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