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/*************************************************************************/
/* mobile_interface.cpp */
/*************************************************************************/
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/* GODOT ENGINE */
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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# include "mobile_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 " ;
} ;
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int MobileVRInterface : : get_capabilities ( ) const {
return ARVRInterface : : ARVR_STEREO ;
} ;
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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
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
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_gyro = true ;
} ;
} else {
has_gyro = true ;
} ;
bool has_magneto = magneto . length ( ) > 0.1 ;
bool has_grav = grav . length ( ) > 0.1 ;
# ifdef ANDROID_ENABLED
///@TODO needs testing, i don't have a gyro, potentially can be removed depending on what comes out of issue #8101
// On Android x and z axis seem inverted
gyro . x = - gyro . x ;
gyro . z = - gyro . z ;
grav . x = - grav . x ;
grav . z = - grav . z ;
magneto . x = - magneto . x ;
magneto . z = - magneto . z ;
# endif
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 = ARVRInterface : : ARVR_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 = ARVRInterface : : ARVR_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 ( ) {
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 ( ) {
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_recommended_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 existance 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 ( ) ) ;
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 ;
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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 ;
// 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 ( ) ;
} ;
} ;