This commit is contained in:
wheaney 2025-01-17 14:34:15 -08:00
parent ebc3910c9d
commit 80f54f5297
2 changed files with 152 additions and 95 deletions

View File

@ -529,7 +529,7 @@ export default class BreezyDesktopExtension extends Extension {
this._distance_connection = null;
}
if (this._data_stream_connection) {
this._device_data_stream.unbind(this._data_stream_connection);
this._data_stream_connection.unbind();
this._data_stream_connection = null;
}
if (this._follow_threshold_connection) {

View File

@ -31,7 +31,6 @@ function findClosestVector(quaternion, vectors, previousClosestIndex) {
const lookVector = [1.0, 0.0, 0.0]; // NWU vector pointing to the center of the screen
const rotatedLookVector = applyQuaternionToVector(lookVector, [quaternion.x, quaternion.y, quaternion.z, quaternion.w]);
Globals.logger.log(`\t\t\tQuaternion: ${JSON.stringify(quaternion)}`);
Globals.logger.log(`\t\t\tRotated look vector: ${rotatedLookVector}`);
let closestIndex = -1;
@ -81,23 +80,28 @@ function monitorWrap(radiusPixels, previousMonitorEndRadians, monitorPixels) {
const monitorHalfRadians = Math.asin(monitorHalfPixels / radiusPixels);
const centerRadians = previousMonitorEndRadians + monitorHalfRadians;
return {
begin: previousMonitorEndRadians,
center: centerRadians,
end: centerRadians + monitorHalfRadians
}
}
/**
* Convert the given monitor details into NWU vectors pointing to the center of each monitor.
* Convert the given monitor details into NWU vectors describing the center of the fully placed monitor,
* and the top-left of the partially placed monitor (minus only a single-axis rotation)
*
* @param {Object} fovDetails - contains reference fovDegrees (diagonal), widthPixels, heightPixels
* @param {Object[]} monitorDetailsList - contains x, y, width, height (coordinates from top-left)
* @param {string} monitorWrappingScheme - horizontal, vertical, none
* @returns {number[]} - Vector [x, y, z]
* @returns {Object[]} - contains NWU vectors pointing to `topLeftNoRotate` and `center` of each monitor
*/
function monitorsToVectors(fovDetails, monitorDetailsList, monitorWrappingScheme) {
const aspect = fovDetails.widthPixels / fovDetails.heightPixels;
const fovVerticalRadians = degreesToRadians(fovDetails.fovDegrees / Math.sqrt(1 + aspect * aspect));
// distance needed for the FOV-sized monitor to fill up the screen
const centerRadius = fovDetails.heightPixels / 2 / Math.sin(fovVerticalRadians / 2);
// NWU vectors pointing to the center of the screen for each monitor
const monitorVectors = [];
@ -105,55 +109,76 @@ function monitorsToVectors(fovDetails, monitorDetailsList, monitorWrappingScheme
// monitors wrap around us horizontally
const fovHorizontalRadians = fovVerticalRadians * aspect;
// radius is the hypothenuse of the triangle where the opposite side is half the width of the reference fov screen
const radius = fovDetails.widthPixels / 2 / Math.sin(fovHorizontalRadians / 2);
// distance to a horizontal edge is the hypothenuse of the triangle where the opposite side is half the width of the reference fov screen
const edgeRadius = fovDetails.widthPixels / 2 / Math.sin(fovHorizontalRadians / 2);
let previousMonitorEndRadians = -fovHorizontalRadians / 2;
monitorDetailsList.forEach(monitorDetails => {
const monitorWrapDetails = monitorWrap(radius, previousMonitorEndRadians, monitorDetails.width);
const monitorWrapDetails = monitorWrap(edgeRadius, previousMonitorEndRadians, monitorDetails.width);
previousMonitorEndRadians = monitorWrapDetails.end;
monitorVectors.push([
// north is adjacent where radius is the hypotenuse, using monitorWrapDetails.center as the radians
radius * Math.cos(monitorWrapDetails.center),
monitorVectors.push({
topLeftNoRotate: [
centerRadius,
fovDetails.widthPixels / 2,
-(monitorDetails.y - fovDetails.heightPixels / 2)
],
center: [
// north is adjacent where radius is the hypotenuse, using monitorWrapDetails.center as the radians
centerRadius * Math.cos(monitorWrapDetails.center),
// west is opposite where radius is the hypotenuse, using monitorWrapDetails.center as the radians
-radius * Math.sin(monitorWrapDetails.center),
// west is opposite where radius is the hypotenuse, using monitorWrapDetails.center as the radians
-centerRadius * Math.sin(monitorWrapDetails.center),
// up is flat when wrapping horizontally
-(monitorDetails.y + monitorDetails.height / 2 - fovDetails.heightPixels / 2)
]);
// up is flat when wrapping horizontally
-(monitorDetails.y + monitorDetails.height / 2 - fovDetails.heightPixels / 2)
]
});
});
} else if (monitorWrappingScheme === 'vertical') {
// monitors wrap around us vertically
// radius is the hypothenuse of the triangle where the opposite side is half the height of the reference fov screen
const radius = fovDetails.heightPixels / 2 / Math.sin(fovVerticalRadians / 2);
// distance to a vertical edge is the hypothenuse of the triangle where the opposite side is half the height of the reference fov screen
const edgeRadius = fovDetails.heightPixels / 2 / Math.sin(fovVerticalRadians / 2);
let previousMonitorEndRadians = -fovVerticalRadians / 2;
monitorDetailsList.forEach(monitorDetails => {
const monitorWrapDetails = monitorWrap(radius, previousMonitorEndRadians, monitorDetails.height);
const monitorWrapDetails = monitorWrap(edgeRadius, previousMonitorEndRadians, monitorDetails.height);
previousMonitorEndRadians = monitorWrapDetails.end;
monitorVectors.push([
// north is adjacent where radius is the hypotenuse, using monitorWrapDetails.center as the radians
radius * Math.cos(monitorWrapDetails.center),
monitorVectors.push({
topLeftNoRotate: [
centerRadius,
-(monitorDetails.x - fovDetails.widthPixels / 2),
fovDetails.heightPixels / 2
],
center: [
// north is adjacent where radius is the hypotenuse, using monitorWrapDetails.center as the radians
centerRadius * Math.cos(monitorWrapDetails.center),
// west is flat when wrapping vertically
-(monitorDetails.x + monitorDetails.width / 2 - fovDetails.widthPixels / 2),
// west is flat when wrapping vertically
-(monitorDetails.x + monitorDetails.width / 2 - fovDetails.widthPixels / 2),
// up is opposite where radius is the hypotenuse, using monitorWrapDetails.center as the radians
-radius * Math.sin(monitorWrapDetails.center)
]);
// up is opposite where radius is the hypotenuse, using monitorWrapDetails.center as the radians
-centerRadius * Math.sin(monitorWrapDetails.center)
]
});
});
} else {
// monitors make a flat wall in front of us, no wrapping
monitorDetailsList.forEach(monitorDetails => {
monitorVectors.push([
fovDetails.heightPixels / 2 / Math.sin(fovVerticalRadians / 2),
-(monitorDetails.x + monitorDetails.width / 2 - fovDetails.widthPixels / 2),
-(monitorDetails.y + monitorDetails.height / 2 - fovDetails.heightPixels / 2)
]);
monitorVectors.push({
topLeftNoRotate: [
centerRadius,
-(monitorDetails.x - fovDetails.widthPixels / 2),
-(monitorDetails.y - fovDetails.heightPixels / 2)
],
center: [
centerRadius,
-(monitorDetails.x + monitorDetails.width / 2 - fovDetails.widthPixels / 2),
-(monitorDetails.y + monitorDetails.height / 2 - fovDetails.heightPixels / 2)
]
});
});
}
@ -164,13 +189,13 @@ function monitorVectorToRotationAngle(vector, monitorWrappingScheme) {
if (monitorWrappingScheme === 'horizontal') {
// monitors wrap around us horizontally
return {
angle: radiansToDegrees(Math.atan2(vector[1], vector[0])),
angle: Math.atan2(vector[1], vector[0]),
axis: Clutter.RotateAxis.Y_AXIS
};
} else if (monitorWrappingScheme === 'vertical') {
// monitors wrap around us vertically
return {
angle: radiansToDegrees(Math.atan2(vector[2], vector[0])),
angle: Math.atan2(vector[2], vector[0]),
axis: Clutter.RotateAxis.X_AXIS
}
} else {
@ -222,6 +247,13 @@ export const TestActorEffect = GObject.registerClass({
GObject.ParamFlags.READWRITE,
'horizontal', ['horizontal', 'vertical', 'none']
),
'monitor-wrapping-rotation-radians': GObject.ParamSpec.double(
'monitor-wrapping-rotation-radians',
'Monitor Wrapping Rotation Radians',
'Rotation of the monitor wrapping around the viewport',
GObject.ParamFlags.READWRITE,
-360.0, 360.0, 0.0
),
'focused-monitor-index': GObject.ParamSpec.int(
'focused-monitor-index',
'Focused Monitor Index',
@ -234,9 +266,9 @@ export const TestActorEffect = GObject.registerClass({
'Display Distance',
'Distance of the display from the camera',
GObject.ParamFlags.READWRITE,
0.2,
2.5,
1.0
0.0,
10000.0,
2900.0
),
'toggle-display-distance-start': GObject.ParamSpec.double(
'toggle-display-distance-start',
@ -256,6 +288,12 @@ export const TestActorEffect = GObject.registerClass({
2.5,
1.05
),
'actor-to-display-ratios': GObject.ParamSpec.jsobject(
'actor-to-display-ratios',
'Actor to Display Ratios',
'Ratios to convert actor coordinates to display coordinates',
GObject.ParamFlags.READWRITE
)
}
}, class TestActorEffect extends Shell.GLSLEffect {
perspective(fovDiagonalRadians, aspect, near, far) {
@ -281,58 +319,66 @@ export const TestActorEffect = GObject.registerClass({
uniform vec4 u_quaternion;
uniform mat4 u_projection_matrix;
uniform float u_display_north_offset;
uniform float u_rotation_x_radians;
uniform float u_rotation_y_radians;
uniform float u_aspect_ratio;
// for some reason the vector positions are relative to the width and height of the uiGroup actor
uniform vec2 u_actor_to_display_ratios;
// constants that help me adjust CoGL vector positions so their components are at the ratios intended, for proper rotation
float cogl_position_width = 51.7; // no idea...
float cogl_z_factor = 2.5; // no idea...
vec4 applyQuaternionToVector(vec4 v, vec4 q) {
vec3 t = 2.0 * cross(q.xyz, v.xyz);
vec3 rotated = v.xyz + q.w * t + cross(q.xyz, t);
return vec4(rotated, v.w);
}
vec4 applyXRotationToVector(vec4 v, float angle) {
float c = cos(angle);
float s = sin(angle);
return vec4(v.x, v.y * c - v.z * s, v.y * s + v.z * c, v.w);
}
vec4 applyYRotationToVector(vec4 v, float angle) {
float c = cos(angle);
float s = sin(angle);
return vec4(v.x * c + v.z * s, v.y, v.z * c - v.x * s, v.w);
}
`;
const main = `
vec4 world_pos = cogl_position_in;
// // move pixel space to texcoord space
// world_pos.x = (world_pos.x / 192.0);
// world_pos.y = (world_pos.y / 108.0);
float cogl_position_height = cogl_position_width / u_aspect_ratio;
float position_width_adjustment_count = u_actor_to_display_ratios.x - 1.0;
float position_height_adjustment_count = u_actor_to_display_ratios.y - 1.0;
// float displayAspectRatio = 1920.0 / 1080.0;
// float diagToVertRatio = sqrt(pow(displayAspectRatio, 2) + 1);
// float halfFovZRads = radians(46.0 / diagToVertRatio) / 2.0;
// float halfFovYRads = halfFovZRads * displayAspectRatio;
// vec2 fovHalfWidths = vec2(tan(halfFovYRads), tan(halfFovZRads));
// vec2 fovWidths = fovHalfWidths * 2.0;
world_pos.z /= cogl_z_factor;
// float vec_y = -world_pos.x * fovWidths.x + fovHalfWidths.x;
// float vec_z = -world_pos.y * fovWidths.y + fovHalfWidths.y;
// vec4 look_vector = vec4(1.0, vec_y, vec_z, 1.0);
// // vec3 rotated_vector = applyQuaternionToVector(look_vector, u_quaternion).xyz;
// vec3 rotated_vector = look_vector.xyz;
// if the perspective includes more than just our actor, move vertices towards the center of the perspective so they'll be properly rotated
world_pos.x += position_width_adjustment_count * cogl_position_width;
world_pos.y += position_height_adjustment_count * cogl_position_height;
// // scale back to the screen distance
// rotated_vector /= rotated_vector.x;
// cogl_position_out = vec4(
// ((fovHalfWidths.x - rotated_vector.y) / fovWidths.x) * 2.0 - 1.0,
// ((fovHalfWidths.y - rotated_vector.z) / fovWidths.y) * 2.0 - 1.0,
// 0.0,
// 1.0
// );
// float z_orig = world_pos.z;
// world_pos.z -= z_orig / 1920.0;
// world_pos.x /= 2.0;
// world_pos *= u_display_north_offset;
world_pos.z *= u_aspect_ratio;
world_pos = applyXRotationToVector(world_pos, u_rotation_x_radians);
world_pos = applyYRotationToVector(world_pos, u_rotation_y_radians);
world_pos = applyQuaternionToVector(world_pos, u_quaternion);
// world_pos /= u_display_north_offset;
// world_pos.x *= 2.0;
// world_pos.z += z_orig / 1920.0;
world_pos = cogl_modelview_matrix * world_pos;
cogl_position_out = cogl_projection_matrix * world_pos;
world_pos.z /= u_aspect_ratio;
// cogl_position_out.x = world_pos.x / 103.4;
// cogl_position_out.y = world_pos.y / 29.075;
// cogl_position_out.z = -1.0;
// cogl_position_out.w = 1.0;
world_pos.x /= u_actor_to_display_ratios.x;
world_pos.y /= u_actor_to_display_ratios.y;
world_pos = u_projection_matrix * world_pos;
// if the perspective includes more than just our actor, move the vertices back to just the area we can see.
// this needs to be done after the projection matrix multiplication so it will be projected as if centered in our vision
world_pos.x -= 0.5 * position_width_adjustment_count * world_pos.w;
world_pos.y -= 0.5 * position_height_adjustment_count * world_pos.w;
cogl_position_out = world_pos;
cogl_tex_coord_out[0] = cogl_tex_coord_in;
`
@ -351,12 +397,16 @@ export const TestActorEffect = GObject.registerClass({
);
Globals.logger.log(`aspect: ${aspect}, fov: ${this.fov_degrees}, width: ${this.get_actor().width}, height: ${this.get_actor().height}, projection matrix: ${JSON.stringify(projection_matrix)}`);
this.set_uniform_matrix(this.get_uniform_location("u_projection_matrix"), false, 4, projection_matrix);
this.set_uniform_float(this.get_uniform_location("u_rotation_x_radians"), 1, [this.monitor_wrapping_scheme === 'vertical' ? this.monitor_wrapping_rotation_radians : 0.0]);
this.set_uniform_float(this.get_uniform_location("u_rotation_y_radians"), 1, [this.monitor_wrapping_scheme === 'horizontal' ? this.monitor_wrapping_rotation_radians : 0.0]);
this.set_uniform_float(this.get_uniform_location("u_aspect_ratio"), 1, [aspect]);
this.set_uniform_float(this.get_uniform_location("u_actor_to_display_ratios"), 2, this.actor_to_display_ratios);
this._initialized = true;
}
this.set_uniform_float(this.get_uniform_location("u_display_north_offset"), 1, [this.focused_monitor_index === this.monitor_index ? this.display_distance : this.toggle_display_distance_start]);
this.set_uniform_float(this.get_uniform_location("u_display_north_offset"), 1, [this.display_distance]);
// NUW to east-up-south conversion, inverted
// NWU to east-up-south conversion, inverted
this.set_uniform_float(this.get_uniform_location("u_quaternion"), 4, [this.quaternion.y, -this.quaternion.z, this.quaternion.x, this.quaternion.w]);
this.get_pipeline().set_layer_filters(
@ -450,58 +500,65 @@ export const TestActor = GObject.registerClass({
})),
'horizontal'
);
this.monitorAsNormalizedVectors = this.monitorsAsVectors.map(vector => {
// normalize the center vectors
this.monitorAsNormalizedVectors = this.monitorsAsVectors.map(monitorVectors => {
const vector = monitorVectors.center;
const length = Math.sqrt(vector[0] * vector[0] + vector[1] * vector[1] + vector[2] * vector[2]);
return [vector[0] / length, vector[1] / length, vector[2] / length];
});
const actorToDisplayRatios = [
Main.layoutManager.uiGroup.width / this.width,
Main.layoutManager.uiGroup.height / this.height
];
Main.layoutManager.monitors.forEach(((monitor, index) => {
// if (index === 0) return;
Globals.logger.log(`\t\t\tMonitor ${index}: ${monitor.x}, ${monitor.y}, ${monitor.width}, ${monitor.height}`);
// this is in NWU coordinates
const monitorVector = this.monitorsAsVectors[index];
const monitorRotation = monitorVectorToRotationAngle(monitorVector, 'horizontal');
Globals.logger.log_debug(`\t\t\tMonitor ${index} vector: ${monitorVector} rotation: ${JSON.stringify(monitorRotation)}`);
const noRotationVector = this.monitorsAsVectors[index].topLeftNoRotate;
Globals.logger.log_debug(`\t\t\tMonitor ${index} vectors: ${JSON.stringify(this.monitorsAsVectors[index])}`);
// actor coordinates are east-up-south
const containerActor = new Clutter.Actor({
x: -monitorVector[1],
y: -monitorVector[2],
'z-position': -monitorVector[0],
x: -noRotationVector[1],
y: -noRotationVector[2],
'z-position': -noRotationVector[0],
width: monitor.width,
height: monitor.height,
reactive: false
reactive: false,
});
// Create a clone of the stage content for this monitor
const monitorClone = new Clutter.Clone({
source: Main.layoutManager.uiGroup,
reactive: false
reactive: false,
x: -containerActor.x - monitor.x,
y: -containerActor.y - monitor.y
});
monitorClone.x = -containerActor.x;
// monitorActor.y = 0;
monitorClone.set_clip(monitor.x, 0, monitor.width, monitor.height);
monitorClone.set_clip(monitor.x, monitor.y, monitor.width, monitor.height);
// Add the monitor actor to the scene
containerActor.add_child(monitorClone);
containerActor.set_pivot_point(0.5, 0.5);
containerActor.set_rotation_angle(monitorRotation.axis, monitorRotation.angle);
const effect = new TestActorEffect({
quaternion: this.quaternion,
fov_degrees: this.fov_degrees,
monitor_index: index,
display_distance: this.toggle_display_distance_start
display_distance: noRotationVector[0],
monitor_wrapping_scheme: 'horizontal',
monitor_wrapping_rotation_radians: monitorVectorToRotationAngle(this.monitorsAsVectors[index].center, 'horizontal').angle,
actor_to_display_ratios: actorToDisplayRatios
});
containerActor.add_effect_with_name('viewport-effect', effect);
this.add_child(containerActor);
this.bind_property('quaternion', effect, 'quaternion', GObject.BindingFlags.DEFAULT);
this.bind_property('focused-monitor-index', effect, 'focused-monitor-index', GObject.BindingFlags.DEFAULT);
this.bind_property('display-distance', effect, 'display-distance', GObject.BindingFlags.DEFAULT);
// this.bind_property('display-distance', effect, 'display-distance', GObject.BindingFlags.DEFAULT);
}).bind(this));
GLib.timeout_add(GLib.PRIORITY_DEFAULT, 1000, (() => {
GLib.timeout_add(GLib.PRIORITY_DEFAULT, 500, (() => {
if (this.quaternion) {
const closestMonitorIndex = findClosestVector(this.quaternion, this.monitorAsNormalizedVectors, this.closestMonitorIndex);
@ -516,9 +573,9 @@ export const TestActor = GObject.registerClass({
}).bind(this));
this._distance_ease_timeline = null;
this.connect('notify::toggle-display-distance-start', this._handle_display_distance_properties_change.bind(this));
this.connect('notify::toggle-display-distance-end', this._handle_display_distance_properties_change.bind(this));
this.connect('notify::display-distance', this._handle_display_distance_properties_change.bind(this));
// this.connect('notify::toggle-display-distance-start', this._handle_display_distance_properties_change.bind(this));
// this.connect('notify::toggle-display-distance-end', this._handle_display_distance_properties_change.bind(this));
// this.connect('notify::display-distance', this._handle_display_distance_properties_change.bind(this));
this._handle_display_distance_properties_change();
}