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Oculus touch controller #873

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97 changes: 66 additions & 31 deletions app/src/oculusvr/cpp/DeviceDelegateOculusVR.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -462,13 +462,16 @@ class OculusLayerEquirect: public OculusLayer<VRLayerEquirectPtr, ovrLayerEquire
}
};

const vrb::Vector kAverageHeight(0.0f, 1.7f, 0.0f);

struct DeviceDelegateOculusVR::State {
vrb::RenderContextWeak context;
android_app* app = nullptr;
bool initialized = false;
bool layersEnabled = true;
ovrJava java = {};
ovrMobile* ovr = nullptr;
ovrDeviceType deviceType;
OculusEyeSwapChainPtr eyeSwapChains[VRAPI_EYE_COUNT];
OculusLayerCubePtr cubeLayer;
OculusLayerEquirectPtr equirectLayer;
Expand Down Expand Up @@ -534,6 +537,7 @@ struct DeviceDelegateOculusVR::State {
return;
}
initialized = true;
deviceType = (ovrDeviceType)vrapi_GetSystemPropertyInt(&java, VRAPI_SYS_PROP_DEVICE_TYPE);
SetRenderSize(device::RenderMode::StandAlone);

for (int i = 0; i < VRAPI_EYE_COUNT; ++i) {
Expand Down Expand Up @@ -644,7 +648,9 @@ struct DeviceDelegateOculusVR::State {

if (controllerCapabilities.ControllerCapabilities & ovrControllerCaps_HasPositionTracking) {
auto & position = tracking.HeadPose.Pose.Position;
controllerTransform.TranslateInPlace(vrb::Vector(position.x, position.y, position.z));
controllerTransform.TranslateInPlace(vrb::Vector(position.x + kAverageHeight.x(),
position.y + kAverageHeight.y(),
position.z + kAverageHeight.z()));
} else {
controllerTransform = elbow->GetTransform(hand, head, controllerTransform);
}
Expand All @@ -655,32 +661,52 @@ struct DeviceDelegateOculusVR::State {
vrapi_GetCurrentInputState(ovr, controllerID, &controllerState.Header);

reorientCount = controllerState.RecenterCount;
const bool triggerPressed = (controllerState.Buttons & ovrButton_A) != 0;
const bool trackpadPressed = (controllerState.Buttons & ovrButton_Enter) != 0;
const bool trackpadTouched = (bool) controllerState.TrackpadStatus;
const bool backPressed = (controllerState.Buttons & ovrButton_Back) != 0;
controller->SetButtonState(0, ControllerDelegate::BUTTON_TRIGGER, 1, triggerPressed, triggerPressed);
controller->SetButtonState(0, ControllerDelegate::BUTTON_TOUCHPAD, 0, trackpadPressed, trackpadTouched);
// By setting vrapi_SetPropertyInt(&java, VRAPI_EAT_NATIVE_GAMEPAD_EVENTS, 0);
// The app will receive onBackPressed when the back button is pressed on the controller.
// So there is no need to check for it here. Leaving code commented out for reference
// in the case that the back button stops working again due to Oculus Mobile API change.
// controller->SetButtonState(0, ControllerDelegate::BUTTON_APP, -1, backPressed, backPressed);

const float trackpadX = controllerState.TrackpadPosition.x / (float)controllerCapabilities.TrackpadMaxX;
const float trackpadY = controllerState.TrackpadPosition.y / (float)controllerCapabilities.TrackpadMaxY;
float scrollX = trackpadX;
float scrollY = trackpadY;
if (trackpadTouched && !trackpadPressed) {
controller->SetTouchPosition(0, scrollX, scrollY);
const int32_t kNumAxes = 2;
bool triggerPressed = false, triggerTouched = false;
bool trackpadPressed = false, trackpadTouched = false;
float axes[kNumAxes];
float trackpadX, trackpadY = 0.0f;
if (deviceType >= VRAPI_DEVICE_TYPE_OCULUSQUEST_START &&
deviceType <= VRAPI_DEVICE_TYPE_OCULUSQUEST_END) {
triggerPressed = (controllerState.Buttons & ovrButton_Trigger) != 0;
triggerTouched = (controllerState.Touches & ovrTouch_IndexTrigger) != 0;
trackpadPressed = (controllerState.Buttons & ovrButton_Joystick) != 0;
trackpadTouched = (controllerState.Touches & ovrTouch_Joystick) != 0;

controller->SetButtonState(0, ControllerDelegate::BUTTON_APP, -1, controllerState.Buttons & ovrButton_B,
controllerState.Touches & ovrTouch_B);
trackpadX = controllerState.Joystick.x;
trackpadY = controllerState.Joystick.y;
axes[0] = trackpadX;
axes[1] = trackpadY;
controller->SetScrolledDelta(0, trackpadX, trackpadY);
} else {
controller->SetTouchPosition(0, scrollX, scrollY);
controller->EndTouch(0);
triggerPressed = (controllerState.Buttons & ovrButton_A) != 0;
triggerTouched = triggerPressed;
trackpadPressed = (controllerState.Buttons & ovrButton_Enter) != 0;
trackpadTouched = (bool) controllerState.TrackpadStatus;

// For Oculus Go, by setting vrapi_SetPropertyInt(&java, VRAPI_EAT_NATIVE_GAMEPAD_EVENTS, 0);
// The app will receive onBackPressed when the back button is pressed on the controller.
// So there is no need to check for it here. Leaving code commented out for reference
// in the case that the back button stops working again due to Oculus Mobile API change.
// const bool backPressed = (controllerState.Buttons & ovrButton_Back) != 0;
// controller->SetButtonState(0, ControllerDelegate::BUTTON_APP, -1, backPressed, backPressed);
trackpadX = controllerState.TrackpadPosition.x / (float)controllerCapabilities.TrackpadMaxX;
trackpadY = controllerState.TrackpadPosition.y / (float)controllerCapabilities.TrackpadMaxY;

if (trackpadTouched && !trackpadPressed) {
controller->SetTouchPosition(0, trackpadX, trackpadY);
} else {
controller->SetTouchPosition(0, trackpadX, trackpadY);
controller->EndTouch(0);
}
axes[0] = trackpadTouched ? trackpadX * 2.0f - 1.0f : 0.0f;
axes[1] = trackpadTouched ? trackpadY * 2.0f - 1.0f : 0.0f;
}
controller->SetButtonState(0, ControllerDelegate::BUTTON_TRIGGER, 1, triggerPressed, triggerTouched);
controller->SetButtonState(0, ControllerDelegate::BUTTON_TOUCHPAD, 0, trackpadPressed, trackpadTouched);

const int32_t kNumAxes = 2;
float axes[kNumAxes] = { trackpadTouched ? trackpadX * 2.0f - 1.0f : 0.0f,
trackpadTouched ? trackpadY * 2.0f - 1.0f : 0.0f };
controller->SetAxes(0, axes, kNumAxes);
}

Expand Down Expand Up @@ -797,8 +823,16 @@ DeviceDelegateOculusVR::SetClipPlanes(const float aNear, const float aFar) {
void
DeviceDelegateOculusVR::SetControllerDelegate(ControllerDelegatePtr& aController) {
m.controller = aController;
m.controller->CreateController(0, 0, "Gear VR Controller");
m.controller->SetButtonCount(0, 2);
if (m.deviceType >= VRAPI_DEVICE_TYPE_OCULUSQUEST_START &&
m.deviceType <= VRAPI_DEVICE_TYPE_OCULUSQUEST_END) {
m.controller->CreateController(0, 0, "Oculus Touch Controller");
m.controller->SetButtonCount(0, 6);

// Todo: Getting multiple controllers support.
} else {
m.controller->CreateController(0, 0, "Gear VR Controller");
m.controller->SetButtonCount(0, 2);
}
}

void
Expand Down Expand Up @@ -846,7 +880,6 @@ DeviceDelegateOculusVR::StartFrame() {
ovrMatrix4f matrix = vrapi_GetTransformFromPose(&m.predictedTracking.HeadPose.Pose);
vrb::Matrix head = vrb::Matrix::FromRowMajor(matrix.M[0]);

static const vrb::Vector kAverageHeight(0.0f, 1.7f, 0.0f);
if (m.renderMode == device::RenderMode::StandAlone) {
head.TranslateInPlace(kAverageHeight);
}
Expand Down Expand Up @@ -953,18 +986,21 @@ DeviceDelegateOculusVR::EndFrame(const bool aDiscard) {
}

// Add main eye buffer layer
const float fovX = vrapi_GetSystemPropertyFloat(&m.java, VRAPI_SYS_PROP_SUGGESTED_EYE_FOV_DEGREES_X);
const float fovY = vrapi_GetSystemPropertyFloat(&m.java, VRAPI_SYS_PROP_SUGGESTED_EYE_FOV_DEGREES_Y);
const ovrMatrix4f projectionMatrix = ovrMatrix4f_CreateProjectionFov(fovX, fovY, 0.0f, 0.0f, m.near, m.far);

ovrLayerProjection2 projection = vrapi_DefaultLayerProjection2();
projection.HeadPose = m.predictedTracking.HeadPose;
projection.Header.SrcBlend = VRAPI_FRAME_LAYER_BLEND_ONE;
projection.Header.DstBlend = VRAPI_FRAME_LAYER_BLEND_ONE_MINUS_SRC_ALPHA;
for (int i = 0; i < VRAPI_FRAME_LAYER_EYE_MAX; ++i) {
const auto &eyeSwapChain = m.eyeSwapChains[i];
int swapChainIndex = m.frameIndex % eyeSwapChain->swapChainLength;
const int swapChainIndex = m.frameIndex % eyeSwapChain->swapChainLength;
// Set up OVR layer textures
projection.Textures[i].ColorSwapChain = eyeSwapChain->ovrSwapChain;
projection.Textures[i].SwapChainIndex = swapChainIndex;
projection.Textures[i].TexCoordsFromTanAngles = ovrMatrix4f_TanAngleMatrixFromProjection(
&m.predictedTracking.Eye[i].ProjectionMatrix);
projection.Textures[i].TexCoordsFromTanAngles = ovrMatrix4f_TanAngleMatrixFromProjection(&projectionMatrix);
}
layers[layerCount++] = &projection.Header;

Expand All @@ -987,7 +1023,6 @@ DeviceDelegateOculusVR::EndFrame(const bool aDiscard) {
frameDesc.SwapInterval = 1;
frameDesc.FrameIndex = m.frameIndex;
frameDesc.DisplayTime = m.predictedDisplayTime;
frameDesc.CompletionFence = 0;

frameDesc.LayerCount = layerCount;
frameDesc.Layers = layers;
Expand Down