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reintroduce generic mobile vr interface
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13
modules/mobile_vr/SCsub
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modules/mobile_vr/SCsub
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#!/usr/bin/env python
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import os
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import methods
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Import('env')
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Import('env_modules')
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env_mobile_vr = env_modules.Clone()
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env_mobile_vr.add_source_files(env.modules_sources, '*.cpp')
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SConscript("shaders/SCsub")
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6
modules/mobile_vr/config.py
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modules/mobile_vr/config.py
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def can_build(platform):
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# should probably change this to only be true on iOS and Android
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return True
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def configure(env):
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pass
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511
modules/mobile_vr/mobile_interface.cpp
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modules/mobile_vr/mobile_interface.cpp
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/*************************************************************************/
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/* mobile_interface.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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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 "mobile_interface.h"
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#include "core/os/input.h"
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#include "core/os/os.h"
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#include "servers/visual/visual_server_global.h"
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StringName MobileVRInterface::get_name() const {
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return "Native mobile";
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};
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Vector3 MobileVRInterface::scale_magneto(const Vector3 &p_magnetometer) {
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// Our magnetometer doesn't give us nice clean data.
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// 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.
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// This is a fairly simple adjustment we can do to correct for the magnetometer data being elliptical
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Vector3 mag_raw = p_magnetometer;
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Vector3 mag_scaled = p_magnetometer;
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// update our variables every x frames
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if (mag_count > 20) {
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mag_current_min = mag_next_min;
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mag_current_max = mag_next_max;
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mag_count = 0;
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} else {
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mag_count++;
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};
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// adjust our min and max
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if (mag_raw.x > mag_next_max.x) mag_next_max.x = mag_raw.x;
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if (mag_raw.y > mag_next_max.y) mag_next_max.y = mag_raw.y;
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if (mag_raw.z > mag_next_max.z) mag_next_max.z = mag_raw.z;
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if (mag_raw.x < mag_next_min.x) mag_next_min.x = mag_raw.x;
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if (mag_raw.y < mag_next_min.y) mag_next_min.y = mag_raw.y;
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if (mag_raw.z < mag_next_min.z) mag_next_min.z = mag_raw.z;
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// scale our x, y and z
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if (!(mag_current_max.x - mag_current_min.x)) {
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mag_raw.x -= (mag_current_min.x + mag_current_max.x) / 2.0;
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mag_scaled.x = (mag_raw.x - mag_current_min.x) / ((mag_current_max.x - mag_current_min.x) * 2.0 - 1.0);
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};
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if (!(mag_current_max.y - mag_current_min.y)) {
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mag_raw.y -= (mag_current_min.y + mag_current_max.y) / 2.0;
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mag_scaled.y = (mag_raw.y - mag_current_min.y) / ((mag_current_max.y - mag_current_min.y) * 2.0 - 1.0);
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};
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if (!(mag_current_max.z - mag_current_min.z)) {
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mag_raw.z -= (mag_current_min.z + mag_current_max.z) / 2.0;
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mag_scaled.z = (mag_raw.z - mag_current_min.z) / ((mag_current_max.z - mag_current_min.z) * 2.0 - 1.0);
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};
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return mag_scaled;
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};
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Basis MobileVRInterface::combine_acc_mag(const Vector3 &p_grav, const Vector3 &p_magneto) {
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// yup, stock standard cross product solution...
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Vector3 up = -p_grav.normalized();
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Vector3 magneto_east = up.cross(p_magneto.normalized()); // or is this west?, but should be horizon aligned now
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magneto_east.normalize();
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Vector3 magneto = up.cross(magneto_east); // and now we have a horizon aligned north
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magneto.normalize();
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// We use our gravity and magnetometer vectors to construct our matrix
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Basis acc_mag_m3;
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acc_mag_m3.elements[0] = -magneto_east;
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acc_mag_m3.elements[1] = up;
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acc_mag_m3.elements[2] = magneto;
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return acc_mag_m3;
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};
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void MobileVRInterface::set_position_from_sensors() {
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_THREAD_SAFE_METHOD_
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// this is a helper function that attempts to adjust our transform using our 9dof sensors
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// 9dof is a misleading marketing term coming from 3 accelerometer axis + 3 gyro axis + 3 magnetometer axis = 9 axis
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// but in reality this only offers 3 dof (yaw, pitch, roll) orientation
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uint64_t ticks = OS::get_singleton()->get_ticks_usec();
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uint64_t ticks_elapsed = ticks - last_ticks;
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float delta_time = (double)ticks_elapsed / 1000000.0;
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// few things we need
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Input *input = Input::get_singleton();
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Vector3 down(0.0, -1.0, 0.0); // Down is Y negative
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Vector3 north(0.0, 0.0, 1.0); // North is Z positive
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// make copies of our inputs
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Vector3 acc = input->get_accelerometer();
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Vector3 gyro = input->get_gyroscope();
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Vector3 grav = input->get_gravity();
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Vector3 magneto = scale_magneto(input->get_magnetometer()); // this may be overkill on iOS because we're already getting a calibrated magnetometer reading
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if (sensor_first) {
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sensor_first = false;
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} else {
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acc = scrub(acc, last_accerometer_data, 2, 0.2);
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magneto = scrub(magneto, last_magnetometer_data, 3, 0.3);
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};
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last_accerometer_data = acc;
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last_magnetometer_data = magneto;
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if (grav.length() < 0.1) {
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// not ideal but use our accelerometer, this will contain shakey shakey user behaviour
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// 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
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// what a stable gravity vector is
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grav = acc;
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if (grav.length() > 0.1) {
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has_gyro = true;
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};
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} else {
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has_gyro = true;
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};
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bool has_magneto = magneto.length() > 0.1;
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bool has_grav = grav.length() > 0.1;
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#ifdef ANDROID_ENABLED
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///@TODO needs testing, i don't have a gyro, potentially can be removed depending on what comes out of issue #8101
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// On Android x and z axis seem inverted
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gyro.x = -gyro.x;
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gyro.z = -gyro.z;
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grav.x = -grav.x;
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grav.z = -grav.z;
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magneto.x = -magneto.x;
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magneto.z = -magneto.z;
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#endif
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if (has_gyro) {
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// start with applying our gyro (do NOT smooth our gyro!)
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Basis rotate;
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rotate.rotate(orientation.get_axis(0), gyro.x * delta_time);
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rotate.rotate(orientation.get_axis(1), gyro.y * delta_time);
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rotate.rotate(orientation.get_axis(2), gyro.z * delta_time);
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orientation = rotate * orientation;
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};
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///@TODO improve this, the magnetometer is very fidgity sometimes flipping the axis for no apparent reason (probably a bug on my part)
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// if you have a gyro + accelerometer that combo tends to be better then combining all three but without a gyro you need the magnetometer..
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if (has_magneto && has_grav && !has_gyro) {
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// convert to quaternions, easier to smooth those out
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Quat transform_quat(orientation);
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Quat acc_mag_quat(combine_acc_mag(grav, magneto));
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transform_quat = transform_quat.slerp(acc_mag_quat, 0.1);
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orientation = Basis(transform_quat);
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} else if (has_grav) {
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// use gravity vector to make sure down is down...
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// transform gravity into our world space
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grav.normalize();
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Vector3 grav_adj = orientation.xform(grav);
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float dot = grav_adj.dot(down);
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if ((dot > -1.0) && (dot < 1.0)) {
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// axis around which we have this rotation
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Vector3 axis = grav_adj.cross(down);
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axis.normalize();
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Basis drift_compensation(axis, acos(dot) * delta_time * 10);
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orientation = drift_compensation * orientation;
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};
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};
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// JIC
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orientation.orthonormalize();
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last_ticks = ticks;
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};
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void MobileVRInterface::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_iod", "iod"), &MobileVRInterface::set_iod);
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ClassDB::bind_method(D_METHOD("get_iod"), &MobileVRInterface::get_iod);
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ClassDB::bind_method(D_METHOD("set_display_width", "display_width"), &MobileVRInterface::set_display_width);
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ClassDB::bind_method(D_METHOD("get_display_width"), &MobileVRInterface::get_display_width);
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ClassDB::bind_method(D_METHOD("set_display_to_lens", "display_to_lens"), &MobileVRInterface::set_display_to_lens);
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ClassDB::bind_method(D_METHOD("get_display_to_lens"), &MobileVRInterface::get_display_to_lens);
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ClassDB::bind_method(D_METHOD("set_oversample", "oversample"), &MobileVRInterface::set_oversample);
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ClassDB::bind_method(D_METHOD("get_oversample"), &MobileVRInterface::get_oversample);
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ClassDB::bind_method(D_METHOD("set_k1", "k"), &MobileVRInterface::set_k1);
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ClassDB::bind_method(D_METHOD("get_k1"), &MobileVRInterface::get_k1);
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ClassDB::bind_method(D_METHOD("set_k2", "k"), &MobileVRInterface::set_k2);
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ClassDB::bind_method(D_METHOD("get_k2"), &MobileVRInterface::get_k2);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "iod", PROPERTY_HINT_RANGE, "4.0,10.0,0.1"), "set_iod", "get_iod");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "display_width", PROPERTY_HINT_RANGE, "5.0,25.0,0.1"), "set_display_width", "get_display_width");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "display_to_lens", PROPERTY_HINT_RANGE, "5.0,25.0,0.1"), "set_display_to_lens", "get_display_to_lens");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "oversample", PROPERTY_HINT_RANGE, "1.0,2.0,0.1"), "set_oversample", "get_oversample");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "k1", PROPERTY_HINT_RANGE, "0.1,10.0,0.0001"), "set_k1", "get_k1");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "k2", PROPERTY_HINT_RANGE, "0.1,10.0,0.0001"), "set_k2", "get_k2");
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}
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void MobileVRInterface::set_iod(const real_t p_iod) {
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intraocular_dist = p_iod;
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};
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real_t MobileVRInterface::get_iod() const {
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return intraocular_dist;
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};
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void MobileVRInterface::set_display_width(const real_t p_display_width) {
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display_width = p_display_width;
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};
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real_t MobileVRInterface::get_display_width() const {
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return display_width;
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};
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void MobileVRInterface::set_display_to_lens(const real_t p_display_to_lens) {
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display_to_lens = p_display_to_lens;
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};
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real_t MobileVRInterface::get_display_to_lens() const {
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return display_to_lens;
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};
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void MobileVRInterface::set_oversample(const real_t p_oversample) {
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oversample = p_oversample;
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};
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real_t MobileVRInterface::get_oversample() const {
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return oversample;
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};
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void MobileVRInterface::set_k1(const real_t p_k1) {
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k1 = p_k1;
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};
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real_t MobileVRInterface::get_k1() const {
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return k1;
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};
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void MobileVRInterface::set_k2(const real_t p_k2) {
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k2 = p_k2;
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};
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real_t MobileVRInterface::get_k2() const {
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return k2;
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};
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bool MobileVRInterface::is_installed() {
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// we don't have any middle ware here, if we have our interface, we can use it
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return true;
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};
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bool MobileVRInterface::hmd_is_present() {
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// our device is our HMD
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return true;
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};
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bool MobileVRInterface::supports_hmd() {
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// our device is our HMD
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return true;
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};
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bool MobileVRInterface::is_stereo() {
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// needs stereo...
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return true;
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};
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bool MobileVRInterface::is_initialized() {
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return (initialized);
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};
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bool MobileVRInterface::initialize() {
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ARVRServer *arvr_server = ARVRServer::get_singleton();
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ERR_FAIL_NULL_V(arvr_server, false);
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if (!initialized) {
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// reset our sensor data and orientation
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mag_count = 0;
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has_gyro = false;
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sensor_first = true;
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mag_next_min = Vector3(10000, 10000, 10000);
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mag_next_max = Vector3(-10000, -10000, -10000);
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mag_current_min = Vector3(0, 0, 0);
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mag_current_max = Vector3(0, 0, 0);
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// reset our orientation
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orientation = Basis();
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// make this our primary interface
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arvr_server->set_primary_interface(this);
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last_ticks = OS::get_singleton()->get_ticks_usec();
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;
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initialized = true;
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};
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return true;
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};
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void MobileVRInterface::uninitialize() {
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if (initialized) {
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ARVRServer *arvr_server = ARVRServer::get_singleton();
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if (arvr_server != NULL) {
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// no longer our primary interface
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arvr_server->clear_primary_interface_if(this);
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}
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initialized = false;
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};
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};
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Size2 MobileVRInterface::get_recommended_render_targetsize() {
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_THREAD_SAFE_METHOD_
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// we use half our window size
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Size2 target_size = OS::get_singleton()->get_window_size();
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target_size.x *= 0.5 * oversample;
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target_size.y *= oversample;
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return target_size;
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};
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Transform MobileVRInterface::get_transform_for_eye(ARVRInterface::Eyes p_eye, const Transform &p_cam_transform) {
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_THREAD_SAFE_METHOD_
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Transform transform_for_eye;
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ARVRServer *arvr_server = ARVRServer::get_singleton();
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ERR_FAIL_NULL_V(arvr_server, transform_for_eye);
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if (initialized) {
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float world_scale = arvr_server->get_world_scale();
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// we don't need to check for the existance of our HMD, doesn't effect our values...
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// note * 0.01 to convert cm to m and * 0.5 as we're moving half in each direction...
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if (p_eye == ARVRInterface::EYE_LEFT) {
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transform_for_eye.origin.x = -(intraocular_dist * 0.01 * 0.5 * world_scale);
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} else if (p_eye == ARVRInterface::EYE_RIGHT) {
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transform_for_eye.origin.x = intraocular_dist * 0.01 * 0.5 * world_scale;
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} else {
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// for mono we don't reposition, we want our center position.
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};
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// just scale our origin point of our transform
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Transform hmd_transform;
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hmd_transform.basis = orientation;
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hmd_transform.origin = Vector3(0.0, eye_height * world_scale, 0.0);
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transform_for_eye = p_cam_transform * (arvr_server->get_reference_frame()) * hmd_transform * transform_for_eye;
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} else {
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// huh? well just return what we got....
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transform_for_eye = p_cam_transform;
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};
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return transform_for_eye;
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};
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CameraMatrix MobileVRInterface::get_projection_for_eye(ARVRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far) {
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_THREAD_SAFE_METHOD_
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CameraMatrix eye;
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if (p_eye == ARVRInterface::EYE_MONO) {
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///@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
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// which probably means implementing a specific class for iOS and Android. For now this is purely here as an example.
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// Note also that if you use a normal viewport with AR/VR turned off you can still use the tracker output of this interface
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// to position a stock standard Godot camera and have control over this.
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// 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 == ARVRInterface::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(ARVRInterface::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());
|
||||
|
||||
float offset_x = 0.0;
|
||||
float aspect_ratio = 0.5 * p_screen_rect.size.x / p_screen_rect.size.y;
|
||||
Vector2 eye_center;
|
||||
|
||||
if (p_eye == ARVRInterface::EYE_LEFT) {
|
||||
offset_x = -1.0;
|
||||
eye_center.x = ((-intraocular_dist / 2.0) + (display_width / 4.0)) / (display_width / 2.0);
|
||||
} else if (p_eye == ARVRInterface::EYE_RIGHT) {
|
||||
eye_center.x = ((intraocular_dist / 2.0) - (display_width / 4.0)) / (display_width / 2.0);
|
||||
}
|
||||
|
||||
// unset our render target so we are outputting to our main screen by making RasterizerStorageGLES3::system_fbo our current FBO
|
||||
VSG::rasterizer->set_current_render_target(RID());
|
||||
|
||||
// now output to screen
|
||||
// VSG::rasterizer->blit_render_target_to_screen(p_render_target, screen_rect, 0);
|
||||
|
||||
// get our render target
|
||||
RID eye_texture = VSG::storage->render_target_get_texture(p_render_target);
|
||||
uint32_t texid = VS::get_singleton()->texture_get_texid(eye_texture);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, texid);
|
||||
|
||||
lens_shader.bind();
|
||||
lens_shader.set_uniform(LensDistortedShaderGLES3::OFFSET_X, offset_x);
|
||||
lens_shader.set_uniform(LensDistortedShaderGLES3::K1, k1);
|
||||
lens_shader.set_uniform(LensDistortedShaderGLES3::K2, k2);
|
||||
lens_shader.set_uniform(LensDistortedShaderGLES3::EYE_CENTER, eye_center);
|
||||
lens_shader.set_uniform(LensDistortedShaderGLES3::UPSCALE, oversample);
|
||||
lens_shader.set_uniform(LensDistortedShaderGLES3::ASPECT_RATIO, aspect_ratio);
|
||||
|
||||
glBindVertexArray(half_screen_array);
|
||||
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
||||
glBindVertexArray(0);
|
||||
};
|
||||
|
||||
void MobileVRInterface::process() {
|
||||
_THREAD_SAFE_METHOD_
|
||||
|
||||
if (initialized) {
|
||||
set_position_from_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 = 13.0;
|
||||
display_to_lens = 4.0;
|
||||
oversample = 1.5;
|
||||
k1 = 0.22;
|
||||
k2 = 0.23;
|
||||
last_ticks = 0;
|
||||
|
||||
// create our shader stuff
|
||||
lens_shader.init();
|
||||
|
||||
{
|
||||
glGenBuffers(1, &half_screen_quad);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, half_screen_quad);
|
||||
{
|
||||
const float qv[16] = {
|
||||
0, -1,
|
||||
-1, -1,
|
||||
0, 1,
|
||||
-1, 1,
|
||||
1, 1,
|
||||
1, 1,
|
||||
1, -1,
|
||||
1, -1,
|
||||
};
|
||||
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 16, qv, GL_STATIC_DRAW);
|
||||
}
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
|
||||
|
||||
glGenVertexArrays(1, &half_screen_array);
|
||||
glBindVertexArray(half_screen_array);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, half_screen_quad);
|
||||
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, ((uint8_t *)NULL) + 8);
|
||||
glEnableVertexAttribArray(4);
|
||||
glBindVertexArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
|
||||
}
|
||||
};
|
||||
|
||||
MobileVRInterface::~MobileVRInterface() {
|
||||
// and make sure we cleanup if we haven't already
|
||||
if (is_initialized()) {
|
||||
uninitialize();
|
||||
};
|
||||
};
|
155
modules/mobile_vr/mobile_interface.h
Normal file
155
modules/mobile_vr/mobile_interface.h
Normal file
|
@ -0,0 +1,155 @@
|
|||
/*************************************************************************/
|
||||
/* mobile_interface.h */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* http://www.godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2017 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. */
|
||||
/*************************************************************************/
|
||||
#ifndef MOBILE_VR_INTERFACE_H
|
||||
#define MOBILE_VR_INTERFACE_H
|
||||
|
||||
#include "servers/arvr/arvr_interface.h"
|
||||
#include "servers/arvr/arvr_positional_tracker.h"
|
||||
|
||||
#include "shaders/lens_distorted.glsl.gen.h"
|
||||
|
||||
/**
|
||||
@author Bastiaan Olij <mux213@gmail.com>
|
||||
|
||||
The mobile interface is a native VR interface that can be used on Android and iOS phones.
|
||||
It contains a basic implementation supporting 3DOF tracking if a gyroscope and accelerometer are
|
||||
present and sets up the proper projection matrices based on the values provided.
|
||||
|
||||
We're planning to eventually do separate interfaces towards mobile SDKs that have far more capabilities and
|
||||
do not rely on the user providing most of these settings (though enhancing this with auto detection features
|
||||
based on the device we're running on would be cool). I'm mostly adding this as an example or base plate for
|
||||
more advanced interfaces.
|
||||
*/
|
||||
|
||||
class MobileVRInterface : public ARVRInterface {
|
||||
GDCLASS(MobileVRInterface, ARVRInterface);
|
||||
|
||||
private:
|
||||
bool initialized;
|
||||
Basis orientation;
|
||||
float eye_height;
|
||||
uint64_t last_ticks;
|
||||
|
||||
LensDistortedShaderGLES3 lens_shader;
|
||||
GLuint half_screen_quad;
|
||||
GLuint half_screen_array;
|
||||
|
||||
real_t intraocular_dist;
|
||||
real_t display_width;
|
||||
real_t display_to_lens;
|
||||
real_t oversample;
|
||||
|
||||
//@TODO not yet used, these are needed in our distortion shader...
|
||||
real_t k1;
|
||||
real_t k2;
|
||||
|
||||
/*
|
||||
logic for processing our sensor data, this was originally in our positional tracker logic but I think
|
||||
that doesn't make sense in hindsight. It only makes marginally more sense to park it here for now,
|
||||
this probably deserves an object of its own
|
||||
*/
|
||||
Vector3 scale_magneto(const Vector3 &p_magnetometer);
|
||||
Basis combine_acc_mag(const Vector3 &p_grav, const Vector3 &p_magneto);
|
||||
|
||||
int mag_count;
|
||||
bool has_gyro;
|
||||
bool sensor_first;
|
||||
Vector3 last_accerometer_data;
|
||||
Vector3 last_magnetometer_data;
|
||||
Vector3 mag_current_min;
|
||||
Vector3 mag_current_max;
|
||||
Vector3 mag_next_min;
|
||||
Vector3 mag_next_max;
|
||||
|
||||
///@TODO a few support functions for trackers, most are math related and should likely be moved elsewhere
|
||||
float floor_decimals(float p_value, float p_decimals) {
|
||||
float power_of_10 = pow(10.0, p_decimals);
|
||||
return floor(p_value * power_of_10) / power_of_10;
|
||||
};
|
||||
|
||||
Vector3 floor_decimals(const Vector3 &p_vector, float p_decimals) {
|
||||
return Vector3(floor_decimals(p_vector.x, p_decimals), floor_decimals(p_vector.y, p_decimals), floor_decimals(p_vector.z, p_decimals));
|
||||
};
|
||||
|
||||
Vector3 low_pass(const Vector3 &p_vector, const Vector3 &p_last_vector, float p_factor) {
|
||||
return p_vector + (p_factor * (p_last_vector - p_vector));
|
||||
};
|
||||
|
||||
Vector3 scrub(const Vector3 &p_vector, const Vector3 &p_last_vector, float p_decimals, float p_factor) {
|
||||
return low_pass(floor_decimals(p_vector, p_decimals), p_last_vector, p_factor);
|
||||
};
|
||||
|
||||
void set_position_from_sensors();
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
void set_iod(const real_t p_iod);
|
||||
real_t get_iod() const;
|
||||
|
||||
void set_display_width(const real_t p_display_width);
|
||||
real_t get_display_width() const;
|
||||
|
||||
void set_display_to_lens(const real_t p_display_to_lens);
|
||||
real_t get_display_to_lens() const;
|
||||
|
||||
void set_oversample(const real_t p_oversample);
|
||||
real_t get_oversample() const;
|
||||
|
||||
void set_k1(const real_t p_k1);
|
||||
real_t get_k1() const;
|
||||
|
||||
void set_k2(const real_t p_k2);
|
||||
real_t get_k2() const;
|
||||
|
||||
virtual StringName get_name() const;
|
||||
|
||||
virtual bool is_installed();
|
||||
virtual bool hmd_is_present();
|
||||
virtual bool supports_hmd();
|
||||
|
||||
virtual bool is_initialized();
|
||||
virtual bool initialize();
|
||||
virtual void uninitialize();
|
||||
|
||||
virtual Size2 get_recommended_render_targetsize();
|
||||
virtual bool is_stereo();
|
||||
virtual Transform get_transform_for_eye(ARVRInterface::Eyes p_eye, const Transform &p_cam_transform);
|
||||
virtual CameraMatrix get_projection_for_eye(ARVRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far);
|
||||
virtual void commit_for_eye(ARVRInterface::Eyes p_eye, RID p_render_target, const Rect2 &p_screen_rect);
|
||||
|
||||
virtual void process();
|
||||
|
||||
MobileVRInterface();
|
||||
~MobileVRInterface();
|
||||
};
|
||||
|
||||
#endif // MOBILE_VR_INTERFACE_H
|
43
modules/mobile_vr/register_types.cpp
Normal file
43
modules/mobile_vr/register_types.cpp
Normal file
|
@ -0,0 +1,43 @@
|
|||
/*************************************************************************/
|
||||
/* register_types.cpp */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2017 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 "register_types.h"
|
||||
|
||||
#include "mobile_interface.h"
|
||||
|
||||
void register_mobile_vr_types() {
|
||||
ClassDB::register_class<MobileVRInterface>();
|
||||
|
||||
Ref<MobileVRInterface> mobile_vr;
|
||||
mobile_vr.instance();
|
||||
ARVRServer::get_singleton()->add_interface(mobile_vr);
|
||||
}
|
||||
|
||||
void unregister_mobile_vr_types() {
|
||||
}
|
31
modules/mobile_vr/register_types.h
Normal file
31
modules/mobile_vr/register_types.h
Normal file
|
@ -0,0 +1,31 @@
|
|||
/*************************************************************************/
|
||||
/* register_types.h */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2017 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. */
|
||||
/*************************************************************************/
|
||||
void register_mobile_vr_types();
|
||||
void unregister_mobile_vr_types();
|
7
modules/mobile_vr/shaders/SCsub
Normal file
7
modules/mobile_vr/shaders/SCsub
Normal file
|
@ -0,0 +1,7 @@
|
|||
#!/usr/bin/env python
|
||||
|
||||
Import('env')
|
||||
|
||||
if 'GLES3_GLSL' in env['BUILDERS']:
|
||||
env.GLES3_GLSL('lens_distorted.glsl');
|
||||
|
59
modules/mobile_vr/shaders/lens_distorted.glsl
Normal file
59
modules/mobile_vr/shaders/lens_distorted.glsl
Normal file
|
@ -0,0 +1,59 @@
|
|||
[vertex]
|
||||
|
||||
layout(location=0) in highp vec4 vertex_attrib;
|
||||
layout(location=4) in vec2 uv_in;
|
||||
|
||||
uniform float offset_x;
|
||||
|
||||
out vec2 uv_interp;
|
||||
|
||||
void main() {
|
||||
|
||||
uv_interp = uv_in;
|
||||
gl_Position = vec4(vertex_attrib.x + offset_x, vertex_attrib.y, 0.0, 1.0);
|
||||
}
|
||||
|
||||
[fragment]
|
||||
|
||||
uniform sampler2D source; //texunit:0
|
||||
|
||||
uniform vec2 eye_center;
|
||||
uniform float k1;
|
||||
uniform float k2;
|
||||
uniform float upscale;
|
||||
uniform float aspect_ratio;
|
||||
|
||||
in vec2 uv_interp;
|
||||
|
||||
layout(location = 0) out vec4 frag_color;
|
||||
|
||||
void main() {
|
||||
vec2 coords = uv_interp;
|
||||
vec2 offset = coords - eye_center;
|
||||
|
||||
// take aspect ratio into account
|
||||
offset.y /= aspect_ratio;
|
||||
|
||||
// distort
|
||||
vec2 offset_sq = offset * offset;
|
||||
float radius_sq = offset_sq.x + offset_sq.y;
|
||||
float radius_s4 = radius_sq * radius_sq;
|
||||
float distortion_scale = 1.0 + (k1 * radius_sq) + (k2 * radius_s4);
|
||||
offset *= distortion_scale;
|
||||
|
||||
// reapply aspect ratio
|
||||
offset.y *= aspect_ratio;
|
||||
|
||||
// add our eye center back in
|
||||
coords = offset + eye_center;
|
||||
coords /= upscale;
|
||||
|
||||
// and check our color
|
||||
if (coords.x < -1.0 || coords.y < -1.0 || coords.x > 1.0 || coords.y > 1.0) {
|
||||
frag_color = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
} else {
|
||||
coords = (coords + vec2(1.0)) / vec2(2.0);
|
||||
frag_color = textureLod(source, coords, 0.0);
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in a new issue