refine watch grab & hand switch

This commit is contained in:
galister
2025-12-10 18:29:13 +09:00
parent 87806a84d2
commit 6294ccae1c
4 changed files with 70 additions and 62 deletions

View File

@@ -10,18 +10,12 @@ pub enum Positioning {
Floating,
/// Stays in place, recenters relative to anchor. Follows anchor during anchor grab.
Anchored,
/// Same as anchor but paused due to interaction
AnchoredPaused,
/// Stays in place, no recentering
Static,
/// Following HMD
FollowHead { lerp: f32 },
/// Normally follows HMD, but paused due to interaction
FollowHeadPaused { lerp: f32 },
/// Following hand
FollowHand { hand: LeftRight, lerp: f32 },
/// Normally follows hand, but paused due to interaction
FollowHandPaused { hand: LeftRight, lerp: f32 },
}
impl Positioning {

View File

@@ -1,15 +1,18 @@
use std::f32::consts::PI;
use std::process::{Child, Command};
use std::sync::Arc;
use std::{collections::VecDeque, time::Instant};
use glam::{Affine3A, Vec2, Vec3A, Vec3Swizzles};
use idmap_derive::IntegerId;
use smallvec::{smallvec, SmallVec};
use wlx_common::common::LeftRight;
use wlx_common::windowing::{OverlayWindowState, Positioning};
use crate::backend::task::OverlayTask;
use crate::overlays::anchor::ANCHOR_NAME;
use crate::overlays::watch::WATCH_NAME;
use crate::state::{AppSession, AppState};
use crate::subsystem::hid::WheelDelta;
use crate::subsystem::input::KeyboardFocus;
@@ -232,6 +235,14 @@ impl Pointer {
interaction: InteractionState::default(),
}
}
pub fn hand(&self) -> Option<LeftRight> {
match self.idx {
0 => Some(LeftRight::Left),
1 => Some(LeftRight::Right),
_ => None,
}
}
}
#[derive(Clone, Copy, Default)]
@@ -278,7 +289,7 @@ struct RayHit {
#[derive(Debug, Clone, Copy, Default)]
pub struct GrabData {
pub offset: Vec3A,
pub offset: Affine3A,
pub grabbed_id: OverlayID,
pub grab_anchor: bool,
}
@@ -604,16 +615,13 @@ fn start_grab(
let grab_anchor =
!edit_mode && !app.anchor_grabbed && matches!(state.positioning, Positioning::Anchored);
let relative_grab_point = if grab_anchor {
app.anchor.translation
let relative_grab_transform = if grab_anchor {
app.anchor
} else {
state.transform.translation
state.transform
};
let offset = pointer
.pose
.inverse()
.transform_point3a(relative_grab_point);
let offset = pointer.pose.inverse() * relative_grab_transform;
app.anchor_grabbed = grab_anchor;
@@ -623,13 +631,6 @@ fn start_grab(
grab_anchor,
});
state.positioning = match state.positioning {
Positioning::FollowHand { hand, lerp } => Positioning::FollowHandPaused { hand, lerp },
Positioning::FollowHead { lerp } => Positioning::FollowHeadPaused { lerp },
Positioning::Anchored if !grab_anchor => Positioning::AnchoredPaused,
x => x,
};
// Show anchor
app.tasks.enqueue(TaskType::Overlay(OverlayTask::Modify(
OverlaySelector::Name(ANCHOR_NAME.clone()),
@@ -664,22 +665,27 @@ where
};
let grab_anchor = grab_data.grab_anchor;
let Some(overlay_state) = overlay.config.active_state.as_mut() else {
return;
};
if pointer.now.grab {
let Some(overlay_state) = overlay.config.active_state.as_mut() else {
// overlay got toggled off while being grabbed. those dastardly users!
// just wait for them to release the grab
return;
};
if grab_anchor {
if pointer.now.click {
pointer.interaction.mode = PointerMode::Special;
handle_scale(&mut app.anchor, pointer.now.scroll_y);
} else if app.session.config.allow_sliding && pointer.now.scroll_y.is_finite() {
// single grab push/pull
grab_data.offset.z -= pointer.now.scroll_y * 0.05;
grab_data.offset.translation.z -= pointer.now.scroll_y * 0.05;
}
app.anchor.translation = pointer.pose.transform_point3a(grab_data.offset);
if !pointer.now.click_modifier_right {
app.anchor.translation =
pointer.pose.transform_point3a(grab_data.offset.translation);
realign(&mut app.anchor, &app.input_state.hmd);
} else {
app.anchor = pointer.pose * grab_data.offset;
}
} else {
// single grab resize
@@ -688,12 +694,16 @@ where
handle_scale(&mut overlay_state.transform, pointer.now.scroll_y);
} else if app.session.config.allow_sliding && pointer.now.scroll_y.is_finite() {
// single grab push/pull
grab_data.offset.z -= pointer.now.scroll_y * 0.05;
grab_data.offset.translation.z -= pointer.now.scroll_y * 0.05;
}
overlay_state.transform.translation = pointer.pose.transform_point3a(grab_data.offset);
if !pointer.now.click_modifier_right {
overlay_state.transform.translation =
pointer.pose.transform_point3a(grab_data.offset.translation);
realign(&mut overlay_state.transform, &app.input_state.hmd);
} else {
overlay_state.transform = pointer.pose * grab_data.offset;
}
overlay.config.pause_movement = true;
overlay.config.dirty = true;
}
} else {
@@ -703,16 +713,29 @@ where
app.anchor_grabbed = false;
} else {
// single grab released
overlay_state.positioning = match overlay_state.positioning {
Positioning::FollowHandPaused { hand, lerp } => {
Positioning::FollowHand { hand, lerp }
if &*overlay.config.name == WATCH_NAME {
// watch special: when dropped, follow the hand that wasn't grabbing
if let Some(overlay_state) = overlay.config.active_state.as_mut() {
overlay_state.positioning = match overlay_state.positioning {
Positioning::FollowHand { hand, lerp } => match pointer.hand() {
Some(LeftRight::Left) => Positioning::FollowHand {
hand: LeftRight::Right,
lerp,
},
Some(LeftRight::Right) => Positioning::FollowHand {
hand: LeftRight::Left,
lerp,
},
_ => Positioning::FollowHand { hand, lerp },
},
x => x,
};
}
Positioning::FollowHeadPaused { lerp } => Positioning::FollowHead { lerp },
Positioning::AnchoredPaused => Positioning::Anchored,
x => x,
};
window::save_transform(overlay_state, app);
}
overlay.config.pause_movement = false;
if let Some(overlay_state) = overlay.config.active_state.as_mut() {
window::save_transform(overlay_state, app);
}
}
// Hide anchor

View File

@@ -131,24 +131,16 @@ fn key_to_pos(key: &str) -> Positioning {
const fn pos_to_key(pos: Positioning) -> &'static str {
match pos {
Positioning::Static => "static",
Positioning::Anchored | Positioning::AnchoredPaused => "anchored",
Positioning::Anchored => "anchored",
Positioning::Floating => "floating",
Positioning::FollowHead { .. } | Positioning::FollowHeadPaused { .. } => "hmd",
Positioning::FollowHead { .. } => "hmd",
Positioning::FollowHand {
hand: LeftRight::Left,
..
}
| Positioning::FollowHandPaused {
hand: LeftRight::Left,
..
} => "hand_l",
Positioning::FollowHand {
hand: LeftRight::Right,
..
}
| Positioning::FollowHandPaused {
hand: LeftRight::Right,
..
} => "hand_r",
}
}

View File

@@ -79,6 +79,8 @@ pub struct OverlayWindowConfig {
pub dirty: bool,
/// True if the window is showing the edit overlay
pub editing: bool,
/// Used by grab to pause following of HMD or other devices
pub pause_movement: bool,
}
impl OverlayWindowConfig {
@@ -98,6 +100,7 @@ impl OverlayWindowConfig {
global: false,
dirty: true,
editing: false,
pause_movement: false,
}
}
@@ -130,6 +133,10 @@ impl OverlayWindowConfig {
}
pub fn auto_movement(&mut self, app: &mut AppState) {
if self.pause_movement {
return;
}
let Some(state) = self.active_state.as_mut() else {
return;
};
@@ -184,13 +191,9 @@ impl OverlayWindowConfig {
.unwrap_or(self.default_state.transform);
let parent_transform = match state.positioning {
Positioning::Floating
| Positioning::FollowHead { .. }
| Positioning::FollowHeadPaused { .. } => app.input_state.hmd,
Positioning::FollowHand { hand, .. } | Positioning::FollowHandPaused { hand, .. } => {
app.input_state.pointers[hand as usize].pose
}
Positioning::Anchored | Positioning::AnchoredPaused => app.anchor,
Positioning::Floating | Positioning::FollowHead { .. } => app.input_state.hmd,
Positioning::FollowHand { hand, .. } => app.input_state.pointers[hand as usize].pose,
Positioning::Anchored => app.anchor,
Positioning::Static => return,
};
@@ -249,13 +252,9 @@ pub fn realign(transform: &mut Affine3A, hmd: &Affine3A) {
pub fn save_transform(state: &mut OverlayWindowState, app: &mut AppState) -> bool {
let parent_transform = match state.positioning {
Positioning::Floating => snap_upright(app.input_state.hmd, Vec3A::Y),
Positioning::FollowHead { .. } | Positioning::FollowHeadPaused { .. } => {
app.input_state.hmd
}
Positioning::FollowHand { hand, .. } | Positioning::FollowHandPaused { hand, .. } => {
app.input_state.pointers[hand as usize].pose
}
Positioning::Anchored | Positioning::AnchoredPaused => snap_upright(app.anchor, Vec3A::Y),
Positioning::FollowHead { .. } => app.input_state.hmd,
Positioning::FollowHand { hand, .. } => app.input_state.pointers[hand as usize].pose,
Positioning::Anchored => snap_upright(app.anchor, Vec3A::Y),
Positioning::Static => return false,
};