diff options
author | Bastiaan Olij <mux213@gmail.com> | 2021-08-29 16:05:11 +1000 |
---|---|---|
committer | Bastiaan Olij <mux213@gmail.com> | 2021-10-17 12:12:20 +1100 |
commit | 5d1ea92daf3eb2b9d7688b43568e8f2d0b7c0ab8 (patch) | |
tree | 8fed193d6a1d3edd0be647294690fc5091812a31 /modules/webxr | |
parent | c2a616f3ecc5fa0ee7d85507b971e7578000a562 (diff) |
Rework XR positional trackers
Diffstat (limited to 'modules/webxr')
-rw-r--r-- | modules/webxr/doc_classes/WebXRInterface.xml | 2 | ||||
-rw-r--r-- | modules/webxr/webxr_interface_js.cpp | 86 | ||||
-rw-r--r-- | modules/webxr/webxr_interface_js.h | 3 |
3 files changed, 69 insertions, 22 deletions
diff --git a/modules/webxr/doc_classes/WebXRInterface.xml b/modules/webxr/doc_classes/WebXRInterface.xml index 16d671c9e9..6e224a8242 100644 --- a/modules/webxr/doc_classes/WebXRInterface.xml +++ b/modules/webxr/doc_classes/WebXRInterface.xml @@ -87,7 +87,7 @@ There are several ways to handle "controller" input: - Using [XRController3D] nodes and their [signal XRController3D.button_pressed] and [signal XRController3D.button_released] signals. This is how controllers are typically handled in AR/VR apps in Godot, however, this will only work with advanced VR controllers like the Oculus Touch or Index controllers, for example. The buttons codes are defined by [url=https://immersive-web.github.io/webxr-gamepads-module/#xr-standard-gamepad-mapping]Section 3.3 of the WebXR Gamepads Module[/url]. - Using [method Node._unhandled_input] and [InputEventJoypadButton] or [InputEventJoypadMotion]. This works the same as normal joypads, except the [member InputEvent.device] starts at 100, so the left controller is 100 and the right controller is 101, and the button codes are also defined by [url=https://immersive-web.github.io/webxr-gamepads-module/#xr-standard-gamepad-mapping]Section 3.3 of the WebXR Gamepads Module[/url]. - - Using the [signal select], [signal squeeze] and related signals. This method will work for both advanced VR controllers, and non-traditional "controllers" like a tap on the screen, a spoken voice command or a button press on the device itself. The [code]controller_id[/code] passed to these signals is the same id as used in [member XRController3D.controller_id]. + - Using the [signal select], [signal squeeze] and related signals. This method will work for both advanced VR controllers, and non-traditional "controllers" like a tap on the screen, a spoken voice command or a button press on the device itself. You can use one or all of these methods to allow your game or app to support a wider or narrower set of devices and input methods, or to allow more advanced interactions with more advanced devices. </description> <tutorials> diff --git a/modules/webxr/webxr_interface_js.cpp b/modules/webxr/webxr_interface_js.cpp index 10c17aa672..2676b3cf80 100644 --- a/modules/webxr/webxr_interface_js.cpp +++ b/modules/webxr/webxr_interface_js.cpp @@ -163,9 +163,14 @@ String WebXRInterfaceJS::get_reference_space_type() const { Ref<XRPositionalTracker> WebXRInterfaceJS::get_controller(int p_controller_id) const { XRServer *xr_server = XRServer::get_singleton(); - ERR_FAIL_NULL_V(xr_server, nullptr); + ERR_FAIL_NULL_V(xr_server, Ref<XRPositionalTracker>()); - return xr_server->find_by_type_and_id(XRServer::TRACKER_CONTROLLER, p_controller_id); + // TODO support more then two controllers + if (p_controller_id >= 0 && p_controller_id < 2) { + return controllers[p_controller_id]; + }; + + return Ref<XRPositionalTracker>(); } String WebXRInterfaceJS::get_visibility_state() const { @@ -224,6 +229,13 @@ bool WebXRInterfaceJS::initialize() { return false; } + // we must create a tracker for our head + head_tracker.instantiate(); + head_tracker->set_tracker_type(XRServer::TRACKER_HEAD); + head_tracker->set_tracker_name("head"); + head_tracker->set_tracker_desc("Players head"); + xr_server->add_tracker(head_tracker); + // make this our primary interface xr_server->set_primary_interface(this); @@ -254,9 +266,17 @@ bool WebXRInterfaceJS::initialize() { void WebXRInterfaceJS::uninitialize() { if (initialized) { XRServer *xr_server = XRServer::get_singleton(); - if (xr_server != nullptr && xr_server->get_primary_interface() == this) { - // no longer our primary interface - xr_server->set_primary_interface(nullptr); + if (xr_server != nullptr) { + if (head_tracker.is_valid()) { + xr_server->remove_tracker(head_tracker); + + head_tracker.unref(); + } + + if (xr_server->get_primary_interface() == this) { + // no longer our primary interface + xr_server->set_primary_interface(nullptr); + } } godot_webxr_uninitialize(); @@ -373,9 +393,9 @@ Vector<BlitToScreen> WebXRInterfaceJS::commit_views(RID p_render_target, const R } // @todo Refactor this to be based on "views" rather than "eyes". - godot_webxr_commit_for_eye(XRInterface::EYE_LEFT); + godot_webxr_commit_for_eye(1); if (godot_webxr_get_view_count() > 1) { - godot_webxr_commit_for_eye(XRInterface::EYE_RIGHT); + godot_webxr_commit_for_eye(2); } return blit_to_screen; @@ -385,6 +405,11 @@ void WebXRInterfaceJS::process() { if (initialized) { godot_webxr_sample_controller_data(); + if (head_tracker.is_valid()) { + // TODO set default pose to our head location (i.e. get_camera_transform without world scale and reference frame applied) + // head_tracker->set_pose("default", head_transform, Vector3(), Vector3()); + } + int controller_count = godot_webxr_get_controller_count(); if (controller_count == 0) { return; @@ -400,51 +425,70 @@ void WebXRInterfaceJS::_update_tracker(int p_controller_id) { XRServer *xr_server = XRServer::get_singleton(); ERR_FAIL_NULL(xr_server); - Ref<XRPositionalTracker> tracker = xr_server->find_by_type_and_id(XRServer::TRACKER_CONTROLLER, p_controller_id + 1); + // need to support more then two controllers... + if (p_controller_id < 0 || p_controller_id > 1) { + return; + } + + Ref<XRPositionalTracker> tracker = controllers[p_controller_id]; if (godot_webxr_is_controller_connected(p_controller_id)) { if (tracker.is_null()) { tracker.instantiate(); tracker->set_tracker_type(XRServer::TRACKER_CONTROLLER); // Controller id's 0 and 1 are always the left and right hands. if (p_controller_id < 2) { - tracker->set_tracker_name(p_controller_id == 0 ? "Left" : "Right"); + tracker->set_tracker_name(p_controller_id == 0 ? "left_hand" : "right_hand"); + tracker->set_tracker_desc(p_controller_id == 0 ? "Left hand controller" : "Right hand controller"); tracker->set_tracker_hand(p_controller_id == 0 ? XRPositionalTracker::TRACKER_HAND_LEFT : XRPositionalTracker::TRACKER_HAND_RIGHT); + } else { + char name[1024]; + sprintf(name, "tracker_%i", p_controller_id); + tracker->set_tracker_name(name); + tracker->set_tracker_desc(name); } - // Use the ids we're giving to our "virtual" gamepads. - tracker->set_joy_id(p_controller_id + 100); xr_server->add_tracker(tracker); } - Input *input = Input::get_singleton(); - float *tracker_matrix = godot_webxr_get_controller_transform(p_controller_id); if (tracker_matrix) { + // Note, poses should NOT have world scale and our reference frame applied! Transform3D transform = _js_matrix_to_transform(tracker_matrix); - tracker->set_position(transform.origin); - tracker->set_orientation(transform.basis); + tracker->set_pose("default", transform, Vector3(), Vector3()); free(tracker_matrix); } + // TODO implement additional poses such as "aim" and "grip" + int *buttons = godot_webxr_get_controller_buttons(p_controller_id); if (buttons) { + // TODO buttons should be named properly, this is just a temporary fix for (int i = 0; i < buttons[0]; i++) { - input->joy_button(p_controller_id + 100, (JoyButton)i, *((float *)buttons + (i + 1))); + char name[1024]; + sprintf(name, "button_%i", i); + + float value = *((float *)buttons + (i + 1)); + bool state = value > 0.0; + tracker->set_input(name, state); } free(buttons); } int *axes = godot_webxr_get_controller_axes(p_controller_id); if (axes) { + // TODO again just a temporary fix, split these between proper float and vector2 inputs for (int i = 0; i < axes[0]; i++) { - Input::JoyAxisValue joy_axis; - joy_axis.min = -1; - joy_axis.value = *((float *)axes + (i + 1)); - input->joy_axis(p_controller_id + 100, (JoyAxis)i, joy_axis); + char name[1024]; + sprintf(name, "axis_%i", i); + + float value = *((float *)axes + (i + 1)); + ; + tracker->set_input(name, value); } free(axes); } } else if (tracker.is_valid()) { xr_server->remove_tracker(tracker); + controllers[p_controller_id].unref(); } } @@ -454,7 +498,7 @@ void WebXRInterfaceJS::_on_controller_changed() { for (int i = 0; i < 2; i++) { bool controller_connected = godot_webxr_is_controller_connected(i); if (controllers_state[i] != controller_connected) { - Input::get_singleton()->joy_connection_changed(i + 100, controller_connected, i == 0 ? "Left" : "Right", ""); + // Input::get_singleton()->joy_connection_changed(i + 100, controller_connected, i == 0 ? "Left" : "Right", ""); controllers_state[i] = controller_connected; } } diff --git a/modules/webxr/webxr_interface_js.h b/modules/webxr/webxr_interface_js.h index eb77f35f39..6e6548c946 100644 --- a/modules/webxr/webxr_interface_js.h +++ b/modules/webxr/webxr_interface_js.h @@ -46,6 +46,7 @@ class WebXRInterfaceJS : public WebXRInterface { private: bool initialized; + Ref<XRPositionalTracker> head_tracker; String session_mode; String required_features; @@ -53,7 +54,9 @@ private: String requested_reference_space_types; String reference_space_type; + // TODO maybe turn into a vector to support more then 2 controllers... bool controllers_state[2]; + Ref<XRPositionalTracker> controllers[2]; Size2 render_targetsize; Transform3D _js_matrix_to_transform(float *p_js_matrix); |