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/*************************************************************************/
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/* mobile_vr_interface.cpp */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
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/* "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: */
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/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/*************************************************************************/
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# include "mobile_vr_interface.h"
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# include "core/input/input_filter.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 {
return " Native mobile " ;
} ;
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int 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 ) {
// 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
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InputFilter * input = InputFilter : : get_singleton ( ) ;
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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
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bool has_grav = false ;
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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 ) {
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has_grav = true ;
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} ;
} else {
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has_grav = true ;
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} ;
bool has_magneto = magneto . length ( ) > 0.1 ;
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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 ;
} ;
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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 ;
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tracking_state = XRInterface : : XR_NORMAL_TRACKING ;
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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)
// 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 ) ;
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tracking_state = XRInterface : : XR_NORMAL_TRACKING ;
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} 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 ( ) {
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ClassDB : : bind_method ( D_METHOD ( " set_eye_height " , " eye_height " ) , & MobileVRInterface : : set_eye_height ) ;
ClassDB : : bind_method ( D_METHOD ( " get_eye_height " ) , & MobileVRInterface : : get_eye_height ) ;
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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 ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
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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 " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " iod " , PROPERTY_HINT_RANGE , " 4.0,10.0,0.1 " ) , " set_iod " , " get_iod " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " display_width " , PROPERTY_HINT_RANGE , " 5.0,25.0,0.1 " ) , " set_display_width " , " get_display_width " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " display_to_lens " , PROPERTY_HINT_RANGE , " 5.0,25.0,0.1 " ) , " set_display_to_lens " , " get_display_to_lens " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " oversample " , PROPERTY_HINT_RANGE , " 1.0,2.0,0.1 " ) , " set_oversample " , " get_oversample " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " k1 " , PROPERTY_HINT_RANGE , " 0.1,10.0,0.0001 " ) , " set_k1 " , " get_k1 " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " k2 " , PROPERTY_HINT_RANGE , " 0.1,10.0,0.0001 " ) , " set_k2 " , " get_k2 " ) ;
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}
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void MobileVRInterface : : set_eye_height ( const real_t p_eye_height ) {
eye_height = p_eye_height ;
}
real_t MobileVRInterface : : get_eye_height ( ) const {
return eye_height ;
}
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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 ;
} ;
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bool MobileVRInterface : : is_initialized ( ) const {
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return ( initialized ) ;
} ;
bool MobileVRInterface : : initialize ( ) {
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XRServer * xr_server = XRServer : : get_singleton ( ) ;
ERR_FAIL_NULL_V ( xr_server , false ) ;
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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
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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 ;
} ;
return true ;
} ;
void MobileVRInterface : : uninitialize ( ) {
if ( initialized ) {
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XRServer * xr_server = XRServer : : get_singleton ( ) ;
if ( xr_server ! = nullptr ) {
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// no longer our primary interface
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xr_server - > clear_primary_interface_if ( this ) ;
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}
initialized = false ;
} ;
} ;
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Size2 MobileVRInterface : : get_render_targetsize ( ) {
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_THREAD_SAFE_METHOD_
// 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 ;
target_size . y * = oversample ;
return target_size ;
} ;
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Transform MobileVRInterface : : get_transform_for_eye ( XRInterface : : Eyes p_eye , const Transform & p_cam_transform ) {
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_THREAD_SAFE_METHOD_
Transform transform_for_eye ;
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XRServer * xr_server = XRServer : : get_singleton ( ) ;
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 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 = = XRInterface : : 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 = = XRInterface : : EYE_RIGHT ) {
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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 ) ;
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transform_for_eye = p_cam_transform * ( xr_server - > get_reference_frame ( ) ) * hmd_transform * transform_for_eye ;
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} else {
// huh? well just return what we got....
transform_for_eye = p_cam_transform ;
} ;
return transform_for_eye ;
} ;
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CameraMatrix MobileVRInterface : : get_projection_for_eye ( XRInterface : : Eyes p_eye , real_t p_aspect , real_t p_z_near , real_t p_z_far ) {
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_THREAD_SAFE_METHOD_
CameraMatrix eye ;
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if ( p_eye = = XRInterface : : 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
// 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 {
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eye . set_for_hmd ( p_eye = = XRInterface : : EYE_LEFT ? 1 : 2 , p_aspect , intraocular_dist , display_width , display_to_lens , oversample , p_z_near , p_z_far ) ;
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} ;
return eye ;
} ;
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void MobileVRInterface : : commit_for_eye ( XRInterface : : Eyes p_eye , RID p_render_target , const Rect2 & p_screen_rect ) {
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_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 ( ) ) ;
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Rect2 dest = p_screen_rect ;
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Vector2 eye_center ;
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// we output half a screen
dest . size . x * = 0.5 ;
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if ( p_eye = = XRInterface : : EYE_LEFT ) {
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eye_center . x = ( ( - intraocular_dist / 2.0 ) + ( display_width / 4.0 ) ) / ( display_width / 2.0 ) ;
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} else if ( p_eye = = XRInterface : : EYE_RIGHT ) {
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dest . position . x = dest . size . x ;
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eye_center . x = ( ( intraocular_dist / 2.0 ) - ( display_width / 4.0 ) ) / ( display_width / 2.0 ) ;
}
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// we don't offset the eye center vertically (yet)
eye_center . y = 0.0 ;
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}
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void MobileVRInterface : : process ( ) {
_THREAD_SAFE_METHOD_
if ( initialized ) {
set_position_from_sensors ( ) ;
} ;
} ;
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void MobileVRInterface : : notification ( int p_what ) {
_THREAD_SAFE_METHOD_
// nothing to do here, I guess we could pauze our sensors...
}
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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 ;
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display_width = 14.5 ;
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display_to_lens = 4.0 ;
oversample = 1.5 ;
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k1 = 0.215 ;
k2 = 0.215 ;
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last_ticks = 0 ;
} ;
MobileVRInterface : : ~ MobileVRInterface ( ) {
// and make sure we cleanup if we haven't already
if ( is_initialized ( ) ) {
uninitialize ( ) ;
} ;
} ;