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openmw-tes3mp/apps/openmw/mwvr/vrinputmanager.cpp
2020-06-28 12:16:29 +02:00

702 lines
26 KiB
C++

#include "vrinputmanager.hpp"
#include "vrviewer.hpp"
#include "vrgui.hpp"
#include "vranimation.hpp"
#include "openxrinput.hpp"
#include "vrenvironment.hpp"
#include "openxrmanager.hpp"
#include "openxrmanagerimpl.hpp"
#include "openxraction.hpp"
#include "realisticcombat.hpp"
#include <components/debug/debuglog.hpp>
#include <MyGUI_InputManager.h>
#include "../mwbase/world.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/statemanager.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwgui/draganddrop.hpp"
#include "../mwinput/actionmanager.hpp"
#include "../mwinput/bindingsmanager.hpp"
#include "../mwinput/mousemanager.hpp"
#include "../mwinput/sdlmappings.hpp"
#include "../mwworld/player.hpp"
#include "../mwmechanics/actorutil.hpp"
#include "../mwrender/renderingmanager.hpp"
#include "../mwrender/camera.hpp"
#include <extern/oics/ICSInputControlSystem.h>
#include <iostream>
namespace MWVR
{
Pose VRInputManager::getLimbPose(int64_t time, TrackedLimb limb)
{
return mXRInput->getLimbPose(time, limb);
}
void VRInputManager::updateActivationIndication(void)
{
bool guiMode = MWBase::Environment::get().getWindowManager()->isGuiMode();
bool show = guiMode | mActivationIndication;
auto* playerAnimation = Environment::get().getPlayerAnimation();
if (playerAnimation)
playerAnimation->setFingerPointingMode(show);
}
/**
* Makes it possible to use ItemModel::moveItem to move an item from an inventory to the world.
*/
class DropItemAtPointModel : public MWGui::ItemModel
{
public:
DropItemAtPointModel() {}
virtual ~DropItemAtPointModel() {}
virtual MWWorld::Ptr copyItem(const MWGui::ItemStack& item, size_t count, bool /*allowAutoEquip*/)
{
MWBase::World* world = MWBase::Environment::get().getWorld();
MWVR::VRAnimation* anim = MWVR::Environment::get().getPlayerAnimation();
MWWorld::Ptr dropped;
if (anim->canPlaceObject())
dropped = world->placeObject(item.mBase, anim->getPointerTarget(), count);
else
dropped = world->dropObjectOnGround(world->getPlayerPtr(), item.mBase, count);
dropped.getCellRef().setOwner("");
return dropped;
}
virtual void removeItem(const MWGui::ItemStack& item, size_t count) { throw std::runtime_error("removeItem not implemented"); }
virtual ModelIndex getIndex(MWGui::ItemStack item) { throw std::runtime_error("getIndex not implemented"); }
virtual void update() {}
virtual size_t getItemCount() { return 0; }
virtual MWGui::ItemStack getItem(ModelIndex index) { throw std::runtime_error("getItem not implemented"); }
private:
// Where to drop the item
MWRender::RayResult mIntersection;
};
void VRInputManager::pointActivation(bool onPress)
{
auto* world = MWBase::Environment::get().getWorld();
auto* anim = MWVR::Environment::get().getPlayerAnimation();
if (world && anim && anim->getPointerTarget().mHit)
{
auto* node = anim->getPointerTarget().mHitNode;
MWWorld::Ptr ptr = anim->getPointerTarget().mHitObject;
auto& dnd = MWBase::Environment::get().getWindowManager()->getDragAndDrop();
if (node && node->getName() == "VRGUILayer")
{
injectMousePress(SDL_BUTTON_LEFT, onPress);
}
else if (onPress)
{
// Other actions should only happen on release;
return;
}
else if (dnd.mIsOnDragAndDrop)
{
// Intersected with the world while drag and drop is active
// Drop item into the world
MWBase::Environment::get().getWorld()->breakInvisibility(
MWMechanics::getPlayer());
DropItemAtPointModel drop;
dnd.drop(&drop, nullptr);
}
else if (!ptr.isEmpty())
{
MWWorld::Player& player = MWBase::Environment::get().getWorld()->getPlayer();
player.activate(ptr);
}
}
}
void VRInputManager::injectMousePress(int sdlButton, bool onPress)
{
SDL_MouseButtonEvent arg;
if (onPress)
mMouseManager->mousePressed(arg, sdlButton);
else
mMouseManager->mouseReleased(arg, sdlButton);
}
void VRInputManager::injectChannelValue(
MWInput::Actions action,
float value)
{
auto channel = mBindingsManager->ics().getChannel(MWInput::A_MoveLeftRight);// ->setValue(value);
channel->setEnabled(true);
}
void VRInputManager::applyHapticsLeftHand(float intensity)
{
if (mHapticsEnabled)
mXRInput->applyHaptics(TrackedLimb::LEFT_HAND, intensity);
}
void VRInputManager::applyHapticsRightHand(float intensity)
{
if (mHapticsEnabled)
mXRInput->applyHaptics(TrackedLimb::RIGHT_HAND, intensity);
}
void VRInputManager::requestRecenter()
{
mShouldRecenter = true;
}
VRInputManager::VRInputManager(
SDL_Window* window,
osg::ref_ptr<osgViewer::Viewer> viewer,
osg::ref_ptr<osgViewer::ScreenCaptureHandler> screenCaptureHandler,
osgViewer::ScreenCaptureHandler::CaptureOperation* screenCaptureOperation,
const std::string& userFile,
bool userFileExists,
const std::string& userControllerBindingsFile,
const std::string& controllerBindingsFile,
bool grab)
: MWInput::InputManager(
window,
viewer,
screenCaptureHandler,
screenCaptureOperation,
userFile,
userFileExists,
userControllerBindingsFile,
controllerBindingsFile,
grab)
, mXRInput(nullptr)
, mHapticsEnabled{Settings::Manager::getBool("haptics enabled", "VR")}
{
std::vector<SuggestedBindings> suggestedBindings;
// Set up default bindings for the oculus
/*
Oculus Bindings:
L-Squeeze:
Hold: Sneak
R-Squeeze:
Hold: Enable Pointer
L-Trigger:
Press: Jump
R-Trigger:
IF POINTER:
Activate
ELSE:
Use
L-Thumbstick:
X-Axis: MoveForwardBackward
Y-Axis: MoveLeftRight
Button:
Press: AlwaysRun
Long: ToggleHUD
Touch:
R-Thumbstick:
X-Axis: LookLeftRight
Y-Axis:
Button:
Press: AutoMove
Long: ToggleDebug
Touch:
X:
Press: Toggle Spell
Long:
Y:
Press: Rest
Long: Quick Save
A:
Press: Toggle Weapon
Long:
B:
Press: Inventory
Long: Journal
Menu:
Press: GameMenu
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},
}
};
suggestedBindings.push_back(oculusTouchBindings);
mXRInput.reset(new OpenXRInput(suggestedBindings));
}
VRInputManager::~VRInputManager()
{
}
void VRInputManager::changeInputMode(bool mode)
{
// VR mode has no concept of these
//mGuiCursorEnabled = false;
MWInput::InputManager::changeInputMode(mode);
MWBase::Environment::get().getWindowManager()->showCrosshair(false);
MWBase::Environment::get().getWindowManager()->setCursorVisible(false);
}
void VRInputManager::update(
float dt,
bool disableControls,
bool disableEvents)
{
auto begin = std::chrono::steady_clock::now();
mXRInput->updateControls();
auto* vrGuiManager = Environment::get().getGUIManager();
if (vrGuiManager)
{
bool vrHasFocus = vrGuiManager->updateFocus();
auto guiCursor = vrGuiManager->guiCursor();
if (vrHasFocus)
{
mMouseManager->setMousePosition(guiCursor.x(), guiCursor.y());
}
}
while (auto* action = mXRInput->nextAction())
{
processAction(action, dt, disableControls);
}
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)
session->beginPhase(VRSession::FramePhase::Update);
// The rest of this code assumes the game is running
if (MWBase::Environment::get().getStateManager()->getState() == MWBase::StateManager::State_NoGame)
{
return;
}
bool guiMode = MWBase::Environment::get().getWindowManager()->isGuiMode();
// OpenMW assumes all input will come via SDL which i often violate.
// This keeps player controls correctly enabled for my purposes.
mBindingsManager->setPlayerControlsEnabled(!guiMode);
updateHead();
if (!guiMode)
{
auto* world = MWBase::Environment::get().getWorld();
auto& player = world->getPlayer();
auto playerPtr = world->getPlayerPtr();
if (!mRealisticCombat || mRealisticCombat->ptr() != playerPtr)
mRealisticCombat.reset(new RealisticCombat::StateMachine(playerPtr));
bool enabled = !guiMode && player.getDrawState() == MWMechanics::DrawState_Weapon && !player.isDisabled();
mRealisticCombat->update(dt, enabled);
}
else if (mRealisticCombat)
mRealisticCombat->update(dt, false);
// Update tracking every frame if player is not currently in GUI mode.
// This ensures certain widgets like Notifications will be visible.
if (!guiMode)
{
vrGuiManager->updateTracking();
}
auto end = std::chrono::steady_clock::now();
auto elapsed = std::chrono::duration_cast<std::chrono::microseconds>(end - begin);
}
void VRInputManager::processAction(const Action* action, float dt, bool disableControls)
{
static const bool isToggleSneak = Settings::Manager::getBool("toggle sneak", "Input");
auto* vrGuiManager = Environment::get().getGUIManager();
// OpenMW does not currently provide any way to directly request skipping a video.
// This is copied from the controller manager and is used to skip videos,
// and works because mygui only consumes the escape press if a video is currently playing.
auto kc = MWInput::sdlKeyToMyGUI(SDLK_ESCAPE);
if (action->onActivate())
{
mBindingsManager->setPlayerControlsEnabled(!MyGUI::InputManager::getInstance().injectKeyPress(kc, 0));
}
else if (action->onDeactivate())
{
mBindingsManager->setPlayerControlsEnabled(!MyGUI::InputManager::getInstance().injectKeyRelease(kc));
}
if (disableControls)
{
return;
}
bool guiMode = MWBase::Environment::get().getWindowManager()->isGuiMode();
if (guiMode)
{
MyGUI::KeyCode key = MyGUI::KeyCode::None;
// Axis actions
switch (action->openMWActionCode())
{
case A_MenuLeftRight:
if (action->value() > 0.6f && action->previousValue() < 0.6f)
{
key = MyGUI::KeyCode::ArrowRight;
}
if (action->value() < -0.6f && action->previousValue() > -0.6f)
{
key = MyGUI::KeyCode::ArrowLeft;
}
break;
case A_MenuUpDown:
if (action->value() > 0.6f && action->previousValue() < 0.6f)
{
key = MyGUI::KeyCode::ArrowUp;
}
if (action->value() < -0.6f && action->previousValue() > -0.6f)
{
key = MyGUI::KeyCode::ArrowDown;
}
break;
default: break;
}
// OnActivate actions
if (action->onActivate())
{
switch (action->openMWActionCode())
{
case MWInput::A_GameMenu:
mActionManager->toggleMainMenu();
break;
case MWInput::A_Screenshot:
mActionManager->screenshot();
break;
case A_Recenter:
vrGuiManager->updateTracking();
break;
case A_MenuSelect:
if (!MWBase::Environment::get().getWindowManager()->injectKeyPress(MyGUI::KeyCode::Space, 0, 0))
executeAction(MWInput::A_Activate);
break;
case A_MenuBack:
if (MyGUI::InputManager::getInstance().isModalAny())
MWBase::Environment::get().getWindowManager()->exitCurrentModal();
else
MWBase::Environment::get().getWindowManager()->exitCurrentGuiMode();
break;
case MWInput::A_Use:
pointActivation(true);
default:
break;
}
}
// A few actions need to fire on deactivation
if (action->onDeactivate())
{
switch (action->openMWActionCode())
{
case MWInput::A_Use:
mBindingsManager->ics().getChannel(MWInput::A_Use)->setValue(0.f);
pointActivation(false);
break;
default:
break;
}
}
if (key != MyGUI::KeyCode::None)
{
MWBase::Environment::get().getWindowManager()->injectKeyPress(key, 0, 0);
}
}
else
{
// Hold actions
switch (action->openMWActionCode())
{
case A_ActivateTouch:
resetIdleTime();
mActivationIndication = action->isActive();
break;
case MWInput::A_LookLeftRight:
mYaw += osg::DegreesToRadians(action->value()) * 200.f * dt;
break;
case MWInput::A_MoveLeftRight:
mBindingsManager->ics().getChannel(MWInput::A_MoveLeftRight)->setValue(action->value() / 2.f + 0.5f);
break;
case MWInput::A_MoveForwardBackward:
mBindingsManager->ics().getChannel(MWInput::A_MoveForwardBackward)->setValue(-action->value() / 2.f + 0.5f);
break;
case MWInput::A_Sneak:
{
if (!isToggleSneak)
mBindingsManager->ics().getChannel(MWInput::A_Sneak)->setValue(action->isActive() ? 1.f : 0.f);
break;
}
case MWInput::A_Use:
if (!(mActivationIndication || MWBase::Environment::get().getWindowManager()->isGuiMode()))
mBindingsManager->ics().getChannel(MWInput::A_Use)->setValue(action->value());
break;
default:
break;
}
// OnActivate actions
if (action->onActivate())
{
switch (action->openMWActionCode())
{
case MWInput::A_GameMenu:
mActionManager->toggleMainMenu();
break;
case MWInput::A_Screenshot:
mActionManager->screenshot();
break;
case MWInput::A_Inventory:
//mActionManager->toggleInventory();
injectMousePress(SDL_BUTTON_RIGHT, true);
break;
case MWInput::A_Console:
mActionManager->toggleConsole();
break;
case MWInput::A_Journal:
mActionManager->toggleJournal();
break;
case MWInput::A_AutoMove:
mActionManager->toggleAutoMove();
break;
case MWInput::A_AlwaysRun:
mActionManager->toggleWalking();
break;
case MWInput::A_ToggleWeapon:
mActionManager->toggleWeapon();
break;
case MWInput::A_Rest:
mActionManager->rest();
break;
case MWInput::A_ToggleSpell:
mActionManager->toggleSpell();
break;
case MWInput::A_QuickKey1:
mActionManager->quickKey(1);
break;
case MWInput::A_QuickKey2:
mActionManager->quickKey(2);
break;
case MWInput::A_QuickKey3:
mActionManager->quickKey(3);
break;
case MWInput::A_QuickKey4:
mActionManager->quickKey(4);
break;
case MWInput::A_QuickKey5:
mActionManager->quickKey(5);
break;
case MWInput::A_QuickKey6:
mActionManager->quickKey(6);
break;
case MWInput::A_QuickKey7:
mActionManager->quickKey(7);
break;
case MWInput::A_QuickKey8:
mActionManager->quickKey(8);
break;
case MWInput::A_QuickKey9:
mActionManager->quickKey(9);
break;
case MWInput::A_QuickKey10:
mActionManager->quickKey(10);
break;
case MWInput::A_QuickKeysMenu:
mActionManager->showQuickKeysMenu();
break;
case MWInput::A_ToggleHUD:
Log(Debug::Verbose) << "Toggle HUD";
MWBase::Environment::get().getWindowManager()->toggleHud();
break;
case MWInput::A_ToggleDebug:
Log(Debug::Verbose) << "Toggle Debug";
MWBase::Environment::get().getWindowManager()->toggleDebugWindow();
break;
case MWInput::A_QuickSave:
mActionManager->quickSave();
break;
case MWInput::A_QuickLoad:
mActionManager->quickLoad();
break;
case MWInput::A_CycleSpellLeft:
if (mActionManager->checkAllowedToUseItems() && MWBase::Environment::get().getWindowManager()->isAllowed(MWGui::GW_Magic))
MWBase::Environment::get().getWindowManager()->cycleSpell(false);
break;
case MWInput::A_CycleSpellRight:
if (mActionManager->checkAllowedToUseItems() && MWBase::Environment::get().getWindowManager()->isAllowed(MWGui::GW_Magic))
MWBase::Environment::get().getWindowManager()->cycleSpell(true);
break;
case MWInput::A_CycleWeaponLeft:
if (mActionManager->checkAllowedToUseItems() && MWBase::Environment::get().getWindowManager()->isAllowed(MWGui::GW_Inventory))
MWBase::Environment::get().getWindowManager()->cycleWeapon(false);
break;
case MWInput::A_CycleWeaponRight:
if (mActionManager->checkAllowedToUseItems() && MWBase::Environment::get().getWindowManager()->isAllowed(MWGui::GW_Inventory))
MWBase::Environment::get().getWindowManager()->cycleWeapon(true);
break;
case MWInput::A_Jump:
mActionManager->setAttemptJump(true);
break;
case A_Recenter:
vrGuiManager->updateTracking();
if (!MWBase::Environment::get().getWindowManager()->isGuiMode())
requestRecenter();
break;
case MWInput::A_Use:
if (mActivationIndication || MWBase::Environment::get().getWindowManager()->isGuiMode())
pointActivation(true);
default:
break;
}
}
// A few actions need to fire on deactivation
if (action->onDeactivate())
{
switch (action->openMWActionCode())
{
case MWInput::A_Use:
mBindingsManager->ics().getChannel(MWInput::A_Use)->setValue(0.f);
if (mActivationIndication || MWBase::Environment::get().getWindowManager()->isGuiMode())
pointActivation(false);
break;
case MWInput::A_Sneak:
if (isToggleSneak)
mActionManager->toggleSneaking();
break;
case MWInput::A_Inventory:
injectMousePress(SDL_BUTTON_RIGHT, false);
default:
break;
}
}
}
}
osg::Quat VRInputManager::stageRotation()
{
return osg::Quat(mYaw, osg::Vec3(0, 0, -1));
}
void VRInputManager::updateHead()
{
auto* session = Environment::get().getSession();
auto currentHeadPose = session->predictedPoses(VRSession::FramePhase::Update).head;
currentHeadPose.position *= Environment::get().unitsPerMeter();
osg::Vec3 vrMovement = currentHeadPose.position - mHeadPose.position;
mHeadPose = currentHeadPose;
mHeadOffset += stageRotation() * vrMovement;
if (mShouldRecenter)
{
// Move position of head to center of character
// Z should not be affected
mHeadOffset = osg::Vec3(0, 0, 0);
mHeadOffset.z() = mHeadPose.position.z();
// Adjust orientation to zero yaw
float yaw = 0.f;
float pitch = 0.f;
float roll = 0.f;
getEulerAngles(mHeadPose.orientation, yaw, pitch, roll);
mYaw = -yaw;
mShouldRecenter = false;
Log(Debug::Verbose) << "Recentered (" << mYaw << ")";
}
else
{
MWBase::World* world = MWBase::Environment::get().getWorld();
auto& player = world->getPlayer();
auto playerPtr = player.getPlayer();
float yaw = 0.f;
float pitch = 0.f;
float roll = 0.f;
getEulerAngles(mHeadPose.orientation, yaw, pitch, roll);
yaw += mYaw;
mVrAngles[0] = pitch;
mVrAngles[1] = roll;
mVrAngles[2] = yaw;
if (!player.isDisabled())
{
world->rotateObject(playerPtr, mVrAngles[0], mVrAngles[1], mVrAngles[2], MWBase::RotationFlag_none);
}
else {
// Update the camera directly to avoid rotating the disabled player
world->getRenderingManager().getCamera()->rotateCamera(-pitch, -roll, -yaw, false);
}
}
}
}