mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-21 21:24:46 +00:00
170 lines
5.5 KiB
C++
170 lines
5.5 KiB
C++
//-----------------------------------------------------------------------------
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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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#ifndef _OCULUSVRDEVICE_H_
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#define _OCULUSVRDEVICE_H_
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#include "platform/input/oculusVR/oculusVRConstants.h"
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#include "platform/input/oculusVR/oculusVRHMDDevice.h"
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#include "platform/input/oculusVR/oculusVRSensorDevice.h"
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#include "platform/input/IInputDevice.h"
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#include "platform/input/event.h"
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#include "platform/output/IDisplayDevice.h"
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#include "core/util/tSingleton.h"
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#include "math/mQuat.h"
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#include "math/mPoint4.h"
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#include "gfx/gfxDevice.h"
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#include "OVR_CAPI_0_8_0.h"
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#define DEFAULT_RIFT_UNIT 0
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class OculusVRDevice : public IInputDevice, public IDisplayDevice
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{
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public:
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static bool smEnableDevice;
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// If no HMD is present simulate it being available
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static bool smSimulateHMD;
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// Type of rotation events to broadcast
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static bool smGenerateAngleAxisRotationEvents;
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static bool smGenerateEulerRotationEvents;
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static bool smGeneratePositionEvents;
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// Broadcast sensor rotation as axis
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static bool smGenerateRotationAsAxisEvents;
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// The maximum sensor angle when used as an axis event
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// as measured from a vector pointing straight up (in degrees)
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static F32 smMaximumAxisAngle;
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// Broadcast sensor raw data: acceleration, angular velocity, magnetometer reading
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static bool smGenerateSensorRawEvents;
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// Indicates that a whole frame event should be generated and frames
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// should be buffered.
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static bool smGenerateWholeFrameEvents;
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/// Determines desired pixel density for render target
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static F32 smDesiredPixelDensity;
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/// Determined if the window is moved to the oculus display
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static bool smWindowDebug;
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static F32 smPositionTrackingScale;
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protected:
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// Discovered HMD devices
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Vector<OculusVRHMDDevice*> mHMDDevices;
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/// Is the device active
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bool mActive;
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/// Which HMD is the active one
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U32 mActiveDeviceId;
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/// Device id we need to use to hook up with oculus
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ovrGraphicsLuid mLuid;
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protected:
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void cleanUp();
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/// Build out the codes used for controller actions with the
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/// Input Event Manager
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void buildCodeTable();
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void addHMDDevice(ovrHmd hmd, ovrGraphicsLuid luid);
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void createSimulatedHMD();
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public:
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OculusVRDevice();
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~OculusVRDevice();
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static void staticInit();
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bool enable();
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void disable();
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bool getActive() { return mActive; }
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void setActive(bool state) { mActive = state; }
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bool process();
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// IDisplayDevice
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virtual bool providesFrameEyePose() const;
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virtual void getFrameEyePose(DisplayPose *outPose, U32 eyeId) const;
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virtual bool providesEyeOffsets() const;
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virtual bool providesFovPorts() const { return true; }
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virtual void getEyeOffsets(Point3F *dest) const;
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virtual void getFovPorts(FovPort *out) const;
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virtual bool providesProjectionOffset() const;
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virtual const Point2F& getProjectionOffset() const;
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virtual void getStereoViewports(RectI *out) const;
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virtual void getStereoTargets(GFXTextureTarget **out) const;
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virtual void onStartFrame();
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// HMDs
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U32 getHMDCount() const { return mHMDDevices.size(); }
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OculusVRHMDDevice* getHMDDevice(U32 index) const;
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F32 getHMDCurrentIPD(U32 index);
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void setHMDCurrentIPD(U32 index, F32 ipd);
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// Sensors
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U32 getSensorCount() const { return mHMDDevices.size(); }
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const OculusVRSensorDevice* getSensorDevice(U32 index) const;
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EulerF getSensorEulerRotation(U32 index);
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VectorF getSensorAcceleration(U32 index);
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EulerF getSensorAngularVelocity(U32 index);
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bool getSensorYawCorrection(U32 index);
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void setSensorYawCorrection(U32 index, bool state);
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bool getSensorMagnetometerCalibrated(U32 index);
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void setOptimalDisplaySize(U32 idx, GuiCanvas *canvas);
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void resetAllSensors();
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bool isDiplayingWarning();
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void dismissWarning();
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String dumpMetrics(U32 idx);
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void setDrawCanvas(GuiCanvas *canvas);
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virtual void setCurrentConnection(GameConnection *connection);
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virtual GameConnection* getCurrentConnection();
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GFXTexHandle getPreviewTexture();
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bool _handleDeviceEvent( GFXDevice::GFXDeviceEventType evt );
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public:
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// For ManagedSingleton.
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static const char* getSingletonName() { return "OculusVRDevice"; }
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};
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/// Returns the OculusVRDevice singleton.
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#define OCULUSVRDEV ManagedSingleton<OculusVRDevice>::instance()
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#endif // _OCULUSVRDEVICE_H_
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