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openmw-tes3mp/apps/openmw/mwvr/openxrsession.cpp
2020-02-15 20:01:11 +01:00

194 lines
6.7 KiB
C++

#include "openxrmanager.hpp"
#include "openxrmanagerimpl.hpp"
#include "openxrinputmanager.hpp"
#include "openxrswapchain.hpp"
#include "../mwinput/inputmanagerimp.hpp"
#include "../mwbase/environment.hpp"
#include <components/debug/debuglog.hpp>
#include <components/sdlutil/sdlgraphicswindow.hpp>
#include <Windows.h>
#include <openxr/openxr.h>
#include <openxr/openxr_platform.h>
#include <openxr/openxr_platform_defines.h>
#include <openxr/openxr_reflection.h>
#include <osg/Camera>
#include <vector>
#include <array>
#include <iostream>
#include "openxrsession.hpp"
#include "openxrmenu.hpp"
#include <time.h>
namespace MWVR
{
OpenXRSession::OpenXRSession(
osg::ref_ptr<OpenXRManager> XR)
: mXR(XR)
// , mInputManager(new OpenXRInput(mXR))
{
}
OpenXRSession::~OpenXRSession()
{
}
void OpenXRSession::setLayer(
OpenXRLayerStack::Layer layerType,
OpenXRLayer* layer)
{
mLayerStack.setLayer(layerType, layer);
}
void OpenXRSession::swapBuffers(osg::GraphicsContext* gc)
{
Timer timer("OpenXRSession::SwapBuffers");
static int wat = 0;
if (!mXR->sessionRunning())
return;
if (!mPredictionsReady)
return;
for (auto layer : mLayerStack.layerObjects())
layer->swapBuffers(gc);
timer.checkpoint("Rendered");
mXR->endFrame(mXR->impl().frameState().predictedDisplayTime, &mLayerStack);
}
void OpenXRSession::waitFrame()
{
mXR->handleEvents();
if (!mXR->sessionRunning())
return;
// For now it seems we must just accept crap performance from the rendering loop
// Since Oculus' implementation of waitFrame() does not even attempt to reflect real
// render time and just incurs a huge useless delay.
Timer timer("OpenXRSession::waitFrame");
mXR->waitFrame();
timer.checkpoint("waitFrame");
// mInputManager->updateControls();
predictNext(0);
//OpenXRActionEvent event{};
//while (mInputManager->nextActionEvent(event))
//{
// Log(Debug::Verbose) << "ActionEvent action=" << event.action << " onPress=" << event.onPress;
// if (event.action == MWInput::InputManager::A_GameMenu)
// {
// Log(Debug::Verbose) << "A_GameMenu";
// auto* menuLayer = dynamic_cast<OpenXRMenu*>(mLayerStack.layerObjects()[OpenXRLayerStack::MENU_VIEW_LAYER]);
// if (menuLayer)
// {
// menuLayer->setVisible(!menuLayer->isVisible());
// menuLayer->updatePosition();
// }
// }
//}
mPredictionsReady = true;
}
void OpenXRSession::showMenu(bool show)
{
auto* menuLayer = dynamic_cast<OpenXRMenu*>(mLayerStack.layerObjects()[OpenXRLayerStack::MENU_VIEW_LAYER]);
if (menuLayer)
{
bool change = show != menuLayer->isVisible();
menuLayer->setVisible(show);
// Automatically update position of menu whenever the menu opens.
// This ensures menus are always opened near the player.
if(change)
menuLayer->updatePosition();
}
}
void OpenXRSession::updateMenuPosition(void)
{
auto* menuLayer = dynamic_cast<OpenXRMenu*>(mLayerStack.layerObjects()[OpenXRLayerStack::MENU_VIEW_LAYER]);
if (menuLayer)
{
menuLayer->updatePosition();
}
}
// OSG doesn't provide API to extract yaw from a quat, but i need it.
// Credits goes to Dennis Bunfield, i just copied his formula https://narkive.com/v0re6547.4
static float getYaw(const osg::Quat& quat)
{
osg::Matrixd m2(osg::Matrixd::rotate(quat));
double* mat = (double*)m2.ptr();
double angle_x = 0.0;
double angle_y = 0.0;
double angle_z = 0.0;
double D, C, tr_x, tr_y;
angle_y = D = asin(mat[2]); /* Calculate Y-axis angle */
C = cos(angle_y);
if (fabs(C) > 0.005) /* Test for Gimball lock? */
{
tr_x = mat[10] / C; /* No, so get X-axis angle */
tr_y = -mat[6] / C;
angle_x = atan2(tr_y, tr_x);
tr_x = mat[0] / C; /* Get Z-axis angle */
tr_y = -mat[1] / C;
angle_z = atan2(tr_y, tr_x);
}
else /* Gimball lock has occurred */
{
angle_x = 0; /* Set X-axis angle to zero
*/
tr_x = mat[5]; /* And calculate Z-axis angle
*/
tr_y = mat[4];
angle_z = atan2(tr_y, tr_x);
}
return angle_z;
}
float OpenXRSession::movementYaw(void)
{
osg::Matrix lookAt;
lookAt.makeLookAt(osg::Vec3(0, 0, 0), osg::Vec3(0, 1, 0), osg::Vec3(0, 0, 1));
lookAt = osg::Matrix::inverse(lookAt);
auto lhandquat = predictedPoses().hands[(int)MWVR::TrackedSpace::STAGE][(int)MWVR::Chirality::LEFT_HAND].orientation * lookAt.getRotate();
return getYaw(lhandquat);
}
void OpenXRSession::predictNext(int extraPeriods)
{
auto mPredictedDisplayTime = mXR->impl().frameState().predictedDisplayTime;
auto input = MWBase::Environment::get().getXRInputManager();
// Update pose predictions
mPredictedPoses.head[(int)TrackedSpace::STAGE] = mXR->impl().getPredictedLimbPose(mPredictedDisplayTime, TrackedLimb::HEAD, TrackedSpace::STAGE);
mPredictedPoses.head[(int)TrackedSpace::VIEW] = mXR->impl().getPredictedLimbPose(mPredictedDisplayTime, TrackedLimb::HEAD, TrackedSpace::VIEW);
mPredictedPoses.hands[(int)TrackedSpace::STAGE] = input->getHandPoses(mPredictedDisplayTime, TrackedSpace::STAGE);
mPredictedPoses.hands[(int)TrackedSpace::VIEW] = input->getHandPoses(mPredictedDisplayTime, TrackedSpace::VIEW);
auto stageViews = mXR->impl().getPredictedViews(mPredictedDisplayTime, TrackedSpace::STAGE);
auto hmdViews = mXR->impl().getPredictedViews(mPredictedDisplayTime, TrackedSpace::VIEW);
mPredictedPoses.eye[(int)TrackedSpace::STAGE][(int)Chirality::LEFT_HAND] = fromXR(stageViews[(int)Chirality::LEFT_HAND].pose);
mPredictedPoses.eye[(int)TrackedSpace::VIEW][(int)Chirality::LEFT_HAND] = fromXR(hmdViews[(int)Chirality::LEFT_HAND].pose);
mPredictedPoses.eye[(int)TrackedSpace::STAGE][(int)Chirality::RIGHT_HAND] = fromXR(stageViews[(int)Chirality::RIGHT_HAND].pose);
mPredictedPoses.eye[(int)TrackedSpace::VIEW][(int)Chirality::RIGHT_HAND] = fromXR(hmdViews[(int)Chirality::RIGHT_HAND].pose);
}
}
std::ostream& operator <<(
std::ostream& os,
const MWVR::Pose& pose)
{
os << "position=" << pose.position << " orientation=" << pose.orientation << " velocity=" << pose.velocity;
return os;
}