0ee0fa42e6
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
476 lines
16 KiB
C++
476 lines
16 KiB
C++
/*************************************************************************/
|
|
/* mobile_vr_interface.cpp */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2020 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 "mobile_vr_interface.h"
|
|
|
|
#include "core/input/input.h"
|
|
#include "core/os/os.h"
|
|
#include "servers/display_server.h"
|
|
#include "servers/rendering/rendering_server_globals.h"
|
|
|
|
StringName MobileVRInterface::get_name() const {
|
|
return "Native mobile";
|
|
};
|
|
|
|
int MobileVRInterface::get_capabilities() const {
|
|
return XRInterface::XR_STEREO;
|
|
};
|
|
|
|
Vector3 MobileVRInterface::scale_magneto(const Vector3 &p_magnetometer) {
|
|
// Our magnetometer doesn't give us nice clean data.
|
|
// Well it may on Mac OS X because we're getting a calibrated value in the current implementation but Android we're getting raw data.
|
|
// This is a fairly simple adjustment we can do to correct for the magnetometer data being elliptical
|
|
|
|
Vector3 mag_raw = p_magnetometer;
|
|
Vector3 mag_scaled = p_magnetometer;
|
|
|
|
// update our variables every x frames
|
|
if (mag_count > 20) {
|
|
mag_current_min = mag_next_min;
|
|
mag_current_max = mag_next_max;
|
|
mag_count = 0;
|
|
} else {
|
|
mag_count++;
|
|
};
|
|
|
|
// adjust our min and max
|
|
if (mag_raw.x > mag_next_max.x) {
|
|
mag_next_max.x = mag_raw.x;
|
|
}
|
|
if (mag_raw.y > mag_next_max.y) {
|
|
mag_next_max.y = mag_raw.y;
|
|
}
|
|
if (mag_raw.z > mag_next_max.z) {
|
|
mag_next_max.z = mag_raw.z;
|
|
}
|
|
|
|
if (mag_raw.x < mag_next_min.x) {
|
|
mag_next_min.x = mag_raw.x;
|
|
}
|
|
if (mag_raw.y < mag_next_min.y) {
|
|
mag_next_min.y = mag_raw.y;
|
|
}
|
|
if (mag_raw.z < mag_next_min.z) {
|
|
mag_next_min.z = mag_raw.z;
|
|
}
|
|
|
|
// scale our x, y and z
|
|
if (!(mag_current_max.x - mag_current_min.x)) {
|
|
mag_raw.x -= (mag_current_min.x + mag_current_max.x) / 2.0;
|
|
mag_scaled.x = (mag_raw.x - mag_current_min.x) / ((mag_current_max.x - mag_current_min.x) * 2.0 - 1.0);
|
|
};
|
|
|
|
if (!(mag_current_max.y - mag_current_min.y)) {
|
|
mag_raw.y -= (mag_current_min.y + mag_current_max.y) / 2.0;
|
|
mag_scaled.y = (mag_raw.y - mag_current_min.y) / ((mag_current_max.y - mag_current_min.y) * 2.0 - 1.0);
|
|
};
|
|
|
|
if (!(mag_current_max.z - mag_current_min.z)) {
|
|
mag_raw.z -= (mag_current_min.z + mag_current_max.z) / 2.0;
|
|
mag_scaled.z = (mag_raw.z - mag_current_min.z) / ((mag_current_max.z - mag_current_min.z) * 2.0 - 1.0);
|
|
};
|
|
|
|
return mag_scaled;
|
|
};
|
|
|
|
Basis MobileVRInterface::combine_acc_mag(const Vector3 &p_grav, const Vector3 &p_magneto) {
|
|
// yup, stock standard cross product solution...
|
|
Vector3 up = -p_grav.normalized();
|
|
|
|
Vector3 magneto_east = up.cross(p_magneto.normalized()); // or is this west?, but should be horizon aligned now
|
|
magneto_east.normalize();
|
|
|
|
Vector3 magneto = up.cross(magneto_east); // and now we have a horizon aligned north
|
|
magneto.normalize();
|
|
|
|
// We use our gravity and magnetometer vectors to construct our matrix
|
|
Basis acc_mag_m3;
|
|
acc_mag_m3.elements[0] = -magneto_east;
|
|
acc_mag_m3.elements[1] = up;
|
|
acc_mag_m3.elements[2] = magneto;
|
|
|
|
return acc_mag_m3;
|
|
};
|
|
|
|
void MobileVRInterface::set_position_from_sensors() {
|
|
_THREAD_SAFE_METHOD_
|
|
|
|
// this is a helper function that attempts to adjust our transform using our 9dof sensors
|
|
// 9dof is a misleading marketing term coming from 3 accelerometer axis + 3 gyro axis + 3 magnetometer axis = 9 axis
|
|
// but in reality this only offers 3 dof (yaw, pitch, roll) orientation
|
|
|
|
uint64_t ticks = OS::get_singleton()->get_ticks_usec();
|
|
uint64_t ticks_elapsed = ticks - last_ticks;
|
|
float delta_time = (double)ticks_elapsed / 1000000.0;
|
|
|
|
// few things we need
|
|
Input *input = Input::get_singleton();
|
|
Vector3 down(0.0, -1.0, 0.0); // Down is Y negative
|
|
Vector3 north(0.0, 0.0, 1.0); // North is Z positive
|
|
|
|
// make copies of our inputs
|
|
bool has_grav = false;
|
|
Vector3 acc = input->get_accelerometer();
|
|
Vector3 gyro = input->get_gyroscope();
|
|
Vector3 grav = input->get_gravity();
|
|
Vector3 magneto = scale_magneto(input->get_magnetometer()); // this may be overkill on iOS because we're already getting a calibrated magnetometer reading
|
|
|
|
if (sensor_first) {
|
|
sensor_first = false;
|
|
} else {
|
|
acc = scrub(acc, last_accerometer_data, 2, 0.2);
|
|
magneto = scrub(magneto, last_magnetometer_data, 3, 0.3);
|
|
};
|
|
|
|
last_accerometer_data = acc;
|
|
last_magnetometer_data = magneto;
|
|
|
|
if (grav.length() < 0.1) {
|
|
// not ideal but use our accelerometer, this will contain shakey shakey user behaviour
|
|
// maybe look into some math but I'm guessing that if this isn't available, its because we lack the gyro sensor to actually work out
|
|
// what a stable gravity vector is
|
|
grav = acc;
|
|
if (grav.length() > 0.1) {
|
|
has_grav = true;
|
|
};
|
|
} else {
|
|
has_grav = true;
|
|
};
|
|
|
|
bool has_magneto = magneto.length() > 0.1;
|
|
if (gyro.length() > 0.1) {
|
|
/* this can return to 0.0 if the user doesn't move the phone, so once on, it's on */
|
|
has_gyro = true;
|
|
};
|
|
|
|
if (has_gyro) {
|
|
// start with applying our gyro (do NOT smooth our gyro!)
|
|
Basis rotate;
|
|
rotate.rotate(orientation.get_axis(0), gyro.x * delta_time);
|
|
rotate.rotate(orientation.get_axis(1), gyro.y * delta_time);
|
|
rotate.rotate(orientation.get_axis(2), gyro.z * delta_time);
|
|
orientation = rotate * orientation;
|
|
|
|
tracking_state = XRInterface::XR_NORMAL_TRACKING;
|
|
};
|
|
|
|
///@TODO improve this, the magnetometer is very fidgity sometimes flipping the axis for no apparent reason (probably a bug on my part)
|
|
// if you have a gyro + accelerometer that combo tends to be better then combining all three but without a gyro you need the magnetometer..
|
|
if (has_magneto && has_grav && !has_gyro) {
|
|
// convert to quaternions, easier to smooth those out
|
|
Quat transform_quat(orientation);
|
|
Quat acc_mag_quat(combine_acc_mag(grav, magneto));
|
|
transform_quat = transform_quat.slerp(acc_mag_quat, 0.1);
|
|
orientation = Basis(transform_quat);
|
|
|
|
tracking_state = XRInterface::XR_NORMAL_TRACKING;
|
|
} else if (has_grav) {
|
|
// use gravity vector to make sure down is down...
|
|
// transform gravity into our world space
|
|
grav.normalize();
|
|
Vector3 grav_adj = orientation.xform(grav);
|
|
float dot = grav_adj.dot(down);
|
|
if ((dot > -1.0) && (dot < 1.0)) {
|
|
// axis around which we have this rotation
|
|
Vector3 axis = grav_adj.cross(down);
|
|
axis.normalize();
|
|
|
|
Basis drift_compensation(axis, acos(dot) * delta_time * 10);
|
|
orientation = drift_compensation * orientation;
|
|
};
|
|
};
|
|
|
|
// JIC
|
|
orientation.orthonormalize();
|
|
|
|
last_ticks = ticks;
|
|
};
|
|
|
|
void MobileVRInterface::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_eye_height", "eye_height"), &MobileVRInterface::set_eye_height);
|
|
ClassDB::bind_method(D_METHOD("get_eye_height"), &MobileVRInterface::get_eye_height);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_iod", "iod"), &MobileVRInterface::set_iod);
|
|
ClassDB::bind_method(D_METHOD("get_iod"), &MobileVRInterface::get_iod);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_display_width", "display_width"), &MobileVRInterface::set_display_width);
|
|
ClassDB::bind_method(D_METHOD("get_display_width"), &MobileVRInterface::get_display_width);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_display_to_lens", "display_to_lens"), &MobileVRInterface::set_display_to_lens);
|
|
ClassDB::bind_method(D_METHOD("get_display_to_lens"), &MobileVRInterface::get_display_to_lens);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_oversample", "oversample"), &MobileVRInterface::set_oversample);
|
|
ClassDB::bind_method(D_METHOD("get_oversample"), &MobileVRInterface::get_oversample);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_k1", "k"), &MobileVRInterface::set_k1);
|
|
ClassDB::bind_method(D_METHOD("get_k1"), &MobileVRInterface::get_k1);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_k2", "k"), &MobileVRInterface::set_k2);
|
|
ClassDB::bind_method(D_METHOD("get_k2"), &MobileVRInterface::get_k2);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "eye_height", PROPERTY_HINT_RANGE, "0.0,3.0,0.1"), "set_eye_height", "get_eye_height");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "iod", PROPERTY_HINT_RANGE, "4.0,10.0,0.1"), "set_iod", "get_iod");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "display_width", PROPERTY_HINT_RANGE, "5.0,25.0,0.1"), "set_display_width", "get_display_width");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "display_to_lens", PROPERTY_HINT_RANGE, "5.0,25.0,0.1"), "set_display_to_lens", "get_display_to_lens");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "oversample", PROPERTY_HINT_RANGE, "1.0,2.0,0.1"), "set_oversample", "get_oversample");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "k1", PROPERTY_HINT_RANGE, "0.1,10.0,0.0001"), "set_k1", "get_k1");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "k2", PROPERTY_HINT_RANGE, "0.1,10.0,0.0001"), "set_k2", "get_k2");
|
|
}
|
|
|
|
void MobileVRInterface::set_eye_height(const real_t p_eye_height) {
|
|
eye_height = p_eye_height;
|
|
}
|
|
|
|
real_t MobileVRInterface::get_eye_height() const {
|
|
return eye_height;
|
|
}
|
|
|
|
void MobileVRInterface::set_iod(const real_t p_iod) {
|
|
intraocular_dist = p_iod;
|
|
};
|
|
|
|
real_t MobileVRInterface::get_iod() const {
|
|
return intraocular_dist;
|
|
};
|
|
|
|
void MobileVRInterface::set_display_width(const real_t p_display_width) {
|
|
display_width = p_display_width;
|
|
};
|
|
|
|
real_t MobileVRInterface::get_display_width() const {
|
|
return display_width;
|
|
};
|
|
|
|
void MobileVRInterface::set_display_to_lens(const real_t p_display_to_lens) {
|
|
display_to_lens = p_display_to_lens;
|
|
};
|
|
|
|
real_t MobileVRInterface::get_display_to_lens() const {
|
|
return display_to_lens;
|
|
};
|
|
|
|
void MobileVRInterface::set_oversample(const real_t p_oversample) {
|
|
oversample = p_oversample;
|
|
};
|
|
|
|
real_t MobileVRInterface::get_oversample() const {
|
|
return oversample;
|
|
};
|
|
|
|
void MobileVRInterface::set_k1(const real_t p_k1) {
|
|
k1 = p_k1;
|
|
};
|
|
|
|
real_t MobileVRInterface::get_k1() const {
|
|
return k1;
|
|
};
|
|
|
|
void MobileVRInterface::set_k2(const real_t p_k2) {
|
|
k2 = p_k2;
|
|
};
|
|
|
|
real_t MobileVRInterface::get_k2() const {
|
|
return k2;
|
|
};
|
|
|
|
bool MobileVRInterface::is_stereo() {
|
|
// needs stereo...
|
|
return true;
|
|
};
|
|
|
|
bool MobileVRInterface::is_initialized() const {
|
|
return (initialized);
|
|
};
|
|
|
|
bool MobileVRInterface::initialize() {
|
|
XRServer *xr_server = XRServer::get_singleton();
|
|
ERR_FAIL_NULL_V(xr_server, false);
|
|
|
|
if (!initialized) {
|
|
// reset our sensor data and orientation
|
|
mag_count = 0;
|
|
has_gyro = false;
|
|
sensor_first = true;
|
|
mag_next_min = Vector3(10000, 10000, 10000);
|
|
mag_next_max = Vector3(-10000, -10000, -10000);
|
|
mag_current_min = Vector3(0, 0, 0);
|
|
mag_current_max = Vector3(0, 0, 0);
|
|
|
|
// reset our orientation
|
|
orientation = Basis();
|
|
|
|
// make this our primary interface
|
|
xr_server->set_primary_interface(this);
|
|
|
|
last_ticks = OS::get_singleton()->get_ticks_usec();
|
|
|
|
initialized = true;
|
|
};
|
|
|
|
return true;
|
|
};
|
|
|
|
void MobileVRInterface::uninitialize() {
|
|
if (initialized) {
|
|
XRServer *xr_server = XRServer::get_singleton();
|
|
if (xr_server != nullptr) {
|
|
// no longer our primary interface
|
|
xr_server->clear_primary_interface_if(this);
|
|
}
|
|
|
|
initialized = false;
|
|
};
|
|
};
|
|
|
|
Size2 MobileVRInterface::get_render_targetsize() {
|
|
_THREAD_SAFE_METHOD_
|
|
|
|
// we use half our window size
|
|
Size2 target_size = DisplayServer::get_singleton()->window_get_size();
|
|
|
|
target_size.x *= 0.5 * oversample;
|
|
target_size.y *= oversample;
|
|
|
|
return target_size;
|
|
};
|
|
|
|
Transform MobileVRInterface::get_transform_for_eye(XRInterface::Eyes p_eye, const Transform &p_cam_transform) {
|
|
_THREAD_SAFE_METHOD_
|
|
|
|
Transform transform_for_eye;
|
|
|
|
XRServer *xr_server = XRServer::get_singleton();
|
|
ERR_FAIL_NULL_V(xr_server, transform_for_eye);
|
|
|
|
if (initialized) {
|
|
float world_scale = xr_server->get_world_scale();
|
|
|
|
// we don't need to check for the existence of our HMD, doesn't effect our values...
|
|
// note * 0.01 to convert cm to m and * 0.5 as we're moving half in each direction...
|
|
if (p_eye == XRInterface::EYE_LEFT) {
|
|
transform_for_eye.origin.x = -(intraocular_dist * 0.01 * 0.5 * world_scale);
|
|
} else if (p_eye == XRInterface::EYE_RIGHT) {
|
|
transform_for_eye.origin.x = intraocular_dist * 0.01 * 0.5 * world_scale;
|
|
} else {
|
|
// for mono we don't reposition, we want our center position.
|
|
};
|
|
|
|
// just scale our origin point of our transform
|
|
Transform hmd_transform;
|
|
hmd_transform.basis = orientation;
|
|
hmd_transform.origin = Vector3(0.0, eye_height * world_scale, 0.0);
|
|
|
|
transform_for_eye = p_cam_transform * (xr_server->get_reference_frame()) * hmd_transform * transform_for_eye;
|
|
} else {
|
|
// huh? well just return what we got....
|
|
transform_for_eye = p_cam_transform;
|
|
};
|
|
|
|
return transform_for_eye;
|
|
};
|
|
|
|
CameraMatrix MobileVRInterface::get_projection_for_eye(XRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far) {
|
|
_THREAD_SAFE_METHOD_
|
|
|
|
CameraMatrix eye;
|
|
|
|
if (p_eye == XRInterface::EYE_MONO) {
|
|
///@TODO for now hardcode some of this, what is really needed here is that this needs to be in sync with the real cameras properties
|
|
// which probably means implementing a specific class for iOS and Android. For now this is purely here as an example.
|
|
// Note also that if you use a normal viewport with AR/VR turned off you can still use the tracker output of this interface
|
|
// to position a stock standard Godot camera and have control over this.
|
|
// This will make more sense when we implement ARkit on iOS (probably a separate interface).
|
|
eye.set_perspective(60.0, p_aspect, p_z_near, p_z_far, false);
|
|
} else {
|
|
eye.set_for_hmd(p_eye == XRInterface::EYE_LEFT ? 1 : 2, p_aspect, intraocular_dist, display_width, display_to_lens, oversample, p_z_near, p_z_far);
|
|
};
|
|
|
|
return eye;
|
|
};
|
|
|
|
void MobileVRInterface::commit_for_eye(XRInterface::Eyes p_eye, RID p_render_target, const Rect2 &p_screen_rect) {
|
|
_THREAD_SAFE_METHOD_
|
|
|
|
// We must have a valid render target
|
|
ERR_FAIL_COND(!p_render_target.is_valid());
|
|
|
|
// Because we are rendering to our device we must use our main viewport!
|
|
ERR_FAIL_COND(p_screen_rect == Rect2());
|
|
|
|
Rect2 dest = p_screen_rect;
|
|
Vector2 eye_center;
|
|
|
|
// we output half a screen
|
|
dest.size.x *= 0.5;
|
|
|
|
if (p_eye == XRInterface::EYE_LEFT) {
|
|
eye_center.x = ((-intraocular_dist / 2.0) + (display_width / 4.0)) / (display_width / 2.0);
|
|
} else if (p_eye == XRInterface::EYE_RIGHT) {
|
|
dest.position.x = dest.size.x;
|
|
eye_center.x = ((intraocular_dist / 2.0) - (display_width / 4.0)) / (display_width / 2.0);
|
|
}
|
|
// we don't offset the eye center vertically (yet)
|
|
eye_center.y = 0.0;
|
|
}
|
|
|
|
void MobileVRInterface::process() {
|
|
_THREAD_SAFE_METHOD_
|
|
|
|
if (initialized) {
|
|
set_position_from_sensors();
|
|
};
|
|
};
|
|
|
|
void MobileVRInterface::notification(int p_what){
|
|
_THREAD_SAFE_METHOD_
|
|
|
|
// nothing to do here, I guess we could pauze our sensors...
|
|
}
|
|
|
|
MobileVRInterface::MobileVRInterface() {
|
|
initialized = false;
|
|
|
|
// Just set some defaults for these. At some point we need to look at adding a lookup table for common device + headset combos and/or support reading cardboard QR codes
|
|
eye_height = 1.85;
|
|
intraocular_dist = 6.0;
|
|
display_width = 14.5;
|
|
display_to_lens = 4.0;
|
|
oversample = 1.5;
|
|
k1 = 0.215;
|
|
k2 = 0.215;
|
|
last_ticks = 0;
|
|
};
|
|
|
|
MobileVRInterface::~MobileVRInterface() {
|
|
// and make sure we cleanup if we haven't already
|
|
if (is_initialized()) {
|
|
uninitialize();
|
|
};
|
|
};
|