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Use OpenXR's action sets to better separate gui and gameplay actions. Also jump works on press now.

This commit is contained in:
Mads Buvik Sandvei 2020-08-09 12:55:09 +02:00
parent 2a534877da
commit bd4093bbcb
9 changed files with 469 additions and 355 deletions

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@ -247,7 +247,7 @@ if(BUILD_OPENMW_VR)
vrengine.cpp
)
add_openmw_dir (mwvr
openxraction openxrinput openxrmanager openxrmanagerimpl openxrswapchain openxrswapchainimpl
openxraction openxractionset openxrinput openxrmanager openxrmanagerimpl openxrswapchain openxrswapchainimpl
realisticcombat
vranimation vrenvironment vrgui vrinputmanager vrinput vrsession vrframebuffer vrshadow vrtypes vrview vrviewer
)

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@ -0,0 +1,277 @@
#include "openxractionset.hpp"
#include "vrenvironment.hpp"
#include "openxrmanager.hpp"
#include "openxrmanagerimpl.hpp"
#include "openxraction.hpp"
#include <openxr/openxr.h>
#include <components/misc/stringops.hpp>
#include <iostream>
namespace MWVR
{
OpenXRActionSet::OpenXRActionSet(const std::string& actionSetName)
: mActionSet(nullptr)
, mLocalizedName(actionSetName)
, mInternalName(Misc::StringUtils::lowerCase(actionSetName))
{
mActionSet = createActionSet(actionSetName);
// When starting to account for more devices than oculus touch, this section may need some expansion/redesign.
// Currently the set of action paths was determined using the oculus touch (i know nothing about the vive and the index).
// The set of action paths may therefore need expansion. E.g. /click vs /value may vary with controllers.
// To fit more actions onto controllers i created a system of short and long press actions. Allowing one action to activate
// on a short press, and another on long. Here, what actions are short press and what actions are long press is simply
// hardcoded at init, rather than interpreted from bindings. That's bad, and should be fixed, but that's hard to do
// while staying true to openxr's binding system, so if the system i wrote for the oculus touch isn't a good fit for
// the vive/index, we might want to rewrite this to handle bindings ourselves.
generateControllerActionPaths(ActionPath::Select, "/input/select/click");
generateControllerActionPaths(ActionPath::Squeeze, "/input/squeeze/value");
generateControllerActionPaths(ActionPath::Pose, "/input/aim/pose");
generateControllerActionPaths(ActionPath::Haptic, "/output/haptic");
generateControllerActionPaths(ActionPath::Menu, "/input/menu/click");
generateControllerActionPaths(ActionPath::ThumbstickX, "/input/thumbstick/x");
generateControllerActionPaths(ActionPath::ThumbstickY, "/input/thumbstick/y");
generateControllerActionPaths(ActionPath::ThumbstickClick, "/input/thumbstick/click");
generateControllerActionPaths(ActionPath::X, "/input/x/click");
generateControllerActionPaths(ActionPath::Y, "/input/y/click");
generateControllerActionPaths(ActionPath::A, "/input/a/click");
generateControllerActionPaths(ActionPath::B, "/input/b/click");
generateControllerActionPaths(ActionPath::Trigger, "/input/trigger/value");
/*
// Applicable actions not (yet) included
A_QuickKey1,
A_QuickKey2,
A_QuickKey3,
A_QuickKey4,
A_QuickKey5,
A_QuickKey6,
A_QuickKey7,
A_QuickKey8,
A_QuickKey9,
A_QuickKey10,
A_QuickKeysMenu,
A_QuickLoad,
A_CycleSpellLeft,
A_CycleSpellRight,
A_CycleWeaponLeft,
A_CycleWeaponRight,
A_Screenshot, // Generate a VR screenshot?
A_Console, // Currently awkward due to a lack of virtual keyboard, but should be included when that's in place
*/
createMWAction<ButtonPressAction>(MWInput::A_GameMenu, "game_menu", "Game Menu");
createMWAction<ButtonLongPressAction>(A_Recenter, "reposition_menu", "Reposition Menu");
createMWAction<ButtonPressAction>(MWInput::A_Inventory, "inventory", "Inventory");
createMWAction<ButtonPressAction>(MWInput::A_Activate, "activate", "Activate");
createMWAction<ButtonHoldAction>(MWInput::A_Use, "use", "Use");
createMWAction<ButtonHoldAction>(MWInput::A_Jump, "jump", "Jump");
createMWAction<ButtonPressAction>(MWInput::A_ToggleWeapon, "weapon", "Weapon");
createMWAction<ButtonPressAction>(MWInput::A_ToggleSpell, "spell", "Spell");
createMWAction<ButtonPressAction>(MWInput::A_CycleSpellLeft, "cycle_spell_left", "Cycle Spell Left");
createMWAction<ButtonPressAction>(MWInput::A_CycleSpellRight, "cycle_spell_right", "Cycle Spell Right");
createMWAction<ButtonPressAction>(MWInput::A_CycleWeaponLeft, "cycle_weapon_left", "Cycle Weapon Left");
createMWAction<ButtonPressAction>(MWInput::A_CycleWeaponRight, "cycle_weapon_right", "Cycle Weapon Right");
createMWAction<ButtonHoldAction>(MWInput::A_Sneak, "sneak", "Sneak");
createMWAction<ButtonPressAction>(MWInput::A_QuickMenu, "quick_menu", "Quick Menu");
createMWAction<AxisAction>(MWInput::A_LookLeftRight, "look_left_right", "Look Left Right");
createMWAction<AxisAction>(MWInput::A_MoveForwardBackward, "move_forward_backward", "Move Forward Backward");
createMWAction<AxisAction>(MWInput::A_MoveLeftRight, "move_left_right", "Move Left Right");
createMWAction<ButtonLongPressAction>(MWInput::A_Journal, "journal_book", "Journal Book");
createMWAction<ButtonLongPressAction>(MWInput::A_QuickSave, "quick_save", "Quick Save");
createMWAction<ButtonPressAction>(MWInput::A_Rest, "rest", "Rest");
createMWAction<AxisAction>(A_ActivateTouch, "activate_touched", "Activate Touch");
createMWAction<ButtonPressAction>(MWInput::A_AlwaysRun, "always_run", "Always Run");
createMWAction<ButtonPressAction>(MWInput::A_AutoMove, "auto_move", "Auto Move");
createMWAction<ButtonLongPressAction>(MWInput::A_ToggleHUD, "toggle_hud", "Toggle HUD");
createMWAction<ButtonLongPressAction>(MWInput::A_ToggleDebug, "toggle_debug", "Toggle DEBUG");
createMWAction<AxisAction>(A_MenuUpDown, "menu_up_down", "Menu Up Down");
createMWAction<AxisAction>(A_MenuLeftRight, "menu_left_right", "Menu Left Right");
createMWAction<ButtonPressAction>(A_MenuSelect, "menu_select", "Menu Select");
createMWAction<ButtonPressAction>(A_MenuBack, "menu_back", "Menu Back");
createPoseAction(TrackedLimb::LEFT_HAND, "left_hand_pose", "Left Hand Pose");
createPoseAction(TrackedLimb::RIGHT_HAND, "right_hand_pose", "Right Hand Pose");
createHapticsAction(TrackedLimb::RIGHT_HAND, "right_hand_haptics", "Right Hand Haptics");
createHapticsAction(TrackedLimb::LEFT_HAND, "left_hand_haptics", "Left Hand Haptics");
};
void
OpenXRActionSet::createPoseAction(
TrackedLimb limb,
const std::string& actionName,
const std::string& localName)
{
mTrackerMap.emplace(limb, new PoseAction(std::move(createXRAction(XR_ACTION_TYPE_POSE_INPUT, actionName, localName))));
}
void
OpenXRActionSet::createHapticsAction(
TrackedLimb limb,
const std::string& actionName,
const std::string& localName)
{
mHapticsMap.emplace(limb, new HapticsAction(std::move(createXRAction(XR_ACTION_TYPE_VIBRATION_OUTPUT, actionName, localName))));
}
template<typename A, XrActionType AT>
void
OpenXRActionSet::createMWAction(
int openMWAction,
const std::string& actionName,
const std::string& localName)
{
mActionMap.emplace(openMWAction, new A(openMWAction, std::move(createXRAction(AT, mInternalName + "_" + actionName, mLocalizedName + " " + localName))));
}
XrActionSet
OpenXRActionSet::createActionSet(const std::string& name)
{
std::string localized_name = name;
std::string internal_name = Misc::StringUtils::lowerCase(name);
auto* xr = Environment::get().getManager();
XrActionSet actionSet = XR_NULL_HANDLE;
XrActionSetCreateInfo createInfo{ XR_TYPE_ACTION_SET_CREATE_INFO };
strcpy_s(createInfo.actionSetName, internal_name.c_str());
strcpy_s(createInfo.localizedActionSetName, localized_name.c_str());
createInfo.priority = 0;
CHECK_XRCMD(xrCreateActionSet(xr->impl().xrInstance(), &createInfo, &actionSet));
return actionSet;
}
void OpenXRActionSet::suggestBindings(std::vector<XrActionSuggestedBinding>& xrSuggestedBindings, const SuggestedBindings& mwSuggestedBindings)
{
std::vector<XrActionSuggestedBinding> suggestedBindings =
{
{*mTrackerMap[TrackedLimb::LEFT_HAND], getXrPath(ActionPath::Pose, Side::LEFT_SIDE)},
{*mTrackerMap[TrackedLimb::RIGHT_HAND], getXrPath(ActionPath::Pose, Side::RIGHT_SIDE)},
{*mHapticsMap[TrackedLimb::LEFT_HAND], getXrPath(ActionPath::Haptic, Side::LEFT_SIDE)},
{*mHapticsMap[TrackedLimb::RIGHT_HAND], getXrPath(ActionPath::Haptic, Side::RIGHT_SIDE)},
};
for (auto& mwSuggestedBinding : mwSuggestedBindings)
{
auto xrAction = mActionMap.find(mwSuggestedBinding.action);
if (xrAction == mActionMap.end())
{
Log(Debug::Error) << "OpenXRActionSet: Unknown action " << mwSuggestedBinding.action;
continue;
}
suggestedBindings.push_back({ *xrAction->second, getXrPath(mwSuggestedBinding.path, mwSuggestedBinding.side) });
}
xrSuggestedBindings.insert(xrSuggestedBindings.end(), suggestedBindings.begin(), suggestedBindings.end());
}
void
OpenXRActionSet::generateControllerActionPaths(
ActionPath actionPath,
const std::string& controllerAction)
{
auto* xr = Environment::get().getManager();
ControllerActionPaths actionPaths;
std::string left = std::string("/user/hand/left") + controllerAction;
std::string right = std::string("/user/hand/right") + controllerAction;
CHECK_XRCMD(xrStringToPath(xr->impl().xrInstance(), left.c_str(), &actionPaths[(int)Side::LEFT_SIDE]));
CHECK_XRCMD(xrStringToPath(xr->impl().xrInstance(), right.c_str(), &actionPaths[(int)Side::RIGHT_SIDE]));
mPathMap[actionPath] = actionPaths;
}
std::unique_ptr<OpenXRAction>
OpenXRActionSet::createXRAction(
XrActionType actionType,
const std::string& actionName,
const std::string& localName)
{
std::vector<XrPath> subactionPaths;
XrActionCreateInfo createInfo{ XR_TYPE_ACTION_CREATE_INFO };
createInfo.actionType = actionType;
strcpy_s(createInfo.actionName, actionName.c_str());
strcpy_s(createInfo.localizedActionName, localName.c_str());
XrAction action = XR_NULL_HANDLE;
CHECK_XRCMD(xrCreateAction(mActionSet, &createInfo, &action));
return std::unique_ptr<OpenXRAction>{new OpenXRAction{ action, actionType, actionName, localName }};
}
void
OpenXRActionSet::updateControls()
{
auto* xr = Environment::get().getManager();
if (!xr->impl().xrSessionRunning())
return;
const XrActiveActionSet activeActionSet{ mActionSet, XR_NULL_PATH };
XrActionsSyncInfo syncInfo{ XR_TYPE_ACTIONS_SYNC_INFO };
syncInfo.countActiveActionSets = 1;
syncInfo.activeActionSets = &activeActionSet;
CHECK_XRCMD(xrSyncActions(xr->impl().xrSession(), &syncInfo));
for (auto& action : mActionMap)
action.second->updateAndQueue(mActionQueue);
}
XrPath OpenXRActionSet::generateXrPath(const std::string& path)
{
auto* xr = Environment::get().getManager();
XrPath xrpath = 0;
CHECK_XRCMD(xrStringToPath(xr->impl().xrInstance(), path.c_str(), &xrpath));
return xrpath;
}
const Action* OpenXRActionSet::nextAction()
{
if (mActionQueue.empty())
return nullptr;
const auto* action = mActionQueue.front();
mActionQueue.pop_front();
return action;
}
Pose
OpenXRActionSet::getLimbPose(
int64_t time,
TrackedLimb limb)
{
auto it = mTrackerMap.find(limb);
if (it == mTrackerMap.end())
{
Log(Debug::Error) << "OpenXRActionSet: No such tracker: " << limb;
return Pose{};
}
it->second->update(time);
return it->second->value();
}
void OpenXRActionSet::applyHaptics(TrackedLimb limb, float intensity)
{
auto it = mHapticsMap.find(limb);
if (it == mHapticsMap.end())
{
Log(Debug::Error) << "OpenXRActionSet: No such tracker: " << limb;
return;
}
it->second->apply(intensity);
}
XrPath OpenXRActionSet::getXrPath(ActionPath actionPath, Side side)
{
auto it = mPathMap.find(actionPath);
if (it == mPathMap.end())
{
Log(Debug::Error) << "OpenXRActionSet: No such path: " << (int)actionPath;
}
return it->second[(int)side];
}
}

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@ -0,0 +1,57 @@
#ifndef OPENXR_ACTIONSET_HPP
#define OPENXR_ACTIONSET_HPP
#include "vrinput.hpp"
#include <vector>
#include <array>
namespace MWVR
{
/// \brief Generates and manages an OpenXR ActionSet and associated actions.
class OpenXRActionSet
{
public:
using Actions = MWInput::Actions;
using ControllerActionPaths = std::array<XrPath, 2>;
OpenXRActionSet(const std::string& actionSetName);
//! Update all controls and queue any actions
void updateControls();
//! Get next action from queue (repeat until null is returned)
const Action* nextAction();
//! Get current pose of limb in space.
Pose getLimbPose(int64_t time, TrackedLimb limb);
//! Apply haptics of the given intensity to the given limb
void applyHaptics(TrackedLimb limb, float intensity);
XrActionSet xrActionSet() { return mActionSet; };
void suggestBindings(std::vector<XrActionSuggestedBinding>& xrSuggestedBindings, const SuggestedBindings& mwSuggestedBindings);
protected:
template<typename A, XrActionType AT = A::ActionType>
void createMWAction(int openMWAction, const std::string& actionName, const std::string& localName);
void createPoseAction(TrackedLimb limb, const std::string& actionName, const std::string& localName);
void createHapticsAction(TrackedLimb limb, const std::string& actionName, const std::string& localName);
std::unique_ptr<OpenXRAction> createXRAction(XrActionType actionType, const std::string& actionName, const std::string& localName);
XrPath generateXrPath(const std::string& path);
void generateControllerActionPaths(ActionPath actionPath, const std::string& controllerAction);
XrActionSet createActionSet(const std::string& name);
XrPath getXrPath(ActionPath actionPath, Side side);
XrActionSet mActionSet{ nullptr };
std::string mLocalizedName{};
std::string mInternalName{};
std::map<ActionPath, ControllerActionPaths> mPathMap;
std::map<int, std::unique_ptr<Action>> mActionMap;
std::map<TrackedLimb, std::unique_ptr<PoseAction>> mTrackerMap;
std::map<TrackedLimb, std::unique_ptr<HapticsAction>> mHapticsMap;
std::deque<const Action*> mActionQueue{};
};
}
#endif

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@ -7,293 +7,59 @@
#include <openxr/openxr.h>
#include <components/misc/stringops.hpp>
#include <iostream>
namespace MWVR
{
OpenXRInput::OpenXRInput(const std::vector<SuggestedBindings>& suggestedBindings)
: mActionSet(createActionSet())
OpenXRInput::OpenXRInput()
{
// When starting to account for more devices than oculus touch, this section may need some expansion/redesign.
// Currently the set of action paths was determined using the oculus touch (i know nothing about the vive and the index).
// The set of action paths may therefore need expansion. E.g. /click vs /value may vary with controllers.
// To fit more actions onto controllers i created a system of short and long press actions. Allowing one action to activate
// on a short press, and another on long. Here, what actions are short press and what actions are long press is simply
// hardcoded at init, rather than interpreted from bindings. That's bad, and should be fixed, but that's hard to do
// while staying true to openxr's binding system, so if the system i wrote for the oculus touch isn't a good fit for
// the vive/index, we might want to rewrite this to handle bindings ourselves.
generateControllerActionPaths(ActionPath::Select, "/input/select/click");
generateControllerActionPaths(ActionPath::Squeeze, "/input/squeeze/value");
generateControllerActionPaths(ActionPath::Pose, "/input/aim/pose");
generateControllerActionPaths(ActionPath::Haptic, "/output/haptic");
generateControllerActionPaths(ActionPath::Menu, "/input/menu/click");
generateControllerActionPaths(ActionPath::ThumbstickX, "/input/thumbstick/x");
generateControllerActionPaths(ActionPath::ThumbstickY, "/input/thumbstick/y");
generateControllerActionPaths(ActionPath::ThumbstickClick, "/input/thumbstick/click");
generateControllerActionPaths(ActionPath::X, "/input/x/click");
generateControllerActionPaths(ActionPath::Y, "/input/y/click");
generateControllerActionPaths(ActionPath::A, "/input/a/click");
generateControllerActionPaths(ActionPath::B, "/input/b/click");
generateControllerActionPaths(ActionPath::Trigger, "/input/trigger/value");
/*
// Applicable actions not (yet) included
A_QuickKey1,
A_QuickKey2,
A_QuickKey3,
A_QuickKey4,
A_QuickKey5,
A_QuickKey6,
A_QuickKey7,
A_QuickKey8,
A_QuickKey9,
A_QuickKey10,
A_QuickKeysMenu,
A_QuickLoad,
A_CycleSpellLeft,
A_CycleSpellRight,
A_CycleWeaponLeft,
A_CycleWeaponRight,
A_Screenshot, // Generate a VR screenshot?
A_Console, // Currently awkward due to a lack of virtual keyboard, but should be included when that's in place
*/
createMWAction<ButtonPressAction>(MWInput::A_GameMenu, "game_menu", "Game Menu");
createMWAction<ButtonLongPressAction>(A_Recenter, "reposition_menu", "Reposition Menu");
createMWAction<ButtonPressAction>(MWInput::A_Inventory, "inventory", "Inventory");
createMWAction<ButtonPressAction>(MWInput::A_Activate, "activate", "Activate");
createMWAction<ButtonHoldAction>(MWInput::A_Use, "use", "Use");
createMWAction<ButtonPressAction>(MWInput::A_Jump, "jump", "Jump");
createMWAction<ButtonPressAction>(MWInput::A_ToggleWeapon, "weapon", "Weapon");
createMWAction<ButtonPressAction>(MWInput::A_ToggleSpell, "spell", "Spell");
createMWAction<ButtonPressAction>(MWInput::A_CycleSpellLeft, "cycle_spell_left", "Cycle Spell Left");
createMWAction<ButtonPressAction>(MWInput::A_CycleSpellRight, "cycle_spell_right", "Cycle Spell Right");
createMWAction<ButtonPressAction>(MWInput::A_CycleWeaponLeft, "cycle_weapon_left", "Cycle Weapon Left");
createMWAction<ButtonPressAction>(MWInput::A_CycleWeaponRight, "cycle_weapon_right", "Cycle Weapon Right");
createMWAction<ButtonHoldAction>(MWInput::A_Sneak, "sneak", "Sneak");
createMWAction<ButtonPressAction>(MWInput::A_QuickMenu, "quick_menu", "Quick Menu");
createMWAction<AxisAction>(MWInput::A_LookLeftRight, "look_left_right", "Look Left Right");
createMWAction<AxisAction>(MWInput::A_MoveForwardBackward, "move_forward_backward", "Move Forward Backward");
createMWAction<AxisAction>(MWInput::A_MoveLeftRight, "move_left_right", "Move Left Right");
createMWAction<ButtonLongPressAction>(MWInput::A_Journal, "journal_book", "Journal Book");
createMWAction<ButtonLongPressAction>(MWInput::A_QuickSave, "quick_save", "Quick Save");
createMWAction<ButtonPressAction>(MWInput::A_Rest, "rest", "Rest");
createMWAction<AxisAction>(A_ActivateTouch, "activate_touched", "Activate Touch");
createMWAction<ButtonPressAction>(MWInput::A_AlwaysRun, "always_run", "Always Run");
createMWAction<ButtonPressAction>(MWInput::A_AutoMove, "auto_move", "Auto Move");
createMWAction<ButtonLongPressAction>(MWInput::A_ToggleHUD, "toggle_hud", "Toggle HUD");
createMWAction<ButtonLongPressAction>(MWInput::A_ToggleDebug, "toggle_debug", "Toggle DEBUG");
createMWAction<AxisAction>(A_MenuUpDown, "menu_up_down", "Menu Up Down");
createMWAction<AxisAction>(A_MenuLeftRight, "menu_left_right", "Menu Left Right");
createMWAction<ButtonPressAction>(A_MenuSelect, "menu_select", "Menu Select");
createMWAction<ButtonPressAction>(A_MenuBack, "menu_back", "Menu Back");
createPoseAction(TrackedLimb::LEFT_HAND, "left_hand_pose", "Left Hand Pose");
createPoseAction(TrackedLimb::RIGHT_HAND, "right_hand_pose", "Right Hand Pose");
createHapticsAction(TrackedLimb::RIGHT_HAND, "right_hand_haptics", "Right Hand Haptics");
createHapticsAction(TrackedLimb::LEFT_HAND, "left_hand_haptics", "Left Hand Haptics");
for (auto& sb : suggestedBindings)
suggestBindings(sb);
auto* xr = Environment::get().getManager();
{ // Set up the action set
XrSessionActionSetsAttachInfo attachInfo{ XR_TYPE_SESSION_ACTION_SETS_ATTACH_INFO };
attachInfo.countActionSets = 1;
attachInfo.actionSets = &mActionSet;
CHECK_XRCMD(xrAttachSessionActionSets(xr->impl().xrSession(), &attachInfo));
}
mActionSets.emplace(ActionSet::Gameplay, "Gameplay");
mActionSets.emplace(ActionSet::GUI, "GUI");
};
void
OpenXRInput::createPoseAction(
TrackedLimb limb,
const std::string& actionName,
const std::string& localName)
OpenXRActionSet& OpenXRInput::getActionSet(ActionSet actionSet)
{
mTrackerMap.emplace(limb, new PoseAction(std::move(createXRAction(XR_ACTION_TYPE_POSE_INPUT, actionName, localName))));
auto it = mActionSets.find(actionSet);
if (it == mActionSets.end())
throw std::logic_error("No such action set");
return it->second;
}
void
OpenXRInput::createHapticsAction(
TrackedLimb limb,
const std::string& actionName,
const std::string& localName)
void OpenXRInput::suggestBindings(ActionSet actionSet, std::string profile, const SuggestedBindings& mwSuggestedBindings)
{
mHapticsMap.emplace(limb, new HapticsAction(std::move(createXRAction(XR_ACTION_TYPE_VIBRATION_OUTPUT, actionName, localName))));
getActionSet(actionSet).suggestBindings(mSuggestedBindings[profile], mwSuggestedBindings);
}
template<typename A, XrActionType AT>
void
OpenXRInput::createMWAction(
int openMWAction,
const std::string& actionName,
const std::string& localName)
{
mActionMap.emplace(openMWAction, new A(openMWAction, std::move(createXRAction(AT, actionName, localName))));
}
XrActionSet
OpenXRInput::createActionSet()
void OpenXRInput::attachActionSets()
{
auto* xr = Environment::get().getManager();
XrActionSet actionSet = XR_NULL_HANDLE;
XrActionSetCreateInfo createInfo{ XR_TYPE_ACTION_SET_CREATE_INFO };
strcpy_s(createInfo.actionSetName, "gameplay");
strcpy_s(createInfo.localizedActionSetName, "Gameplay");
createInfo.priority = 0;
CHECK_XRCMD(xrCreateActionSet(xr->impl().xrInstance(), &createInfo, &actionSet));
return actionSet;
}
void OpenXRInput::suggestBindings(const SuggestedBindings& mwSuggestedBindings)
{
auto* xr = Environment::get().getManager();
XrPath oculusTouchInteractionProfilePath;
CHECK_XRCMD(
xrStringToPath(xr->impl().xrInstance(), mwSuggestedBindings.controllerPath.c_str(), &oculusTouchInteractionProfilePath));
std::vector<XrActionSuggestedBinding> suggestedBindings =
// Suggest bindings before attaching
for (auto& profile : mSuggestedBindings)
{
{*mTrackerMap[TrackedLimb::LEFT_HAND], getXrPath(ActionPath::Pose, Side::LEFT_SIDE)},
{*mTrackerMap[TrackedLimb::RIGHT_HAND], getXrPath(ActionPath::Pose, Side::RIGHT_SIDE)},
{*mHapticsMap[TrackedLimb::LEFT_HAND], getXrPath(ActionPath::Haptic, Side::LEFT_SIDE)},
{*mHapticsMap[TrackedLimb::RIGHT_HAND], getXrPath(ActionPath::Haptic, Side::RIGHT_SIDE)},
};
for (auto& mwSuggestedBinding : mwSuggestedBindings.bindings)
{
auto xrAction = mActionMap.find(mwSuggestedBinding.action);
if (xrAction == mActionMap.end())
{
Log(Debug::Error) << "OpenXRInput: Unknown action " << mwSuggestedBinding.action;
continue;
}
suggestedBindings.push_back({ *xrAction->second, getXrPath(mwSuggestedBinding.path, mwSuggestedBinding.side) });
XrPath profilePath;
CHECK_XRCMD(
xrStringToPath(xr->impl().xrInstance(), profile.first.c_str(), &profilePath));
XrInteractionProfileSuggestedBinding xrProfileSuggestedBindings{ XR_TYPE_INTERACTION_PROFILE_SUGGESTED_BINDING };
xrProfileSuggestedBindings.interactionProfile = profilePath;
xrProfileSuggestedBindings.suggestedBindings = profile.second.data();
xrProfileSuggestedBindings.countSuggestedBindings = (uint32_t)profile.second.size();
CHECK_XRCMD(xrSuggestInteractionProfileBindings(xr->impl().xrInstance(), &xrProfileSuggestedBindings));
}
XrInteractionProfileSuggestedBinding xrSuggestedBindings{ XR_TYPE_INTERACTION_PROFILE_SUGGESTED_BINDING };
xrSuggestedBindings.interactionProfile = oculusTouchInteractionProfilePath;
xrSuggestedBindings.suggestedBindings = suggestedBindings.data();
xrSuggestedBindings.countSuggestedBindings = (uint32_t)suggestedBindings.size();
CHECK_XRCMD(xrSuggestInteractionProfileBindings(xr->impl().xrInstance(), &xrSuggestedBindings));
}
// OpenXR requires that xrAttachSessionActionSets be called at most once per session.
// So collect all action sets
std::vector<XrActionSet> actionSets;
for (auto& actionSet : mActionSets)
actionSets.push_back(actionSet.second.xrActionSet());
void
OpenXRInput::generateControllerActionPaths(
ActionPath actionPath,
const std::string& controllerAction)
{
auto* xr = Environment::get().getManager();
ControllerActionPaths actionPaths;
std::string left = std::string("/user/hand/left") + controllerAction;
std::string right = std::string("/user/hand/right") + controllerAction;
CHECK_XRCMD(xrStringToPath(xr->impl().xrInstance(), left.c_str(), &actionPaths[(int)Side::LEFT_SIDE]));
CHECK_XRCMD(xrStringToPath(xr->impl().xrInstance(), right.c_str(), &actionPaths[(int)Side::RIGHT_SIDE]));
mPathMap[actionPath] = actionPaths;
}
std::unique_ptr<OpenXRAction>
OpenXRInput::createXRAction(
XrActionType actionType,
const std::string& actionName,
const std::string& localName)
{
std::vector<XrPath> subactionPaths;
XrActionCreateInfo createInfo{ XR_TYPE_ACTION_CREATE_INFO };
createInfo.actionType = actionType;
strcpy_s(createInfo.actionName, actionName.c_str());
strcpy_s(createInfo.localizedActionName, localName.c_str());
XrAction action = XR_NULL_HANDLE;
CHECK_XRCMD(xrCreateAction(mActionSet, &createInfo, &action));
return std::unique_ptr<OpenXRAction>{new OpenXRAction{ action, actionType, actionName, localName }};
}
void
OpenXRInput::updateControls()
{
auto* xr = Environment::get().getManager();
if (!xr->impl().xrSessionRunning())
return;
const XrActiveActionSet activeActionSet{ mActionSet, XR_NULL_PATH };
XrActionsSyncInfo syncInfo{ XR_TYPE_ACTIONS_SYNC_INFO };
syncInfo.countActiveActionSets = 1;
syncInfo.activeActionSets = &activeActionSet;
CHECK_XRCMD(xrSyncActions(xr->impl().xrSession(), &syncInfo));
// Note on update order:
// Actions are queued FIFO.
// For most actions this does not matter.
// However mMenuBack may end GuiMode. If it shares a key with a non-gui-mode action
// and were processed before that action, they would both be activated which is
// clearly not desired.
for (auto& action : mActionMap)
action.second->updateAndQueue(mActionQueue);
}
XrPath OpenXRInput::generateXrPath(const std::string& path)
{
auto* xr = Environment::get().getManager();
XrPath xrpath = 0;
CHECK_XRCMD(xrStringToPath(xr->impl().xrInstance(), path.c_str(), &xrpath));
return xrpath;
}
const Action* OpenXRInput::nextAction()
{
if (mActionQueue.empty())
return nullptr;
const auto* action = mActionQueue.front();
mActionQueue.pop_front();
return action;
}
Pose
OpenXRInput::getLimbPose(
int64_t time,
TrackedLimb limb)
{
auto it = mTrackerMap.find(limb);
if (it == mTrackerMap.end())
{
Log(Debug::Error) << "OpenXRInput: No such tracker: " << limb;
return Pose{};
}
it->second->update(time);
return it->second->value();
}
void OpenXRInput::applyHaptics(TrackedLimb limb, float intensity)
{
auto it = mHapticsMap.find(limb);
if (it == mHapticsMap.end())
{
Log(Debug::Error) << "OpenXRInput: No such tracker: " << limb;
return;
}
it->second->apply(intensity);
}
XrPath OpenXRInput::getXrPath(ActionPath actionPath, Side side)
{
auto it = mPathMap.find(actionPath);
if (it == mPathMap.end())
{
Log(Debug::Error) << "OpenXRInput: No such path: " << (int)actionPath;
}
return it->second[(int)side];
// Attach
XrSessionActionSetsAttachInfo attachInfo{ XR_TYPE_SESSION_ACTION_SETS_ATTACH_INFO };
attachInfo.countActionSets = actionSets.size();
attachInfo.actionSets = actionSets.data();
CHECK_XRCMD(xrAttachSessionActionSets(xr->impl().xrSession(), &attachInfo));
}
}

View file

@ -2,6 +2,7 @@
#define OPENXR_INPUT_HPP
#include "vrinput.hpp"
#include "openxractionset.hpp"
#include <vector>
#include <array>
@ -12,43 +13,25 @@ namespace MWVR
class OpenXRInput
{
public:
using Actions = MWInput::Actions;
using ControllerActionPaths = std::array<XrPath, 2>;
using XrSuggestedBindings = std::vector<XrActionSuggestedBinding>;
using XrProfileSuggestedBindings = std::map<std::string, XrSuggestedBindings>;
OpenXRInput(const std::vector<SuggestedBindings>& suggestedBindings);
//! Default constructor, creates two ActionSets: Gameplay and GUI
OpenXRInput();
//! Update all controls and queue any actions
void updateControls();
//! Get the specified actionSet.
OpenXRActionSet& getActionSet(ActionSet actionSet);
//! Get next action from queue (repeat until null is returned)
const Action* nextAction();
//! Suggest bindings for the specific actionSet and profile pair. Call things after calling attachActionSets is an error.
void suggestBindings(ActionSet actionSet, std::string profile, const SuggestedBindings& mwSuggestedBindings);
//! Get current pose of limb in space.
Pose getLimbPose(int64_t time, TrackedLimb limb);
//! Apply haptics of the given intensity to the given limb
void applyHaptics(TrackedLimb limb, float intensity);
//! Set bindings and attach actionSets to the session.
void attachActionSets();
protected:
template<typename A, XrActionType AT = A::ActionType>
void createMWAction(int openMWAction, const std::string& actionName, const std::string& localName);
void createPoseAction(TrackedLimb limb, const std::string& actionName, const std::string& localName);
void createHapticsAction(TrackedLimb limb, const std::string& actionName, const std::string& localName);
std::unique_ptr<OpenXRAction> createXRAction(XrActionType actionType, const std::string& actionName, const std::string& localName);
XrPath generateXrPath(const std::string& path);
void generateControllerActionPaths(ActionPath actionPath, const std::string& controllerAction);
XrActionSet createActionSet(void);
void suggestBindings(const SuggestedBindings& suggestedBindings);
XrPath getXrPath(ActionPath actionPath, Side side);
XrActionSet mActionSet{ nullptr };
std::map<ActionPath, ControllerActionPaths> mPathMap;
std::map<int, std::unique_ptr<Action>> mActionMap;
std::map<TrackedLimb, std::unique_ptr<PoseAction>> mTrackerMap;
std::map<TrackedLimb, std::unique_ptr<HapticsAction>> mHapticsMap;
std::deque<const Action*> mActionQueue{};
std::map<ActionSet, OpenXRActionSet> mActionSets{};
XrProfileSuggestedBindings mSuggestedBindings{};
bool mAttached = false;
};
}

View file

@ -50,17 +50,20 @@ namespace MWVR
};
/// \brief Suggest a binding by binding an action to a path on a given hand (left or right).
struct SuggestedBindings
struct SuggestedBinding
{
struct Binding
{
int action;
ActionPath path;
Side side;
};
int action;
ActionPath path;
Side side;
};
std::string controllerPath;
std::vector<Binding> bindings;
using SuggestedBindings = std::vector<SuggestedBinding>;
/// \brief Enumeration of action sets
enum class ActionSet
{
GUI = 0,
Gameplay = 1,
};
/// \brief Action for applying haptics

View file

@ -42,7 +42,18 @@ namespace MWVR
Pose VRInputManager::getLimbPose(int64_t time, TrackedLimb limb)
{
return mXRInput->getLimbPose(time, limb);
return activeActionSet().getLimbPose(time, limb);
}
OpenXRActionSet& VRInputManager::activeActionSet()
{
bool guiMode = MWBase::Environment::get().getWindowManager()->isGuiMode();
guiMode = guiMode || (MWBase::Environment::get().getStateManager()->getState() == MWBase::StateManager::State_NoGame);
if (guiMode)
{
return mXRInput->getActionSet(ActionSet::GUI);
}
return mXRInput->getActionSet(ActionSet::Gameplay);
}
void VRInputManager::updateActivationIndication(void)
@ -51,7 +62,9 @@ namespace MWVR
bool show = guiMode | mActivationIndication;
auto* playerAnimation = Environment::get().getPlayerAnimation();
if (playerAnimation)
{
playerAnimation->setFingerPointingMode(show);
}
}
@ -145,13 +158,13 @@ namespace MWVR
void VRInputManager::applyHapticsLeftHand(float intensity)
{
if (mHapticsEnabled)
mXRInput->applyHaptics(TrackedLimb::LEFT_HAND, intensity);
activeActionSet().applyHaptics(TrackedLimb::LEFT_HAND, intensity);
}
void VRInputManager::applyHapticsRightHand(float intensity)
{
if (mHapticsEnabled)
mXRInput->applyHaptics(TrackedLimb::RIGHT_HAND, intensity);
activeActionSet().applyHaptics(TrackedLimb::RIGHT_HAND, intensity);
}
void VRInputManager::requestRecenter()
@ -179,10 +192,10 @@ namespace MWVR
userControllerBindingsFile,
controllerBindingsFile,
grab)
, mXRInput(nullptr)
, mXRInput(new OpenXRInput)
, mHapticsEnabled{Settings::Manager::getBool("haptics enabled", "VR")}
{
std::vector<SuggestedBindings> suggestedBindings;
std::string oculusTouchProfilePath = "/interaction_profiles/oculus/touch_controller";
// Set up default bindings for the oculus
/*
@ -236,43 +249,52 @@ namespace MWVR
Long: Recenter on player and reset GUI
*/
SuggestedBindings oculusTouchBindings{
"/interaction_profiles/oculus/touch_controller",
{
{A_MenuUpDown, ActionPath::ThumbstickY, Side::RIGHT_SIDE},
{A_MenuLeftRight, ActionPath::ThumbstickX, Side::RIGHT_SIDE},
{A_MenuSelect, ActionPath::A, Side::RIGHT_SIDE},
{A_MenuBack, ActionPath::B, Side::RIGHT_SIDE},
{MWInput::A_LookLeftRight, ActionPath::ThumbstickX, Side::RIGHT_SIDE},
{MWInput::A_MoveLeftRight, ActionPath::ThumbstickX, Side::LEFT_SIDE},
{MWInput::A_MoveForwardBackward, ActionPath::ThumbstickY, Side::LEFT_SIDE},
{MWInput::A_Activate, ActionPath::Squeeze, Side::RIGHT_SIDE},
{MWInput::A_Use, ActionPath::Trigger, Side::RIGHT_SIDE},
{MWInput::A_Jump, ActionPath::Trigger, Side::LEFT_SIDE},
{MWInput::A_ToggleWeapon, ActionPath::A, Side::RIGHT_SIDE},
{MWInput::A_ToggleSpell, ActionPath::X, Side::LEFT_SIDE},
//{*mCycleSpellLeft, mThumbstickClickPath, Side::LEFT_SIDE},
//{*mCycleSpellRight, mThumbstickClickPath, Side::RIGHT_SIDE},
//{*mCycleWeaponLeft, mThumbstickClickPath, Side::LEFT_SIDE},
//{*mCycleWeaponRight, mThumbstickClickPath, Side::RIGHT_SIDE},
{MWInput::A_AlwaysRun, ActionPath::ThumbstickClick, Side::LEFT_SIDE},
{MWInput::A_AutoMove, ActionPath::ThumbstickClick, Side::RIGHT_SIDE},
{MWInput::A_ToggleHUD, ActionPath::ThumbstickClick, Side::LEFT_SIDE},
{MWInput::A_ToggleDebug, ActionPath::ThumbstickClick, Side::RIGHT_SIDE},
{MWInput::A_Sneak, ActionPath::Squeeze, Side::LEFT_SIDE},
{MWInput::A_Inventory, ActionPath::B, Side::RIGHT_SIDE},
{MWInput::A_Rest, ActionPath::Y, Side::LEFT_SIDE},
{MWInput::A_Journal, ActionPath::B, Side::RIGHT_SIDE},
{MWInput::A_QuickSave, ActionPath::Y, Side::LEFT_SIDE},
{MWInput::A_GameMenu, ActionPath::Menu, Side::LEFT_SIDE},
{A_Recenter, ActionPath::Menu, Side::LEFT_SIDE},
{A_ActivateTouch, ActionPath::Squeeze, Side::RIGHT_SIDE},
}
};
{
// In-game character controls
SuggestedBindings oculusTouchGameplayBindings{
{MWInput::A_LookLeftRight, ActionPath::ThumbstickX, Side::RIGHT_SIDE},
{MWInput::A_MoveLeftRight, ActionPath::ThumbstickX, Side::LEFT_SIDE},
{MWInput::A_MoveForwardBackward, ActionPath::ThumbstickY, Side::LEFT_SIDE},
{MWInput::A_Activate, ActionPath::Squeeze, Side::RIGHT_SIDE},
{MWInput::A_Use, ActionPath::Trigger, Side::RIGHT_SIDE},
{MWInput::A_Jump, ActionPath::Trigger, Side::LEFT_SIDE},
{MWInput::A_ToggleWeapon, ActionPath::A, Side::RIGHT_SIDE},
{MWInput::A_ToggleSpell, ActionPath::X, Side::LEFT_SIDE},
//{*mCycleSpellLeft, mThumbstickClickPath, Side::LEFT_SIDE},
//{*mCycleSpellRight, mThumbstickClickPath, Side::RIGHT_SIDE},
//{*mCycleWeaponLeft, mThumbstickClickPath, Side::LEFT_SIDE},
//{*mCycleWeaponRight, mThumbstickClickPath, Side::RIGHT_SIDE},
{MWInput::A_AlwaysRun, ActionPath::ThumbstickClick, Side::LEFT_SIDE},
{MWInput::A_AutoMove, ActionPath::ThumbstickClick, Side::RIGHT_SIDE},
{MWInput::A_ToggleHUD, ActionPath::ThumbstickClick, Side::LEFT_SIDE},
{MWInput::A_ToggleDebug, ActionPath::ThumbstickClick, Side::RIGHT_SIDE},
{MWInput::A_Sneak, ActionPath::Squeeze, Side::LEFT_SIDE},
{MWInput::A_Inventory, ActionPath::B, Side::RIGHT_SIDE},
{MWInput::A_Rest, ActionPath::Y, Side::LEFT_SIDE},
{MWInput::A_Journal, ActionPath::B, Side::RIGHT_SIDE},
{MWInput::A_QuickSave, ActionPath::Y, Side::LEFT_SIDE},
{MWInput::A_GameMenu, ActionPath::Menu, Side::LEFT_SIDE},
{A_Recenter, ActionPath::Menu, Side::LEFT_SIDE},
{A_ActivateTouch, ActionPath::Squeeze, Side::RIGHT_SIDE},
};
suggestedBindings.push_back(oculusTouchBindings);
mXRInput->suggestBindings(ActionSet::Gameplay, oculusTouchProfilePath, oculusTouchGameplayBindings);
mXRInput.reset(new OpenXRInput(suggestedBindings));
// GUI controls
SuggestedBindings oculusTouchGUIBindings{
{A_MenuUpDown, ActionPath::ThumbstickY, Side::RIGHT_SIDE},
{A_MenuLeftRight, ActionPath::ThumbstickX, Side::RIGHT_SIDE},
{A_MenuSelect, ActionPath::A, Side::RIGHT_SIDE},
{A_MenuBack, ActionPath::B, Side::RIGHT_SIDE},
{MWInput::A_GameMenu, ActionPath::Menu, Side::LEFT_SIDE},
{MWInput::A_Use, ActionPath::Trigger, Side::RIGHT_SIDE},
{A_Recenter, ActionPath::Menu, Side::LEFT_SIDE},
};
mXRInput->suggestBindings(ActionSet::GUI, oculusTouchProfilePath, oculusTouchGUIBindings);
}
mXRInput->attachActionSets();
}
VRInputManager::~VRInputManager()
@ -294,8 +316,8 @@ namespace MWVR
bool disableEvents)
{
auto begin = std::chrono::steady_clock::now();
mXRInput->updateControls();
auto& actionSet = activeActionSet();
actionSet.updateControls();
auto* vrGuiManager = Environment::get().getGUIManager();
if (vrGuiManager)
@ -308,7 +330,7 @@ namespace MWVR
}
}
while (auto* action = mXRInput->nextAction())
while (auto* action = actionSet.nextAction())
{
processAction(action, dt, disableControls);
}
@ -316,7 +338,6 @@ namespace MWVR
updateActivationIndication();
MWInput::InputManager::update(dt, disableControls, disableEvents);
// This is the first update that needs openxr tracking, so i begin the next frame here.
auto* session = Environment::get().getSession();
if (session)
@ -514,8 +535,9 @@ namespace MWVR
mActionManager->screenshot();
break;
case MWInput::A_Inventory:
//mActionManager->toggleInventory();
injectMousePress(SDL_BUTTON_RIGHT, true);
mActionManager->toggleInventory();
//injectMousePress(SDL_BUTTON_RIGHT, true);
//mBindingsManager->ics().getChannel(MWInput::A_Inventory)->setValue(0.f);
break;
case MWInput::A_Console:
mActionManager->toggleConsole();
@ -632,7 +654,8 @@ namespace MWVR
mActionManager->toggleSneaking();
break;
case MWInput::A_Inventory:
injectMousePress(SDL_BUTTON_RIGHT, false);
//injectMousePress(SDL_BUTTON_RIGHT, false);
//mBindingsManager->ics().getChannel(MWInput::A_Inventory)->setValue(0.f);
default:
break;
}

View file

@ -14,6 +14,7 @@
namespace MWVR
{
struct OpenXRInput;
struct OpenXRActionSet;
namespace RealisticCombat {
class StateMachine;
@ -55,6 +56,9 @@ namespace MWVR
/// Tracking pose of the given limb at the given predicted time
Pose getLimbPose(int64_t time, TrackedLimb limb);
/// Currently active action set
OpenXRActionSet& activeActionSet();
protected:
void updateHead();

View file

@ -74,6 +74,7 @@ namespace MWVR
{
return max;
}
return recommended;
}
void VRViewer::realize(osg::GraphicsContext* context)