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Bug 1383110 - Force to fetch Oculus Touch tracking data when it is added; r=kip
MozReview-Commit-ID: 4e8qoV6cDzy --HG-- extra : rebase_source : fd5f41fe3d67583af98e50a0bee363989ea00c40
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@ -1552,50 +1552,57 @@ VRSystemManagerOculus::HandleInput()
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axis = static_cast<uint32_t>(OculusControllerAxisType::ThumbstickYAxis);
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HandleAxisMove(i, axis, -inputState.Thumbstick[i].y);
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// Start to process pose
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// Process pose state.
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GamepadPoseState poseState;
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GetControllerPoseState(handIdx, poseState);
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HandlePoseTracking(i, poseState, controller);
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}
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}
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void
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VRSystemManagerOculus::GetControllerPoseState(uint32_t aHandIdx, GamepadPoseState& aPoseState,
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bool aForceUpdate)
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{
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ovrTrackingState state = ovr_GetTrackingState(mSession->Get(), 0.0, false);
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// HandPoses is ordered by ovrControllerType_LTouch and ovrControllerType_RTouch,
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// therefore, we can't get its state by the index of mOculusController.
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ovrPoseStatef& pose(state.HandPoses[handIdx]);
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GamepadPoseState poseState;
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ovrPoseStatef& pose(state.HandPoses[aHandIdx]);
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if (state.HandStatusFlags[handIdx] & ovrStatus_OrientationTracked) {
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poseState.flags |= GamepadCapabilityFlags::Cap_Orientation;
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poseState.orientation[0] = pose.ThePose.Orientation.x;
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poseState.orientation[1] = pose.ThePose.Orientation.y;
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poseState.orientation[2] = pose.ThePose.Orientation.z;
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poseState.orientation[3] = pose.ThePose.Orientation.w;
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poseState.angularVelocity[0] = pose.AngularVelocity.x;
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poseState.angularVelocity[1] = pose.AngularVelocity.y;
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poseState.angularVelocity[2] = pose.AngularVelocity.z;
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if (aForceUpdate || state.HandStatusFlags[aHandIdx] & ovrStatus_OrientationTracked) {
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aPoseState.flags |= GamepadCapabilityFlags::Cap_Orientation;
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aPoseState.orientation[0] = pose.ThePose.Orientation.x;
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aPoseState.orientation[1] = pose.ThePose.Orientation.y;
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aPoseState.orientation[2] = pose.ThePose.Orientation.z;
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aPoseState.orientation[3] = pose.ThePose.Orientation.w;
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aPoseState.angularVelocity[0] = pose.AngularVelocity.x;
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aPoseState.angularVelocity[1] = pose.AngularVelocity.y;
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aPoseState.angularVelocity[2] = pose.AngularVelocity.z;
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poseState.flags |= GamepadCapabilityFlags::Cap_AngularAcceleration;
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poseState.angularAcceleration[0] = pose.AngularAcceleration.x;
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poseState.angularAcceleration[1] = pose.AngularAcceleration.y;
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poseState.angularAcceleration[2] = pose.AngularAcceleration.z;
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poseState.isOrientationValid = true;
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aPoseState.flags |= GamepadCapabilityFlags::Cap_AngularAcceleration;
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aPoseState.angularAcceleration[0] = pose.AngularAcceleration.x;
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aPoseState.angularAcceleration[1] = pose.AngularAcceleration.y;
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aPoseState.angularAcceleration[2] = pose.AngularAcceleration.z;
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aPoseState.isOrientationValid = true;
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}
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if (state.HandStatusFlags[handIdx] & ovrStatus_PositionTracked) {
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poseState.flags |= GamepadCapabilityFlags::Cap_Position;
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poseState.position[0] = pose.ThePose.Position.x;
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poseState.position[1] = pose.ThePose.Position.y;
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poseState.position[2] = pose.ThePose.Position.z;
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poseState.linearVelocity[0] = pose.LinearVelocity.x;
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poseState.linearVelocity[1] = pose.LinearVelocity.y;
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poseState.linearVelocity[2] = pose.LinearVelocity.z;
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if (aForceUpdate || state.HandStatusFlags[aHandIdx] & ovrStatus_PositionTracked) {
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aPoseState.flags |= GamepadCapabilityFlags::Cap_Position;
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aPoseState.position[0] = pose.ThePose.Position.x;
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aPoseState.position[1] = pose.ThePose.Position.y;
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aPoseState.position[2] = pose.ThePose.Position.z;
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aPoseState.linearVelocity[0] = pose.LinearVelocity.x;
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aPoseState.linearVelocity[1] = pose.LinearVelocity.y;
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aPoseState.linearVelocity[2] = pose.LinearVelocity.z;
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poseState.flags |= GamepadCapabilityFlags::Cap_LinearAcceleration;
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poseState.linearAcceleration[0] = pose.LinearAcceleration.x;
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poseState.linearAcceleration[1] = pose.LinearAcceleration.y;
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poseState.linearAcceleration[2] = pose.LinearAcceleration.z;
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aPoseState.flags |= GamepadCapabilityFlags::Cap_LinearAcceleration;
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aPoseState.linearAcceleration[0] = pose.LinearAcceleration.x;
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aPoseState.linearAcceleration[1] = pose.LinearAcceleration.y;
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aPoseState.linearAcceleration[2] = pose.LinearAcceleration.z;
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float eyeHeight = ovr_GetFloat(mSession->Get(), OVR_KEY_EYE_HEIGHT, OVR_DEFAULT_EYE_HEIGHT);
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poseState.position[1] -= eyeHeight;
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poseState.isPositionValid = true;
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aPoseState.position[1] -= eyeHeight;
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aPoseState.isPositionValid = true;
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}
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HandlePoseTracking(i, poseState, controller);
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}
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}
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void
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@ -1766,6 +1773,11 @@ VRSystemManagerOculus::ScanForControllers()
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ovrInputState inputState;
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bool hasInputState = ovr_GetInputState(mSession->Get(), ovrControllerType_Touch,
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&inputState) == ovrSuccess;
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if (!hasInputState) {
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return;
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}
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ovrControllerType activeControllerArray[2];
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uint32_t newControllerCount = 0;
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@ -1800,6 +1812,16 @@ VRSystemManagerOculus::ScanForControllers()
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// Not already present, add it.
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AddGamepad(oculusController->GetControllerInfo());
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// Process pose state.
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// We wanna Oculus Touch has the right position when it shows up,
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// so we force to update the pose no matter if it has OrientationTracked
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// or PositionTracked.
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const uint32_t handIdx = static_cast<uint32_t>(hand) - 1;
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GamepadPoseState poseState;
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GetControllerPoseState(handIdx, poseState, true);
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HandlePoseTracking(i, poseState, oculusController);
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++mControllerCount;
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}
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}
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@ -202,6 +202,9 @@ private:
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void HandleHandTriggerPress(uint32_t aControllerIdx, uint32_t aButton, float aValue);
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void HandleTouchEvent(uint32_t aControllerIdx, uint32_t aButton,
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uint64_t aTouchMask, uint64_t aTouched);
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void GetControllerPoseState(uint32_t aHandIdx, dom::GamepadPoseState& aPoseState,
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bool aForceUpdate = false);
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RefPtr<impl::VRDisplayOculus> mDisplay;
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nsTArray<RefPtr<impl::VRControllerOculus>> mOculusController;
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RefPtr<impl::VROculusSession> mSession;
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