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package com.jme3.input.vr; |
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import com.jme3.app.VREnvironment; |
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import com.jme3.math.*; |
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import com.jme3.renderer.Camera; |
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import com.jme3.scene.Spatial; |
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import com.jme3.util.VRViewManagerOculus; |
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import org.lwjgl.ovr.*; |
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import static org.lwjgl.ovr.OVR.*; |
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public class OculusVRInput implements VRInputAPI { |
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// State control
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private final OVRInputState inputState; |
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private final OVRSessionStatus sessionStatus; |
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private final OVRTrackingState trackingState; |
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private final OculusVR hardware; |
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private long session; |
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// Setup values
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private float axisMultiplier = 1; |
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// Cached stuff
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private int buttons, touch; |
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// Used to calculate sinceLastCall stuff
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private int lastButtons, lastTouch; |
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private final Vector2f[][] lastAxises; |
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/** |
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* The state data (linear and angular velocity and acceleration) for each hand |
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*/ |
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private OVRPoseStatef[] handStates; |
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/** |
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* The position and orientation of the Touch controllers. |
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*/ |
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private OVRPosef[] handPoses; |
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/** |
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* The object forms of the tracked controllers. |
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*/ |
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private final OculusController[] controllers = { |
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new OculusController(0), |
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new OculusController(1) |
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}; |
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public OculusVRInput(OculusVR hardware, long session, |
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OVRSessionStatus sessionStatus, OVRTrackingState trackingState) { |
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this.hardware = hardware; |
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this.session = session; |
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this.sessionStatus = sessionStatus; |
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this.trackingState = trackingState; |
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inputState = OVRInputState.calloc(); |
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handStates = new OVRPoseStatef[ovrHand_Count]; |
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handPoses = new OVRPosef[handStates.length]; |
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lastAxises = new Vector2f[handStates.length][3]; // trigger+grab+thumbstick for each hand.
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} |
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public void dispose() { |
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inputState.free(); |
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session = 0; // Crashing > undefined behaviour if this object is incorrectly accessed again.
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} |
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@Override |
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public void updateControllerStates() { |
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// Handle buttons, axies
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ovr_GetInputState(session, ovrControllerType_Touch, inputState); |
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buttons = inputState.Buttons(); |
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touch = inputState.Touches(); |
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// Get the touch controller poses
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// TODO what if no touch controllers are available?
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for (int hand = 0; hand < handPoses.length; hand++) { |
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handStates[hand] = trackingState.HandPoses(hand); |
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handPoses[hand] = handStates[hand].ThePose(); |
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} |
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} |
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private Vector3f cv(OVRVector3f in) { |
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// TODO do we want to reuse vectors rather than making new ones?
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// TODO OpenVRInput does this, but it will probably cause some bugs.
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return OculusVR.vecO2J(in, new Vector3f()); // This also fixes the coordinate space transform issues.
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} |
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private Vector2f cv(OVRVector2f in) { |
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// TODO do we want to reuse vectors rather than making new ones?
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// TODO OpenVRInput does this, but it will probably cause some bugs.
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return new Vector2f(in.x(), in.y()); |
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} |
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private Quaternion cq(OVRQuatf in) { |
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// TODO do we want to reuse quaternions rather than making new ones?
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// TODO OpenVRInput does this, but it will probably cause some bugs.
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return OculusVR.quatO2J(in, new Quaternion()); // This also fixes the coordinate space transform issues.
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} |
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private Vector2f axis(float input) { |
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// See above comments about reusing vectors
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return new Vector2f(input, input); |
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} |
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// Tracking (position, rotation, velocity, status)
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@Override |
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public Vector3f getPosition(int index) { |
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return cv(handPoses[index].Position()); |
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} |
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@Override |
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public Vector3f getVelocity(int controllerIndex) { |
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return cv(handStates[controllerIndex].LinearVelocity()); |
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} |
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@Override |
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public Quaternion getOrientation(int index) { |
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return cq(handPoses[index].Orientation()); |
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} |
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@Override |
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public Vector3f getAngularVelocity(int controllerIndex) { |
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return cv(handStates[controllerIndex].AngularVelocity()); |
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} |
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@Override |
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public Quaternion getFinalObserverRotation(int index) { |
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// Copied from OpenVRInput
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VREnvironment env = hardware.getEnvironment(); |
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VRViewManagerOculus vrvm = (VRViewManagerOculus) hardware.getEnvironment().getVRViewManager(); |
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Object obs = env.getObserver(); |
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Quaternion tempq = new Quaternion(); // TODO move to class scope?
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if (obs instanceof Camera) { |
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tempq.set(((Camera) obs).getRotation()); |
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} else { |
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tempq.set(((Spatial) obs).getWorldRotation()); |
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} |
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return tempq.multLocal(getOrientation(index)); |
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} |
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@Override |
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public Vector3f getFinalObserverPosition(int index) { |
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// Copied from OpenVRInput
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VREnvironment env = hardware.getEnvironment(); |
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VRViewManagerOculus vrvm = (VRViewManagerOculus) hardware.getEnvironment().getVRViewManager(); |
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Object obs = env.getObserver(); |
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Vector3f pos = getPosition(index); |
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if (obs instanceof Camera) { |
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((Camera) obs).getRotation().mult(pos, pos); |
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return pos.addLocal(((Camera) obs).getLocation()); |
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} else { |
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((Spatial) obs).getWorldRotation().mult(pos, pos); |
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return pos.addLocal(((Spatial) obs).getWorldTranslation()); |
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} |
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} |
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@Override |
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public boolean isInputDeviceTracking(int index) { |
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int flags = trackingState.HandStatusFlags(index); |
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return (flags & ovrStatus_PositionTracked) != 0; // TODO do we require orientation as well?
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} |
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// Input Getters
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@Override |
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public Vector2f getAxis(int controllerIndex, VRInputType forAxis) { |
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Vector2f result = getAxisRaw(controllerIndex, forAxis); |
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return result == null ? null : result.multLocal(axisMultiplier); |
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} |
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@Override |
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public Vector2f getAxisRaw(int controllerIndex, VRInputType forAxis) { |
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switch (forAxis) { |
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case OculusThumbstickAxis: |
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return cv(inputState.Thumbstick(controllerIndex)); |
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case OculusTriggerAxis: |
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return axis(inputState.IndexTrigger(controllerIndex)); |
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case OculusGripAxis: |
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return axis(inputState.HandTrigger(controllerIndex)); |
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default: |
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return null; |
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} |
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} |
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@Override |
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public boolean isButtonDown(int controllerIndex, VRInputType checkButton) { |
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return isButtonDownForStatus(controllerIndex, checkButton, buttons, touch); |
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} |
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public boolean isButtonDownForStatus(int controllerIndex, VRInputType checkButton, int buttons, int touch) { |
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int buttonMask = (controllerIndex == ovrHand_Left) ? ovrButton_LMask : ovrButton_RMask; |
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int touchMask = (controllerIndex == ovrHand_Left) ? |
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(ovrTouch_LButtonMask + ovrTouch_LPoseMask) : |
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(ovrTouch_RButtonMask + ovrTouch_RPoseMask); |
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switch (checkButton) { |
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default: |
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return false; |
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case OculusTopButton: // Physical buttons
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case OculusBottomButton: |
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case OculusThumbstickButton: |
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case OculusMenuButton: |
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return (buttons & buttonMask & checkButton.getValue()) != 0; |
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case OculusTopTouch: // Standard capacitive buttons
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case OculusBottomTouch: |
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case OculusThumbstickTouch: |
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case OculusThumbrestTouch: |
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case OculusIndexTouch: |
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case OculusThumbUp: // Calculated/virtual capacitive buttons
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case OculusIndexPointing: |
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return (touch & touchMask & checkButton.getValue()) != 0; |
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} |
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} |
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// Since-last-call stuff
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@Override |
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public void resetInputSinceLastCall() { |
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lastButtons = 0; |
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lastTouch = 0; |
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} |
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@Override |
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public boolean wasButtonPressedSinceLastCall(int controllerIndex, VRInputType checkButton) { |
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boolean wasPressed = isButtonDownForStatus(controllerIndex, checkButton, lastButtons, lastTouch); |
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lastButtons = buttons; |
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lastTouch = touch; |
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return !wasPressed && isButtonDown(controllerIndex, checkButton); |
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} |
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@Override |
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public Vector2f getAxisDeltaSinceLastCall(int controllerIndex, VRInputType forAxis) { |
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int index; |
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switch (forAxis) { |
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case OculusTriggerAxis: |
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index = 0; |
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break; |
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case OculusGripAxis: |
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index = 1; |
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break; |
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case OculusThumbstickAxis: |
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index = 2; |
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break; |
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default: |
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return null; |
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} |
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Vector2f last = lastAxises[controllerIndex][index]; |
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if (last == null) { |
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last = lastAxises[controllerIndex][index] = new Vector2f(); |
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} |
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Vector2f current = getAxis(controllerIndex, forAxis); |
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// TODO could this lead to accuracy problems?
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current.subtractLocal(last); |
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last.addLocal(current); |
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return current; |
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} |
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// Misc
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@Override |
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public boolean init() { |
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throw new UnsupportedOperationException("Input initialized at creation time"); |
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} |
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@Override |
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public void updateConnectedControllers() { |
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throw new UnsupportedOperationException("Automatically done by LibOVR (I think?)"); |
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} |
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@Override |
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public float getAxisMultiplier() { |
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return axisMultiplier; |
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} |
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@Override |
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public void setAxisMultiplier(float axisMultiplier) { |
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this.axisMultiplier = axisMultiplier; |
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} |
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@Override |
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public void triggerHapticPulse(int controllerIndex, float seconds) { |
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// TODO: How do we time so we can turn the feedback off?
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} |
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@Override |
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public boolean isInputFocused() { |
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return sessionStatus.IsVisible(); // TODO do we need HmdMounted, or is it counted in IsVisible
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} |
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@Override |
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public Object getRawControllerState(int index) { |
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throw new UnsupportedOperationException("Cannot get raw controller state!"); |
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} |
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@Override |
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public void swapHands() { |
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// Do nothing.
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// TODO although OSVR and OpenVR if it has more than two controllers both do nothing, shouldn't we be
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// TODO throwing an exception or something?
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} |
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@Override |
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public int getTrackedControllerCount() { |
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// TODO: Shouldn't we be seeing if the user has the touch controllers first?
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return 2; |
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} |
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@Override |
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public VRTrackedController getTrackedController(int index) { |
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return controllers[index]; |
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} |
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/** |
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* The object form representation of a controller. |
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*/ |
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public class OculusController implements VRTrackedController { |
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/** |
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* The ID of the hand to track |
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*/ |
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private int hand; |
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public OculusController(int hand) { |
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this.hand = hand; |
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} |
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@Override |
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public String getControllerName() { |
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return "Touch"; // TODO
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} |
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@Override |
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public String getControllerManufacturer() { |
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return "Oculus"; // TODO
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} |
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@Override |
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public Vector3f getPosition() { |
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return OculusVRInput.this.getPosition(hand); |
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} |
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@Override |
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public Quaternion getOrientation() { |
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return OculusVRInput.this.getOrientation(hand); |
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} |
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@Override |
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public Matrix4f getPose() { |
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Matrix4f mat = new Matrix4f(); |
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mat.setRotationQuaternion(getOrientation()); |
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mat.setTranslation(getPosition()); |
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return mat; |
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} |
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} |
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} |
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