d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
307 lines
9.9 KiB
C++
307 lines
9.9 KiB
C++
/**************************************************************************/
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/* openxr_hand.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "../extensions/openxr_hand_tracking_extension.h"
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#include "../openxr_api.h"
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#include "openxr_hand.h"
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#include "scene/3d/skeleton_3d.h"
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#include "servers/xr_server.h"
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void OpenXRHand::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_hand", "hand"), &OpenXRHand::set_hand);
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ClassDB::bind_method(D_METHOD("get_hand"), &OpenXRHand::get_hand);
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ClassDB::bind_method(D_METHOD("set_hand_skeleton", "hand_skeleton"), &OpenXRHand::set_hand_skeleton);
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ClassDB::bind_method(D_METHOD("get_hand_skeleton"), &OpenXRHand::get_hand_skeleton);
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ClassDB::bind_method(D_METHOD("set_motion_range", "motion_range"), &OpenXRHand::set_motion_range);
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ClassDB::bind_method(D_METHOD("get_motion_range"), &OpenXRHand::get_motion_range);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "hand", PROPERTY_HINT_ENUM, "Left,Right"), "set_hand", "get_hand");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "motion_range", PROPERTY_HINT_ENUM, "Unobstructed,Conform to controller"), "set_motion_range", "get_motion_range");
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ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "hand_skeleton", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton3D"), "set_hand_skeleton", "get_hand_skeleton");
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BIND_ENUM_CONSTANT(HAND_LEFT);
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BIND_ENUM_CONSTANT(HAND_RIGHT);
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BIND_ENUM_CONSTANT(HAND_MAX);
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BIND_ENUM_CONSTANT(MOTION_RANGE_UNOBSTRUCTED);
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BIND_ENUM_CONSTANT(MOTION_RANGE_CONFORM_TO_CONTROLLER);
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BIND_ENUM_CONSTANT(MOTION_RANGE_MAX);
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}
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OpenXRHand::OpenXRHand() {
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openxr_api = OpenXRAPI::get_singleton();
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hand_tracking_ext = OpenXRHandTrackingExtension::get_singleton();
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}
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void OpenXRHand::set_hand(const Hands p_hand) {
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ERR_FAIL_INDEX(p_hand, HAND_MAX);
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hand = p_hand;
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}
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OpenXRHand::Hands OpenXRHand::get_hand() const {
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return hand;
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}
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void OpenXRHand::set_hand_skeleton(const NodePath &p_hand_skeleton) {
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hand_skeleton = p_hand_skeleton;
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// TODO if inside tree call _get_bones()
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}
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void OpenXRHand::set_motion_range(const MotionRange p_motion_range) {
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ERR_FAIL_INDEX(p_motion_range, MOTION_RANGE_MAX);
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motion_range = p_motion_range;
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_set_motion_range();
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}
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OpenXRHand::MotionRange OpenXRHand::get_motion_range() const {
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return motion_range;
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}
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NodePath OpenXRHand::get_hand_skeleton() const {
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return hand_skeleton;
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}
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void OpenXRHand::_set_motion_range() {
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if (!hand_tracking_ext) {
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return;
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}
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XrHandJointsMotionRangeEXT xr_motion_range;
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switch (motion_range) {
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case MOTION_RANGE_UNOBSTRUCTED:
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xr_motion_range = XR_HAND_JOINTS_MOTION_RANGE_UNOBSTRUCTED_EXT;
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break;
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case MOTION_RANGE_CONFORM_TO_CONTROLLER:
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xr_motion_range = XR_HAND_JOINTS_MOTION_RANGE_CONFORMING_TO_CONTROLLER_EXT;
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break;
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default:
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xr_motion_range = XR_HAND_JOINTS_MOTION_RANGE_CONFORMING_TO_CONTROLLER_EXT;
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break;
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}
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hand_tracking_ext->set_motion_range(hand, xr_motion_range);
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}
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Skeleton3D *OpenXRHand::get_skeleton() {
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if (!has_node(hand_skeleton)) {
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return nullptr;
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}
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Node *node = get_node(hand_skeleton);
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if (!node) {
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return nullptr;
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}
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Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(node);
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return skeleton;
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}
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void OpenXRHand::_get_bones() {
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const char *bone_names[XR_HAND_JOINT_COUNT_EXT] = {
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"Palm",
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"Wrist",
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"Thumb_Metacarpal",
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"Thumb_Proximal",
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"Thumb_Distal",
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"Thumb_Tip",
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"Index_Metacarpal",
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"Index_Proximal",
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"Index_Intermediate",
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"Index_Distal",
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"Index_Tip",
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"Middle_Metacarpal",
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"Middle_Proximal",
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"Middle_Intermediate",
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"Middle_Distal",
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"Middle_Tip",
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"Ring_Metacarpal",
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"Ring_Proximal",
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"Ring_Intermediate",
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"Ring_Distal",
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"Ring_Tip",
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"Little_Metacarpal",
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"Little_Proximal",
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"Little_Intermediate",
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"Little_Distal",
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"Little_Tip",
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};
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// reset JIC
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for (int i = 0; i < XR_HAND_JOINT_COUNT_EXT; i++) {
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bones[i] = -1;
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}
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Skeleton3D *skeleton = get_skeleton();
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if (!skeleton) {
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return;
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}
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// We cast to spatials which should allow us to use any subclass of that.
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for (int i = 0; i < XR_HAND_JOINT_COUNT_EXT; i++) {
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String bone_name = bone_names[i];
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if (hand == 0) {
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bone_name += String("_L");
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} else {
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bone_name += String("_R");
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}
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bones[i] = skeleton->find_bone(bone_name);
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if (bones[i] == -1) {
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print_line("Couldn't obtain bone for", bone_name);
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}
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}
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}
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void OpenXRHand::_update_skeleton() {
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if (openxr_api == nullptr || !openxr_api->is_initialized()) {
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return;
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} else if (hand_tracking_ext == nullptr || !hand_tracking_ext->get_active()) {
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return;
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}
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Skeleton3D *skeleton = get_skeleton();
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if (!skeleton) {
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return;
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}
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// we cache our transforms so we can quickly calculate local transforms
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XRPose::TrackingConfidence confidences[XR_HAND_JOINT_COUNT_EXT];
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Quaternion quaternions[XR_HAND_JOINT_COUNT_EXT];
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Quaternion inv_quaternions[XR_HAND_JOINT_COUNT_EXT];
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Vector3 positions[XR_HAND_JOINT_COUNT_EXT];
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const OpenXRHandTrackingExtension::HandTracker *hand_tracker = hand_tracking_ext->get_hand_tracker(hand);
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const float ws = XRServer::get_singleton()->get_world_scale();
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if (hand_tracker->is_initialized && hand_tracker->locations.isActive) {
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for (int i = 0; i < XR_HAND_JOINT_COUNT_EXT; i++) {
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confidences[i] = XRPose::XR_TRACKING_CONFIDENCE_NONE;
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quaternions[i] = Quaternion();
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positions[i] = Vector3();
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const auto &location = hand_tracker->joint_locations[i];
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const auto &pose = location.pose;
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if (location.locationFlags & XR_SPACE_LOCATION_ORIENTATION_VALID_BIT) {
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if (pose.orientation.x != 0 || pose.orientation.y != 0 || pose.orientation.y != 0 || pose.orientation.w != 0) {
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quaternions[i] = Quaternion(pose.orientation.x, pose.orientation.y, pose.orientation.z, pose.orientation.w);
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inv_quaternions[i] = quaternions[i].inverse();
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if (location.locationFlags & XR_SPACE_LOCATION_POSITION_VALID_BIT) {
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confidences[i] = XRPose::XR_TRACKING_CONFIDENCE_HIGH;
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positions[i] = Vector3(pose.position.x * ws, pose.position.y * ws, pose.position.z * ws);
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// TODO get inverse of position, we'll do this later. For now we're ignoring bone positions which generally works better anyway
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} else {
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confidences[i] = XRPose::XR_TRACKING_CONFIDENCE_LOW;
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}
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}
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}
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}
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if (confidences[XR_HAND_JOINT_PALM_EXT] != XRPose::XR_TRACKING_CONFIDENCE_NONE) {
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// now update our skeleton
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for (int i = 0; i < XR_HAND_JOINT_COUNT_EXT; i++) {
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if (bones[i] != -1) {
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int bone = bones[i];
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int parent = skeleton->get_bone_parent(bone);
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// Get our target quaternion
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Quaternion q = quaternions[i];
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// get local translation, parent should already be processed
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if (parent == -1) {
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// use our palm location here, that is what we are tracking
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q = inv_quaternions[XR_HAND_JOINT_PALM_EXT] * q;
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} else {
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int found = false;
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for (int b = 0; b < XR_HAND_JOINT_COUNT_EXT && !found; b++) {
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if (bones[b] == parent) {
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q = inv_quaternions[b] * q;
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found = true;
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}
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}
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}
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// And get the movement from our rest position
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// Transform3D rest = skeleton->get_bone_rest(bones[i]);
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// q = rest.basis.get_quaternion().inverse() * q;
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// and set our pose
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// skeleton->set_bone_pose_position(bones[i], v);
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skeleton->set_bone_pose_rotation(bones[i], q);
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}
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}
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Transform3D t;
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t.basis = Basis(quaternions[XR_HAND_JOINT_PALM_EXT]);
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t.origin = positions[XR_HAND_JOINT_PALM_EXT];
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set_transform(t);
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// show it
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set_visible(true);
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} else {
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// hide it
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set_visible(false);
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}
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} else {
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// hide it
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set_visible(false);
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}
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}
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void OpenXRHand::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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_get_bones();
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set_process_internal(true);
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} break;
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case NOTIFICATION_EXIT_TREE: {
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set_process_internal(false);
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// reset
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for (int i = 0; i < XR_HAND_JOINT_COUNT_EXT; i++) {
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bones[i] = -1;
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}
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} break;
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case NOTIFICATION_INTERNAL_PROCESS: {
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_update_skeleton();
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} break;
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default: {
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} break;
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}
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}
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