virtualx-engine/modules/mobile_vr/mobile_vr_interface.cpp
reduz 455c06ecd4 Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.

* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.

These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.

**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-23 14:00:01 +02:00

529 lines
18 KiB
C++

/*************************************************************************/
/* mobile_vr_interface.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 "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";
};
uint32_t 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 macOS 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.rows[0] = -magneto_east;
acc_mag_m3.rows[1] = up;
acc_mag_m3.rows[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
Basis 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 shaky user behaviour
// maybe look into some math but I'm guessing that if this isn't available, it's 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_column(0), gyro.x * delta_time);
rotate.rotate(orientation.get_column(1), gyro.y * delta_time);
rotate.rotate(orientation.get_column(2), gyro.z * delta_time);
orientation = rotate * orientation;
tracking_state = XRInterface::XR_NORMAL_TRACKING;
tracking_confidence = XRPose::XR_TRACKING_CONFIDENCE_HIGH;
};
///@TODO improve this, the magnetometer is very fidgety 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 than 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
Quaternion transform_quat(orientation);
Quaternion 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;
tracking_confidence = XRPose::XR_TRACKING_CONFIDENCE_HIGH;
} 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;
};
};
// and copy to our head transform
head_transform.basis = orientation.orthonormalized();
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 double p_eye_height) {
eye_height = p_eye_height;
}
double MobileVRInterface::get_eye_height() const {
return eye_height;
}
void MobileVRInterface::set_iod(const double p_iod) {
intraocular_dist = p_iod;
};
double MobileVRInterface::get_iod() const {
return intraocular_dist;
};
void MobileVRInterface::set_display_width(const double p_display_width) {
display_width = p_display_width;
};
double MobileVRInterface::get_display_width() const {
return display_width;
};
void MobileVRInterface::set_display_to_lens(const double p_display_to_lens) {
display_to_lens = p_display_to_lens;
};
double MobileVRInterface::get_display_to_lens() const {
return display_to_lens;
};
void MobileVRInterface::set_oversample(const double p_oversample) {
oversample = p_oversample;
};
double MobileVRInterface::get_oversample() const {
return oversample;
};
void MobileVRInterface::set_k1(const double p_k1) {
k1 = p_k1;
};
double MobileVRInterface::get_k1() const {
return k1;
};
void MobileVRInterface::set_k2(const double p_k2) {
k2 = p_k2;
};
double MobileVRInterface::get_k2() const {
return k2;
};
uint32_t MobileVRInterface::get_view_count() {
// needs stereo...
return 2;
};
XRInterface::TrackingStatus MobileVRInterface::get_tracking_status() const {
return tracking_state;
}
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
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);
head_transform.basis = Basis();
head_transform.origin = Vector3(0.0, eye_height, 0.0);
// we must create a tracker for our head
head.instantiate();
head->set_tracker_type(XRServer::TRACKER_HEAD);
head->set_tracker_name("head");
head->set_tracker_desc("Players head");
xr_server->add_tracker(head);
// 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) {
// do any cleanup here...
XRServer *xr_server = XRServer::get_singleton();
if (xr_server != nullptr) {
if (head.is_valid()) {
xr_server->remove_tracker(head);
head.unref();
}
if (xr_server->get_primary_interface() == this) {
// no longer our primary interface
xr_server->set_primary_interface(nullptr);
}
}
initialized = false;
};
};
bool MobileVRInterface::supports_play_area_mode(XRInterface::PlayAreaMode p_mode) {
// This interface has no positional tracking so fix this to 3DOF
return p_mode == XR_PLAY_AREA_3DOF;
}
XRInterface::PlayAreaMode MobileVRInterface::get_play_area_mode() const {
return XR_PLAY_AREA_3DOF;
}
bool MobileVRInterface::set_play_area_mode(XRInterface::PlayAreaMode p_mode) {
return p_mode == XR_PLAY_AREA_3DOF;
}
Size2 MobileVRInterface::get_render_target_size() {
_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;
};
Transform3D MobileVRInterface::get_camera_transform() {
_THREAD_SAFE_METHOD_
Transform3D 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();
// just scale our origin point of our transform
Transform3D _head_transform = head_transform;
_head_transform.origin *= world_scale;
transform_for_eye = (xr_server->get_reference_frame()) * _head_transform;
}
return transform_for_eye;
};
Transform3D MobileVRInterface::get_transform_for_view(uint32_t p_view, const Transform3D &p_cam_transform) {
_THREAD_SAFE_METHOD_
Transform3D 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 affect our values...
// note * 0.01 to convert cm to m and * 0.5 as we're moving half in each direction...
if (p_view == 0) {
transform_for_eye.origin.x = -(intraocular_dist * 0.01 * 0.5 * world_scale);
} else if (p_view == 1) {
transform_for_eye.origin.x = intraocular_dist * 0.01 * 0.5 * world_scale;
} else {
// should not have any other values..
};
// just scale our origin point of our transform
Transform3D _head_transform = head_transform;
_head_transform.origin *= world_scale;
transform_for_eye = p_cam_transform * (xr_server->get_reference_frame()) * _head_transform * transform_for_eye;
} else {
// huh? well just return what we got....
transform_for_eye = p_cam_transform;
};
return transform_for_eye;
};
Projection MobileVRInterface::get_projection_for_view(uint32_t p_view, double p_aspect, double p_z_near, double p_z_far) {
_THREAD_SAFE_METHOD_
Projection eye;
aspect = p_aspect;
eye.set_for_hmd(p_view + 1, p_aspect, intraocular_dist, display_width, display_to_lens, oversample, p_z_near, p_z_far);
return eye;
};
Vector<BlitToScreen> MobileVRInterface::post_draw_viewport(RID p_render_target, const Rect2 &p_screen_rect) {
_THREAD_SAFE_METHOD_
Vector<BlitToScreen> blit_to_screen;
// We must have a valid render target
ERR_FAIL_COND_V(!p_render_target.is_valid(), blit_to_screen);
// Because we are rendering to our device we must use our main viewport!
ERR_FAIL_COND_V(p_screen_rect == Rect2(), blit_to_screen);
// and add our blits
BlitToScreen blit;
blit.render_target = p_render_target;
blit.multi_view.use_layer = true;
blit.lens_distortion.apply = true;
blit.lens_distortion.k1 = k1;
blit.lens_distortion.k2 = k2;
blit.lens_distortion.upscale = oversample;
blit.lens_distortion.aspect_ratio = aspect;
// left eye
blit.dst_rect = p_screen_rect;
blit.dst_rect.size.width *= 0.5;
blit.multi_view.layer = 0;
blit.lens_distortion.eye_center.x = ((-intraocular_dist / 2.0) + (display_width / 4.0)) / (display_width / 2.0);
blit_to_screen.push_back(blit);
// right eye
blit.dst_rect = p_screen_rect;
blit.dst_rect.size.width *= 0.5;
blit.dst_rect.position.x = blit.dst_rect.size.width;
blit.multi_view.layer = 1;
blit.lens_distortion.eye_center.x = ((intraocular_dist / 2.0) - (display_width / 4.0)) / (display_width / 2.0);
blit_to_screen.push_back(blit);
return blit_to_screen;
}
void MobileVRInterface::process() {
_THREAD_SAFE_METHOD_
if (initialized) {
// update our head transform orientation
set_position_from_sensors();
// update our head transform position (should be constant)
head_transform.origin = Vector3(0.0, eye_height, 0.0);
if (head.is_valid()) {
// Set our head position, note in real space, reference frame and world scale is applied later
head->set_pose("default", head_transform, Vector3(), Vector3(), tracking_confidence);
}
};
};
MobileVRInterface::MobileVRInterface() {}
MobileVRInterface::~MobileVRInterface() {
// and make sure we cleanup if we haven't already
if (is_initialized()) {
uninitialize();
};
};