mirror of
https://github.com/TES3MP/openmw-tes3mp.git
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189 lines
5 KiB
C++
189 lines
5 KiB
C++
#include "vrcamera.hpp"
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#include "vrgui.hpp"
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#include "vrinputmanager.hpp"
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#include "vrenvironment.hpp"
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#include "vranimation.hpp"
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#include <components/sceneutil/visitor.hpp>
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#include <components/misc/constants.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwworld/player.hpp"
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#include <osg/Quat>
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namespace MWVR
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{
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VRCamera::VRCamera(osg::Camera* camera)
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: MWRender::Camera(camera)
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, mRoll(0.f)
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{
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mVanityAllowed = false;
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mFirstPersonView = true;
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auto* vrGuiManager = MWVR::Environment::get().getGUIManager();
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vrGuiManager->setCamera(camera);
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}
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VRCamera::~VRCamera()
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{
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}
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void VRCamera::recenter()
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{
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// Move position of head to center of character
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// Z should not be affected
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mHeadOffset = osg::Vec3(0, 0, 0);
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mHeadOffset.z() = mHeadPose.position.z();
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// Adjust orientation to zero yaw
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float yaw = 0.f;
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float pitch = 0.f;
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float roll = 0.f;
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getEulerAngles(mHeadPose.orientation, yaw, pitch, roll);
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mYawOffset = -yaw;
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mShouldRecenter = false;
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Log(Debug::Verbose) << "Recentered";
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}
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void VRCamera::applyTracking()
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{
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MWBase::World* world = MWBase::Environment::get().getWorld();
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if (!world)
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return;
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auto& player = world->getPlayer();
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auto playerPtr = player.getPlayer();
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float yaw = 0.f;
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float pitch = 0.f;
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float roll = 0.f;
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getEulerAngles(mHeadPose.orientation, yaw, pitch, roll);
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yaw += mYawOffset;
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if (!player.isDisabled() && mTrackingNode)
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{
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world->rotateObject(playerPtr, pitch, 0.f, yaw, MWBase::RotationFlag_none);
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world->rotateWorldObject(playerPtr, mHeadPose.orientation);
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}
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}
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void VRCamera::updateTracking()
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{
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auto* session = Environment::get().getSession();
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auto& frameMeta = session->getFrame(VRSession::FramePhase::Update);
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// Only update tracking if rendering.
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// OpenXR does not provide tracking information while not rendering.
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if (frameMeta && frameMeta->mShouldRender)
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{
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auto currentHeadPose = frameMeta->mPredictedPoses.head;
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currentHeadPose.position *= Constants::UnitsPerMeter;
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osg::Vec3 vrMovement = currentHeadPose.position - mHeadPose.position;
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mHeadPose = currentHeadPose;
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mHeadOffset += stageRotation() * vrMovement;
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}
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}
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void VRCamera::updateCamera(osg::Camera* cam)
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{
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updateTracking();
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if (mShouldRecenter)
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{
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recenter();
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Camera::updateCamera(cam);
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auto* vrGuiManager = MWVR::Environment::get().getGUIManager();
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vrGuiManager->updateTracking();
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}
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else
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{
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applyTracking();
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Camera::updateCamera(cam);
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}
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}
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void VRCamera::updateCamera()
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{
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Camera::updateCamera();
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}
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void VRCamera::reset()
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{
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Camera::reset();
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}
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void VRCamera::rotateCamera(float pitch, float roll, float yaw, bool adjust)
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{
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if (adjust)
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{
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pitch += getPitch();
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yaw += getYaw();
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roll += getRoll();
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}
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setYaw(yaw);
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setPitch(pitch);
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setRoll(roll);
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}
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void VRCamera::setRoll(float angle)
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{
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if (angle > osg::PI) {
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angle -= osg::PI * 2;
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}
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else if (angle < -osg::PI) {
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angle += osg::PI * 2;
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}
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mRoll = angle;
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}
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void VRCamera::toggleViewMode(bool force)
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{
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mFirstPersonView = true;
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}
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bool VRCamera::toggleVanityMode(bool enable)
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{
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// Vanity mode makes no sense in VR
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return Camera::toggleVanityMode(false);
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}
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void VRCamera::allowVanityMode(bool allow)
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{
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// Vanity mode makes no sense in VR
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mVanityAllowed = false;
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}
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void VRCamera::getPosition(osg::Vec3d& focal, osg::Vec3d& camera) const
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{
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Camera::getPosition(focal, camera);
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camera += mHeadOffset;
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}
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void VRCamera::getOrientation(osg::Quat& orientation) const
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{
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orientation = mHeadPose.orientation * osg::Quat(-mYawOffset, osg::Vec3d(0, 0, 1));
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}
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void VRCamera::processViewChange()
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{
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SceneUtil::FindByNameVisitor findRootVisitor("Player Root", osg::NodeVisitor::TRAVERSE_PARENTS);
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mAnimation->getObjectRoot()->accept(findRootVisitor);
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mTrackingNode = findRootVisitor.mFoundNode;
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if (!mTrackingNode)
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throw std::logic_error("Unable to find tracking node for VR camera");
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mHeightScale = 1.f;
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}
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void VRCamera::rotateCameraToTrackingPtr()
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{
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Camera::rotateCameraToTrackingPtr();
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setRoll(-mTrackingPtr.getRefData().getPosition().rot[1] - mDeferredRotation.y());
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}
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osg::Quat VRCamera::stageRotation()
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{
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return osg::Quat(mYawOffset, osg::Vec3(0, 0, -1));
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}
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}
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