virtualx-engine/modules/openxr/scene/openxr_hand.cpp

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/*************************************************************************/
/* openxr_hand.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "../extensions/openxr_hand_tracking_extension.h"
#include "../openxr_api.h"
#include "openxr_hand.h"
#include "scene/3d/skeleton_3d.h"
#include "servers/xr_server.h"
void OpenXRHand::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_hand", "hand"), &OpenXRHand::set_hand);
ClassDB::bind_method(D_METHOD("get_hand"), &OpenXRHand::get_hand);
ClassDB::bind_method(D_METHOD("set_hand_skeleton", "hand_skeleton"), &OpenXRHand::set_hand_skeleton);
ClassDB::bind_method(D_METHOD("get_hand_skeleton"), &OpenXRHand::get_hand_skeleton);
ClassDB::bind_method(D_METHOD("set_motion_range", "motion_range"), &OpenXRHand::set_motion_range);
ClassDB::bind_method(D_METHOD("get_motion_range"), &OpenXRHand::get_motion_range);
ADD_PROPERTY(PropertyInfo(Variant::INT, "hand", PROPERTY_HINT_ENUM, "Left,Right"), "set_hand", "get_hand");
ADD_PROPERTY(PropertyInfo(Variant::INT, "motion_range", PROPERTY_HINT_ENUM, "Unobstructed,Conform to controller"), "set_motion_range", "get_motion_range");
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "hand_skeleton", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton3D"), "set_hand_skeleton", "get_hand_skeleton");
BIND_ENUM_CONSTANT(HAND_LEFT);
BIND_ENUM_CONSTANT(HAND_RIGHT);
BIND_ENUM_CONSTANT(HAND_MAX);
BIND_ENUM_CONSTANT(MOTION_RANGE_UNOBSTRUCTED);
BIND_ENUM_CONSTANT(MOTION_RANGE_CONFORM_TO_CONTROLLER);
BIND_ENUM_CONSTANT(MOTION_RANGE_MAX);
}
OpenXRHand::OpenXRHand() {
openxr_api = OpenXRAPI::get_singleton();
hand_tracking_ext = OpenXRHandTrackingExtension::get_singleton();
}
void OpenXRHand::set_hand(const Hands p_hand) {
ERR_FAIL_INDEX(p_hand, HAND_MAX);
hand = p_hand;
}
OpenXRHand::Hands OpenXRHand::get_hand() const {
return hand;
}
void OpenXRHand::set_hand_skeleton(const NodePath &p_hand_skeleton) {
hand_skeleton = p_hand_skeleton;
// TODO if inside tree call _get_bones()
}
void OpenXRHand::set_motion_range(const MotionRange p_motion_range) {
ERR_FAIL_INDEX(p_motion_range, MOTION_RANGE_MAX);
motion_range = p_motion_range;
_set_motion_range();
}
OpenXRHand::MotionRange OpenXRHand::get_motion_range() const {
return motion_range;
}
NodePath OpenXRHand::get_hand_skeleton() const {
return hand_skeleton;
}
void OpenXRHand::_set_motion_range() {
if (!hand_tracking_ext) {
return;
}
XrHandJointsMotionRangeEXT xr_motion_range;
switch (motion_range) {
case MOTION_RANGE_UNOBSTRUCTED:
xr_motion_range = XR_HAND_JOINTS_MOTION_RANGE_UNOBSTRUCTED_EXT;
break;
case MOTION_RANGE_CONFORM_TO_CONTROLLER:
xr_motion_range = XR_HAND_JOINTS_MOTION_RANGE_CONFORMING_TO_CONTROLLER_EXT;
break;
default:
xr_motion_range = XR_HAND_JOINTS_MOTION_RANGE_CONFORMING_TO_CONTROLLER_EXT;
break;
}
hand_tracking_ext->set_motion_range(hand, xr_motion_range);
}
Skeleton3D *OpenXRHand::get_skeleton() {
if (!has_node(hand_skeleton)) {
return nullptr;
}
Node *node = get_node(hand_skeleton);
if (!node) {
return nullptr;
}
Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(node);
return skeleton;
}
void OpenXRHand::_get_bones() {
const char *bone_names[XR_HAND_JOINT_COUNT_EXT] = {
"Palm",
"Wrist",
"Thumb_Metacarpal",
"Thumb_Proximal",
"Thumb_Distal",
"Thumb_Tip",
"Index_Metacarpal",
"Index_Proximal",
"Index_Intermediate",
"Index_Distal",
"Index_Tip",
"Middle_Metacarpal",
"Middle_Proximal",
"Middle_Intermediate",
"Middle_Distal",
"Middle_Tip",
"Ring_Metacarpal",
"Ring_Proximal",
"Ring_Intermediate",
"Ring_Distal",
"Ring_Tip",
"Little_Metacarpal",
"Little_Proximal",
"Little_Intermediate",
"Little_Distal",
"Little_Tip",
};
// reset JIC
for (int i = 0; i < XR_HAND_JOINT_COUNT_EXT; i++) {
bones[i] = -1;
}
Skeleton3D *skeleton = get_skeleton();
if (!skeleton) {
return;
}
// We cast to spatials which should allow us to use any subclass of that.
for (int i = 0; i < XR_HAND_JOINT_COUNT_EXT; i++) {
String bone_name = bone_names[i];
if (hand == 0) {
bone_name += String("_L");
} else {
bone_name += String("_R");
}
bones[i] = skeleton->find_bone(bone_name);
if (bones[i] == -1) {
print_line("Couldn't obtain bone for", bone_name);
}
}
}
void OpenXRHand::_update_skeleton() {
if (openxr_api == nullptr || !openxr_api->is_initialized()) {
return;
} else if (hand_tracking_ext == nullptr || !hand_tracking_ext->get_active()) {
return;
}
Skeleton3D *skeleton = get_skeleton();
if (!skeleton) {
return;
}
// we cache our transforms so we can quickly calculate local transforms
XRPose::TrackingConfidence confidences[XR_HAND_JOINT_COUNT_EXT];
Quaternion quaternions[XR_HAND_JOINT_COUNT_EXT];
Quaternion inv_quaternions[XR_HAND_JOINT_COUNT_EXT];
Vector3 positions[XR_HAND_JOINT_COUNT_EXT];
const OpenXRHandTrackingExtension::HandTracker *hand_tracker = hand_tracking_ext->get_hand_tracker(hand);
const float ws = XRServer::get_singleton()->get_world_scale();
if (hand_tracker->is_initialised && hand_tracker->locations.isActive) {
for (int i = 0; i < XR_HAND_JOINT_COUNT_EXT; i++) {
confidences[i] = XRPose::XR_TRACKING_CONFIDENCE_NONE;
quaternions[i] = Quaternion();
positions[i] = Vector3();
const auto &location = hand_tracker->joint_locations[i];
const auto &pose = location.pose;
if (location.locationFlags & XR_SPACE_LOCATION_ORIENTATION_VALID_BIT) {
if (pose.orientation.x != 0 || pose.orientation.y != 0 || pose.orientation.y != 0 || pose.orientation.w != 0) {
quaternions[i] = Quaternion(pose.orientation.x, pose.orientation.y, pose.orientation.z, pose.orientation.w);
inv_quaternions[i] = quaternions[i].inverse();
if (location.locationFlags & XR_SPACE_LOCATION_POSITION_VALID_BIT) {
confidences[i] = XRPose::XR_TRACKING_CONFIDENCE_HIGH;
positions[i] = Vector3(pose.position.x * ws, pose.position.y * ws, pose.position.z * ws);
// TODO get inverse of position, we'll do this later. For now we're ignoring bone positions which generally works better anyway
} else {
confidences[i] = XRPose::XR_TRACKING_CONFIDENCE_LOW;
}
}
}
}
if (confidences[XR_HAND_JOINT_PALM_EXT] != XRPose::XR_TRACKING_CONFIDENCE_NONE) {
// now update our skeleton
for (int i = 0; i < XR_HAND_JOINT_COUNT_EXT; i++) {
if (bones[i] != -1) {
int bone = bones[i];
int parent = skeleton->get_bone_parent(bone);
// Get our target quaternion
Quaternion q = quaternions[i];
// get local translation, parent should already be processed
if (parent == -1) {
// use our palm location here, that is what we are tracking
q = inv_quaternions[XR_HAND_JOINT_PALM_EXT] * q;
} else {
int found = false;
for (int b = 0; b < XR_HAND_JOINT_COUNT_EXT && !found; b++) {
if (bones[b] == parent) {
q = inv_quaternions[b] * q;
found = true;
}
}
}
// And get the movement from our rest position
// Transform3D rest = skeleton->get_bone_rest(bones[i]);
// q = rest.basis.get_quaternion().inverse() * q;
// and set our pose
// skeleton->set_bone_pose_position(bones[i], v);
skeleton->set_bone_pose_rotation(bones[i], q);
}
}
Transform3D t;
t.basis = Basis(quaternions[XR_HAND_JOINT_PALM_EXT]);
t.origin = positions[XR_HAND_JOINT_PALM_EXT];
set_transform(t);
// show it
set_visible(true);
} else {
// hide it
set_visible(false);
}
} else {
// hide it
set_visible(false);
}
}
void OpenXRHand::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
_get_bones();
set_process_internal(true);
} break;
case NOTIFICATION_EXIT_TREE: {
set_process_internal(false);
// reset
for (int i = 0; i < XR_HAND_JOINT_COUNT_EXT; i++) {
bones[i] = -1;
}
} break;
case NOTIFICATION_INTERNAL_PROCESS: {
_update_skeleton();
} break;
default: {
} break;
}
}