mirror of
https://github.com/godotengine/godot
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601 lines
20 KiB
C++
601 lines
20 KiB
C++
/**************************************************************************/
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/* mobile_vr_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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/* 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 "mobile_vr_interface.h"
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#include "core/input/input.h"
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#include "core/os/os.h"
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#include "servers/display_server.h"
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#include "servers/rendering/rendering_server_globals.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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uint32_t MobileVRInterface::get_capabilities() const {
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return XRInterface::XR_STEREO;
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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 macOS 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) {
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mag_next_max.x = mag_raw.x;
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}
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if (mag_raw.y > mag_next_max.y) {
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mag_next_max.y = mag_raw.y;
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}
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if (mag_raw.z > mag_next_max.z) {
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mag_next_max.z = mag_raw.z;
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}
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if (mag_raw.x < mag_next_min.x) {
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mag_next_min.x = mag_raw.x;
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}
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if (mag_raw.y < mag_next_min.y) {
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mag_next_min.y = mag_raw.y;
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}
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if (mag_raw.z < mag_next_min.z) {
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mag_next_min.z = mag_raw.z;
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}
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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.rows[0] = -magneto_east;
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acc_mag_m3.rows[1] = up;
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acc_mag_m3.rows[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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Basis orientation = head_transform.basis;
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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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bool has_grav = false;
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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 shaky user behavior
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// 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
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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_grav = true;
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};
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} else {
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has_grav = true;
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};
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bool has_magneto = magneto.length() > 0.1;
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if (gyro.length() > 0.1) {
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/* this can return to 0.0 if the user doesn't move the phone, so once on, it's on */
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has_gyro = true;
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};
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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_column(0), gyro.x * delta_time);
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rotate.rotate(orientation.get_column(1), gyro.y * delta_time);
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rotate.rotate(orientation.get_column(2), gyro.z * delta_time);
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orientation = rotate * orientation;
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tracking_state = XRInterface::XR_NORMAL_TRACKING;
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tracking_confidence = XRPose::XR_TRACKING_CONFIDENCE_HIGH;
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};
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///@TODO improve this, the magnetometer is very fidgety 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 than 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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Quaternion transform_quat(orientation);
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Quaternion 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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tracking_state = XRInterface::XR_NORMAL_TRACKING;
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tracking_confidence = XRPose::XR_TRACKING_CONFIDENCE_HIGH;
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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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// and copy to our head transform
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head_transform.basis = orientation.orthonormalized();
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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_eye_height", "eye_height"), &MobileVRInterface::set_eye_height);
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ClassDB::bind_method(D_METHOD("get_eye_height"), &MobileVRInterface::get_eye_height);
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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_offset_rect", "offset_rect"), &MobileVRInterface::set_offset_rect);
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ClassDB::bind_method(D_METHOD("get_offset_rect"), &MobileVRInterface::get_offset_rect);
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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::FLOAT, "eye_height", PROPERTY_HINT_RANGE, "0.0,3.0,0.1"), "set_eye_height", "get_eye_height");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "iod", PROPERTY_HINT_RANGE, "4.0,10.0,0.1"), "set_iod", "get_iod");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "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::FLOAT, "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::RECT2, "offset_rect"), "set_offset_rect", "get_offset_rect");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "oversample", PROPERTY_HINT_RANGE, "1.0,2.0,0.1"), "set_oversample", "get_oversample");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "k1", PROPERTY_HINT_RANGE, "0.1,10.0,0.0001"), "set_k1", "get_k1");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "k2", PROPERTY_HINT_RANGE, "0.1,10.0,0.0001"), "set_k2", "get_k2");
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ClassDB::bind_method(D_METHOD("get_vrs_min_radius"), &MobileVRInterface::get_vrs_min_radius);
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ClassDB::bind_method(D_METHOD("set_vrs_min_radius", "radius"), &MobileVRInterface::set_vrs_min_radius);
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ClassDB::bind_method(D_METHOD("get_vrs_strength"), &MobileVRInterface::get_vrs_strength);
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ClassDB::bind_method(D_METHOD("set_vrs_strength", "strength"), &MobileVRInterface::set_vrs_strength);
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ADD_GROUP("Vulkan VRS", "vrs_");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "vrs_min_radius", PROPERTY_HINT_RANGE, "1.0,100.0,1.0"), "set_vrs_min_radius", "get_vrs_min_radius");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "vrs_strength", PROPERTY_HINT_RANGE, "0.1,10.0,0.1"), "set_vrs_strength", "get_vrs_strength");
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}
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void MobileVRInterface::set_eye_height(const double p_eye_height) {
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eye_height = p_eye_height;
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}
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double MobileVRInterface::get_eye_height() const {
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return eye_height;
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}
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void MobileVRInterface::set_offset_rect(const Rect2 &p_offset_rect) {
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offset_rect = p_offset_rect;
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}
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Rect2 MobileVRInterface::get_offset_rect() const {
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return offset_rect;
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}
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void MobileVRInterface::set_iod(const double p_iod) {
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intraocular_dist = p_iod;
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};
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double 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 double p_display_width) {
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display_width = p_display_width;
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};
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double 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 double p_display_to_lens) {
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display_to_lens = p_display_to_lens;
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};
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double 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 double p_oversample) {
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oversample = p_oversample;
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};
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double MobileVRInterface::get_oversample() const {
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return oversample;
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};
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void MobileVRInterface::set_k1(const double p_k1) {
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k1 = p_k1;
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};
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double MobileVRInterface::get_k1() const {
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return k1;
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};
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void MobileVRInterface::set_k2(const double p_k2) {
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k2 = p_k2;
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};
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double MobileVRInterface::get_k2() const {
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return k2;
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};
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float MobileVRInterface::get_vrs_min_radius() const {
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return xr_vrs.get_vrs_min_radius();
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}
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void MobileVRInterface::set_vrs_min_radius(float p_vrs_min_radius) {
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xr_vrs.set_vrs_min_radius(p_vrs_min_radius);
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}
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float MobileVRInterface::get_vrs_strength() const {
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return xr_vrs.get_vrs_strength();
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}
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void MobileVRInterface::set_vrs_strength(float p_vrs_strength) {
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xr_vrs.set_vrs_strength(p_vrs_strength);
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}
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uint32_t MobileVRInterface::get_view_count() {
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// needs stereo...
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return 2;
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};
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XRInterface::TrackingStatus MobileVRInterface::get_tracking_status() const {
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return tracking_state;
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}
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bool MobileVRInterface::is_initialized() const {
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return (initialized);
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};
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bool MobileVRInterface::initialize() {
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XRServer *xr_server = XRServer::get_singleton();
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ERR_FAIL_NULL_V(xr_server, false);
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if (!initialized) {
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// reset our sensor data
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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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head_transform.basis = Basis();
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head_transform.origin = Vector3(0.0, eye_height, 0.0);
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// we must create a tracker for our head
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head.instantiate();
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head->set_tracker_type(XRServer::TRACKER_HEAD);
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head->set_tracker_name("head");
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head->set_tracker_desc("Players head");
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xr_server->add_tracker(head);
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// make this our primary interface
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xr_server->set_primary_interface(this);
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last_ticks = OS::get_singleton()->get_ticks_usec();
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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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// do any cleanup here...
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XRServer *xr_server = XRServer::get_singleton();
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if (xr_server != nullptr) {
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if (head.is_valid()) {
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xr_server->remove_tracker(head);
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head.unref();
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}
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if (xr_server->get_primary_interface() == this) {
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// no longer our primary interface
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xr_server->set_primary_interface(nullptr);
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}
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}
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initialized = false;
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};
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};
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Dictionary MobileVRInterface::get_system_info() {
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Dictionary dict;
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dict[SNAME("XRRuntimeName")] = String("Godot mobile VR interface");
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dict[SNAME("XRRuntimeVersion")] = String("");
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return dict;
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}
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bool MobileVRInterface::supports_play_area_mode(XRInterface::PlayAreaMode p_mode) {
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// This interface has no positional tracking so fix this to 3DOF
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return p_mode == XR_PLAY_AREA_3DOF;
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}
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XRInterface::PlayAreaMode MobileVRInterface::get_play_area_mode() const {
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return XR_PLAY_AREA_3DOF;
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}
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bool MobileVRInterface::set_play_area_mode(XRInterface::PlayAreaMode p_mode) {
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return p_mode == XR_PLAY_AREA_3DOF;
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}
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Size2 MobileVRInterface::get_render_target_size() {
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_THREAD_SAFE_METHOD_
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// we use half our window size
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Size2 target_size = DisplayServer::get_singleton()->window_get_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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Transform3D MobileVRInterface::get_camera_transform() {
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_THREAD_SAFE_METHOD_
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Transform3D transform_for_eye;
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XRServer *xr_server = XRServer::get_singleton();
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ERR_FAIL_NULL_V(xr_server, transform_for_eye);
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if (initialized) {
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float world_scale = xr_server->get_world_scale();
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// just scale our origin point of our transform
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Transform3D _head_transform = head_transform;
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_head_transform.origin *= world_scale;
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transform_for_eye = (xr_server->get_reference_frame()) * _head_transform;
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}
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return transform_for_eye;
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};
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Transform3D MobileVRInterface::get_transform_for_view(uint32_t p_view, const Transform3D &p_cam_transform) {
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_THREAD_SAFE_METHOD_
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Transform3D transform_for_eye;
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XRServer *xr_server = XRServer::get_singleton();
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ERR_FAIL_NULL_V(xr_server, transform_for_eye);
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if (initialized) {
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float world_scale = xr_server->get_world_scale();
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// we don't need to check for the existence of our HMD, doesn't affect 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_view == 0) {
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transform_for_eye.origin.x = -(intraocular_dist * 0.01 * 0.5 * world_scale);
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} else if (p_view == 1) {
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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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// should not have any other values..
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};
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// just scale our origin point of our transform
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Transform3D _head_transform = head_transform;
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_head_transform.origin *= world_scale;
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transform_for_eye = p_cam_transform * (xr_server->get_reference_frame()) * _head_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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Projection MobileVRInterface::get_projection_for_view(uint32_t p_view, double p_aspect, double p_z_near, double p_z_far) {
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_THREAD_SAFE_METHOD_
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Projection eye;
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aspect = p_aspect;
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eye.set_for_hmd(p_view + 1, p_aspect, intraocular_dist, display_width, display_to_lens, oversample, p_z_near, p_z_far);
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return eye;
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};
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Vector<BlitToScreen> MobileVRInterface::post_draw_viewport(RID p_render_target, const Rect2 &p_screen_rect) {
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_THREAD_SAFE_METHOD_
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Vector<BlitToScreen> blit_to_screen;
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// We must have a valid render target.
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ERR_FAIL_COND_V(!p_render_target.is_valid(), blit_to_screen);
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// We will only output to screen if this is our main viewport.
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if (p_screen_rect == Rect2()) {
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// Warn the developer once, it's up to the developer to output to screen.
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WARN_PRINT_ONCE("SubViewport used with MobileVRInterface, no output to screen");
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return blit_to_screen;
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}
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Rect2 modified_screen_rect = Rect2(p_screen_rect.position + offset_rect.position * p_screen_rect.size, p_screen_rect.size * offset_rect.size);
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// and add our blits
|
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BlitToScreen blit;
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blit.render_target = p_render_target;
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blit.multi_view.use_layer = true;
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blit.lens_distortion.apply = true;
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blit.lens_distortion.k1 = k1;
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blit.lens_distortion.k2 = k2;
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blit.lens_distortion.upscale = oversample;
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blit.lens_distortion.aspect_ratio = aspect;
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// left eye
|
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blit.dst_rect = modified_screen_rect;
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blit.dst_rect.size.width *= 0.5;
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blit.multi_view.layer = 0;
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|
blit.lens_distortion.eye_center.x = ((-intraocular_dist / 2.0) + (display_width / 4.0)) / (display_width / 2.0);
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blit_to_screen.push_back(blit);
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|
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// right eye
|
|
blit.dst_rect = modified_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);
|
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blit_to_screen.push_back(blit);
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|
|
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return blit_to_screen;
|
|
}
|
|
|
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void MobileVRInterface::process() {
|
|
_THREAD_SAFE_METHOD_
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|
|
|
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);
|
|
}
|
|
};
|
|
};
|
|
|
|
RID MobileVRInterface::get_vrs_texture() {
|
|
PackedVector2Array eye_foci;
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|
|
|
Size2 target_size = get_render_target_size();
|
|
real_t aspect_ratio = target_size.x / target_size.y;
|
|
uint32_t view_count = get_view_count();
|
|
|
|
for (uint32_t v = 0; v < view_count; v++) {
|
|
Projection cm = get_projection_for_view(v, aspect_ratio, 0.1, 1000.0);
|
|
Vector3 center = cm.xform(Vector3(0.0, 0.0, 999.0));
|
|
|
|
eye_foci.push_back(Vector2(center.x, center.y));
|
|
}
|
|
|
|
return xr_vrs.make_vrs_texture(target_size, eye_foci);
|
|
}
|
|
|
|
MobileVRInterface::MobileVRInterface() {}
|
|
|
|
MobileVRInterface::~MobileVRInterface() {
|
|
// and make sure we cleanup if we haven't already
|
|
if (is_initialized()) {
|
|
uninitialize();
|
|
};
|
|
};
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