improve vr controllers handling

This commit is contained in:
2019-05-22 14:14:34 +02:00
parent ed170e555d
commit 37491d9fe1
3 changed files with 46 additions and 41 deletions

View File

@@ -3,8 +3,11 @@
#include "log.h"
#include <array>
std::map<ViveController::kButton, ViveController::kButtonMask> ViveController::m_mask{
std::map<ViveController::kButton, ViveController::kButtonMask> ViveController::m_mask {
{ ViveController::kButton::Trigger, ViveController::kButtonMask::TriggerBit },
{ ViveController::kButton::Pad, ViveController::kButtonMask::PadBit },
{ ViveController::kButton::Menu, ViveController::kButtonMask::MenuBit },
{ ViveController::kButton::Grip, ViveController::kButtonMask::GripBit },
};
bool Vive::Initialize()
@@ -32,6 +35,13 @@ bool Vive::Initialize()
float timeout = s.GetFloat(vr::k_pch_Power_Section, vr::k_pch_Power_TurnOffScreensTimeout_Float);
s.SetFloat(vr::k_pch_Power_Section, vr::k_pch_Power_TurnOffScreensTimeout_Float, 0.5);
// init buttons state
for (auto& c : m_controllers)
{
c.m_buttons.fill(false);
c.m_analog_buttons.fill(false);
}
return true;
}
@@ -90,7 +100,8 @@ void Vive::Update()
m_pose = mat_pose;
// invalidate controller state
std::for_each(m_controllers, m_controllers + 1, [&](ViveController& c) { c.m_valid = false; });
for (auto& c : m_controllers)
c.m_valid = false;
int controller_index = 0;
auto pose_inv = glm::inverse(m_pose);
@@ -111,46 +122,38 @@ void Vive::Update()
m_hmd->GetControllerState(id, &m_controllers[controller_index].m_state, sizeof(vr::VRControllerState_t));
m_controllers[controller_index].m_mat = glm::translate(-head_position) * Pose2Mat(poses[id].mDeviceToAbsoluteTracking);
std::array<ViveController::kButton, 4> button_ids{
ViveController::kButton::Trigger,
//ViveController::kButton::Pad, // unused
//ViveController::kButton::Menu, // unused
//ViveController::kButton::Grip, // unused
};
for (auto b : button_ids)
auto pressed_mask = m_controllers[controller_index].m_state.ulButtonPressed;
for (uint8_t bi = 0; bi < (uint8_t)ViveController::kButton::COUNT; bi++)
{
auto b = (ViveController::kButton)bi;
glm::vec2 force = { m_controllers[controller_index].m_state.rAxis[(int)b].x,
m_controllers[controller_index].m_state.rAxis[(int)b].y };
if (glm::compMax(glm::abs(force)) > 0.f && !m_controllers[controller_index].m_analog_buttons[(uint8_t)b])
{
m_controllers[controller_index].m_analog_buttons[(uint8_t)b] = true;
if (on_analog_button)
on_analog_button(m_controllers[controller_index], b, ViveController::kAction::Press);
}
if (glm::compMax(glm::abs(force)) == 0.f && m_controllers[controller_index].m_analog_buttons[(uint64_t)b])
{
m_controllers[controller_index].m_analog_buttons[(uint8_t)b] = false;
if (on_analog_button)
on_analog_button(m_controllers[controller_index], b, ViveController::kAction::Release);
}
}
auto pressed_mask = m_controllers[controller_index].m_state.ulButtonPressed;
for (auto b : button_ids)
{
bool b_pressed = pressed_mask & (uint64_t)m_controllers[controller_index].m_mask[b];
if (b_pressed == true && !m_controllers[controller_index].m_buttons[(uint64_t)b])
if (glm::compMax(glm::abs(force)) > 0.f && !m_controllers[controller_index].m_analog_buttons[bi])
{
m_controllers[controller_index].m_buttons[(uint64_t)b] = true;
if (on_button)
on_button(m_controllers[controller_index], b, ViveController::kAction::Press);
m_controllers[controller_index].m_analog_buttons[bi] = true;
if (on_analog_button)
on_analog_button(m_controllers[controller_index], b, ViveController::kAction::Press, force);
}
if (b_pressed == false && m_controllers[controller_index].m_buttons[(uint64_t)b])
if (glm::compMax(glm::abs(force)) == 0.f && m_controllers[controller_index].m_analog_buttons[bi])
{
m_controllers[controller_index].m_buttons[(uint64_t)b] = false;
m_controllers[controller_index].m_analog_buttons[bi] = false;
if (on_analog_button)
on_analog_button(m_controllers[controller_index], b, ViveController::kAction::Release, force);
}
bool b_pressed = pressed_mask & (uint64_t)m_controllers[controller_index].m_mask[b];
if (b_pressed == true && !m_controllers[controller_index].m_buttons[bi])
{
m_controllers[controller_index].m_buttons[bi] = true;
if (on_button)
on_button(m_controllers[controller_index], b, ViveController::kAction::Release);
on_button(m_controllers[controller_index], b, ViveController::kAction::Press, force);
}
if (b_pressed == false && m_controllers[controller_index].m_buttons[bi])
{
m_controllers[controller_index].m_buttons[bi] = false;
if (on_button)
on_button(m_controllers[controller_index], b, ViveController::kAction::Release, force);
}
}
controller_index++;

View File

@@ -42,14 +42,14 @@ struct Vive
vr::IVRSystem* m_hmd = nullptr;
vr::IVRCompositor* m_comp = nullptr;
vr::IVRSettings* m_settings = nullptr;
ViveController m_controllers[2];
std::array<ViveController, 2> m_controllers;
glm::mat4 m_view[2];
glm::mat4 m_proj[2];
glm::mat4 m_pose;
bool m_active = false;
std::function<void(const glm::mat4& m_proj, const glm::mat4& m_view, const glm::mat4& m_pose)> on_draw = nullptr;
std::function<void(const ViveController&, ViveController::kButton, ViveController::kAction)> on_button = nullptr;
std::function<void(const ViveController&, ViveController::kButton, ViveController::kAction)> on_analog_button = nullptr;
std::function<void(const ViveController&, ViveController::kButton, ViveController::kAction, glm::vec2 axis)> on_button = nullptr;
std::function<void(const ViveController&, ViveController::kButton, ViveController::kAction, glm::vec2 force)> on_analog_button = nullptr;
bool Initialize();
void Terminate();

View File

@@ -482,15 +482,14 @@ bool win32_vr_start()
bool trigger_down = false;
cbuffer<glm::vec3> controller_points(10);
glm::vec3 controller_last_point;
vive->on_analog_button = [&](const ViveController& c, ViveController::kButton b, ViveController::kAction a) {
vive->on_analog_button = [&](const ViveController& c, ViveController::kButton b, ViveController::kAction a, glm::vec2 force) {
if (b == ViveController::kButton::Trigger)
{
if (a == ViveController::kAction::Press)
{
glm::vec3 pos = glm::normalize(xyz(vive->m_controllers[0].m_mat[3])) * 800.f;
float force = vive->m_controllers[0].axis(b).x;
async_lock();
Canvas::I->stroke_start(pos, force);
Canvas::I->stroke_start(pos, force.x);
async_unlock();
controller_last_point = pos;
controller_points.clear();
@@ -504,9 +503,12 @@ bool win32_vr_start()
async_unlock();
}
}
};
vive->on_button = [&](const ViveController& c, ViveController::kButton b, ViveController::kAction a, glm::vec2 axis) {
if (b == ViveController::kButton::Pad && a == ViveController::kAction::Press)
{
App::I.toggle_ui();
if (glm::length(axis) < 0.5f)
App::I.toggle_ui();
}
};