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Oculus VR (Rift) support
Input device and shaders for supporting the Oculus Rift.
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Engine/source/platform/input/oculusVR/oculusVRUtil.cpp
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Engine/source/platform/input/oculusVR/oculusVRUtil.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// 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, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/input/oculusVR/oculusVRUtil.h"
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namespace OculusVRUtil
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{
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void convertRotation(const F32 inRotMat[4][4], MatrixF& outRotation)
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{
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// Set rotation. We need to convert from sensor coordinates to
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// Torque coordinates. The sensor matrix is stored row-major.
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// The conversion is:
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//
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// Sensor Torque
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// a b c a b c a -c b
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// d e f --> -g -h -i --> -g i -h
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// g h i d e f d -f e
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outRotation.setColumn(0, Point4F( inRotMat[0][0], -inRotMat[2][0], inRotMat[1][0], 0.0f));
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outRotation.setColumn(1, Point4F(-inRotMat[0][2], inRotMat[2][2], -inRotMat[1][2], 0.0f));
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outRotation.setColumn(2, Point4F( inRotMat[0][1], -inRotMat[2][1], inRotMat[1][1], 0.0f));
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outRotation.setPosition(Point3F::Zero);
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}
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void convertRotation(OVR::Quatf& inRotation, EulerF& outRotation)
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{
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F32 yaw, pitch, roll;
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inRotation.GetEulerAngles<OVR::Axis_Y, OVR::Axis_X, OVR::Axis_Z>(&yaw, &pitch, &roll);
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outRotation.x = -pitch;
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outRotation.y = roll;
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outRotation.z = -yaw;
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}
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void calculateAxisRotation(const MatrixF& inRotation, const F32& maxAxisRadius, Point2F& outRotation)
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{
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const VectorF& controllerUp = inRotation.getUpVector();
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Point2F axis(0,0);
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axis.x = controllerUp.x;
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axis.y = controllerUp.y;
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// Limit the axis angle to that given to us
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if(axis.len() > maxAxisRadius)
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{
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axis.normalize(maxAxisRadius);
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}
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// Renormalize to the range of 0..1
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if(maxAxisRadius != 0.0f)
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{
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axis /= maxAxisRadius;
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}
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outRotation.x = axis.x;
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outRotation.y = axis.y;
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}
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}
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