308 lines
9.8 KiB
C++
308 lines
9.8 KiB
C++
/*************************************************************************/
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/* openxr_hand.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "../extensions/openxr_hand_tracking_extension.h"
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#include "../openxr_api.h"
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#include "openxr_hand.h"
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#include "scene/3d/skeleton_3d.h"
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#include "servers/xr_server.h"
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void OpenXRHand::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_hand", "hand"), &OpenXRHand::set_hand);
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ClassDB::bind_method(D_METHOD("get_hand"), &OpenXRHand::get_hand);
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ClassDB::bind_method(D_METHOD("set_hand_skeleton", "hand_skeleton"), &OpenXRHand::set_hand_skeleton);
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ClassDB::bind_method(D_METHOD("get_hand_skeleton"), &OpenXRHand::get_hand_skeleton);
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ClassDB::bind_method(D_METHOD("set_motion_range", "motion_range"), &OpenXRHand::set_motion_range);
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ClassDB::bind_method(D_METHOD("get_motion_range"), &OpenXRHand::get_motion_range);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "hand", PROPERTY_HINT_ENUM, "Left,Right"), "set_hand", "get_hand");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "motion_range", PROPERTY_HINT_ENUM, "Unobstructed,Conform to controller"), "set_motion_range", "get_motion_range");
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ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "hand_skeleton", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton3D"), "set_hand_skeleton", "get_hand_skeleton");
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BIND_ENUM_CONSTANT(HAND_LEFT);
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BIND_ENUM_CONSTANT(HAND_RIGHT);
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BIND_ENUM_CONSTANT(HAND_MAX);
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BIND_ENUM_CONSTANT(MOTION_RANGE_UNOBSTRUCTED);
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BIND_ENUM_CONSTANT(MOTION_RANGE_CONFORM_TO_CONTROLLER);
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BIND_ENUM_CONSTANT(MOTION_RANGE_MAX);
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}
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OpenXRHand::OpenXRHand() {
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openxr_api = OpenXRAPI::get_singleton();
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hand_tracking_ext = OpenXRHandTrackingExtension::get_singleton();
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}
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void OpenXRHand::set_hand(const Hands p_hand) {
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ERR_FAIL_INDEX(p_hand, HAND_MAX);
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hand = p_hand;
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}
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OpenXRHand::Hands OpenXRHand::get_hand() const {
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return hand;
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}
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void OpenXRHand::set_hand_skeleton(const NodePath &p_hand_skeleton) {
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hand_skeleton = p_hand_skeleton;
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// TODO if inside tree call _get_bones()
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}
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void OpenXRHand::set_motion_range(const MotionRange p_motion_range) {
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ERR_FAIL_INDEX(p_motion_range, MOTION_RANGE_MAX);
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motion_range = p_motion_range;
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_set_motion_range();
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}
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OpenXRHand::MotionRange OpenXRHand::get_motion_range() const {
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return motion_range;
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}
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NodePath OpenXRHand::get_hand_skeleton() const {
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return hand_skeleton;
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}
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void OpenXRHand::_set_motion_range() {
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if (!hand_tracking_ext) {
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return;
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}
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XrHandJointsMotionRangeEXT xr_motion_range;
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switch (motion_range) {
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case MOTION_RANGE_UNOBSTRUCTED:
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xr_motion_range = XR_HAND_JOINTS_MOTION_RANGE_UNOBSTRUCTED_EXT;
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break;
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case MOTION_RANGE_CONFORM_TO_CONTROLLER:
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xr_motion_range = XR_HAND_JOINTS_MOTION_RANGE_CONFORMING_TO_CONTROLLER_EXT;
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break;
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default:
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xr_motion_range = XR_HAND_JOINTS_MOTION_RANGE_CONFORMING_TO_CONTROLLER_EXT;
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break;
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}
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hand_tracking_ext->set_motion_range(hand, xr_motion_range);
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}
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Skeleton3D *OpenXRHand::get_skeleton() {
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if (!has_node(hand_skeleton)) {
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return nullptr;
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}
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Node *node = get_node(hand_skeleton);
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if (!node) {
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return nullptr;
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}
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Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(node);
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return skeleton;
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}
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void OpenXRHand::_get_bones() {
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const char *bone_names[XR_HAND_JOINT_COUNT_EXT] = {
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"Palm",
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"Wrist",
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"Thumb_Metacarpal",
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"Thumb_Proximal",
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"Thumb_Distal",
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"Thumb_Tip",
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"Index_Metacarpal",
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"Index_Proximal",
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"Index_Intermediate",
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"Index_Distal",
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"Index_Tip",
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"Middle_Metacarpal",
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"Middle_Proximal",
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"Middle_Intermediate",
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"Middle_Distal",
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"Middle_Tip",
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"Ring_Metacarpal",
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"Ring_Proximal",
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"Ring_Intermediate",
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"Ring_Distal",
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"Ring_Tip",
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"Little_Metacarpal",
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"Little_Proximal",
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"Little_Intermediate",
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"Little_Distal",
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"Little_Tip",
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};
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// reset JIC
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for (int i = 0; i < XR_HAND_JOINT_COUNT_EXT; i++) {
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bones[i] = -1;
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}
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Skeleton3D *skeleton = get_skeleton();
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if (!skeleton) {
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return;
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}
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// We cast to spatials which should allow us to use any subclass of that.
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for (int i = 0; i < XR_HAND_JOINT_COUNT_EXT; i++) {
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String bone_name = bone_names[i];
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if (hand == 0) {
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bone_name += String("_L");
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} else {
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bone_name += String("_R");
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}
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bones[i] = skeleton->find_bone(bone_name);
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if (bones[i] == -1) {
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print_line("Couldn't obtain bone for", bone_name);
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}
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}
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}
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void OpenXRHand::_update_skeleton() {
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if (openxr_api == nullptr || !openxr_api->is_initialized()) {
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return;
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} else if (hand_tracking_ext == nullptr || !hand_tracking_ext->get_active()) {
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return;
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}
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Skeleton3D *skeleton = get_skeleton();
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if (!skeleton) {
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return;
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}
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// we cache our transforms so we can quickly calculate local transforms
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XRPose::TrackingConfidence confidences[XR_HAND_JOINT_COUNT_EXT];
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Quaternion quaternions[XR_HAND_JOINT_COUNT_EXT];
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Quaternion inv_quaternions[XR_HAND_JOINT_COUNT_EXT];
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Vector3 positions[XR_HAND_JOINT_COUNT_EXT];
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const OpenXRHandTrackingExtension::HandTracker *hand_tracker = hand_tracking_ext->get_hand_tracker(hand);
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const float ws = XRServer::get_singleton()->get_world_scale();
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if (hand_tracker->is_initialised && hand_tracker->locations.isActive) {
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for (int i = 0; i < XR_HAND_JOINT_COUNT_EXT; i++) {
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confidences[i] = XRPose::XR_TRACKING_CONFIDENCE_NONE;
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quaternions[i] = Quaternion();
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positions[i] = Vector3();
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const auto &location = hand_tracker->joint_locations[i];
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const auto &pose = location.pose;
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if (location.locationFlags & XR_SPACE_LOCATION_ORIENTATION_VALID_BIT) {
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if (pose.orientation.x != 0 || pose.orientation.y != 0 || pose.orientation.y != 0 || pose.orientation.w != 0) {
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quaternions[i] = Quaternion(pose.orientation.x, pose.orientation.y, pose.orientation.z, pose.orientation.w);
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inv_quaternions[i] = quaternions[i].inverse();
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if (location.locationFlags & XR_SPACE_LOCATION_POSITION_VALID_BIT) {
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confidences[i] = XRPose::XR_TRACKING_CONFIDENCE_HIGH;
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positions[i] = Vector3(pose.position.x * ws, pose.position.y * ws, pose.position.z * ws);
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// TODO get inverse of position, we'll do this later. For now we're ignoring bone positions which generally works better anyway
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} else {
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confidences[i] = XRPose::XR_TRACKING_CONFIDENCE_LOW;
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}
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}
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}
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}
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if (confidences[XR_HAND_JOINT_PALM_EXT] != XRPose::XR_TRACKING_CONFIDENCE_NONE) {
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// now update our skeleton
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for (int i = 0; i < XR_HAND_JOINT_COUNT_EXT; i++) {
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if (bones[i] != -1) {
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int bone = bones[i];
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int parent = skeleton->get_bone_parent(bone);
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// Get our target quaternion
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Quaternion q = quaternions[i];
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// get local translation, parent should already be processed
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if (parent == -1) {
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// use our palm location here, that is what we are tracking
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q = inv_quaternions[XR_HAND_JOINT_PALM_EXT] * q;
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} else {
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int found = false;
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for (int b = 0; b < XR_HAND_JOINT_COUNT_EXT && !found; b++) {
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if (bones[b] == parent) {
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q = inv_quaternions[b] * q;
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found = true;
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}
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}
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}
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// And get the movement from our rest position
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// Transform3D rest = skeleton->get_bone_rest(bones[i]);
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// q = rest.basis.get_quaternion().inverse() * q;
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// and set our pose
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// skeleton->set_bone_pose_position(bones[i], v);
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skeleton->set_bone_pose_rotation(bones[i], q);
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}
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}
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Transform3D t;
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t.basis = Basis(quaternions[XR_HAND_JOINT_PALM_EXT]);
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t.origin = positions[XR_HAND_JOINT_PALM_EXT];
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set_transform(t);
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// show it
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set_visible(true);
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} else {
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// hide it
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set_visible(false);
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}
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} else {
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// hide it
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set_visible(false);
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}
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}
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void OpenXRHand::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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_get_bones();
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set_process_internal(true);
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} break;
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case NOTIFICATION_EXIT_TREE: {
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set_process_internal(false);
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// reset
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for (int i = 0; i < XR_HAND_JOINT_COUNT_EXT; i++) {
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bones[i] = -1;
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}
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} break;
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case NOTIFICATION_INTERNAL_PROCESS: {
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_update_skeleton();
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} break;
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default: {
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} break;
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}
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}
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