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////  Created by Bradley Austin Davis on 2015/11/01//  Copyright 2015 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 "OpenVrHelpers.h" #include <atomic>#include <mutex> #include <QtCore/QDebug>#include <QtCore/QTimer>#include <QtCore/QLoggingCategory>#include <QtCore/QProcessEnvironment>#include <QtGui/QInputMethodEvent>#include <QtQuick/QQuickWindow> #include <Windows.h>#include <OffscreenUi.h>#include <controllers/Pose.h>#include <NumericalConstants.h>#include <ui-plugins/PluginContainer.h>#include <ui/Menu.h>#include "../../interface/src/Menu.h" Q_DECLARE_LOGGING_CATEGORY(displayplugins)Q_LOGGING_CATEGORY(displayplugins, "hifi.plugins.display") using Mutex = std::mutex;using Lock = std::unique_lock<Mutex>; static int refCount { 0 };static Mutex mutex;static vr::IVRSystem* activeHmd { nullptr }; static const uint32_t RELEASE_OPENVR_HMD_DELAY_MS = 5000; bool isOculusPresent() {    bool result = false;#if defined(Q_OS_WIN32)     HANDLE oculusServiceEvent = ::OpenEventW(SYNCHRONIZE, FALSE, L"OculusHMDConnected");    // The existence of the service indicates a running Oculus runtime    if (oculusServiceEvent) {        // A signaled event indicates a connected HMD        if (WAIT_OBJECT_0 == ::WaitForSingleObject(oculusServiceEvent, 0)) {            result = true;        }        ::CloseHandle(oculusServiceEvent);    }#endif     return result;} bool openVrSupported() {    static const QString DEBUG_FLAG("HIFI_DEBUG_OPENVR");    static bool enableDebugOpenVR = QProcessEnvironment::systemEnvironment().contains(DEBUG_FLAG);    return (enableDebugOpenVR || !isOculusPresent()) && vr::VR_IsHmdPresent();} vr::IVRSystem* acquireOpenVrSystem() {    bool hmdPresent = vr::VR_IsHmdPresent();    if (hmdPresent) {        Lock lock(mutex);        if (!activeHmd) {            #if DEV_BUILD                qCDebug(displayplugins) << "OpenVR: No vr::IVRSystem instance active, building";            #endif            vr::EVRInitError eError = vr::VRInitError_None;            activeHmd = vr::VR_Init(&eError, vr::VRApplication_Scene);            #if DEV_BUILD                qCDebug(displayplugins) << "OpenVR display: HMD is " << activeHmd << " error is " << eError;            #endif        }        if (activeHmd) {            #if DEV_BUILD                qCDebug(displayplugins) << "OpenVR: incrementing refcount";            #endif            ++refCount;        }    } else {        #if DEV_BUILD            qCDebug(displayplugins) << "OpenVR: no hmd present";        #endif    }    return activeHmd;} void releaseOpenVrSystem() {    if (activeHmd) {        Lock lock(mutex);        #if DEV_BUILD            qCDebug(displayplugins) << "OpenVR: decrementing refcount";        #endif        --refCount;        if (0 == refCount) {            #if DEV_BUILD                qCDebug(displayplugins) << "OpenVR: zero refcount, deallocate VR system";            #endif            vr::VR_Shutdown();            activeHmd = nullptr;        }    }} static char textArray[8192]; static QMetaObject::Connection _focusConnection, _focusTextConnection, _overlayMenuConnection;extern bool _openVrDisplayActive;static vr::IVROverlay* _overlay { nullptr };static QObject* _keyboardFocusObject { nullptr };static QString _existingText;static Qt::InputMethodHints _currentHints;extern vr::TrackedDevicePose_t _trackedDevicePose[vr::k_unMaxTrackedDeviceCount];static bool _keyboardShown { false };static bool _overlayRevealed { false };static const uint32_t SHOW_KEYBOARD_DELAY_MS = 400; void showOpenVrKeyboard(bool show = true) {    if (!_overlay) {        return;    }     if (show) {        // To avoid flickering the keyboard when a text element is only briefly selected,         // show the keyboard asynchrnously after a very short delay, but only after we check         // that the current focus object is still one that is text enabled        QTimer::singleShot(SHOW_KEYBOARD_DELAY_MS, [] {            auto offscreenUi = DependencyManager::get<OffscreenUi>();            auto currentFocus = offscreenUi->getWindow()->focusObject();            QInputMethodQueryEvent query(Qt::ImEnabled | Qt::ImQueryInput | Qt::ImHints);            qApp->sendEvent(currentFocus, &query);            // Current focus isn't text enabled, bail early.            if (!query.value(Qt::ImEnabled).toBool()) {                return;            }            // We're going to show the keyboard now...            _keyboardFocusObject = currentFocus;            _currentHints = Qt::InputMethodHints(query.value(Qt::ImHints).toUInt());            vr::EGamepadTextInputMode inputMode = vr::k_EGamepadTextInputModeNormal;            if (_currentHints & Qt::ImhHiddenText) {                inputMode = vr::k_EGamepadTextInputModePassword;            }            vr::EGamepadTextInputLineMode lineMode = vr::k_EGamepadTextInputLineModeSingleLine;            if (_currentHints & Qt::ImhMultiLine) {                lineMode = vr::k_EGamepadTextInputLineModeMultipleLines;            }            _existingText = query.value(Qt::ImSurroundingText).toString();             auto showKeyboardResult = _overlay->ShowKeyboard(inputMode, lineMode, "Keyboard", 1024,                _existingText.toLocal8Bit().toStdString().c_str(), false, 0);             if (vr::VROverlayError_None == showKeyboardResult) {                _keyboardShown = true;                // Try to position the keyboard slightly below where the user is looking.                mat4 headPose = cancelOutRollAndPitch(toGlm(_trackedDevicePose[0].mDeviceToAbsoluteTracking));                mat4 keyboardTransform = glm::translate(headPose, vec3(0, -0.5, -1));                keyboardTransform = keyboardTransform * glm::rotate(mat4(), 3.14159f / 4.0f, vec3(-1, 0, 0));                auto keyboardTransformVr = toOpenVr(keyboardTransform);                _overlay->SetKeyboardTransformAbsolute(vr::ETrackingUniverseOrigin::TrackingUniverseStanding, &keyboardTransformVr);            }        });    } else {        _keyboardFocusObject = nullptr;        if (_keyboardShown) {            _overlay->HideKeyboard();            _keyboardShown = false;        }    }} void finishOpenVrKeyboardInput() {    auto offscreenUi = DependencyManager::get<OffscreenUi>();    auto chars = _overlay->GetKeyboardText(textArray, 8192);    auto newText = QString(QByteArray(textArray, chars));    _keyboardFocusObject->setProperty("text", newText);    //// TODO modify the new text to match the possible input hints:    //// ImhDigitsOnly  ImhFormattedNumbersOnly  ImhUppercaseOnly  ImhLowercaseOnly     //// ImhDialableCharactersOnly ImhEmailCharactersOnly  ImhUrlCharactersOnly  ImhLatinOnly    //QInputMethodEvent event(_existingText, QList<QInputMethodEvent::Attribute>());    //event.setCommitString(newText, 0, _existingText.size());    //qApp->sendEvent(_keyboardFocusObject, &event);    // Simulate an enter press on the top level window to trigger the action    if (0 == (_currentHints & Qt::ImhMultiLine)) {        qApp->sendEvent(offscreenUi->getWindow(), &QKeyEvent(QEvent::KeyPress, Qt::Key_Return, Qt::KeyboardModifiers(), QString("\n")));        qApp->sendEvent(offscreenUi->getWindow(), &QKeyEvent(QEvent::KeyRelease, Qt::Key_Return, Qt::KeyboardModifiers()));    }} static const QString DEBUG_FLAG("HIFI_DISABLE_STEAM_VR_KEYBOARD");bool disableSteamVrKeyboard = QProcessEnvironment::systemEnvironment().contains(DEBUG_FLAG); void enableOpenVrKeyboard(PluginContainer* container) {    if (disableSteamVrKeyboard) {        return;    }    auto offscreenUi = DependencyManager::get<OffscreenUi>();    _overlay = vr::VROverlay();         auto menu = container->getPrimaryMenu();    auto action = menu->getActionForOption(MenuOption::Overlays);     // When the overlays are revealed, suppress the keyboard from appearing on text focus for a tenth of a second.     _overlayMenuConnection = QObject::connect(action, &QAction::triggered, [action] {        if (action->isChecked()) {            _overlayRevealed = true;            const int KEYBOARD_DELAY_MS = 100;            QTimer::singleShot(KEYBOARD_DELAY_MS, [&] { _overlayRevealed = false; });        }    });     _focusConnection = QObject::connect(offscreenUi->getWindow(), &QQuickWindow::focusObjectChanged, [](QObject* object) {        if (object != _keyboardFocusObject) {            showOpenVrKeyboard(false);        }    });     _focusTextConnection = QObject::connect(offscreenUi.data(), &OffscreenUi::focusTextChanged, [](bool focusText) {        if (_openVrDisplayActive) {            if (_overlayRevealed) {                // suppress at most one text focus event                _overlayRevealed = false;                return;            }            showOpenVrKeyboard(focusText);        }    });}  void disableOpenVrKeyboard() {    if (disableSteamVrKeyboard) {        return;    }    QObject::disconnect(_overlayMenuConnection);    QObject::disconnect(_focusTextConnection);    QObject::disconnect(_focusConnection);} bool isOpenVrKeyboardShown() {    return _keyboardShown;}  void handleOpenVrEvents() {    if (!activeHmd) {        return;    }    Lock lock(mutex);    if (!activeHmd) {        return;    }     vr::VREvent_t event;    while (activeHmd->PollNextEvent(&event, sizeof(event))) {        switch (event.eventType) {            case vr::VREvent_Quit:                activeHmd->AcknowledgeQuit_Exiting();                QMetaObject::invokeMethod(qApp, "quit");                break;             case vr::VREvent_KeyboardDone:                 finishOpenVrKeyboardInput();             // FALL THROUGH            case vr::VREvent_KeyboardClosed:                _keyboardFocusObject = nullptr;                _keyboardShown = false;                break;             default:                break;        }        #if DEV_BUILD            qDebug() << "OpenVR: Event " << activeHmd->GetEventTypeNameFromEnum((vr::EVREventType)event.eventType) << "(" << event.eventType << ")";        #endif    } } controller::Pose openVrControllerPoseToHandPose(bool isLeftHand, const mat4& mat, const vec3& linearVelocity, const vec3& angularVelocity) {    // 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    //    //     Rift     // From ABOVE the hand canonical axes looks like this:    //    //      | | | |          y        | | | |    //      | | | |          |        | | | |    //      |     |          |        |     |    //      |left | /  x---- +      \ |right|    //      |     _/          z      \_     |    //       |   |                     |   |    //       |   |                     |   |    //     // So when the user is in Rift space facing the -zAxis with hands outstretched and palms down    // the rotation to align the Touch axes with those of the hands is:    //    //    touchToHand = halfTurnAboutY * quaterTurnAboutX     // Due to how the Touch 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 Touch can be obtained by inspection:    //    //    Qoffset = glm::inverse(glm::angleAxis(sign * PI/2.0f, zAxis) * glm::angleAxis(PI/4.0f, xAxis))    //    // So the full equation is:    //    //    Q = combinedMeasurement * touchToHand    //    //    Q = (deltaQ * QOffset) * (yFlip * quarterTurnAboutX)    //    //    Q = (deltaQ * inverse(deltaQForAlignedHand)) * (yFlip * quarterTurnAboutX)    static const glm::quat yFlip = glm::angleAxis(PI, Vectors::UNIT_Y);    static const glm::quat quarterX = glm::angleAxis(PI_OVER_TWO, Vectors::UNIT_X);    static const glm::quat touchToHand = yFlip * quarterX;     static const glm::quat leftQuarterZ = glm::angleAxis(-PI_OVER_TWO, Vectors::UNIT_Z);    static const glm::quat rightQuarterZ = glm::angleAxis(PI_OVER_TWO, Vectors::UNIT_Z);    static const glm::quat eighthX = glm::angleAxis(PI / 4.0f, Vectors::UNIT_X);     static const glm::quat leftRotationOffset = glm::inverse(leftQuarterZ * eighthX) * touchToHand;    static const glm::quat rightRotationOffset = glm::inverse(rightQuarterZ * eighthX) * touchToHand;     static const float CONTROLLER_LENGTH_OFFSET = 0.0762f;  // three inches    static const glm::vec3 CONTROLLER_OFFSET = glm::vec3(CONTROLLER_LENGTH_OFFSET / 2.0f,        CONTROLLER_LENGTH_OFFSET / 2.0f,        CONTROLLER_LENGTH_OFFSET * 2.0f);    static const glm::vec3 leftTranslationOffset = glm::vec3(-1.0f, 1.0f, 1.0f) * CONTROLLER_OFFSET;    static const glm::vec3 rightTranslationOffset = CONTROLLER_OFFSET;     auto translationOffset = (isLeftHand ? leftTranslationOffset : rightTranslationOffset);    auto rotationOffset = (isLeftHand ? leftRotationOffset : rightRotationOffset);     glm::vec3 position = extractTranslation(mat);    glm::quat rotation = glm::normalize(glm::quat_cast(mat));     position += rotation * translationOffset;    rotation = rotation * rotationOffset;     // transform into avatar frame    auto result = controller::Pose(position, rotation);    // handle change in velocity due to translationOffset    result.velocity = linearVelocity + glm::cross(angularVelocity, position - extractTranslation(mat));    result.angularVelocity = angularVelocity;    return result;}