td></tr>
* <tr><td><code>LSX</code></td><td>number</td><td>number</td><td>Left touch pad pressed x-coordinate.</td></tr>
* <tr><td><code>LSY</code></td><td>number</td><td>number</td><td>Left touch pad pressed y-coordinate.</td></tr>
* <tr><td><code>RS</code></td><td>number</td><td>number</td><td>Right touch pad pressed.</td></tr>
* <tr><td><code>RSCenter</code></td><td>number</td><td>number</td><td>Right touch pad center pressed.</td></tr>
* <tr><td><code>RSX</code></td><td>number</td><td>number</td><td>Right touch pad pressed x-coordinate.</td></tr>
* <tr><td><code>RSY</code></td><td>number</td><td>number</td><td>Right touch pad pressed y-coordinate.</td></tr>
* <tr><td><code>LSTouch</code></td><td>number</td><td>number</td><td>Left touch pad is touched.</td></tr>
* <tr><td><code>RSTouch</code></td><td>number</td><td>number</td><td>Right touch pad is touched.</td></tr>
* <tr><td colspan="4"><strong>Triggers</strong></td></tr>
* <tr><td><code>LT</code></td><td>number</td><td>number</td><td>Left trigger scale.</td></tr>
* <tr><td><code>RT</code></td><td>number</td><td>number</td><td>Right trigger scale.</td></tr>
* <tr><td><code>LTClick</code></td><td>number</td><td>number</td><td>Left trigger click.</td></tr>
* <tr><td><code>RTClick</code></td><td>number</td><td>number</td><td>Right trigger click.</td></tr>
* <tr><td><code>LeftGrip</code></td><td>number</td><td>number</td><td>Left grip scale.</td></tr>
* <tr><td><code>RightGrip</code></td><td>number</td><td>number</td><td>Right grip scale.</td></tr>
* <tr><td colspan="4"><strong>Avatar Skeleton</strong></td></tr>
* <tr><td><code>Hips</code></td><td>number</td><td>{@link Pose}</td><td>Hips pose.</td></tr>
* <tr><td><code>Spine2</code></td><td>number</td><td>{@link Pose}</td><td>Spine2 pose.</td></tr>
* <tr><td><code>Head</code></td><td>number</td><td>{@link Pose}</td><td>Head pose.</td></tr>
* <tr><td><code>LeftArm</code></td><td>number</td><td>{@link Pose}</td><td>Left arm pose.</td></tr>
* <tr><td><code>RightArm</code></td><td>number</td><td>{@link Pose}</td><td>Right arm pose</td></tr>
* <tr><td><code>LeftHand</code></td><td>number</td><td>{@link Pose}</td><td>Left hand pose.</td></tr>
* <tr><td><code>RightHand</code></td><td>number</td><td>{@link Pose}</td><td>Right hand pose.</td></tr>
* <tr><td colspan="4"><strong>Trackers</strong></td></tr>
* <tr><td><code>TrackedObject00</code></td><td>number</td><td>{@link Pose}</td><td>Tracker 0 pose.</td></tr>
* <tr><td><code>TrackedObject01</code></td><td>number</td><td>{@link Pose}</td><td>Tracker 1 pose.</td></tr>
* <tr><td><code>TrackedObject02</code></td><td>number</td><td>{@link Pose}</td><td>Tracker 2 pose.</td></tr>
* <tr><td><code>TrackedObject03</code></td><td>number</td><td>{@link Pose}</td><td>Tracker 3 pose.</td></tr>
* <tr><td><code>TrackedObject04</code></td><td>number</td><td>{@link Pose}</td><td>Tracker 4 pose.</td></tr>
* <tr><td><code>TrackedObject05</code></td><td>number</td><td>{@link Pose}</td><td>Tracker 5 pose.</td></tr>
* <tr><td><code>TrackedObject06</code></td><td>number</td><td>{@link Pose}</td><td>Tracker 6 pose.</td></tr>
* <tr><td><code>TrackedObject07</code></td><td>number</td><td>{@link Pose}</td><td>Tracker 7 pose.</td></tr>
* <tr><td><code>TrackedObject08</code></td><td>number</td><td>{@link Pose}</td><td>Tracker 8 pose.</td></tr>
* <tr><td><code>TrackedObject09</code></td><td>number</td><td>{@link Pose}</td><td>Tracker 9 pose.</td></tr>
* <tr><td><code>TrackedObject10</code></td><td>number</td><td>{@link Pose}</td><td>Tracker 10 pose.</td></tr>
* <tr><td><code>TrackedObject11</code></td><td>number</td><td>{@link Pose}</td><td>Tracker 11 pose.</td></tr>
* <tr><td><code>TrackedObject12</code></td><td>number</td><td>{@link Pose}</td><td>Tracker 12 pose.</td></tr>
* <tr><td><code>TrackedObject13</code></td><td>number</td><td>{@link Pose}</td><td>Tracker 13 pose.</td></tr>
* <tr><td><code>TrackedObject14</code></td><td>number</td><td>{@link Pose}</td><td>Tracker 14 pose.</td></tr>
* <tr><td><code>TrackedObject15</code></td><td>number</td><td>{@link Pose}</td><td>Tracker 15 pose.</td></tr>
* </tbody>
* </table>
* @typedef {object} Controller.Hardware-Vive
*/
controller::Input::NamedVector ViveControllerManager::InputDevice::getAvailableInputs() const {
using namespace controller;
QVector<Input::NamedPair> availableInputs{
// Trackpad analogs
makePair(LX, "LX"),
makePair(LY, "LY"),
makePair(RX, "RX"),
makePair(RY, "RY"),
// capacitive touch on the touch pad
makePair(LS_TOUCH, "LSTouch"),
makePair(RS_TOUCH, "RSTouch"),
// touch pad press
makePair(LS, "LS"),
makePair(RS, "RS"),
// Differentiate where we are in the touch pad click
makePair(LS_CENTER, "LSCenter"),
makePair(LS_X, "LSX"),
makePair(LS_Y, "LSY"),
makePair(RS_CENTER, "RSCenter"),
makePair(RS_X, "RSX"),
makePair(RS_Y, "RSY"),
// triggers
makePair(LT, "LT"),
makePair(RT, "RT"),
// Trigger clicks
makePair(LT_CLICK, "LTClick"),
makePair(RT_CLICK, "RTClick"),
// low profile side grip button.
makePair(LEFT_GRIP, "LeftGrip"),
makePair(RIGHT_GRIP, "RightGrip"),
// 3d location of left controller and fingers
makePair(LEFT_HAND, "LeftHand"),
makePair(LEFT_HAND_THUMB1, "LeftHandThumb1"),
makePair(LEFT_HAND_THUMB2, "LeftHandThumb2"),
makePair(LEFT_HAND_THUMB3, "LeftHandThumb3"),
makePair(LEFT_HAND_THUMB4, "LeftHandThumb4"),
makePair(LEFT_HAND_INDEX1, "LeftHandIndex1"),
makePair(LEFT_HAND_INDEX2, "LeftHandIndex2"),
makePair(LEFT_HAND_INDEX3, "LeftHandIndex3"),
makePair(LEFT_HAND_INDEX4, "LeftHandIndex4"),
makePair(LEFT_HAND_MIDDLE1, "LeftHandMiddle1"),
makePair(LEFT_HAND_MIDDLE2, "LeftHandMiddle2"),
makePair(LEFT_HAND_MIDDLE3, "LeftHandMiddle3"),
makePair(LEFT_HAND_MIDDLE4, "LeftHandMiddle4"),
makePair(LEFT_HAND_RING1, "LeftHandRing1"),
makePair(LEFT_HAND_RING2, "LeftHandRing2"),
makePair(LEFT_HAND_RING3, "LeftHandRing3"),
makePair(LEFT_HAND_RING4, "LeftHandRing4"),
makePair(LEFT_HAND_PINKY1, "LeftHandPinky1"),
makePair(LEFT_HAND_PINKY2, "LeftHandPinky2"),
makePair(LEFT_HAND_PINKY3, "LeftHandPinky3"),
makePair(LEFT_HAND_PINKY4, "LeftHandPinky4"),
// 3d location of right controller and fingers
makePair(RIGHT_HAND, "RightHand"),
makePair(RIGHT_HAND_THUMB1, "RightHandThumb1"),
makePair(RIGHT_HAND_THUMB2, "RightHandThumb2"),
makePair(RIGHT_HAND_THUMB3, "RightHandThumb3"),
makePair(RIGHT_HAND_THUMB4, "RightHandThumb4"),
makePair(RIGHT_HAND_INDEX1, "RightHandIndex1"),
makePair(RIGHT_HAND_INDEX2, "RightHandIndex2"),
makePair(RIGHT_HAND_INDEX3, "RightHandIndex3"),
makePair(RIGHT_HAND_INDEX4, "RightHandIndex4"),
makePair(RIGHT_HAND_MIDDLE1, "RightHandMiddle1"),
makePair(RIGHT_HAND_MIDDLE2, "RightHandMiddle2"),
makePair(RIGHT_HAND_MIDDLE3, "RightHandMiddle3"),
makePair(RIGHT_HAND_MIDDLE4, "RightHandMiddle4"),
makePair(RIGHT_HAND_RING1, "RightHandRing1"),
makePair(RIGHT_HAND_RING2, "RightHandRing2"),
makePair(RIGHT_HAND_RING3, "RightHandRing3"),
makePair(RIGHT_HAND_RING4, "RightHandRing4"),
makePair(RIGHT_HAND_PINKY1, "RightHandPinky1"),
makePair(RIGHT_HAND_PINKY2, "RightHandPinky2"),
makePair(RIGHT_HAND_PINKY3, "RightHandPinky3"),
makePair(RIGHT_HAND_PINKY4, "RightHandPinky4"),
makePair(LEFT_FOOT, "LeftFoot"),
makePair(RIGHT_FOOT, "RightFoot"),
makePair(HIPS, "Hips"),
makePair(SPINE2, "Spine2"),
makePair(HEAD, "Head"),
makePair(LEFT_ARM, "LeftArm"),
makePair(RIGHT_ARM, "RightArm"),
makePair(LEFT_EYE, "LeftEye"),
makePair(RIGHT_EYE, "RightEye"),
makePair(EYEBLINK_L, "EyeBlink_L"),
makePair(EYEBLINK_R, "EyeBlink_R"),
// 16 tracked poses
makePair(TRACKED_OBJECT_00, "TrackedObject00"),
makePair(TRACKED_OBJECT_01, "TrackedObject01"),
makePair(TRACKED_OBJECT_02, "TrackedObject02"),
makePair(TRACKED_OBJECT_03, "TrackedObject03"),
makePair(TRACKED_OBJECT_04, "TrackedObject04"),
makePair(TRACKED_OBJECT_05, "TrackedObject05"),
makePair(TRACKED_OBJECT_06, "TrackedObject06"),
makePair(TRACKED_OBJECT_07, "TrackedObject07"),
makePair(TRACKED_OBJECT_08, "TrackedObject08"),
makePair(TRACKED_OBJECT_09, "TrackedObject09"),
makePair(TRACKED_OBJECT_10, "TrackedObject10"),
makePair(TRACKED_OBJECT_11, "TrackedObject11"),
makePair(TRACKED_OBJECT_12, "TrackedObject12"),
makePair(TRACKED_OBJECT_13, "TrackedObject13"),
makePair(TRACKED_OBJECT_14, "TrackedObject14"),
makePair(TRACKED_OBJECT_15, "TrackedObject15"),
// app button above trackpad.
Input::NamedPair(Input(_deviceID, LEFT_APP_MENU, ChannelType::BUTTON), "LeftApplicationMenu"),
Input::NamedPair(Input(_deviceID, RIGHT_APP_MENU, ChannelType::BUTTON), "RightApplicationMenu"),
};
return availableInputs;
}
QString ViveControllerManager::InputDevice::getDefaultMappingConfig() const {
static const QString MAPPING_JSON = PathUtils::resourcesPath() + "/controllers/vive.json";
return MAPPING_JSON;
}