breezy-desktop/gnome/src/virtualmonitorsactor.js

784 lines
34 KiB
JavaScript

import Clutter from 'gi://Clutter'
import Cogl from 'gi://Cogl';
import GLib from 'gi://GLib';
import GObject from 'gi://GObject';
import Shell from 'gi://Shell';
import * as Main from 'resource:///org/gnome/shell/ui/main.js';
import Globals from './globals.js';
function applyQuaternionToVector(vector, quaternion) {
const t = [
2.0 * (quaternion[1] * vector[2] - quaternion[2] * vector[1]),
2.0 * (quaternion[2] * vector[0] - quaternion[0] * vector[2]),
2.0 * (quaternion[0] * vector[1] - quaternion[1] * vector[0])
];
return [
vector[0] + quaternion[3] * t[0] + quaternion[1] * t[2] - quaternion[2] * t[1],
vector[1] + quaternion[3] * t[1] + quaternion[2] * t[0] - quaternion[0] * t[2],
vector[2] + quaternion[3] * t[2] + quaternion[0] * t[1] - quaternion[1] * t[0]
];
}
/**
* Find the vector in the array that's closest to the quaternion rotation
*
* @param {number[]} quaternion - Reference quaternion [x, y, z, w]
* @param {number[][]} vectors - Array of vectors [x, y, z] to search from
* @returns {number} Index of the closest vector, if it surpasses the previous closest index by a certain margin, otherwise the previous index
*/
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);
// Globals.logger.log(`\t\t\tRotated look vector: ${rotatedLookVector}`);
let closestIndex = -1;
let closestDistance = Infinity;
let previousDistance = Infinity;
// find the vector closest to the rotated look vector
vectors.forEach((vector, index) => {
const distance = Math.acos(
Math.min(1.0, Math.max(-1.0, vector[0] * rotatedLookVector[0] + vector[1] * rotatedLookVector[1] + vector[2] * rotatedLookVector[2]))
);
if (previousClosestIndex === index) {
previousDistance = distance;
}
// Globals.logger.log(`\t\t\tMonitor ${index} distance: ${distance}`);
if (distance < closestDistance) {
closestIndex = index;
closestDistance = distance;
}
});
// Globals.logger.log(`\t\t\tClosest monitor: ${closestIndex}, distance: ${closestDistance}`);
// only switch if the closest monitor is greater than the previous closest by 25%
if (previousClosestIndex !== undefined && closestIndex !== previousClosestIndex && closestDistance * 1.25 > previousDistance) {
return previousClosestIndex;
}
return closestIndex;
}
function degreesToRadians(degrees) {
return degrees * Math.PI / 180.0;
}
function radiansToDegrees(radians) {
return radians * 180.0 / Math.PI;
}
/***
* @returns {Object} - containing `start`, `center`, and `end` radians for rotating the given monitor
*/
function monitorWrap(cachedMonitorWrap, radiusPixels, monitorBeginPixel, monitorLengthPixels) {
let closestWrap = cachedMonitorWrap.reduce((previous, current) => {
return (!previous || Math.abs(current.pixel - monitorBeginPixel) < Math.abs(previous.pixel - monitorBeginPixel)) ? current : previous;
}, undefined);
if (closestWrap.pixel !== monitorBeginPixel) {
// there's a gap between the cached wrap value and this one
const gapPixels = monitorBeginPixel - closestWrap.pixel;
const gapHalfRadians = Math.asin(gapPixels / 2 / radiusPixels);
const gapRadians = gapHalfRadians * 2;
// update the closestWrap value and cache it
closestWrap = { pixel: monitorBeginPixel, radians: closestWrap.radians + gapRadians };
cachedMonitorWrap.push(closestWrap);
}
const monitorHalfRadians = Math.asin(monitorLengthPixels / 2 / radiusPixels);
const centerRadians = closestWrap.radians + monitorHalfRadians;
const endRadians = centerRadians + monitorHalfRadians;
// since we're computing the end values for this monitor, cache them too in case they line up with a future monitor
cachedMonitorWrap.push({ pixel: monitorBeginPixel + monitorLengthPixels, radians: endRadians });
return {
begin: closestWrap.radians,
center: centerRadians,
end: endRadians
}
}
/**
* 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 {Object[]} - contains NWU vectors pointing to `topLeftNoRotate` and `center` of each monitor
* and a `rotation` angle for the given wrapping scheme
*/
function monitorsToPlacements(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);
const monitorPlacements = [];
const cachedMonitorWrap = [];
if (monitorWrappingScheme === 'horizontal') {
// monitors wrap around us horizontally
const fovHorizontalRadians = fovVerticalRadians * aspect;
// 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);
cachedMonitorWrap.push({ pixel: 0, radians: -fovHorizontalRadians / 2 });
monitorDetailsList.forEach(monitorDetails => {
const monitorWrapDetails = monitorWrap(cachedMonitorWrap, edgeRadius, monitorDetails.x, monitorDetails.width);
const monitorCenterRadius = Math.sqrt(Math.pow(edgeRadius, 2) - Math.pow(monitorDetails.width / 2, 2))
monitorPlacements.push({
topLeftNoRotate: [
monitorCenterRadius,
-(monitorDetails.width - fovDetails.widthPixels) / 2,
-monitorDetails.y
],
center: [
// north is adjacent where radius is the hypotenuse, using monitorWrapDetails.center as the radians
monitorCenterRadius * Math.cos(monitorWrapDetails.center),
// west is opposite where radius is the hypotenuse, using monitorWrapDetails.center as the radians
-monitorCenterRadius * Math.sin(monitorWrapDetails.center),
// up is flat when wrapping horizontally
-(monitorDetails.y + monitorDetails.height / 2 - fovDetails.heightPixels / 2)
],
rotationAngleRadians: -monitorWrapDetails.center
});
});
} else if (monitorWrappingScheme === 'vertical') {
// monitors wrap around us vertically
// 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);
cachedMonitorWrap.push({ pixel: 0, radians: -fovVerticalRadians / 2 });
monitorDetailsList.forEach(monitorDetails => {
const monitorWrapDetails = monitorWrap(cachedMonitorWrap, edgeRadius, monitorDetails.y, monitorDetails.height);
const monitorCenterRadius = Math.sqrt(Math.pow(edgeRadius, 2) - Math.pow(monitorDetails.height / 2, 2)) ;
monitorPlacements.push({
topLeftNoRotate: [
monitorCenterRadius,
-monitorDetails.x,
-(monitorDetails.height - fovDetails.heightPixels) / 2
],
center: [
// north is adjacent where radius is the hypotenuse, using monitorWrapDetails.center as the radians
monitorCenterRadius * Math.cos(monitorWrapDetails.center),
// 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
-monitorCenterRadius * Math.sin(monitorWrapDetails.center)
],
rotationAngleRadians: -monitorWrapDetails.center
});
});
} else {
// monitors make a flat wall in front of us, no wrapping
monitorDetailsList.forEach(monitorDetails => {
monitorPlacements.push({
topLeftNoRotate: [
centerRadius,
-monitorDetails.x,
-monitorDetails.y
],
center: [
centerRadius,
-(monitorDetails.x + monitorDetails.width / 2 - fovDetails.widthPixels / 2),
-(monitorDetails.y + monitorDetails.height / 2 - fovDetails.heightPixels / 2)
],
rotationAngleRadians: 0
});
});
}
Globals.logger.log_debug(`\t\t\tCached monitor wrap: ${JSON.stringify(cachedMonitorWrap)}`);
return monitorPlacements;
}
function monitorVectorToRotationAngle(vector, monitorWrappingScheme) {
if (monitorWrappingScheme === 'horizontal') {
// monitors wrap around us horizontally
return {
angle: Math.atan2(vector[1], vector[0]),
axis: Clutter.RotateAxis.Y_AXIS
};
} else if (monitorWrappingScheme === 'vertical') {
// monitors wrap around us vertically
return {
angle: Math.atan2(vector[2], vector[0]),
axis: Clutter.RotateAxis.X_AXIS
}
} else {
// no rotation
return undefined;
}
}
// how far to look ahead is how old the IMU data is plus a constant that is either the default for this device or an override
function lookAheadMS(imuDateMs, override) {
// how stale the imu data is
const dataAge = Date.now() - imuDateMs;
// if (override === -1)
// return lookAheadCfg[0] + dataAge;
return override + dataAge;
}
export const VirtualMonitorEffect = GObject.registerClass({
Properties: {
'monitor-index': GObject.ParamSpec.int(
'monitor-index',
'Monitor Index',
'Index of the monitor that this effect is applied to',
GObject.ParamFlags.READWRITE,
0, 100, 0
),
'imu-snapshots': GObject.ParamSpec.jsobject(
'imu-snapshots',
'IMU Snapshots',
'Latest IMU quaternion snapshots and epoch timestamp for when it was collected',
GObject.ParamFlags.READWRITE
),
'fov-degrees': GObject.ParamSpec.double(
'fov-degrees',
'FOV Degrees',
'Field of view in degrees',
GObject.ParamFlags.READWRITE,
30.0, 100.0, 46.0
),
'width': GObject.ParamSpec.int(
'width',
'Width',
'Width of the viewport',
GObject.ParamFlags.READWRITE,
1, 10000, 1920
),
'height': GObject.ParamSpec.int(
'height',
'Height',
'Height of the viewport',
GObject.ParamFlags.READWRITE,
1, 10000, 1080
),
'monitor-wrapping-scheme': GObject.ParamSpec.string(
'monitor-wrapping-scheme',
'Monitor Wrapping Scheme',
'How the monitors are wrapped around the viewport',
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',
'Index of the monitor that is currently focused',
GObject.ParamFlags.READWRITE,
0, 100, 0
),
'display-distance': GObject.ParamSpec.double(
'display-distance',
'Display Distance',
'Distance of the display from the camera',
GObject.ParamFlags.READWRITE,
0.0,
2.5,
1.0
),
'display-position': GObject.ParamSpec.jsobject(
'display-position',
'Display Position',
'Position of the display in COGL (ESU) coordinates',
GObject.ParamFlags.READWRITE
),
'display-distance-default': GObject.ParamSpec.double(
'display-distance-default',
'Display distance default',
'Distance to use when not explicitly set, or when reset',
GObject.ParamFlags.READWRITE,
0.2,
2.5,
1.0
),
'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
),
'actor-to-display-offsets': GObject.ParamSpec.jsobject(
'actor-to-display-offsets',
'Actor to Display Offsets',
'Offsets to convert actor coordinates to display coordinates',
GObject.ParamFlags.READWRITE
),
'is-closest': GObject.ParamSpec.boolean(
'is-closest',
'Is Closest',
'Whether this monitor is the closest to the camera',
GObject.ParamFlags.READWRITE,
false
)
}
}, class VirtualMonitorEffect extends Shell.GLSLEffect {
constructor(params = {}) {
super(params);
this._current_display_distance = this._is_focused() ? this.display_distance : this.display_distance_default;
this.connect('notify::display-distance', this._update_display_distance.bind(this));
this.connect('notify::focused-monitor-index', this._update_display_distance.bind(this));
}
_is_focused() {
return this.focused_monitor_index === this.monitor_index;
}
_update_display_distance() {
const desired_distance = this._is_focused() ? this.display_distance : this.display_distance_default;
if (this._distance_ease_timeline?.is_playing()) {
// we're already easing towards the desired distance, do nothing
if (this._distance_ease_target === desired_distance) return;
this._distance_ease_timeline.stop();
}
const mid_distance = (this.display_distance_default + desired_distance) / 2;
// if we're the focused display, we'll double the timeline and wait for the first half to let other
// displays ease out first
this._distance_ease_focus = this._is_focused();
const timeline_ms = this._distance_ease_focus ? 500 : 150;
this._distance_ease_start = this._current_display_distance;
this._distance_ease_timeline = Clutter.Timeline.new_for_actor(this.get_actor(), timeline_ms);
this._distance_ease_target = desired_distance;
this._distance_ease_timeline.connect('new-frame', (() => {
let progress = this._distance_ease_timeline.get_progress();
if (this._distance_ease_focus) {
// if we're the focused display, wait for the first half of the timeline to pass
if (progress < 0.5) return;
// treat the second half of the timeline as its own full progression
progress = (progress - 0.5) * 2;
// put this display in front as it starts to easy in
this.is_closest = true;
} else {
this.is_closest = false;
}
this._current_display_distance = this._distance_ease_start +
progress * (this._distance_ease_target - this._distance_ease_start);
}).bind(this));
this._distance_ease_timeline.start();
}
perspective(fovDiagonalRadians, aspect, near, far) {
// compute horizontal fov given diagonal fov and aspect ratio
const h = Math.sqrt(aspect * aspect + 1);
const fovRadians = fovDiagonalRadians / h * aspect;
console.log(`fovRadians: ${fovRadians}`);
const f = 1.0 / Math.tan(fovRadians / 2.0);
const range = far - near;
return [
f / aspect, 0, 0, 0,
0, f, 0, 0,
0, 0, - (far + near) / range, -1,
0, 0, - (2.0 * near * far) / range, 0
];
}
vfunc_build_pipeline() {
const declarations = `
uniform mat4 u_imu_data;
uniform float u_look_ahead_ms;
uniform mat4 u_projection_matrix;
uniform vec3 u_display_position;
uniform float u_rotation_x_radians;
uniform float u_rotation_y_radians;
uniform vec2 u_display_resolution;
// vector positions are relative to the width and height of the entire stage
uniform vec2 u_actor_to_display_ratios;
uniform vec2 u_actor_to_display_offsets;
// discovered through trial and error, no idea the significance
float cogl_position_mystery_factor = 29.09 * 2;
vec4 quatConjugate(vec4 q) {
return vec4(-q.xyz, q.w);
}
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);
}
vec4 nwuToESU(vec4 v) {
return vec4(-v.y, v.z, -v.x, v.w);
}
// returns the rate of change between the two vectors, in same time units as delta_time
// e.g. if delta_time is in ms, then the rate of change is "per ms"
vec3 rateOfChange(vec3 v1, vec3 v2, float delta_time) {
return (v1-v2) / delta_time;
}
// attempt to figure out where the current position should be based on previous position and velocity.
// velocity and time values should use the same time units (secs, ms, etc...)
vec3 applyLookAhead(vec3 position, vec3 velocity, float t) {
return position + velocity * t;
}
`;
const main = `
vec4 world_pos = cogl_position_in;
float aspect_ratio = u_display_resolution.x / u_display_resolution.y;
float cogl_position_width = cogl_position_mystery_factor * aspect_ratio / u_actor_to_display_ratios.y;
float cogl_position_height = cogl_position_width / aspect_ratio;
world_pos.x -= u_display_position.x * cogl_position_width / u_display_resolution.x;
world_pos.y -= u_display_position.y * cogl_position_height/ u_display_resolution.y;
world_pos.z = u_display_position.z * cogl_position_mystery_factor / u_display_resolution.x;
// if the perspective includes more than just our viewport actor, move vertices towards the center of the perspective so they'll be properly rotated
world_pos.x += u_actor_to_display_offsets.x * cogl_position_width / 2;
world_pos.y -= u_actor_to_display_offsets.y * cogl_position_height / 2;
world_pos.z *= aspect_ratio / u_actor_to_display_ratios.y;
world_pos = applyXRotationToVector(world_pos, u_rotation_x_radians);
world_pos = applyYRotationToVector(world_pos, u_rotation_y_radians);
vec3 rotated_vector_t0 = applyQuaternionToVector(world_pos, nwuToESU(quatConjugate(u_imu_data[0]))).xyz;
vec3 rotated_vector_t1 = applyQuaternionToVector(world_pos, nwuToESU(quatConjugate(u_imu_data[1]))).xyz;
float delta_time_t0 = u_imu_data[3][0] - u_imu_data[3][1];
vec3 velocity_t0 = rateOfChange(rotated_vector_t0, rotated_vector_t1, delta_time_t0);
world_pos = vec4(applyLookAhead(rotated_vector_t0, velocity_t0, u_look_ahead_ms), world_pos.w);
world_pos.z /= aspect_ratio / u_actor_to_display_ratios.y;
world_pos.x *= u_actor_to_display_ratios.y / u_actor_to_display_ratios.x;
world_pos = u_projection_matrix * world_pos;
// if the perspective includes more than just our viewport 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 -= (u_actor_to_display_offsets.x / u_actor_to_display_ratios.x) * world_pos.w;
world_pos.y += (u_actor_to_display_offsets.y / u_actor_to_display_ratios.y) * world_pos.w;
cogl_position_out = world_pos;
cogl_tex_coord_out[0] = cogl_tex_coord_in;
`
this.add_glsl_snippet(Shell.SnippetHook.VERTEX, declarations, main, false);
}
vfunc_paint_target(node, paintContext) {
if (!this._initialized) {
const aspect = this.get_actor().width / this.get_actor().height;
const projection_matrix = this.perspective(
this.fov_degrees * Math.PI / 180.0,
aspect,
0.0001,
1000.0
);
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_display_resolution"), 2, [this.get_actor().width, this.get_actor().height]);
this.set_uniform_float(this.get_uniform_location("u_actor_to_display_ratios"), 2, this.actor_to_display_ratios);
this.set_uniform_float(this.get_uniform_location("u_actor_to_display_offsets"), 2, this.actor_to_display_offsets);
this._initialized = true;
}
this.set_uniform_float(this.get_uniform_location('u_look_ahead_ms'), 1, [lookAheadMS(this.imu_snapshots.timestamp_ms, 0)]);
this.set_uniform_float(this.get_uniform_location("u_display_position"), 3, [this.display_position[0], this.display_position[1], this._current_display_distance * this.display_position[2]]);
this.set_uniform_matrix(this.get_uniform_location("u_imu_data"), false, 4, this.imu_snapshots.imu_data);
this.get_pipeline().set_layer_filters(
0,
Cogl.PipelineFilter.LINEAR_MIPMAP_LINEAR,
Cogl.PipelineFilter.LINEAR
);
super.vfunc_paint_target(node, paintContext);
}
});
export const VirtualMonitorsActor = GObject.registerClass({
Properties: {
'monitors': GObject.ParamSpec.jsobject(
'monitors',
'Monitors',
'Array of monitor indexes',
GObject.ParamFlags.READWRITE
),
'target-monitor': GObject.ParamSpec.jsobject(
'target-monitor',
'Target Monitor',
'Details about the monitor being used as a viewport',
GObject.ParamFlags.READWRITE
),
'imu-snapshots': GObject.ParamSpec.jsobject(
'imu-snapshots',
'IMU Snapshots',
'Latest IMU quaternion snapshots and epoch timestamp for when it was collected',
GObject.ParamFlags.READWRITE
),
'fov-degrees': GObject.ParamSpec.double(
'fov-degrees',
'FOV Degrees',
'Field of view in degrees',
GObject.ParamFlags.READWRITE,
30.0, 100.0, 46.0
),
'focused-monitor-index': GObject.ParamSpec.int(
'focused-monitor-index',
'Focused Monitor Index',
'Index of the monitor that is currently focused',
GObject.ParamFlags.READWRITE,
0, 100, 0
),
'display-size': GObject.ParamSpec.double(
'display-size',
'Display size',
'Size of the display',
GObject.ParamFlags.READWRITE,
0.2,
2.5,
1.0
),
'display-distance': GObject.ParamSpec.double(
'display-distance',
'Display Distance',
'Distance of the display from the camera',
GObject.ParamFlags.READWRITE,
0.2,
2.5,
1.05
),
'toggle-display-distance-start': GObject.ParamSpec.double(
'toggle-display-distance-start',
'Display distance start',
'Start distance when using the "change distance" shortcut.',
GObject.ParamFlags.READWRITE,
0.2,
2.5,
1.05
),
'toggle-display-distance-end': GObject.ParamSpec.double(
'toggle-display-distance-end',
'Display distance end',
'End distance when using the "change distance" shortcut.',
GObject.ParamFlags.READWRITE,
0.2,
2.5,
1.05
),
'target-framerate': GObject.ParamSpec.double(
'target-framerate',
'Target Framerate',
'Target framerate for the virtual monitors',
GObject.ParamFlags.READWRITE,
1.0, 120.0, 60.0
)
}
}, class VirtualMonitorsActor extends Clutter.Actor {
constructor(params = {}) {
super(params);
this.width = this.target_monitor.width;
this.height = this.target_monitor.height;
this._frametime_ms = Math.floor(1000 / (this.target_framerate ?? 60.0));
}
renderMonitors() {
this._monitorPlacements = monitorsToPlacements(
{
fovDegrees: this.fov_degrees,
widthPixels: this.width,
heightPixels: this.height
},
Main.layoutManager.monitors.map(monitor => ({
x: monitor.x,
y: monitor.y,
width: monitor.width,
height: monitor.height
})),
'horizontal'
);
// normalize the center vectors
this._monitorsAsNormalizedVectors = this._monitorPlacements.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 monitors = Main.layoutManager.monitors;
const minMonitorX = Math.min(...monitors.map(monitor => monitor.x));
const maxMonitorX = Math.max(...monitors.map(monitor => monitor.x + monitor.width));
const minMonitorY = Math.min(...monitors.map(monitor => monitor.y));
const maxMonitorY = Math.max(...monitors.map(monitor => monitor.y + monitor.height));
const displayWidth = maxMonitorX - minMonitorX;
const displayHeight = maxMonitorY - minMonitorY;
const actorToDisplayRatios = [
displayWidth / this.width,
displayHeight / this.height
];
// how far this viewport actor's center is from the center of the whole stage
const actorMidX = this.target_monitor.x + this.width / 2;
const actorMidY = this.target_monitor.y + this.height / 2;
const actorToDisplayOffsets = [
(displayWidth / 2 - (actorMidX - minMonitorX)) * 2 / this.width,
(displayHeight / 2 - (actorMidY - minMonitorY)) * 2 / this.height
];
Globals.logger.log_debug(`\t\t\tActor to display ratios: ${actorToDisplayRatios}, offsets: ${actorToDisplayOffsets}`);
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 noRotationVector = this._monitorPlacements[index].topLeftNoRotate;
Globals.logger.log_debug(`\t\t\tMonitor ${index} vectors: ${JSON.stringify(this._monitorPlacements[index])}`);
// actor coordinates are east-up-south
const containerActor = new Clutter.Actor({
width: this.width,
height: this.height,
reactive: false,
});
// Create a clone of the stage content for this monitor
const monitorClone = new Clutter.Clone({
source: Main.layoutManager.uiGroup,
reactive: false,
x: -monitor.x,
y: -monitor.y
});
monitorClone.set_clip(monitor.x, monitor.y, monitor.width, monitor.height);
// Add the monitor actor to the scene
containerActor.add_child(monitorClone);
const effect = new VirtualMonitorEffect({
imu_snapshots: this.imu_snapshots,
fov_degrees: this.fov_degrees,
monitor_index: index,
display_position: [-noRotationVector[1], -noRotationVector[2], -noRotationVector[0]],
display_distance: this.display_distance,
display_distance_default: Math.max(this.toggle_display_distance_start, this.toggle_display_distance_end),
monitor_wrapping_scheme: 'horizontal',
monitor_wrapping_rotation_radians: this._monitorPlacements[index].rotationAngleRadians,
actor_to_display_ratios: actorToDisplayRatios,
actor_to_display_offsets: actorToDisplayOffsets
});
containerActor.add_effect_with_name('viewport-effect', effect);
this.add_child(containerActor);
this.bind_property('imu-snapshots', effect, 'imu-snapshots', 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);
// in addition to rendering distance properly in the shader, the parent actor determines overlap based on child ordering
effect.connect('notify::is-closest', ((actor, _pspec) => {
if (actor.is_closest) this.set_child_above_sibling(containerActor, null);
}).bind(this));
}).bind(this));
GLib.timeout_add(GLib.PRIORITY_DEFAULT, 500, (() => {
if (this.imu_snapshots) {
const closestMonitorIndex = findClosestVector(
this.imu_snapshots.imu_data.splice(0, 4),
this._monitorsAsNormalizedVectors, this.closestMonitorIndex
);
// only switch if the closest monitor is greater than the previous closest by 25%
if (closestMonitorIndex !== -1 && (this.focused_monitor_index === undefined || this.focused_monitor_index !== closestMonitorIndex)) {
Globals.logger.log(`Switching to monitor ${closestMonitorIndex}`);
this.focused_monitor_index = closestMonitorIndex;
}
}
return GLib.SOURCE_CONTINUE;
}).bind(this));
this._redraw_timeline = Clutter.Timeline.new_for_actor(this, 1000);
this._redraw_timeline.connect('new-frame', (() => {
// let's try to cap the forced redraw rate
if (this._last_redraw !== undefined && Date.now() - this._last_redraw < this._frametime_ms) return;
Globals.data_stream.refresh_data();
this.imu_snapshots = Globals.data_stream.imu_snapshots;
this.queue_redraw();
this._last_redraw = Date.now();
}).bind(this));
this._redraw_timeline.set_repeat_count(-1);
this._redraw_timeline.start();
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._handle_display_distance_properties_change();
}
_handle_display_distance_properties_change() {
const distance_from_end = Math.abs(this.display_distance - this.toggle_display_distance_end);
const distance_from_start = Math.abs(this.display_distance - this.toggle_display_distance_start);
this._is_display_distance_at_end = distance_from_end < distance_from_start;
}
_change_distance() {
this.display_distance = this._is_display_distance_at_end ?
this.toggle_display_distance_start : this.toggle_display_distance_end;
}
destroy() {
if (this._redraw_timeline) {
this._redraw_timeline.stop();
this._redraw_timeline = null;
}
super.destroy();
}
});