mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
- Now requires OVR SDK 0.2.5 - New chromatic aberration correction shader. Can be disabled by setting $pref::OculusVR::UseChromaticAberrationCorrection to false prior to enabling Rift display (such as for screen shots). - FXAA on by default when using full screen on the Rift. - Can now manually override IPD from script. Otherwise value set in profile is used. - Raw sensor data now available through input events (set $OculusVR::GenerateSensorRawEvents to true) and console methods. The raw data is acceleration, angular velocity, and magnetometer reading. - Can determine if magnetometer calibration data is available using a console method in order to notify the user.
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 "OVR.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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// Use the chromatic aberration correction version of the barrel
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// distortion shader.
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static bool smUseChromaticAberrationCorrection;
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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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// 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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protected:
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class DeviceListener : public OVR::MessageHandler
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{
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protected:
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OculusVRDevice* mOwner;
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public:
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DeviceListener(OculusVRDevice* owner) { mOwner = owner; }
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virtual ~DeviceListener() { mOwner = NULL; }
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virtual void OnMessage(const OVR::Message&);
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};
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// Our OVR SDK device listener class
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DeviceListener* mListener;
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// The OVR SDK device manager
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OVR::DeviceManager* mDeviceManager;
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// Discovered HMD devices
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Vector<OculusVRHMDDevice*> mHMDDevices;
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// Discovered sensor devices
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Vector<OculusVRSensorDevice*> mSensorDevices;
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/// Is the device active
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bool mActive;
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// Should the input texture into the HMD (the render target that the scene has been
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// rendered to) be scaled according to the HMD's distortion calculation?
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bool mScaleInputTexture;
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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(OVR::HMDDevice* hmd);
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void createSimulatedHMD();
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void addSensorDevice(OVR::SensorDevice* sensor);
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void createSimulatedSensor();
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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 providesYFOV() const;
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virtual F32 getYFOV() const;
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virtual bool providesEyeOffset() const;
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virtual const Point3F& getEyeOffset() const;
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virtual bool providesProjectionOffset() const;
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virtual const Point2F& getProjectionOffset() const;
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// HMDs
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U32 getHMDCount() const { return mHMDDevices.size(); }
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const 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 mSensorDevices.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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VectorF getSensorMagnetometer(U32 index);
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F32 getSensorPredictionTime(U32 index);
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void setSensorPredictionTime(U32 index, F32 dt);
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void setAllSensorPredictionTime(F32 dt);
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bool getSensorGravityCorrection(U32 index);
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void setSensorGravityCorrection(U32 index, bool state);
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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 resetAllSensors();
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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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