mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-16 01:49:54 +00:00
681 lines
26 KiB
C++
681 lines
26 KiB
C++
#include "openxrinputmanager.hpp"
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#include "openxrmanager.hpp"
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#include "openxrmanagerimpl.hpp"
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#include "../mwinput/inputmanagerimp.hpp"
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#include <components/debug/debuglog.hpp>
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#include <components/sdlutil/sdlgraphicswindow.hpp>
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#include <openxr/openxr.h>
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#include <osg/Camera>
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#include <vector>
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#include <array>
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#include <iostream>
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namespace MWVR
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{
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struct OpenXRAction
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{
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// I want these to manage XrAction objects but i also didn't want to wrap these in unique pointers (useless dynamic allocation).
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// So i implemented move for them instead.
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OpenXRAction() = delete;
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OpenXRAction(OpenXRAction&& rhs) { mAction = nullptr; *this = std::move(rhs); }
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void operator=(OpenXRAction&& rhs);
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private:
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OpenXRAction(const OpenXRAction&) = default;
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OpenXRAction& operator=(const OpenXRAction&) = default;
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public:
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OpenXRAction(osg::ref_ptr<OpenXRManager> XR, XrAction action, XrActionType actionType, const std::string& actionName, const std::string& localName);
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~OpenXRAction();
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operator XrAction() { return mAction; }
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bool getFloat(XrPath subactionPath, float& value);
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bool getBool(XrPath subactionPath, bool& value);
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bool getPose(XrPath subactionPath);
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bool applyHaptics(XrPath subactionPath, float amplitude);
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osg::ref_ptr<OpenXRManager> mXR = nullptr;
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XrAction mAction = XR_NULL_HANDLE;
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XrActionType mType;
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std::string mName;
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std::string mLocalName;
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};
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//! Wrapper around bool type input actions, ignoring all subactions
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struct OpenXRAction_Bool
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{
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OpenXRAction_Bool(OpenXRAction action);
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operator XrAction() { return mAction; }
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void update();
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//! True if action changed to being pressed in the last update
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bool actionOnPress() { return actionIsPressed() && actionChanged(); }
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//! True if action changed to being released in the last update
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bool actionOnRelease() { return actionIsReleased() && actionChanged(); };
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//! True if the action is currently being pressed
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bool actionIsPressed() { return mPressed; }
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//! True if the action is currently not being pressed
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bool actionIsReleased() { return !mPressed; }
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//! True if the action changed state in the last update
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bool actionChanged() { return mChanged; }
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OpenXRAction mAction;
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bool mPressed = false;
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bool mChanged = false;
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};
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//! Wrapper around float type input actions, ignoring all subactions
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struct OpenXRAction_Float
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{
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OpenXRAction_Float(OpenXRAction action);
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operator XrAction() { return mAction; }
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void update();
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//! Current value of the control, from -1.f to 1.f for sticks or 0.f to 1.f for controls
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float value() { return mValue; }
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OpenXRAction mAction;
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float mValue = 0.f;
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};
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struct OpenXRInputManagerImpl
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{
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using Actions = MWInput::InputManager::Actions;
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enum SubAction : signed
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{
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NONE = -1, //!< Used to ignore subaction or when action has no subaction. Not a valid input to createAction().
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// hands should be 0 and 1 as they are the typical use case of needing to index between 2 actions or subactions.
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LEFT_HAND = 0, //!< Read action from left-hand controller
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RIGHT_HAND = 1, //!< Read action from right-hand controller
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GAMEPAD = 2, //!< Read action from a gamepad
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HEAD = 3, //!< Read action from HMD
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USER = 4, //!< Read action from other devices
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SUBACTION_MAX = USER, //!< Used to size subaction arrays. Not a valid input.
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};
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template<size_t Size>
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using ActionPaths = std::array<XrPath, Size>;
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using SubActionPaths = ActionPaths<SUBACTION_MAX + 1>;
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using ControllerActionPaths = ActionPaths<3>; // left hand, right hand, and gamepad
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XrPath generateXrPath(const std::string& path);
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ControllerActionPaths generateControllerActionPaths(const std::string& controllerAction);
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OpenXRInputManagerImpl(osg::ref_ptr<OpenXRManager> XR);
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OpenXRAction createAction(XrActionType actionType, const std::string& actionName, const std::string& localName, const std::vector<SubAction>& subActions = {});
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XrActionSet createActionSet(void);
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void updateHandTracking();
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XrPath subactionPath(SubAction subAction);
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void updateControls();
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void updateHead();
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void updateHands();
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osg::ref_ptr<OpenXRManager> mXR;
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SubActionPaths mSubactionPath;
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XrActionSet mActionSet = XR_NULL_HANDLE;
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ControllerActionPaths mSelectPath;
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ControllerActionPaths mSqueezeValuePath;
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ControllerActionPaths mSqueezeClickPath;
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ControllerActionPaths mPosePath;
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ControllerActionPaths mHapticPath;
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ControllerActionPaths mMenuClickPath;
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ControllerActionPaths mThumbstickPath;
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ControllerActionPaths mThumbstickXPath;
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ControllerActionPaths mThumbstickYPath;
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ControllerActionPaths mThumbstickClickPath;
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ControllerActionPaths mXPath;
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ControllerActionPaths mYPath;
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ControllerActionPaths mAPath;
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ControllerActionPaths mBPath;
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ControllerActionPaths mTriggerClickPath;
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ControllerActionPaths mTriggerValuePath;
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OpenXRAction_Bool mGameMenu;
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OpenXRAction_Bool mInventory;
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OpenXRAction_Bool mActivate;
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OpenXRAction_Bool mUse;
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OpenXRAction_Bool mJump;
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OpenXRAction_Bool mWeapon;
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OpenXRAction_Bool mSpell;
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OpenXRAction_Bool mCycleSpellLeft;
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OpenXRAction_Bool mCycleSpellRight;
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OpenXRAction_Bool mCycleWeaponLeft;
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OpenXRAction_Bool mCycleWeaponRight;
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OpenXRAction_Bool mSneak;
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OpenXRAction_Bool mQuickMenu;
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OpenXRAction_Float mLookLeftRight;
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OpenXRAction_Float mMoveForwardBackward;
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OpenXRAction_Float mMoveLeftRight;
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//OpenXRAction mUnused;
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//OpenXRAction mScreenshot;
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//OpenXRAction mConsole;
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//OpenXRAction mMoveLeft;
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//OpenXRAction mMoveRight;
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//OpenXRAction mMoveForward;
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//OpenXRAction mMoveBackward;
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//OpenXRAction mAutoMove;
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//OpenXRAction mRest;
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//OpenXRAction mJournal;
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//OpenXRAction mRun;
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//OpenXRAction mToggleSneak;
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//OpenXRAction mAlwaysRun;
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//OpenXRAction mQuickSave;
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//OpenXRAction mQuickLoad;
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//OpenXRAction mToggleWeapon;
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//OpenXRAction mToggleSpell;
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//OpenXRAction mTogglePOV;
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//OpenXRAction mQuickKey1;
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//OpenXRAction mQuickKey2;
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//OpenXRAction mQuickKey3;
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//OpenXRAction mQuickKey4;
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//OpenXRAction mQuickKey5;
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//OpenXRAction mQuickKey6;
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//OpenXRAction mQuickKey7;
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//OpenXRAction mQuickKey8;
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//OpenXRAction mQuickKey9;
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//OpenXRAction mQuickKey10;
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//OpenXRAction mQuickKeysMenu;
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//OpenXRAction mToggleHUD;
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//OpenXRAction mToggleDebug;
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//OpenXRAction mLookUpDown;
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//OpenXRAction mZoomIn;
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//OpenXRAction mZoomOut;
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//! Needed to access all the actions that don't fit on the controllers
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OpenXRAction_Bool mActionsMenu;
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//! Economize buttons by accessing spell actions and weapon actions on the same keys, but with/without this modifier
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OpenXRAction_Bool mSpellModifier;
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// Hand tracking
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OpenXRAction mHandPoseAction;
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OpenXRAction mHapticsAction;
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std::array<XrSpace, 2> mHandSpace;
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std::array<float, 2> mHandScale;
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std::array<XrBool32, 2> mHandActive;
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std::array<XrSpaceLocation, 2> mHandSpaceLocation{ { {XR_TYPE_SPACE_LOCATION}, {XR_TYPE_SPACE_LOCATION } } };
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// Head tracking
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osg::Vec3f mHeadForward;
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osg::Vec3f mHeadUpward;
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osg::Vec3f mHeadRightward;
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osg::Vec3f mHeadStagePosition;
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osg::Quat mHeadStageOrientation;
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osg::Vec3f mHeadWorldPosition;
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osg::Quat mHeadWorldOrientation;
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};
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XrActionSet
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OpenXRInputManagerImpl::createActionSet()
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{
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XrActionSet actionSet = XR_NULL_HANDLE;
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XrActionSetCreateInfo createInfo{ XR_TYPE_ACTION_SET_CREATE_INFO };
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strcpy_s(createInfo.actionSetName, "gameplay");
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strcpy_s(createInfo.localizedActionSetName, "Gameplay");
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createInfo.priority = 0;
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CHECK_XRCMD(xrCreateActionSet(mXR->impl().mInstance, &createInfo, &actionSet));
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return actionSet;
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}
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void
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OpenXRAction::operator=(
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OpenXRAction&& rhs)
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{
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if (mAction)
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xrDestroyAction(mAction);
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*this = static_cast<OpenXRAction&>(rhs);
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rhs.mAction = XR_NULL_HANDLE;
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}
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OpenXRAction::OpenXRAction(
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osg::ref_ptr<OpenXRManager> XR,
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XrAction action,
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XrActionType actionType,
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const std::string& actionName,
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const std::string& localName)
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: mXR(XR)
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, mAction(action)
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, mType(actionType)
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, mName(actionName)
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, mLocalName(localName)
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{
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};
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OpenXRAction::~OpenXRAction() {
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if (mAction)
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{
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xrDestroyAction(mAction);
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std::cout << "I destroyed your \"" << mLocalName << "\" action" << std::endl;
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}
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}
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bool OpenXRAction::getFloat(XrPath subactionPath, float& value)
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{
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XrActionStateGetInfo getInfo{ XR_TYPE_ACTION_STATE_GET_INFO };
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getInfo.action = mAction;
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getInfo.subactionPath = subactionPath;
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XrActionStateFloat xrValue{ XR_TYPE_ACTION_STATE_FLOAT };
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CHECK_XRCMD(xrGetActionStateFloat(mXR->impl().mSession, &getInfo, &xrValue));
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if (xrValue.isActive)
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value = xrValue.currentState;
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return xrValue.isActive;
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}
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bool OpenXRAction::getBool(XrPath subactionPath, bool& value)
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{
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XrActionStateGetInfo getInfo{ XR_TYPE_ACTION_STATE_GET_INFO };
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getInfo.action = mAction;
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getInfo.subactionPath = subactionPath;
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XrActionStateBoolean xrValue{ XR_TYPE_ACTION_STATE_BOOLEAN };
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CHECK_XRCMD(xrGetActionStateBoolean(mXR->impl().mSession, &getInfo, &xrValue));
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if (xrValue.isActive)
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value = xrValue.currentState;
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return xrValue.isActive;
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}
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// Pose action only checks if the pose is active or not
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bool OpenXRAction::getPose(XrPath subactionPath)
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{
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XrActionStateGetInfo getInfo{ XR_TYPE_ACTION_STATE_GET_INFO };
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getInfo.action = mAction;
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getInfo.subactionPath = subactionPath;
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XrActionStatePose xrValue{ XR_TYPE_ACTION_STATE_POSE };
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CHECK_XRCMD(xrGetActionStatePose(mXR->impl().mSession, &getInfo, &xrValue));
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return xrValue.isActive;
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}
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bool OpenXRAction::applyHaptics(XrPath subactionPath, float amplitude)
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{
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XrHapticVibration vibration{ XR_TYPE_HAPTIC_VIBRATION };
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vibration.amplitude = amplitude;
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vibration.duration = XR_MIN_HAPTIC_DURATION;
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vibration.frequency = XR_FREQUENCY_UNSPECIFIED;
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XrHapticActionInfo hapticActionInfo{ XR_TYPE_HAPTIC_ACTION_INFO };
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hapticActionInfo.action = mAction;
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hapticActionInfo.subactionPath = subactionPath;
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CHECK_XRCMD(xrApplyHapticFeedback(mXR->impl().mSession, &hapticActionInfo, (XrHapticBaseHeader*)&vibration));
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return true;
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}
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OpenXRAction_Bool::OpenXRAction_Bool(
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OpenXRAction action)
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: mAction(std::move(action))
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{
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}
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void
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OpenXRAction_Bool::update()
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{
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bool old = mPressed;
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mAction.getBool(0, mPressed);
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mChanged = mPressed != old;
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}
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OpenXRAction_Float::OpenXRAction_Float(
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OpenXRAction action)
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: mAction(std::move(action))
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{
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}
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void
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OpenXRAction_Float::update()
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{
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mAction.getFloat(0, mValue);
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}
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OpenXRInputManagerImpl::ControllerActionPaths
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OpenXRInputManagerImpl::generateControllerActionPaths(
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const std::string& controllerAction)
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{
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ControllerActionPaths actionPaths;
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std::string left = std::string("/user/hand/left") + controllerAction;
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std::string right = std::string("/user/hand/right") + controllerAction;
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std::string pad = std::string("/user/gamepad") + controllerAction;
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CHECK_XRCMD(xrStringToPath(mXR->impl().mInstance, left.c_str(), &actionPaths[LEFT_HAND]));
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CHECK_XRCMD(xrStringToPath(mXR->impl().mInstance, right.c_str(), &actionPaths[RIGHT_HAND]));
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CHECK_XRCMD(xrStringToPath(mXR->impl().mInstance, pad.c_str(), &actionPaths[GAMEPAD]));
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return actionPaths;
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}
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OpenXRInputManagerImpl::OpenXRInputManagerImpl(
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osg::ref_ptr<OpenXRManager> XR)
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: mXR(XR)
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, mSubactionPath{ {
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generateXrPath("/user/hand/left"),
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generateXrPath("/user/hand/right"),
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generateXrPath("/user/gamepad"),
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generateXrPath("/user/head"),
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generateXrPath("/user")
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} }
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, mActionSet(createActionSet())
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, mSelectPath(generateControllerActionPaths("/input/select/click"))
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, mSqueezeValuePath(generateControllerActionPaths("/input/squeeze/value"))
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, mSqueezeClickPath(generateControllerActionPaths("/input/squeeze/click"))
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, mPosePath(generateControllerActionPaths("/input/grip/pose"))
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, mHapticPath(generateControllerActionPaths("/output/haptic"))
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, mMenuClickPath(generateControllerActionPaths("/input/menu/click"))
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, mThumbstickPath(generateControllerActionPaths("/input/thumbstick/value"))
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, mThumbstickXPath(generateControllerActionPaths("/input/thumbstick/x"))
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, mThumbstickYPath(generateControllerActionPaths("/input/thumbstick/y"))
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, mThumbstickClickPath(generateControllerActionPaths("/input/thumbstick/click"))
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, mXPath(generateControllerActionPaths("/input/x/click"))
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, mYPath(generateControllerActionPaths("/input/y/click"))
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, mAPath(generateControllerActionPaths("/input/a/click"))
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, mBPath(generateControllerActionPaths("/input/b/click"))
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, mTriggerClickPath(generateControllerActionPaths("/input/trigger/click"))
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, mTriggerValuePath(generateControllerActionPaths("/input/trigger/value"))
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, mGameMenu(std::move(createAction(XR_ACTION_TYPE_BOOLEAN_INPUT, "game_menu", "GameMenu", { })))
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, mInventory(std::move(createAction(XR_ACTION_TYPE_BOOLEAN_INPUT, "inventory", "Inventory", { })))
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, mActivate(std::move(createAction(XR_ACTION_TYPE_BOOLEAN_INPUT, "activate", "Activate", { })))
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, mUse(std::move(createAction(XR_ACTION_TYPE_BOOLEAN_INPUT, "use", "Use", { })))
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, mJump(std::move(createAction(XR_ACTION_TYPE_BOOLEAN_INPUT, "jump", "Jump", { })))
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, mWeapon(std::move(createAction(XR_ACTION_TYPE_BOOLEAN_INPUT, "weapon", "Weapon", { })))
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, mSpell(std::move(createAction(XR_ACTION_TYPE_BOOLEAN_INPUT, "spell", "Spell", { })))
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, mCycleSpellLeft(std::move(createAction(XR_ACTION_TYPE_BOOLEAN_INPUT, "cycle_spell_left", "CycleSpellLeft", { })))
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, mCycleSpellRight(std::move(createAction(XR_ACTION_TYPE_BOOLEAN_INPUT, "cycle_spell_right", "CycleSpellRight", { })))
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, mCycleWeaponLeft(std::move(createAction(XR_ACTION_TYPE_BOOLEAN_INPUT, "cycle_weapon_left", "CycleWeaponLeft", { })))
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, mCycleWeaponRight(std::move(createAction(XR_ACTION_TYPE_BOOLEAN_INPUT, "cycle_weapon_right", "CycleWeaponRight", { })))
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, mSneak(std::move(createAction(XR_ACTION_TYPE_BOOLEAN_INPUT, "sneak", "Sneak", { })))
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, mQuickMenu(std::move(createAction(XR_ACTION_TYPE_BOOLEAN_INPUT, "quick_menu", "QuickMenu", { })))
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, mLookLeftRight(std::move(createAction(XR_ACTION_TYPE_FLOAT_INPUT, "look_left_right", "LookLeftRight", { })))
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, mMoveForwardBackward(std::move(createAction(XR_ACTION_TYPE_FLOAT_INPUT, "move_forward_backward", "MoveForwardBackward", { })))
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, mMoveLeftRight(std::move(createAction(XR_ACTION_TYPE_FLOAT_INPUT, "move_left_right", "MoveLeftRight", { })))
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, mActionsMenu(std::move(createAction(XR_ACTION_TYPE_BOOLEAN_INPUT, "actions_menu", "Actions Menu", { })))
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, mSpellModifier(std::move(createAction(XR_ACTION_TYPE_BOOLEAN_INPUT, "spell_modifier", "Spell Modifier", { })))
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, mHandPoseAction(std::move(createAction(XR_ACTION_TYPE_POSE_INPUT, "hand_pose", "Hand Pose", { LEFT_HAND, RIGHT_HAND })))
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, mHapticsAction(std::move(createAction(XR_ACTION_TYPE_VIBRATION_OUTPUT, "vibrate_hand", "Vibrate Hand", { LEFT_HAND, RIGHT_HAND })))
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{
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{ // Set up default bindings for the oculus
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XrPath oculusTouchInteractionProfilePath;
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CHECK_XRCMD(
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xrStringToPath(XR->impl().mInstance, "/interaction_profiles/oculus/touch_controller", &oculusTouchInteractionProfilePath));
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std::vector<XrActionSuggestedBinding> bindings{ {
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{mHandPoseAction, mPosePath[LEFT_HAND]},
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{mHandPoseAction, mPosePath[RIGHT_HAND]},
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{mHapticsAction, mHapticPath[LEFT_HAND]},
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{mHapticsAction, mHapticPath[RIGHT_HAND]},
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{mLookLeftRight, mThumbstickXPath[RIGHT_HAND]},
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{mMoveLeftRight, mThumbstickXPath[LEFT_HAND]},
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{mMoveForwardBackward, mThumbstickYPath[LEFT_HAND]},
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{mActivate, mSqueezeClickPath[RIGHT_HAND]},
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{mUse, mTriggerClickPath[RIGHT_HAND]},
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{mJump, mTriggerValuePath[LEFT_HAND]},
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{mWeapon, mAPath[RIGHT_HAND]},
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{mSpell, mAPath[RIGHT_HAND]},
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{mCycleSpellLeft, mThumbstickClickPath[LEFT_HAND]},
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{mCycleSpellRight, mThumbstickClickPath[RIGHT_HAND]},
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{mCycleWeaponLeft, mThumbstickClickPath[LEFT_HAND]},
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{mCycleWeaponRight, mThumbstickClickPath[RIGHT_HAND]},
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|
{mSneak, mXPath[LEFT_HAND]},
|
|
{mInventory, mBPath[RIGHT_HAND]},
|
|
{mQuickMenu, mYPath[LEFT_HAND]},
|
|
{mSpellModifier, mSqueezeClickPath[LEFT_HAND]},
|
|
{mGameMenu, mMenuClickPath[LEFT_HAND]},
|
|
} };
|
|
XrInteractionProfileSuggestedBinding suggestedBindings{ XR_TYPE_INTERACTION_PROFILE_SUGGESTED_BINDING };
|
|
suggestedBindings.interactionProfile = oculusTouchInteractionProfilePath;
|
|
suggestedBindings.suggestedBindings = bindings.data();
|
|
suggestedBindings.countSuggestedBindings = (uint32_t)bindings.size();
|
|
CHECK_XRCMD(xrSuggestInteractionProfileBindings(XR->impl().mInstance, &suggestedBindings));
|
|
|
|
/*
|
|
mSpellModifier; // L-Squeeze
|
|
mActivate; // R-Squeeze
|
|
mUse; // R-Trigger
|
|
mJump; // L-Trigger. L-trigger has value, can be used to make measured jumps
|
|
mWeapon; // A
|
|
mSpell; // A + SpellModifier
|
|
mRun; // Based on movement thumbstick value: broken line ( 0 (stand), 0.5 (walk), 1.0 (run) ). Remember to scale fatigue use.
|
|
mCycleSpellLeft; // L-ThumbstickClick + SpellModifier
|
|
mCycleSpellRight; // R-ThumbstickClick + SpellModifier
|
|
mCycleWeaponLeft; // L-ThumbstickClick
|
|
mCycleWeaponRight; // R-ThumbstickClick
|
|
mSneak; // X
|
|
mInventory; // B
|
|
mQuickMenu; // Y
|
|
mGameMenu; // Menu
|
|
*/
|
|
|
|
}
|
|
|
|
{ // Set up action spaces
|
|
XrActionSpaceCreateInfo createInfo{ XR_TYPE_ACTION_SPACE_CREATE_INFO };
|
|
createInfo.action = mHandPoseAction;
|
|
createInfo.poseInActionSpace.orientation.w = 1.f;
|
|
createInfo.subactionPath = mSubactionPath[LEFT_HAND];
|
|
CHECK_XRCMD(xrCreateActionSpace(XR->impl().mSession, &createInfo, &mHandSpace[LEFT_HAND]));
|
|
createInfo.subactionPath = mSubactionPath[RIGHT_HAND];
|
|
CHECK_XRCMD(xrCreateActionSpace(XR->impl().mSession, &createInfo, &mHandSpace[RIGHT_HAND]));
|
|
}
|
|
|
|
{ // 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().mSession, &attachInfo));
|
|
}
|
|
};
|
|
|
|
OpenXRAction
|
|
OpenXRInputManagerImpl::createAction(
|
|
XrActionType actionType,
|
|
const std::string& actionName,
|
|
const std::string& localName,
|
|
const std::vector<SubAction>& subActions)
|
|
{
|
|
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());
|
|
|
|
if (!subActions.empty())
|
|
{
|
|
for (auto subAction : subActions)
|
|
subactionPaths.push_back(subactionPath(subAction));
|
|
createInfo.countSubactionPaths = subactionPaths.size();
|
|
createInfo.subactionPaths = subactionPaths.data();
|
|
}
|
|
|
|
XrAction action = XR_NULL_HANDLE;
|
|
CHECK_XRCMD(xrCreateAction(mActionSet, &createInfo, &action));
|
|
return OpenXRAction(mXR, action, actionType, actionName, localName);
|
|
}
|
|
|
|
void
|
|
OpenXRInputManagerImpl::updateHandTracking()
|
|
{
|
|
for (auto hand : { LEFT_HAND, RIGHT_HAND }) {
|
|
CHECK_XRCMD(xrLocateSpace(mHandSpace[hand], mXR->impl().mReferenceSpaceStage, mXR->impl().mFrameState.predictedDisplayTime, &mHandSpaceLocation[hand]));
|
|
}
|
|
}
|
|
|
|
XrPath
|
|
OpenXRInputManagerImpl::subactionPath(
|
|
SubAction subAction)
|
|
{
|
|
if (subAction == NONE)
|
|
return 0;
|
|
return mSubactionPath[subAction];
|
|
}
|
|
|
|
void
|
|
OpenXRInputManagerImpl::updateControls()
|
|
{
|
|
if (!mXR->impl().mSessionRunning)
|
|
return;
|
|
|
|
// TODO: Should be in OpenXRViewer
|
|
//mXR->waitFrame();
|
|
//mXR->beginFrame();
|
|
|
|
updateHead();
|
|
updateHands();
|
|
|
|
// This set of actions only care about on-press
|
|
if (mActionsMenu.actionOnPress())
|
|
{
|
|
// Generate on press action
|
|
}
|
|
if (mGameMenu.actionOnPress())
|
|
{
|
|
// Generate on press action
|
|
}
|
|
if (mInventory.actionOnPress())
|
|
{
|
|
// Generate on press action
|
|
}
|
|
if (mActivate.actionOnPress())
|
|
{
|
|
// Generate on press action
|
|
}
|
|
if (mUse.actionOnPress())
|
|
{
|
|
// Generate on press action
|
|
}
|
|
if (mJump.actionOnPress())
|
|
{
|
|
// Generate on press action
|
|
}
|
|
if (mSneak.actionOnPress())
|
|
{
|
|
// Generate on press action
|
|
}
|
|
if (mQuickMenu.actionOnPress())
|
|
{
|
|
// Generate on press action
|
|
}
|
|
|
|
// Weapon/Spell actions
|
|
if (mWeapon.actionOnPress() && !mSpellModifier.actionIsPressed())
|
|
{
|
|
// Generate on press action
|
|
}
|
|
if (mCycleWeaponLeft.actionOnPress() && !mSpellModifier.actionIsPressed())
|
|
{
|
|
// Generate on press action
|
|
}
|
|
if (mCycleWeaponRight.actionOnPress() && !mSpellModifier.actionIsPressed())
|
|
{
|
|
// Generate on press action
|
|
}
|
|
if (mSpell.actionOnPress() && mSpellModifier.actionIsPressed())
|
|
{
|
|
// Generate on press action
|
|
}
|
|
if (mCycleSpellLeft.actionOnPress() && mSpellModifier.actionIsPressed())
|
|
{
|
|
// Generate on press action
|
|
}
|
|
if (mCycleSpellRight.actionOnPress() && mSpellModifier.actionIsPressed())
|
|
{
|
|
// Generate on press action
|
|
}
|
|
|
|
|
|
float lookLeftRight = mLookLeftRight.value();
|
|
float moveLeftRight = mMoveLeftRight.value();
|
|
float moveForwardBackward = mMoveForwardBackward.value();
|
|
|
|
// Until i implement the rest
|
|
(void)lookLeftRight;
|
|
(void)moveLeftRight;
|
|
(void)moveForwardBackward;
|
|
|
|
// Propagate movement to openmw
|
|
}
|
|
|
|
void OpenXRInputManagerImpl::updateHead()
|
|
{
|
|
//auto location = mXR->getHeadLocation();
|
|
|
|
////std::stringstream ss;
|
|
////ss << "Head.pose=< position=<"
|
|
//// << location.pose.position.x << ", " << location.pose.position.y << ", " << location.pose.position.z << "> orientation=<"
|
|
//// << location.pose.orientation.x << ", " << location.pose.orientation.y << ", " << location.pose.orientation.z << ", " << location.pose.orientation.w << "> >";
|
|
////mOpenXRLogger.log(ss.str(), 5, "Tracking", "OpenXR");
|
|
|
|
//// To keep world movement from physical walking properly oriented, world position must be tracked in differentials from stage position, as orientation between
|
|
//// stage and world may differ.
|
|
//osg::Vec3f newHeadStagePosition{ location.pose.position.x, location.pose.position.y, location.pose.position.z };
|
|
//osg::Vec3f headStageMovement = newHeadStagePosition - mHeadStagePosition;
|
|
//osg::Vec3f headWorldMovement = yaw() * headStageMovement;
|
|
|
|
//// Update positions
|
|
//mHeadStagePosition = newHeadStagePosition;
|
|
//mHeadWorldPosition = mHeadWorldPosition + headWorldMovement;
|
|
|
|
//// Update orientations
|
|
//mHeadStageOrientation = osg::fromXR(location.pose.orientation);
|
|
//mHeadWorldOrientation = yaw() * mHeadStageOrientation;
|
|
|
|
//osg::Vec3f up(0.f, 1.f, 0.f);
|
|
//up = mHeadStageOrientation * up;
|
|
|
|
//mHeadUpward = (mHeadWorldOrientation * osg::Vec3f(0.f, 1.f, 0.f));
|
|
//mHeadUpward.normalize();
|
|
//mHeadForward = (mHeadWorldOrientation * osg::Vec3f(0.f, 0.f, -1.f));
|
|
//mHeadForwardmHeadForward.normalize();
|
|
//mHeadRightward = mHeadForward ^ mHeadUpward;
|
|
//mHeadRightward.normalize();
|
|
}
|
|
|
|
void OpenXRInputManagerImpl::updateHands()
|
|
{
|
|
// TODO
|
|
}
|
|
|
|
XrPath OpenXRInputManagerImpl::generateXrPath(const std::string& path)
|
|
{
|
|
XrPath xrpath = 0;
|
|
CHECK_XRCMD(xrStringToPath(mXR->impl().mInstance, path.c_str(), &xrpath));
|
|
return xrpath;
|
|
}
|
|
|
|
OpenXRInputManager::OpenXRInputManager(
|
|
osg::ref_ptr<OpenXRManager> XR)
|
|
: mPrivate(new OpenXRInputManagerImpl(XR))
|
|
{
|
|
|
|
}
|
|
|
|
OpenXRInputManager::~OpenXRInputManager()
|
|
{
|
|
|
|
}
|
|
|
|
void
|
|
OpenXRInputManager::updateControls()
|
|
{
|
|
impl().updateControls();
|
|
}
|
|
}
|