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- /*************************************************************************/
- /* mobile_vr_interface.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /*************************************************************************/
- #include "mobile_vr_interface.h"
- #include "core/os/input.h"
- #include "core/os/os.h"
- #include "servers/visual/visual_server_global.h"
- StringName MobileVRInterface::get_name() const {
- return "Native mobile";
- };
- int MobileVRInterface::get_capabilities() const {
- return ARVRInterface::ARVR_STEREO;
- };
- Vector3 MobileVRInterface::scale_magneto(const Vector3 &p_magnetometer) {
- // Our magnetometer doesn't give us nice clean data.
- // Well it may on Mac OS X because we're getting a calibrated value in the current implementation but Android we're getting raw data.
- // This is a fairly simple adjustment we can do to correct for the magnetometer data being elliptical
- Vector3 mag_raw = p_magnetometer;
- Vector3 mag_scaled = p_magnetometer;
- // update our variables every x frames
- if (mag_count > 20) {
- mag_current_min = mag_next_min;
- mag_current_max = mag_next_max;
- mag_count = 0;
- } else {
- mag_count++;
- };
- // adjust our min and max
- if (mag_raw.x > mag_next_max.x) mag_next_max.x = mag_raw.x;
- if (mag_raw.y > mag_next_max.y) mag_next_max.y = mag_raw.y;
- if (mag_raw.z > mag_next_max.z) mag_next_max.z = mag_raw.z;
- if (mag_raw.x < mag_next_min.x) mag_next_min.x = mag_raw.x;
- if (mag_raw.y < mag_next_min.y) mag_next_min.y = mag_raw.y;
- if (mag_raw.z < mag_next_min.z) mag_next_min.z = mag_raw.z;
- // scale our x, y and z
- if (!(mag_current_max.x - mag_current_min.x)) {
- mag_raw.x -= (mag_current_min.x + mag_current_max.x) / 2.0;
- mag_scaled.x = (mag_raw.x - mag_current_min.x) / ((mag_current_max.x - mag_current_min.x) * 2.0 - 1.0);
- };
- if (!(mag_current_max.y - mag_current_min.y)) {
- mag_raw.y -= (mag_current_min.y + mag_current_max.y) / 2.0;
- mag_scaled.y = (mag_raw.y - mag_current_min.y) / ((mag_current_max.y - mag_current_min.y) * 2.0 - 1.0);
- };
- if (!(mag_current_max.z - mag_current_min.z)) {
- mag_raw.z -= (mag_current_min.z + mag_current_max.z) / 2.0;
- mag_scaled.z = (mag_raw.z - mag_current_min.z) / ((mag_current_max.z - mag_current_min.z) * 2.0 - 1.0);
- };
- return mag_scaled;
- };
- Basis MobileVRInterface::combine_acc_mag(const Vector3 &p_grav, const Vector3 &p_magneto) {
- // yup, stock standard cross product solution...
- Vector3 up = -p_grav.normalized();
- Vector3 magneto_east = up.cross(p_magneto.normalized()); // or is this west?, but should be horizon aligned now
- magneto_east.normalize();
- Vector3 magneto = up.cross(magneto_east); // and now we have a horizon aligned north
- magneto.normalize();
- // We use our gravity and magnetometer vectors to construct our matrix
- Basis acc_mag_m3;
- acc_mag_m3.elements[0] = -magneto_east;
- acc_mag_m3.elements[1] = up;
- acc_mag_m3.elements[2] = magneto;
- return acc_mag_m3;
- };
- void MobileVRInterface::set_position_from_sensors() {
- _THREAD_SAFE_METHOD_
- // this is a helper function that attempts to adjust our transform using our 9dof sensors
- // 9dof is a misleading marketing term coming from 3 accelerometer axis + 3 gyro axis + 3 magnetometer axis = 9 axis
- // but in reality this only offers 3 dof (yaw, pitch, roll) orientation
- uint64_t ticks = OS::get_singleton()->get_ticks_usec();
- uint64_t ticks_elapsed = ticks - last_ticks;
- float delta_time = (double)ticks_elapsed / 1000000.0;
- // few things we need
- Input *input = Input::get_singleton();
- Vector3 down(0.0, -1.0, 0.0); // Down is Y negative
- Vector3 north(0.0, 0.0, 1.0); // North is Z positive
- // make copies of our inputs
- bool has_grav = false;
- Vector3 acc = input->get_accelerometer();
- Vector3 gyro = input->get_gyroscope();
- Vector3 grav = input->get_gravity();
- Vector3 magneto = scale_magneto(input->get_magnetometer()); // this may be overkill on iOS because we're already getting a calibrated magnetometer reading
- if (sensor_first) {
- sensor_first = false;
- } else {
- acc = scrub(acc, last_accerometer_data, 2, 0.2);
- magneto = scrub(magneto, last_magnetometer_data, 3, 0.3);
- };
- last_accerometer_data = acc;
- last_magnetometer_data = magneto;
- if (grav.length() < 0.1) {
- // not ideal but use our accelerometer, this will contain shakey shakey user behaviour
- // maybe look into some math but I'm guessing that if this isn't available, its because we lack the gyro sensor to actually work out
- // what a stable gravity vector is
- grav = acc;
- if (grav.length() > 0.1) {
- has_grav = true;
- };
- } else {
- has_grav = true;
- };
- bool has_magneto = magneto.length() > 0.1;
- if (gyro.length() > 0.1) {
- /* this can return to 0.0 if the user doesn't move the phone, so once on, it's on */
- has_gyro = true;
- };
- if (has_gyro) {
- // start with applying our gyro (do NOT smooth our gyro!)
- Basis rotate;
- rotate.rotate(orientation.get_axis(0), gyro.x * delta_time);
- rotate.rotate(orientation.get_axis(1), gyro.y * delta_time);
- rotate.rotate(orientation.get_axis(2), gyro.z * delta_time);
- orientation = rotate * orientation;
- tracking_state = ARVRInterface::ARVR_NORMAL_TRACKING;
- };
- ///@TODO improve this, the magnetometer is very fidgity sometimes flipping the axis for no apparent reason (probably a bug on my part)
- // if you have a gyro + accelerometer that combo tends to be better then combining all three but without a gyro you need the magnetometer..
- if (has_magneto && has_grav && !has_gyro) {
- // convert to quaternions, easier to smooth those out
- Quat transform_quat(orientation);
- Quat acc_mag_quat(combine_acc_mag(grav, magneto));
- transform_quat = transform_quat.slerp(acc_mag_quat, 0.1);
- orientation = Basis(transform_quat);
- tracking_state = ARVRInterface::ARVR_NORMAL_TRACKING;
- } else if (has_grav) {
- // use gravity vector to make sure down is down...
- // transform gravity into our world space
- grav.normalize();
- Vector3 grav_adj = orientation.xform(grav);
- float dot = grav_adj.dot(down);
- if ((dot > -1.0) && (dot < 1.0)) {
- // axis around which we have this rotation
- Vector3 axis = grav_adj.cross(down);
- axis.normalize();
- Basis drift_compensation(axis, acos(dot) * delta_time * 10);
- orientation = drift_compensation * orientation;
- };
- };
- // JIC
- orientation.orthonormalize();
- last_ticks = ticks;
- };
- void MobileVRInterface::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_iod", "iod"), &MobileVRInterface::set_iod);
- ClassDB::bind_method(D_METHOD("get_iod"), &MobileVRInterface::get_iod);
- ClassDB::bind_method(D_METHOD("set_display_width", "display_width"), &MobileVRInterface::set_display_width);
- ClassDB::bind_method(D_METHOD("get_display_width"), &MobileVRInterface::get_display_width);
- ClassDB::bind_method(D_METHOD("set_display_to_lens", "display_to_lens"), &MobileVRInterface::set_display_to_lens);
- ClassDB::bind_method(D_METHOD("get_display_to_lens"), &MobileVRInterface::get_display_to_lens);
- ClassDB::bind_method(D_METHOD("set_oversample", "oversample"), &MobileVRInterface::set_oversample);
- ClassDB::bind_method(D_METHOD("get_oversample"), &MobileVRInterface::get_oversample);
- ClassDB::bind_method(D_METHOD("set_k1", "k"), &MobileVRInterface::set_k1);
- ClassDB::bind_method(D_METHOD("get_k1"), &MobileVRInterface::get_k1);
- ClassDB::bind_method(D_METHOD("set_k2", "k"), &MobileVRInterface::set_k2);
- ClassDB::bind_method(D_METHOD("get_k2"), &MobileVRInterface::get_k2);
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "iod", PROPERTY_HINT_RANGE, "4.0,10.0,0.1"), "set_iod", "get_iod");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "display_width", PROPERTY_HINT_RANGE, "5.0,25.0,0.1"), "set_display_width", "get_display_width");
- 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");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "oversample", PROPERTY_HINT_RANGE, "1.0,2.0,0.1"), "set_oversample", "get_oversample");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "k1", PROPERTY_HINT_RANGE, "0.1,10.0,0.0001"), "set_k1", "get_k1");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "k2", PROPERTY_HINT_RANGE, "0.1,10.0,0.0001"), "set_k2", "get_k2");
- }
- void MobileVRInterface::set_iod(const real_t p_iod) {
- intraocular_dist = p_iod;
- };
- real_t MobileVRInterface::get_iod() const {
- return intraocular_dist;
- };
- void MobileVRInterface::set_display_width(const real_t p_display_width) {
- display_width = p_display_width;
- };
- real_t MobileVRInterface::get_display_width() const {
- return display_width;
- };
- void MobileVRInterface::set_display_to_lens(const real_t p_display_to_lens) {
- display_to_lens = p_display_to_lens;
- };
- real_t MobileVRInterface::get_display_to_lens() const {
- return display_to_lens;
- };
- void MobileVRInterface::set_oversample(const real_t p_oversample) {
- oversample = p_oversample;
- };
- real_t MobileVRInterface::get_oversample() const {
- return oversample;
- };
- void MobileVRInterface::set_k1(const real_t p_k1) {
- k1 = p_k1;
- };
- real_t MobileVRInterface::get_k1() const {
- return k1;
- };
- void MobileVRInterface::set_k2(const real_t p_k2) {
- k2 = p_k2;
- };
- real_t MobileVRInterface::get_k2() const {
- return k2;
- };
- bool MobileVRInterface::is_stereo() {
- // needs stereo...
- return true;
- };
- bool MobileVRInterface::is_initialized() const {
- return (initialized);
- };
- bool MobileVRInterface::initialize() {
- ARVRServer *arvr_server = ARVRServer::get_singleton();
- ERR_FAIL_NULL_V(arvr_server, false);
- if (!initialized) {
- // reset our sensor data and orientation
- mag_count = 0;
- has_gyro = false;
- sensor_first = true;
- mag_next_min = Vector3(10000, 10000, 10000);
- mag_next_max = Vector3(-10000, -10000, -10000);
- mag_current_min = Vector3(0, 0, 0);
- mag_current_max = Vector3(0, 0, 0);
- // reset our orientation
- orientation = Basis();
- // make this our primary interface
- arvr_server->set_primary_interface(this);
- last_ticks = OS::get_singleton()->get_ticks_usec();
- initialized = true;
- };
- return true;
- };
- void MobileVRInterface::uninitialize() {
- if (initialized) {
- ARVRServer *arvr_server = ARVRServer::get_singleton();
- if (arvr_server != NULL) {
- // no longer our primary interface
- arvr_server->clear_primary_interface_if(this);
- }
- initialized = false;
- };
- };
- Size2 MobileVRInterface::get_render_targetsize() {
- _THREAD_SAFE_METHOD_
- // we use half our window size
- Size2 target_size = OS::get_singleton()->get_window_size();
- target_size.x *= 0.5 * oversample;
- target_size.y *= oversample;
- return target_size;
- };
- Transform MobileVRInterface::get_transform_for_eye(ARVRInterface::Eyes p_eye, const Transform &p_cam_transform) {
- _THREAD_SAFE_METHOD_
- Transform transform_for_eye;
- ARVRServer *arvr_server = ARVRServer::get_singleton();
- ERR_FAIL_NULL_V(arvr_server, transform_for_eye);
- if (initialized) {
- float world_scale = arvr_server->get_world_scale();
- // we don't need to check for the existence of our HMD, doesn't effect our values...
- // note * 0.01 to convert cm to m and * 0.5 as we're moving half in each direction...
- if (p_eye == ARVRInterface::EYE_LEFT) {
- transform_for_eye.origin.x = -(intraocular_dist * 0.01 * 0.5 * world_scale);
- } else if (p_eye == ARVRInterface::EYE_RIGHT) {
- transform_for_eye.origin.x = intraocular_dist * 0.01 * 0.5 * world_scale;
- } else {
- // for mono we don't reposition, we want our center position.
- };
- // just scale our origin point of our transform
- Transform hmd_transform;
- hmd_transform.basis = orientation;
- hmd_transform.origin = Vector3(0.0, eye_height * world_scale, 0.0);
- transform_for_eye = p_cam_transform * (arvr_server->get_reference_frame()) * hmd_transform * transform_for_eye;
- } else {
- // huh? well just return what we got....
- transform_for_eye = p_cam_transform;
- };
- return transform_for_eye;
- };
- CameraMatrix MobileVRInterface::get_projection_for_eye(ARVRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far) {
- _THREAD_SAFE_METHOD_
- CameraMatrix eye;
- if (p_eye == ARVRInterface::EYE_MONO) {
- ///@TODO for now hardcode some of this, what is really needed here is that this needs to be in sync with the real cameras properties
- // which probably means implementing a specific class for iOS and Android. For now this is purely here as an example.
- // Note also that if you use a normal viewport with AR/VR turned off you can still use the tracker output of this interface
- // to position a stock standard Godot camera and have control over this.
- // This will make more sense when we implement ARkit on iOS (probably a separate interface).
- eye.set_perspective(60.0, p_aspect, p_z_near, p_z_far, false);
- } else {
- eye.set_for_hmd(p_eye == 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());
- Rect2 dest = p_screen_rect;
- Vector2 eye_center;
- // we output half a screen
- dest.size.x *= 0.5;
- if (p_eye == ARVRInterface::EYE_LEFT) {
- eye_center.x = ((-intraocular_dist / 2.0) + (display_width / 4.0)) / (display_width / 2.0);
- } else if (p_eye == ARVRInterface::EYE_RIGHT) {
- dest.position.x = dest.size.x;
- eye_center.x = ((intraocular_dist / 2.0) - (display_width / 4.0)) / (display_width / 2.0);
- }
- // we don't offset the eye center vertically (yet)
- eye_center.y = 0.0;
- // 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());
- // and output
- VSG::rasterizer->output_lens_distorted_to_screen(p_render_target, dest, k1, k2, eye_center, oversample);
- };
- 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 = 14.5;
- display_to_lens = 4.0;
- oversample = 1.5;
- k1 = 0.215;
- k2 = 0.215;
- last_ticks = 0;
- };
- MobileVRInterface::~MobileVRInterface() {
- // and make sure we cleanup if we haven't already
- if (is_initialized()) {
- uninitialize();
- };
- };
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