#ifndef VR_INPUT_MANAGER_HPP #define VR_INPUT_MANAGER_HPP #include "vrviewer.hpp" #include "realisticcombat.hpp" #include "../mwinput/inputmanagerimp.hpp" #include #include #include #include "../mwworld/ptr.hpp" namespace MWVR { struct OpenXRInput; /// As far as I can tell, SDL does not support VR controllers. /// So I subclass the input manager and insert VR controls. class OpenXRInputManager : public MWInput::InputManager { public: OpenXRInputManager( SDL_Window* window, osg::ref_ptr viewer, osg::ref_ptr screenCaptureHandler, osgViewer::ScreenCaptureHandler::CaptureOperation* screenCaptureOperation, const std::string& userFile, bool userFileExists, const std::string& userControllerBindingsFile, const std::string& controllerBindingsFile, bool grab); virtual ~OpenXRInputManager(); /// Overriden to force vr modes such as hiding cursors and crosshairs virtual void changeInputMode(bool guiMode); /// Overriden to update XR inputs virtual void update(float dt, bool disableControls = false, bool disableEvents = false); /// Current head offset from character position osg::Vec3 headOffset() const { return mHeadOffset; }; /// Update head offset. Should only be called by the movement solver when reducing head offset. void setHeadOffset(osg::Vec3 offset) { mHeadOffset = offset; }; /// Quaternion that aligns VR stage coordinates with world coordinates. osg::Quat stageRotation(); /// Set current offset to 0 and re-align VR stage. void requestRecenter(); /// Tracking pose of the given limb at the given predicted time Pose getLimbPose(int64_t time, TrackedLimb limb); protected: void updateHead(); void processAction(const class Action* action, float dt, bool disableControls); void updateActivationIndication(void); void pointActivation(bool onPress); void injectMousePress(int sdlButton, bool onPress); void injectChannelValue(MWInput::Actions action, float value); void applyHapticsLeftHand(float intensity) override; void applyHapticsRightHand(float intensity) override; std::unique_ptr mXRInput; std::unique_ptr mRealisticCombat; Pose mHeadPose{}; osg::Vec3 mHeadOffset{ 0,0,0 }; bool mShouldRecenter{ true }; bool mActivationIndication{ false }; float mYaw{ 0.f }; float mVrAngles[3]{ 0.f,0.f,0.f }; }; } #endif