Bug 1383110 - Force to fetch Oculus Touch tracking data when it is added; r=kip

MozReview-Commit-ID: 4e8qoV6cDzy

--HG--
extra : rebase_source : fd5f41fe3d67583af98e50a0bee363989ea00c40
This commit is contained in:
Daosheng Mu 2017-07-27 15:42:59 +08:00
parent c673ebcff6
commit 6afecdd28e
2 changed files with 58 additions and 33 deletions

View File

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

View File

@ -202,6 +202,9 @@ private:
void HandleHandTriggerPress(uint32_t aControllerIdx, uint32_t aButton, float aValue);
void HandleTouchEvent(uint32_t aControllerIdx, uint32_t aButton,
uint64_t aTouchMask, uint64_t aTouched);
void GetControllerPoseState(uint32_t aHandIdx, dom::GamepadPoseState& aPoseState,
bool aForceUpdate = false);
RefPtr<impl::VRDisplayOculus> mDisplay;
nsTArray<RefPtr<impl::VRControllerOculus>> mOculusController;
RefPtr<impl::VROculusSession> mSession;