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// Copyright 2017 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "device/vr/oculus/oculus_gamepad_helper.h"
#include <algorithm>
#include <memory>
#include "base/logging.h"
#include "device/gamepad/public/cpp/gamepads.h"
#include "device/vr/util/gamepad_builder.h"
#include "device/vr/vr_device.h"
#include "third_party/libovr/src/Include/OVR_CAPI.h"
#include "ui/gfx/transform.h"
#include "ui/gfx/transform_util.h"
namespace device {
namespace {
// TODO(https://crbug.com/953489): This is currently WebVR-only. If it is useful
// for addressing this issue, give it a more meaningful name. Otherwise, remove
// this enum when WebVR support is removed.
enum GamepadIndex : unsigned int {
kLeftTouchController = 0x0,
kRightTouchController = 0x1,
kRemote = 0x2,
};
float ApplyTriggerDeadzone(float value) {
// Trigger value should be between 0 and 1. We apply a deadzone for small
// values so a loose controller still reports a value of 0 when not in use.
float kTriggerDeadzone = 0.01f;
return (value < kTriggerDeadzone) ? 0 : value;
}
mojom::XRGamepadButtonPtr GetGamepadButton(const ovrInputState& input_state,
ovrButton button_id) {
bool pressed = (input_state.Buttons & button_id) != 0;
bool touched = (input_state.Touches & button_id) != 0;
auto button = mojom::XRGamepadButton::New();
button->pressed = pressed;
button->touched = touched;
button->value = pressed ? 1.0f : 0.0f;
return button;
}
mojom::XRGamepadButtonPtr GetGamepadTouchTrigger(
const ovrInputState& input_state,
ovrTouch touch_id,
float value) {
bool touched = (input_state.Touches & touch_id) != 0;
value = ApplyTriggerDeadzone(value);
auto button = mojom::XRGamepadButton::New();
button->pressed = value != 0;
button->touched = touched;
button->value = value;
return button;
}
mojom::XRGamepadButtonPtr GetGamepadTrigger(float value) {
value = ApplyTriggerDeadzone(value);
auto button = mojom::XRGamepadButton::New();
button->pressed = value != 0;
button->touched = value != 0;
button->value = value;
return button;
}
mojom::XRGamepadButtonPtr GetGamepadTouch(const ovrInputState& input_state,
ovrTouch touch_id) {
bool touched = (input_state.Touches & touch_id) != 0;
auto button = mojom::XRGamepadButton::New();
button->pressed = false;
button->touched = touched;
button->value = 0.0f;
return button;
}
void AddTouchData(mojom::XRGamepadDataPtr& data,
const ovrTrackingState& tracking,
const ovrInputState& input_state,
ovrHandType hand) {
auto gamepad = mojom::XRGamepad::New();
// This gamepad layout is the defacto standard, but can be adjusted for WebXR.
switch (hand) {
case ovrHand_Left:
gamepad->hand = device::mojom::XRHandedness::LEFT;
gamepad->controller_id = kLeftTouchController;
gamepad->buttons.push_back(
GetGamepadButton(input_state, ovrButton_LThumb));
break;
case ovrHand_Right:
gamepad->hand = device::mojom::XRHandedness::RIGHT;
gamepad->controller_id = kRightTouchController;
gamepad->buttons.push_back(
GetGamepadButton(input_state, ovrButton_RThumb));
break;
default:
NOTREACHED();
return;
}
gamepad->axes.push_back(input_state.Thumbstick[hand].x);
gamepad->axes.push_back(-input_state.Thumbstick[hand].y);
gamepad->buttons.push_back(GetGamepadTouchTrigger(
input_state,
hand == ovrHand_Left ? ovrTouch_LIndexTrigger : ovrTouch_RIndexTrigger,
input_state.IndexTrigger[hand]));
gamepad->buttons.push_back(GetGamepadTrigger(input_state.HandTrigger[hand]));
switch (hand) {
case ovrHand_Left:
gamepad->buttons.push_back(GetGamepadButton(input_state, ovrButton_X));
gamepad->buttons.push_back(GetGamepadButton(input_state, ovrButton_Y));
gamepad->buttons.push_back(
GetGamepadTouch(input_state, ovrTouch_LThumbRest));
break;
case ovrHand_Right:
gamepad->buttons.push_back(GetGamepadButton(input_state, ovrButton_A));
gamepad->buttons.push_back(GetGamepadButton(input_state, ovrButton_B));
gamepad->buttons.push_back(
GetGamepadTouch(input_state, ovrTouch_RThumbRest));
break;
default:
NOTREACHED();
break;
}
auto dst_pose = mojom::VRPose::New();
const ovrPoseStatef& src_pose = tracking.HandPoses[hand];
dst_pose->orientation = gfx::Quaternion(
src_pose.ThePose.Orientation.x, src_pose.ThePose.Orientation.y,
src_pose.ThePose.Orientation.z, src_pose.ThePose.Orientation.w);
dst_pose->position =
gfx::Point3F(src_pose.ThePose.Position.x, src_pose.ThePose.Position.y,
src_pose.ThePose.Position.z);
dst_pose->angular_velocity =
gfx::Vector3dF(src_pose.AngularVelocity.x, src_pose.AngularVelocity.y,
src_pose.AngularVelocity.z);
dst_pose->linear_velocity =
gfx::Vector3dF(src_pose.LinearVelocity.x, src_pose.LinearVelocity.y,
src_pose.LinearVelocity.z);
dst_pose->angular_acceleration = gfx::Vector3dF(
src_pose.AngularAcceleration.x, src_pose.AngularAcceleration.y,
src_pose.AngularAcceleration.z);
dst_pose->linear_acceleration = gfx::Vector3dF(src_pose.LinearAcceleration.x,
src_pose.LinearAcceleration.y,
src_pose.LinearAcceleration.z);
gamepad->pose = std::move(dst_pose);
gamepad->can_provide_position = true;
gamepad->can_provide_orientation = true;
gamepad->timestamp = base::TimeTicks::Now();
data->gamepads.push_back(std::move(gamepad));
}
void AddRemoteData(mojom::XRGamepadDataPtr& data,
const ovrInputState& input_remote) {
auto remote = mojom::XRGamepad::New();
remote->buttons.push_back(GetGamepadButton(input_remote, ovrButton_Enter));
remote->buttons.push_back(GetGamepadButton(input_remote, ovrButton_Back));
remote->buttons.push_back(GetGamepadButton(input_remote, ovrButton_Up));
remote->buttons.push_back(GetGamepadButton(input_remote, ovrButton_Down));
remote->buttons.push_back(GetGamepadButton(input_remote, ovrButton_Left));
remote->buttons.push_back(GetGamepadButton(input_remote, ovrButton_Right));
remote->controller_id = kRemote;
remote->hand = device::mojom::XRHandedness::NONE;
data->gamepads.push_back(std::move(remote));
}
device::mojom::XRHandedness OculusToMojomHand(ovrHandType hand) {
switch (hand) {
case ovrHand_Left:
return device::mojom::XRHandedness::LEFT;
case ovrHand_Right:
return device::mojom::XRHandedness::RIGHT;
default:
return device::mojom::XRHandedness::NONE;
}
}
class OculusGamepadBuilder : public GamepadBuilder {
public:
// TODO(https://crbug.com/942201): Get correct ID string once WebXR spec issue
// #550 (https://github.com/immersive-web/webxr/issues/550) is resolved.
OculusGamepadBuilder(ovrInputState state, ovrHandType hand)
: GamepadBuilder("oculus-touch",
GamepadMapping::kXrStandard,
OculusToMojomHand(hand)),
state_(state) {}
~OculusGamepadBuilder() override = default;
void AddStandardButton(ovrButton id) {
bool pressed = (state_.Buttons & id) != 0;
bool touched = (state_.Touches & id) != 0;
double value = pressed ? 1.0 : 0.0;
AddButton(GamepadButton(pressed, touched, value));
}
void AddTouchButton(ovrTouch id) {
bool touched = (state_.Touches & id) != 0;
AddButton(GamepadButton(false, touched, 0.0f));
}
void AddTriggerButton(float value) {
value = ApplyTriggerDeadzone(value);
bool pressed = value != 0;
bool touched = pressed;
AddButton(GamepadButton(pressed, touched, value));
}
void AddTouchTriggerButton(ovrTouch id, float value) {
value = ApplyTriggerDeadzone(value);
bool pressed = value != 0;
bool touched = (state_.Touches & id) != 0;
AddButton(GamepadButton(pressed, touched, value));
}
bool IsValid() const override {
return GamepadBuilder::IsValid() && GetHandedness() != GamepadHand::kNone;
}
private:
ovrInputState state_;
DISALLOW_COPY_AND_ASSIGN(OculusGamepadBuilder);
};
} // namespace
mojom::XRGamepadDataPtr OculusGamepadHelper::GetGamepadData(
ovrSession session) {
ovrInputState input_touch;
bool have_touch = OVR_SUCCESS(
ovr_GetInputState(session, ovrControllerType_Touch, &input_touch));
ovrInputState input_remote;
bool have_remote = OVR_SUCCESS(
ovr_GetInputState(session, ovrControllerType_Remote, &input_remote));
ovrTrackingState tracking = ovr_GetTrackingState(session, 0, false);
mojom::XRGamepadDataPtr data = mojom::XRGamepadData::New();
if (have_touch) {
AddTouchData(data, tracking, input_touch, ovrHand_Left);
AddTouchData(data, tracking, input_touch, ovrHand_Right);
}
if (have_remote)
AddRemoteData(data, input_remote);
return data;
}
// Order of buttons 1-4 is dictated by the xr-standard Gamepad mapping.
// Buttons 5-7 are in order of decreasing importance.
// 1) index trigger (primary trigger/button)
// 2) thumb joystick button
// 3) hand trigger (primary trigger/button)
// 4) EMPTY (no secondary joystick/touchpad exists)
// 5) A or X
// 6) B or Y
// 7) thumbrest touch sensor
base::Optional<Gamepad> OculusGamepadHelper::CreateGamepad(ovrSession session,
ovrHandType hand) {
ovrInputState input_touch;
bool have_touch = OVR_SUCCESS(
ovr_GetInputState(session, ovrControllerType_Touch, &input_touch));
if (!have_touch) {
return base::nullopt;
}
OculusGamepadBuilder touch(input_touch, hand);
// TODO(https://crbug.com/966060): Determine if inverting the y value here is
// necessary.
touch.AddAxis(input_touch.Thumbstick[hand].x);
touch.AddAxis(-input_touch.Thumbstick[hand].y);
switch (hand) {
case ovrHand_Left:
touch.AddTouchTriggerButton(ovrTouch_LIndexTrigger,
input_touch.IndexTrigger[hand]);
touch.AddStandardButton(ovrButton_LThumb);
touch.AddTriggerButton(input_touch.HandTrigger[hand]);
touch.AddPlaceholderButton();
touch.AddStandardButton(ovrButton_X);
touch.AddStandardButton(ovrButton_Y);
touch.AddTouchButton(ovrTouch_LThumbRest);
break;
case ovrHand_Right:
touch.AddTouchTriggerButton(ovrTouch_RIndexTrigger,
input_touch.IndexTrigger[hand]);
touch.AddStandardButton(ovrButton_RThumb);
touch.AddTriggerButton(input_touch.HandTrigger[hand]);
touch.AddPlaceholderButton();
touch.AddStandardButton(ovrButton_A);
touch.AddStandardButton(ovrButton_B);
touch.AddTouchButton(ovrTouch_RThumbRest);
break;
default:
DLOG(WARNING) << "Unsupported hand configuration.";
return base::nullopt;
}
return touch.GetGamepad();
}
} // namespace device