//// 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 <PerfStat.h>#include <PathUtils.h>#include <GeometryCache.h>#include <gpu/Batch.h>#include <gpu/Context.h>#include <DeferredLightingEffect.h>#include <display-plugins/openvr/OpenVrHelpers.h>#include <NumericalConstants.h>#include <plugins/PluginContainer.h>#include <UserActivityLogger.h> #include <controllers/UserInputMapper.h> #include <controllers/StandardControls.h> #ifdef Q_OS_WINextern vr::IVRSystem* _hmd;extern int hmdRefCount;extern vr::TrackedDevicePose_t _trackedDevicePose[vr::k_unMaxTrackedDeviceCount];extern mat4 _trackedDevicePoseMat4[vr::k_unMaxTrackedDeviceCount];#endif const float CONTROLLER_LENGTH_OFFSET = 0.0762f; // three inchesconst QString CONTROLLER_MODEL_STRING = "vr_controller_05_wireless_b"; const QString ViveControllerManager::NAME = "OpenVR"; const QString MENU_PARENT = "Avatar";const QString MENU_NAME = "Vive Controllers";const QString MENU_PATH = MENU_PARENT + ">" + MENU_NAME;const QString RENDER_CONTROLLERS = "Render Hand Controllers"; static std::shared_ptr<ViveControllerManager> instance; ViveControllerManager::ViveControllerManager() : InputDevice("Vive"), _trackedControllers(0), _modelLoaded(false), _leftHandRenderID(0), _rightHandRenderID(0), _renderControllers(false){ instance = std::shared_ptr<ViveControllerManager>(this);} bool ViveControllerManager::isSupported() const {#ifdef Q_OS_WIN bool success = vr::VR_IsHmdPresent(); if (success) { vr::HmdError eError = vr::HmdError_None; auto hmd = vr::VR_Init(&eError); success = (hmd != nullptr); vr::VR_Shutdown(); } return success;#else return false;#endif} void ViveControllerManager::activate() { InputPlugin::activate();#ifdef Q_OS_WIN CONTAINER->addMenu(MENU_PATH); CONTAINER->addMenuItem(MENU_PATH, RENDER_CONTROLLERS, [this] (bool clicked) { this->setRenderControllers(clicked); }, true, true); hmdRefCount++; if (!_hmd) { vr::HmdError eError = vr::HmdError_None; _hmd = vr::VR_Init(&eError); Q_ASSERT(eError == vr::HmdError_None); } Q_ASSERT(_hmd); vr::RenderModel_t model; if (!_hmd->LoadRenderModel(CONTROLLER_MODEL_STRING.toStdString().c_str(), &model)) { qDebug() << QString("Unable to load render model %1\n").arg(CONTROLLER_MODEL_STRING); } else { model::Mesh* mesh = new model::Mesh(); model::MeshPointer meshPtr(mesh); _modelGeometry.setMesh(meshPtr); auto indexBuffer = new gpu::Buffer(3 * model.unTriangleCount * sizeof(uint16_t), (gpu::Byte*)model.rIndexData); auto indexBufferPtr = gpu::BufferPointer(indexBuffer); auto indexBufferView = new gpu::BufferView(indexBufferPtr, gpu::Element(gpu::SCALAR, gpu::UINT16, gpu::RAW)); mesh->setIndexBuffer(*indexBufferView); auto vertexBuffer = new gpu::Buffer(model.unVertexCount * sizeof(vr::RenderModel_Vertex_t), (gpu::Byte*)model.rVertexData); auto vertexBufferPtr = gpu::BufferPointer(vertexBuffer); auto vertexBufferView = new gpu::BufferView(vertexBufferPtr, 0, vertexBufferPtr->getSize() - sizeof(float) * 3, sizeof(vr::RenderModel_Vertex_t), gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::RAW)); mesh->setVertexBuffer(*vertexBufferView); mesh->addAttribute(gpu::Stream::NORMAL, gpu::BufferView(vertexBufferPtr, sizeof(float) * 3, vertexBufferPtr->getSize() - sizeof(float) * 3, sizeof(vr::RenderModel_Vertex_t), gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::RAW))); //mesh->addAttribute(gpu::Stream::TEXCOORD, // gpu::BufferView(vertexBufferPtr, // 2 * sizeof(float) * 3, // vertexBufferPtr->getSize() - sizeof(float) * 2, // sizeof(vr::RenderModel_Vertex_t), // gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::RAW))); gpu::Element formatGPU = gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA); gpu::Element formatMip = gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA); _texture = gpu::TexturePointer( gpu::Texture::create2D(formatGPU, model.diffuseTexture.unWidth, model.diffuseTexture.unHeight, gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR))); _texture->assignStoredMip(0, formatMip, model.diffuseTexture.unWidth * model.diffuseTexture.unHeight * 4 * sizeof(uint8_t), model.diffuseTexture.rubTextureMapData); _texture->autoGenerateMips(-1); _modelLoaded = true; _renderControllers = true; }#endif // unregister with UserInputMapper auto userInputMapper = DependencyManager::get<controller::UserInputMapper>(); userInputMapper->registerDevice(instance); _registeredWithInputMapper = true;} void ViveControllerManager::deactivate() { InputPlugin::deactivate(); #ifdef Q_OS_WIN CONTAINER->removeMenuItem(MENU_NAME, RENDER_CONTROLLERS); CONTAINER->removeMenu(MENU_PATH); hmdRefCount--; if (hmdRefCount == 0 && _hmd) { vr::VR_Shutdown(); _hmd = nullptr; } _poseStateMap.clear();#endif // unregister with UserInputMapper auto userInputMapper = DependencyManager::get<controller::UserInputMapper>(); userInputMapper->removeDevice(_deviceID); _registeredWithInputMapper = false;} void ViveControllerManager::updateRendering(RenderArgs* args, render::ScenePointer scene, render::PendingChanges pendingChanges) { PerformanceTimer perfTimer("ViveControllerManager::updateRendering"); if (_modelLoaded) { //auto controllerPayload = new render::Payload<ViveControllerManager>(this); //auto controllerPayloadPointer = ViveControllerManager::PayloadPointer(controllerPayload); //if (_leftHandRenderID == 0) { // _leftHandRenderID = scene->allocateID(); // pendingChanges.resetItem(_leftHandRenderID, controllerPayloadPointer); //} //pendingChanges.updateItem(_leftHandRenderID, ); controller::Pose leftHand = _poseStateMap[controller::StandardPoseChannel::LEFT_HAND]; controller::Pose rightHand = _poseStateMap[controller::StandardPoseChannel::RIGHT_HAND]; gpu::doInBatch(args->_context, [=](gpu::Batch& batch) { auto geometryCache = DependencyManager::get<GeometryCache>(); geometryCache->useSimpleDrawPipeline(batch); DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, true); auto mesh = _modelGeometry.getMesh(); batch.setInputFormat(mesh->getVertexFormat()); //batch._glBindTexture(GL_TEXTURE_2D, _uexture); if (leftHand.isValid()) { renderHand(leftHand, batch, 1); } if (rightHand.isValid()) { renderHand(rightHand, batch, -1); } }); }} void ViveControllerManager::renderHand(const controller::Pose& pose, gpu::Batch& batch, int sign) { auto userInputMapper = DependencyManager::get<controller::UserInputMapper>(); Transform transform(userInputMapper->getSensorToWorldMat()); transform.postTranslate(pose.getTranslation() + pose.getRotation() * glm::vec3(0, 0, CONTROLLER_LENGTH_OFFSET)); glm::quat rotation = pose.getRotation() * glm::angleAxis(PI, glm::vec3(1.0f, 0.0f, 0.0f)) * glm::angleAxis(sign * PI_OVER_TWO, glm::vec3(0.0f, 0.0f, 1.0f)); transform.postRotate(rotation); batch.setModelTransform(transform); auto mesh = _modelGeometry.getMesh(); batch.setInputBuffer(gpu::Stream::POSITION, mesh->getVertexBuffer()); batch.setInputBuffer(gpu::Stream::NORMAL, mesh->getVertexBuffer()._buffer, sizeof(float) * 3, mesh->getVertexBuffer()._stride); //batch.setInputBuffer(gpu::Stream::TEXCOORD, // mesh->getVertexBuffer()._buffer, // 2 * 3 * sizeof(float), // mesh->getVertexBuffer()._stride); batch.setIndexBuffer(gpu::UINT16, mesh->getIndexBuffer()._buffer, 0); batch.drawIndexed(gpu::TRIANGLES, mesh->getNumIndices(), 0);} void ViveControllerManager::update(float deltaTime, bool jointsCaptured) {#ifdef Q_OS_WIN _poseStateMap.clear(); // TODO: This shouldn't be necessary if (!_hmd) { return; } _buttonPressedMap.clear(); PerformanceTimer perfTimer("ViveControllerManager::update"); int numTrackedControllers = 0; for (vr::TrackedDeviceIndex_t device = vr::k_unTrackedDeviceIndex_Hmd + 1; device < vr::k_unMaxTrackedDeviceCount && numTrackedControllers < 2; ++device) { if (!_hmd->IsTrackedDeviceConnected(device)) { continue; } if(_hmd->GetTrackedDeviceClass(device) != vr::TrackedDeviceClass_Controller) { continue; } if (!_trackedDevicePose[device].bPoseIsValid) { continue; } numTrackedControllers++; bool left = numTrackedControllers == 1; const mat4& mat = _trackedDevicePoseMat4[device]; if (!jointsCaptured) { handlePoseEvent(mat, numTrackedControllers - 1); } // handle inputs vr::VRControllerState_t controllerState = vr::VRControllerState_t(); if (_hmd->GetControllerState(device, &controllerState)) { //qDebug() << (numTrackedControllers == 1 ? "Left: " : "Right: "); //qDebug() << "Trackpad: " << controllerState.rAxis[0].x << " " << controllerState.rAxis[0].y; //qDebug() << "Trigger: " << controllerState.rAxis[1].x << " " << controllerState.rAxis[1].y; for (uint32_t i = 0; i < vr::k_EButton_Max; ++i) { auto mask = vr::ButtonMaskFromId((vr::EVRButtonId)i); bool pressed = 0 != (controllerState.ulButtonPressed & mask); handleButtonEvent(i, pressed, left); } for (uint32_t i = 0; i < vr::k_unControllerStateAxisCount; i++) { handleAxisEvent(i, controllerState.rAxis[i].x, controllerState.rAxis[i].y, left); } } } auto userInputMapper = DependencyManager::get<controller::UserInputMapper>(); if (numTrackedControllers == 0) { if (_registeredWithInputMapper) { userInputMapper->removeDevice(_deviceID); _registeredWithInputMapper = false; _poseStateMap.clear(); } } if (_trackedControllers == 0 && numTrackedControllers > 0) { userInputMapper->registerDevice(instance); _registeredWithInputMapper = true; UserActivityLogger::getInstance().connectedDevice("spatial_controller", "steamVR"); } _trackedControllers = numTrackedControllers;#endif} void ViveControllerManager::focusOutEvent() { _axisStateMap.clear(); _buttonPressedMap.clear();}; // These functions do translation from the Steam IDs to the standard controller IDsvoid ViveControllerManager::handleAxisEvent(uint32_t axis, float x, float y, bool left) {#ifdef Q_OS_WIN axis += vr::k_EButton_Axis0; using namespace controller; if (axis == vr::k_EButton_SteamVR_Touchpad) { _axisStateMap[left ? LX : RX] = x; _axisStateMap[left ? LY : RY] = y; } else if (axis == vr::k_EButton_SteamVR_Trigger) { //FIX ME: Seems that enters here everytime _axisStateMap[left ? LT : RT] = x; }#endif} // These functions do translation from the Steam IDs to the standard controller IDsvoid ViveControllerManager::handleButtonEvent(uint32_t button, bool pressed, bool left) {#ifdef Q_OS_WIN if (!pressed) { return; } if (button == vr::k_EButton_ApplicationMenu) { _buttonPressedMap.insert(left ? controller::LEFT_PRIMARY_THUMB : controller::RIGHT_PRIMARY_THUMB); } else if (button == vr::k_EButton_Grip) { // Tony says these are harder to reach, so make them the meta buttons _buttonPressedMap.insert(left ? controller::LB : controller::RB); } else if (button == vr::k_EButton_SteamVR_Trigger) { _buttonPressedMap.insert(left ? controller::LT : controller::RT); } else if (button == vr::k_EButton_SteamVR_Touchpad) { _buttonPressedMap.insert(left ? controller::LS : controller::RS); } else if (button == vr::k_EButton_System) { //FIX ME: not able to ovrewrite the behaviour of this button _buttonPressedMap.insert(left ? controller::LEFT_SECONDARY_THUMB : controller::RIGHT_SECONDARY_THUMB); }#endif} void ViveControllerManager::handlePoseEvent(const mat4& mat, bool left) { glm::vec3 position = extractTranslation(mat); glm::quat rotation = glm::quat_cast(mat); // When the sensor-to-world rotation is identity the coordinate axes look like this: // // user // forward // z // | // y| user // y o----x right // o-----x user // | up // | // z // // Vive // // From ABOVE the hand canonical axes looks like this: // // | | | | y | | | | // | | | | | | | | | // | | | | | // |left | / x---- + \ |right| // | _/ z \_ | // | | | | // | | | | // // So when the user is standing in Vive space facing the -zAxis with hands outstretched and palms down // the rotation to align the Vive axes with those of the hands is: // // QviveToHand = halfTurnAboutY * quaterTurnAboutX // Due to how the Vive controllers fit into the palm there is an offset that is different for each hand. // You can think of this offset as the inverse of the measured rotation when the hands are posed, such that // the combination (measurement * offset) is identity at this orientation. // // Qoffset = glm::inverse(deltaRotation when hand is posed fingers forward, palm down) // // An approximate offset for the Vive can be obtained by inspection: // // Qoffset = glm::inverse(glm::angleAxis(sign * PI/4.0f, zAxis) * glm::angleAxis(PI/2.0f, xAxis)) // // So the full equation is: // // Q = combinedMeasurement * viveToHand // // Q = (deltaQ * QOffset) * (yFlip * quarterTurnAboutX) // // Q = (deltaQ * inverse(deltaQForAlignedHand)) * (yFlip * quarterTurnAboutX) const glm::quat quarterX = glm::angleAxis(PI / 2.0f, glm::vec3(1.0f, 0.0f, 0.0f)); const glm::quat yFlip = glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f)); float sign = left ? -1.0f : 1.0f; const glm::quat signedQuaterZ = glm::angleAxis(sign * PI / 2.0f, glm::vec3(0.0f, 0.0f, 1.0f)); const glm::quat eighthX = glm::angleAxis(PI / 4.0f, glm::vec3(1.0f, 0.0f, 0.0f)); const glm::quat offset = glm::inverse(signedQuaterZ * eighthX); rotation = rotation * offset * yFlip * quarterX; position += rotation * glm::vec3(0, 0, -CONTROLLER_LENGTH_OFFSET); _poseStateMap[left ? controller::LEFT_HAND : controller::RIGHT_HAND] = controller::Pose(position, rotation);} controller::Input::NamedVector ViveControllerManager::getAvailableInputs() const { using namespace controller; QVector<Input::NamedPair> availableInputs{ // Trackpad analogs makePair(LX, "LX"), makePair(LY, "LY"), makePair(RX, "RX"), makePair(RY, "RY"), // trigger analogs makePair(LT, "LT"), makePair(RT, "RT"), makePair(LB, "LB"), makePair(RB, "RB"), makePair(LS, "LS"), makePair(RS, "RS"), makePair(LEFT_HAND, "LeftHand"), makePair(RIGHT_HAND, "RightHand"), makePair(LEFT_PRIMARY_THUMB, "LeftPrimaryThumb"), makePair(LEFT_SECONDARY_THUMB, "LeftSecondaryThumb"), makePair(RIGHT_PRIMARY_THUMB, "RightPrimaryThumb"), makePair(RIGHT_SECONDARY_THUMB, "RightSecondaryThumb"), }; //availableInputs.append(Input::NamedPair(makeInput(BUTTON_A, 0), "Left Button A")); //availableInputs.append(Input::NamedPair(makeInput(GRIP_BUTTON, 0), "Left Grip Button")); //availableInputs.append(Input::NamedPair(makeInput(TRACKPAD_BUTTON, 0), "Left Trackpad Button")); //availableInputs.append(Input::NamedPair(makeInput(TRIGGER_BUTTON, 0), "Left Trigger Button")); //availableInputs.append(Input::NamedPair(makeInput(BACK_TRIGGER, 0), "Left Back Trigger")); //availableInputs.append(Input::NamedPair(makeInput(RIGHT_HAND), "Right Hand")); //availableInputs.append(Input::NamedPair(makeInput(BUTTON_A, 1), "Right Button A")); //availableInputs.append(Input::NamedPair(makeInput(GRIP_BUTTON, 1), "Right Grip Button")); //availableInputs.append(Input::NamedPair(makeInput(TRACKPAD_BUTTON, 1), "Right Trackpad Button")); //availableInputs.append(Input::NamedPair(makeInput(TRIGGER_BUTTON, 1), "Right Trigger Button")); //availableInputs.append(Input::NamedPair(makeInput(BACK_TRIGGER, 1), "Right Back Trigger")); return availableInputs;} QString ViveControllerManager::getDefaultMappingConfig() const { static const QString MAPPING_JSON = PathUtils::resourcesPath() + "/controllers/vive.json"; return MAPPING_JSON;} //void ViveControllerManager::assignDefaultInputMapping(UserInputMapper& mapper) {// const float JOYSTICK_MOVE_SPEED = 1.0f;// // // Left Trackpad: Movement, strafing// mapper.addInputChannel(UserInputMapper::LONGITUDINAL_FORWARD, makeInput(AXIS_Y_POS, 0), makeInput(TRACKPAD_BUTTON, 0), JOYSTICK_MOVE_SPEED);// mapper.addInputChannel(UserInputMapper::LONGITUDINAL_BACKWARD, makeInput(AXIS_Y_NEG, 0), makeInput(TRACKPAD_BUTTON, 0), JOYSTICK_MOVE_SPEED);// mapper.addInputChannel(UserInputMapper::LATERAL_RIGHT, makeInput(AXIS_X_POS, 0), makeInput(TRACKPAD_BUTTON, 0), JOYSTICK_MOVE_SPEED);// mapper.addInputChannel(UserInputMapper::LATERAL_LEFT, makeInput(AXIS_X_NEG, 0), makeInput(TRACKPAD_BUTTON, 0), JOYSTICK_MOVE_SPEED);//// // Right Trackpad: Vertical movement, zooming// mapper.addInputChannel(UserInputMapper::VERTICAL_UP, makeInput(AXIS_Y_POS, 1), makeInput(TRACKPAD_BUTTON, 1), JOYSTICK_MOVE_SPEED);// mapper.addInputChannel(UserInputMapper::VERTICAL_DOWN, makeInput(AXIS_Y_NEG, 1), makeInput(TRACKPAD_BUTTON, 1), JOYSTICK_MOVE_SPEED);// // // Buttons// mapper.addInputChannel(UserInputMapper::SHIFT, makeInput(BUTTON_A, 0));// mapper.addInputChannel(UserInputMapper::SHIFT, makeInput(BUTTON_A, 1));// // mapper.addInputChannel(UserInputMapper::ACTION1, makeInput(GRIP_BUTTON, 0));// mapper.addInputChannel(UserInputMapper::ACTION2, makeInput(GRIP_BUTTON, 1));//// mapper.addInputChannel(UserInputMapper::LEFT_HAND_CLICK, makeInput(BACK_TRIGGER, 0));// mapper.addInputChannel(UserInputMapper::RIGHT_HAND_CLICK, makeInput(BACK_TRIGGER, 1));// // // Hands// mapper.addInputChannel(UserInputMapper::LEFT_HAND, makeInput(LEFT_HAND));// mapper.addInputChannel(UserInputMapper::RIGHT_HAND, makeInput(RIGHT_HAND));//}
//
// 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 <PerfStat.h>
#include <PathUtils.h>
#include <GeometryCache.h>
#include <gpu/Batch.h>
#include <gpu/Context.h>
#include <DeferredLightingEffect.h>
#include <display-plugins/openvr/OpenVrHelpers.h>
#include <NumericalConstants.h>
#include <plugins/PluginContainer.h>
#include <UserActivityLogger.h>
#include <controllers/UserInputMapper.h>
#include <controllers/StandardControls.h>
#ifdef Q_OS_WIN
extern vr::IVRSystem* _hmd;
extern int hmdRefCount;
extern vr::TrackedDevicePose_t _trackedDevicePose[vr::k_unMaxTrackedDeviceCount];
extern mat4 _trackedDevicePoseMat4[vr::k_unMaxTrackedDeviceCount];
#endif
const float CONTROLLER_LENGTH_OFFSET = 0.0762f; // three inches
const QString CONTROLLER_MODEL_STRING = "vr_controller_05_wireless_b";
const QString ViveControllerManager::NAME = "OpenVR";
const QString MENU_PARENT = "Avatar";
const QString MENU_NAME = "Vive Controllers";
const QString MENU_PATH = MENU_PARENT + ">" + MENU_NAME;
const QString RENDER_CONTROLLERS = "Render Hand Controllers";
static std::shared_ptr<ViveControllerManager> instance;
ViveControllerManager::ViveControllerManager() :
InputDevice("Vive"),
_trackedControllers(0),
_modelLoaded(false),
_leftHandRenderID(0),
_rightHandRenderID(0),
_renderControllers(false)
{
instance = std::shared_ptr<ViveControllerManager>(this);
}
bool ViveControllerManager::isSupported() const {
#ifdef Q_OS_WIN
bool success = vr::VR_IsHmdPresent();
if (success) {
vr::HmdError eError = vr::HmdError_None;
auto hmd = vr::VR_Init(&eError);
success = (hmd != nullptr);
vr::VR_Shutdown();
}
return success;
#else
return false;
#endif
}
void ViveControllerManager::activate() {
InputPlugin::activate();
#ifdef Q_OS_WIN
CONTAINER->addMenu(MENU_PATH);
CONTAINER->addMenuItem(MENU_PATH, RENDER_CONTROLLERS,
[this] (bool clicked) { this->setRenderControllers(clicked); },
true, true);
hmdRefCount++;
if (!_hmd) {
vr::HmdError eError = vr::HmdError_None;
_hmd = vr::VR_Init(&eError);
Q_ASSERT(eError == vr::HmdError_None);
}
Q_ASSERT(_hmd);
vr::RenderModel_t model;
if (!_hmd->LoadRenderModel(CONTROLLER_MODEL_STRING.toStdString().c_str(), &model)) {
qDebug() << QString("Unable to load render model %1\n").arg(CONTROLLER_MODEL_STRING);
} else {
model::Mesh* mesh = new model::Mesh();
model::MeshPointer meshPtr(mesh);
_modelGeometry.setMesh(meshPtr);
auto indexBuffer = new gpu::Buffer(3 * model.unTriangleCount * sizeof(uint16_t), (gpu::Byte*)model.rIndexData);
auto indexBufferPtr = gpu::BufferPointer(indexBuffer);
auto indexBufferView = new gpu::BufferView(indexBufferPtr, gpu::Element(gpu::SCALAR, gpu::UINT16, gpu::RAW));
mesh->setIndexBuffer(*indexBufferView);
auto vertexBuffer = new gpu::Buffer(model.unVertexCount * sizeof(vr::RenderModel_Vertex_t),
(gpu::Byte*)model.rVertexData);
auto vertexBufferPtr = gpu::BufferPointer(vertexBuffer);
auto vertexBufferView = new gpu::BufferView(vertexBufferPtr,
0,
vertexBufferPtr->getSize() - sizeof(float) * 3,
sizeof(vr::RenderModel_Vertex_t),
gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::RAW));
mesh->setVertexBuffer(*vertexBufferView);
mesh->addAttribute(gpu::Stream::NORMAL,
gpu::BufferView(vertexBufferPtr,
sizeof(float) * 3,
vertexBufferPtr->getSize() - sizeof(float) * 3,
sizeof(vr::RenderModel_Vertex_t),
gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::RAW)));
//mesh->addAttribute(gpu::Stream::TEXCOORD,
// gpu::BufferView(vertexBufferPtr,
// 2 * sizeof(float) * 3,
// vertexBufferPtr->getSize() - sizeof(float) * 2,
// sizeof(vr::RenderModel_Vertex_t),
// gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::RAW)));
gpu::Element formatGPU = gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA);
gpu::Element formatMip = gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA);
_texture = gpu::TexturePointer(
gpu::Texture::create2D(formatGPU, model.diffuseTexture.unWidth, model.diffuseTexture.unHeight,
gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR)));
_texture->assignStoredMip(0, formatMip, model.diffuseTexture.unWidth * model.diffuseTexture.unHeight * 4 * sizeof(uint8_t), model.diffuseTexture.rubTextureMapData);
_texture->autoGenerateMips(-1);
_modelLoaded = true;
_renderControllers = true;
}
#endif
// unregister with UserInputMapper
auto userInputMapper = DependencyManager::get<controller::UserInputMapper>();
userInputMapper->registerDevice(instance);
_registeredWithInputMapper = true;
}
void ViveControllerManager::deactivate() {
InputPlugin::deactivate();
#ifdef Q_OS_WIN
CONTAINER->removeMenuItem(MENU_NAME, RENDER_CONTROLLERS);
CONTAINER->removeMenu(MENU_PATH);
hmdRefCount--;
if (hmdRefCount == 0 && _hmd) {
vr::VR_Shutdown();
_hmd = nullptr;
}
_poseStateMap.clear();
#endif
// unregister with UserInputMapper
auto userInputMapper = DependencyManager::get<controller::UserInputMapper>();
userInputMapper->removeDevice(_deviceID);
_registeredWithInputMapper = false;
}
void ViveControllerManager::updateRendering(RenderArgs* args, render::ScenePointer scene, render::PendingChanges pendingChanges) {
PerformanceTimer perfTimer("ViveControllerManager::updateRendering");
if (_modelLoaded) {
//auto controllerPayload = new render::Payload<ViveControllerManager>(this);
//auto controllerPayloadPointer = ViveControllerManager::PayloadPointer(controllerPayload);
//if (_leftHandRenderID == 0) {
// _leftHandRenderID = scene->allocateID();
// pendingChanges.resetItem(_leftHandRenderID, controllerPayloadPointer);
//}
//pendingChanges.updateItem(_leftHandRenderID, );
controller::Pose leftHand = _poseStateMap[controller::StandardPoseChannel::LEFT_HAND];
controller::Pose rightHand = _poseStateMap[controller::StandardPoseChannel::RIGHT_HAND];
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
auto geometryCache = DependencyManager::get<GeometryCache>();
geometryCache->useSimpleDrawPipeline(batch);
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, true);
auto mesh = _modelGeometry.getMesh();
batch.setInputFormat(mesh->getVertexFormat());
//batch._glBindTexture(GL_TEXTURE_2D, _uexture);
if (leftHand.isValid()) {
renderHand(leftHand, batch, 1);
}
if (rightHand.isValid()) {
renderHand(rightHand, batch, -1);
}
});
}
}
void ViveControllerManager::renderHand(const controller::Pose& pose, gpu::Batch& batch, int sign) {
auto userInputMapper = DependencyManager::get<controller::UserInputMapper>();
Transform transform(userInputMapper->getSensorToWorldMat());
transform.postTranslate(pose.getTranslation() + pose.getRotation() * glm::vec3(0, 0, CONTROLLER_LENGTH_OFFSET));
glm::quat rotation = pose.getRotation() * glm::angleAxis(PI, glm::vec3(1.0f, 0.0f, 0.0f)) * glm::angleAxis(sign * PI_OVER_TWO, glm::vec3(0.0f, 0.0f, 1.0f));
transform.postRotate(rotation);
batch.setModelTransform(transform);
auto mesh = _modelGeometry.getMesh();
batch.setInputBuffer(gpu::Stream::POSITION, mesh->getVertexBuffer());
batch.setInputBuffer(gpu::Stream::NORMAL,
mesh->getVertexBuffer()._buffer,
sizeof(float) * 3,
mesh->getVertexBuffer()._stride);
//batch.setInputBuffer(gpu::Stream::TEXCOORD,
// mesh->getVertexBuffer()._buffer,
// 2 * 3 * sizeof(float),
// mesh->getVertexBuffer()._stride);
batch.setIndexBuffer(gpu::UINT16, mesh->getIndexBuffer()._buffer, 0);
batch.drawIndexed(gpu::TRIANGLES, mesh->getNumIndices(), 0);
}
void ViveControllerManager::update(float deltaTime, bool jointsCaptured) {
#ifdef Q_OS_WIN
_poseStateMap.clear();
// TODO: This shouldn't be necessary
if (!_hmd) {
return;
}
_buttonPressedMap.clear();
PerformanceTimer perfTimer("ViveControllerManager::update");
int numTrackedControllers = 0;
for (vr::TrackedDeviceIndex_t device = vr::k_unTrackedDeviceIndex_Hmd + 1;
device < vr::k_unMaxTrackedDeviceCount && numTrackedControllers < 2; ++device) {
if (!_hmd->IsTrackedDeviceConnected(device)) {
continue;
}
if(_hmd->GetTrackedDeviceClass(device) != vr::TrackedDeviceClass_Controller) {
continue;
}
if (!_trackedDevicePose[device].bPoseIsValid) {
continue;
}
numTrackedControllers++;
bool left = numTrackedControllers == 1;
const mat4& mat = _trackedDevicePoseMat4[device];
if (!jointsCaptured) {
handlePoseEvent(mat, numTrackedControllers - 1);
}
// handle inputs
vr::VRControllerState_t controllerState = vr::VRControllerState_t();
if (_hmd->GetControllerState(device, &controllerState)) {
//qDebug() << (numTrackedControllers == 1 ? "Left: " : "Right: ");
//qDebug() << "Trackpad: " << controllerState.rAxis[0].x << " " << controllerState.rAxis[0].y;
//qDebug() << "Trigger: " << controllerState.rAxis[1].x << " " << controllerState.rAxis[1].y;
for (uint32_t i = 0; i < vr::k_EButton_Max; ++i) {
auto mask = vr::ButtonMaskFromId((vr::EVRButtonId)i);
bool pressed = 0 != (controllerState.ulButtonPressed & mask);
handleButtonEvent(i, pressed, left);
}
for (uint32_t i = 0; i < vr::k_unControllerStateAxisCount; i++) {
handleAxisEvent(i, controllerState.rAxis[i].x, controllerState.rAxis[i].y, left);
}
}
}
auto userInputMapper = DependencyManager::get<controller::UserInputMapper>();
if (numTrackedControllers == 0) {
if (_registeredWithInputMapper) {
userInputMapper->removeDevice(_deviceID);
_registeredWithInputMapper = false;
_poseStateMap.clear();
}
}
if (_trackedControllers == 0 && numTrackedControllers > 0) {
userInputMapper->registerDevice(instance);
_registeredWithInputMapper = true;
UserActivityLogger::getInstance().connectedDevice("spatial_controller", "steamVR");
}
_trackedControllers = numTrackedControllers;
#endif
}
void ViveControllerManager::focusOutEvent() {
_axisStateMap.clear();
_buttonPressedMap.clear();
};
// These functions do translation from the Steam IDs to the standard controller IDs
void ViveControllerManager::handleAxisEvent(uint32_t axis, float x, float y, bool left) {
#ifdef Q_OS_WIN
axis += vr::k_EButton_Axis0;
using namespace controller;
if (axis == vr::k_EButton_SteamVR_Touchpad) {
_axisStateMap[left ? LX : RX] = x;
_axisStateMap[left ? LY : RY] = y;
} else if (axis == vr::k_EButton_SteamVR_Trigger) {
//FIX ME: Seems that enters here everytime
_axisStateMap[left ? LT : RT] = x;
}
#endif
}
// These functions do translation from the Steam IDs to the standard controller IDs
void ViveControllerManager::handleButtonEvent(uint32_t button, bool pressed, bool left) {
#ifdef Q_OS_WIN
if (!pressed) {
return;
}
if (button == vr::k_EButton_ApplicationMenu) {
_buttonPressedMap.insert(left ? controller::LEFT_PRIMARY_THUMB : controller::RIGHT_PRIMARY_THUMB);
} else if (button == vr::k_EButton_Grip) {
// Tony says these are harder to reach, so make them the meta buttons
_buttonPressedMap.insert(left ? controller::LB : controller::RB);
} else if (button == vr::k_EButton_SteamVR_Trigger) {
_buttonPressedMap.insert(left ? controller::LT : controller::RT);
} else if (button == vr::k_EButton_SteamVR_Touchpad) {
_buttonPressedMap.insert(left ? controller::LS : controller::RS);
} else if (button == vr::k_EButton_System) {
//FIX ME: not able to ovrewrite the behaviour of this button
_buttonPressedMap.insert(left ? controller::LEFT_SECONDARY_THUMB : controller::RIGHT_SECONDARY_THUMB);
}
#endif
}
void ViveControllerManager::handlePoseEvent(const mat4& mat, bool left) {
glm::vec3 position = extractTranslation(mat);
glm::quat rotation = glm::quat_cast(mat);
// When the sensor-to-world rotation is identity the coordinate axes look like this:
//
// user
// forward
// z
// |
// y| user
// y o----x right
// o-----x user
// | up
// |
// z
//
// Vive
//
// From ABOVE the hand canonical axes looks like this:
//
// | | | | y | | | |
// | | | | | | | | |
// | | | | |
// |left | / x---- + \ |right|
// | _/ z \_ |
// | | | |
// | | | |
//
// So when the user is standing in Vive space facing the -zAxis with hands outstretched and palms down
// the rotation to align the Vive axes with those of the hands is:
//
// QviveToHand = halfTurnAboutY * quaterTurnAboutX
// Due to how the Vive controllers fit into the palm there is an offset that is different for each hand.
// You can think of this offset as the inverse of the measured rotation when the hands are posed, such that
// the combination (measurement * offset) is identity at this orientation.
//
// Qoffset = glm::inverse(deltaRotation when hand is posed fingers forward, palm down)
//
// An approximate offset for the Vive can be obtained by inspection:
//
// Qoffset = glm::inverse(glm::angleAxis(sign * PI/4.0f, zAxis) * glm::angleAxis(PI/2.0f, xAxis))
//
// So the full equation is:
//
// Q = combinedMeasurement * viveToHand
//
// Q = (deltaQ * QOffset) * (yFlip * quarterTurnAboutX)
//
// Q = (deltaQ * inverse(deltaQForAlignedHand)) * (yFlip * quarterTurnAboutX)
const glm::quat quarterX = glm::angleAxis(PI / 2.0f, glm::vec3(1.0f, 0.0f, 0.0f));
const glm::quat yFlip = glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f));
float sign = left ? -1.0f : 1.0f;
const glm::quat signedQuaterZ = glm::angleAxis(sign * PI / 2.0f, glm::vec3(0.0f, 0.0f, 1.0f));
const glm::quat eighthX = glm::angleAxis(PI / 4.0f, glm::vec3(1.0f, 0.0f, 0.0f));
const glm::quat offset = glm::inverse(signedQuaterZ * eighthX);
rotation = rotation * offset * yFlip * quarterX;
position += rotation * glm::vec3(0, 0, -CONTROLLER_LENGTH_OFFSET);
_poseStateMap[left ? controller::LEFT_HAND : controller::RIGHT_HAND] = controller::Pose(position, rotation);
}
controller::Input::NamedVector ViveControllerManager::getAvailableInputs() const {
using namespace controller;
QVector<Input::NamedPair> availableInputs{
// Trackpad analogs
makePair(LX, "LX"),
makePair(LY, "LY"),
makePair(RX, "RX"),
makePair(RY, "RY"),
// trigger analogs
makePair(LT, "LT"),
makePair(RT, "RT"),
makePair(LB, "LB"),
makePair(RB, "RB"),
makePair(LS, "LS"),
makePair(RS, "RS"),
makePair(LEFT_HAND, "LeftHand"),
makePair(RIGHT_HAND, "RightHand"),
makePair(LEFT_PRIMARY_THUMB, "LeftPrimaryThumb"),
makePair(LEFT_SECONDARY_THUMB, "LeftSecondaryThumb"),
makePair(RIGHT_PRIMARY_THUMB, "RightPrimaryThumb"),
makePair(RIGHT_SECONDARY_THUMB, "RightSecondaryThumb"),
};
//availableInputs.append(Input::NamedPair(makeInput(BUTTON_A, 0), "Left Button A"));
//availableInputs.append(Input::NamedPair(makeInput(GRIP_BUTTON, 0), "Left Grip Button"));
//availableInputs.append(Input::NamedPair(makeInput(TRACKPAD_BUTTON, 0), "Left Trackpad Button"));
//availableInputs.append(Input::NamedPair(makeInput(TRIGGER_BUTTON, 0), "Left Trigger Button"));
//availableInputs.append(Input::NamedPair(makeInput(BACK_TRIGGER, 0), "Left Back Trigger"));
//availableInputs.append(Input::NamedPair(makeInput(RIGHT_HAND), "Right Hand"));
//availableInputs.append(Input::NamedPair(makeInput(BUTTON_A, 1), "Right Button A"));
//availableInputs.append(Input::NamedPair(makeInput(GRIP_BUTTON, 1), "Right Grip Button"));
//availableInputs.append(Input::NamedPair(makeInput(TRACKPAD_BUTTON, 1), "Right Trackpad Button"));
//availableInputs.append(Input::NamedPair(makeInput(TRIGGER_BUTTON, 1), "Right Trigger Button"));
//availableInputs.append(Input::NamedPair(makeInput(BACK_TRIGGER, 1), "Right Back Trigger"));
return availableInputs;
}
QString ViveControllerManager::getDefaultMappingConfig() const {
static const QString MAPPING_JSON = PathUtils::resourcesPath() + "/controllers/vive.json";
return MAPPING_JSON;
}
//void ViveControllerManager::assignDefaultInputMapping(UserInputMapper& mapper) {
// const float JOYSTICK_MOVE_SPEED = 1.0f;
//
// // Left Trackpad: Movement, strafing
// mapper.addInputChannel(UserInputMapper::LONGITUDINAL_FORWARD, makeInput(AXIS_Y_POS, 0), makeInput(TRACKPAD_BUTTON, 0), JOYSTICK_MOVE_SPEED);
// mapper.addInputChannel(UserInputMapper::LONGITUDINAL_BACKWARD, makeInput(AXIS_Y_NEG, 0), makeInput(TRACKPAD_BUTTON, 0), JOYSTICK_MOVE_SPEED);
// mapper.addInputChannel(UserInputMapper::LATERAL_RIGHT, makeInput(AXIS_X_POS, 0), makeInput(TRACKPAD_BUTTON, 0), JOYSTICK_MOVE_SPEED);
// mapper.addInputChannel(UserInputMapper::LATERAL_LEFT, makeInput(AXIS_X_NEG, 0), makeInput(TRACKPAD_BUTTON, 0), JOYSTICK_MOVE_SPEED);
//
// // Right Trackpad: Vertical movement, zooming
// mapper.addInputChannel(UserInputMapper::VERTICAL_UP, makeInput(AXIS_Y_POS, 1), makeInput(TRACKPAD_BUTTON, 1), JOYSTICK_MOVE_SPEED);
// mapper.addInputChannel(UserInputMapper::VERTICAL_DOWN, makeInput(AXIS_Y_NEG, 1), makeInput(TRACKPAD_BUTTON, 1), JOYSTICK_MOVE_SPEED);
//
// // Buttons
// mapper.addInputChannel(UserInputMapper::SHIFT, makeInput(BUTTON_A, 0));
// mapper.addInputChannel(UserInputMapper::SHIFT, makeInput(BUTTON_A, 1));
//
// mapper.addInputChannel(UserInputMapper::ACTION1, makeInput(GRIP_BUTTON, 0));
// mapper.addInputChannel(UserInputMapper::ACTION2, makeInput(GRIP_BUTTON, 1));
//
// mapper.addInputChannel(UserInputMapper::LEFT_HAND_CLICK, makeInput(BACK_TRIGGER, 0));
// mapper.addInputChannel(UserInputMapper::RIGHT_HAND_CLICK, makeInput(BACK_TRIGGER, 1));
//
// // Hands
// mapper.addInputChannel(UserInputMapper::LEFT_HAND, makeInput(LEFT_HAND));
// mapper.addInputChannel(UserInputMapper::RIGHT_HAND, makeInput(RIGHT_HAND));
//}