improve vr controllers handling
This commit is contained in:
71
src/hmd.cpp
71
src/hmd.cpp
@@ -3,8 +3,11 @@
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#include "log.h"
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#include <array>
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std::map<ViveController::kButton, ViveController::kButtonMask> ViveController::m_mask{
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std::map<ViveController::kButton, ViveController::kButtonMask> ViveController::m_mask {
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{ ViveController::kButton::Trigger, ViveController::kButtonMask::TriggerBit },
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{ ViveController::kButton::Pad, ViveController::kButtonMask::PadBit },
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{ ViveController::kButton::Menu, ViveController::kButtonMask::MenuBit },
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{ ViveController::kButton::Grip, ViveController::kButtonMask::GripBit },
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};
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bool Vive::Initialize()
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@@ -32,6 +35,13 @@ bool Vive::Initialize()
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float timeout = s.GetFloat(vr::k_pch_Power_Section, vr::k_pch_Power_TurnOffScreensTimeout_Float);
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s.SetFloat(vr::k_pch_Power_Section, vr::k_pch_Power_TurnOffScreensTimeout_Float, 0.5);
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// init buttons state
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for (auto& c : m_controllers)
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{
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c.m_buttons.fill(false);
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c.m_analog_buttons.fill(false);
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}
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return true;
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}
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@@ -90,7 +100,8 @@ void Vive::Update()
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m_pose = mat_pose;
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// invalidate controller state
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std::for_each(m_controllers, m_controllers + 1, [&](ViveController& c) { c.m_valid = false; });
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for (auto& c : m_controllers)
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c.m_valid = false;
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int controller_index = 0;
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auto pose_inv = glm::inverse(m_pose);
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@@ -111,46 +122,38 @@ void Vive::Update()
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m_hmd->GetControllerState(id, &m_controllers[controller_index].m_state, sizeof(vr::VRControllerState_t));
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m_controllers[controller_index].m_mat = glm::translate(-head_position) * Pose2Mat(poses[id].mDeviceToAbsoluteTracking);
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std::array<ViveController::kButton, 4> button_ids{
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ViveController::kButton::Trigger,
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//ViveController::kButton::Pad, // unused
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//ViveController::kButton::Menu, // unused
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//ViveController::kButton::Grip, // unused
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};
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for (auto b : button_ids)
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auto pressed_mask = m_controllers[controller_index].m_state.ulButtonPressed;
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for (uint8_t bi = 0; bi < (uint8_t)ViveController::kButton::COUNT; bi++)
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{
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auto b = (ViveController::kButton)bi;
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glm::vec2 force = { m_controllers[controller_index].m_state.rAxis[(int)b].x,
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m_controllers[controller_index].m_state.rAxis[(int)b].y };
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if (glm::compMax(glm::abs(force)) > 0.f && !m_controllers[controller_index].m_analog_buttons[(uint8_t)b])
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{
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m_controllers[controller_index].m_analog_buttons[(uint8_t)b] = true;
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if (on_analog_button)
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on_analog_button(m_controllers[controller_index], b, ViveController::kAction::Press);
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}
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if (glm::compMax(glm::abs(force)) == 0.f && m_controllers[controller_index].m_analog_buttons[(uint64_t)b])
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{
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m_controllers[controller_index].m_analog_buttons[(uint8_t)b] = false;
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if (on_analog_button)
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on_analog_button(m_controllers[controller_index], b, ViveController::kAction::Release);
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}
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}
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auto pressed_mask = m_controllers[controller_index].m_state.ulButtonPressed;
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for (auto b : button_ids)
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{
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bool b_pressed = pressed_mask & (uint64_t)m_controllers[controller_index].m_mask[b];
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if (b_pressed == true && !m_controllers[controller_index].m_buttons[(uint64_t)b])
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if (glm::compMax(glm::abs(force)) > 0.f && !m_controllers[controller_index].m_analog_buttons[bi])
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{
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m_controllers[controller_index].m_buttons[(uint64_t)b] = true;
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if (on_button)
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on_button(m_controllers[controller_index], b, ViveController::kAction::Press);
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m_controllers[controller_index].m_analog_buttons[bi] = true;
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if (on_analog_button)
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on_analog_button(m_controllers[controller_index], b, ViveController::kAction::Press, force);
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}
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if (b_pressed == false && m_controllers[controller_index].m_buttons[(uint64_t)b])
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if (glm::compMax(glm::abs(force)) == 0.f && m_controllers[controller_index].m_analog_buttons[bi])
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{
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m_controllers[controller_index].m_buttons[(uint64_t)b] = false;
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m_controllers[controller_index].m_analog_buttons[bi] = false;
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if (on_analog_button)
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on_analog_button(m_controllers[controller_index], b, ViveController::kAction::Release, force);
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}
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bool b_pressed = pressed_mask & (uint64_t)m_controllers[controller_index].m_mask[b];
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if (b_pressed == true && !m_controllers[controller_index].m_buttons[bi])
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{
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m_controllers[controller_index].m_buttons[bi] = true;
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if (on_button)
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on_button(m_controllers[controller_index], b, ViveController::kAction::Release);
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on_button(m_controllers[controller_index], b, ViveController::kAction::Press, force);
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}
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if (b_pressed == false && m_controllers[controller_index].m_buttons[bi])
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{
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m_controllers[controller_index].m_buttons[bi] = false;
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if (on_button)
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on_button(m_controllers[controller_index], b, ViveController::kAction::Release, force);
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}
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}
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controller_index++;
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