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		11518665b7
		
			
		
	
	
	
	
		
			
			We allow using auto for lambdas or complex macros where a return type may change based on the parameters. But where the type is clear, we should be explicit. Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
		
			
				
	
	
		
			308 lines
		
	
	
	
		
			9.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			308 lines
		
	
	
	
		
			9.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /**************************************************************************/
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| /*  openxr_hand.cpp                                                       */
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| /**************************************************************************/
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| /*                         This file is part of:                          */
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| /*                             GODOT ENGINE                               */
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| /*                        https://godotengine.org                         */
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| /**************************************************************************/
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| /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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| /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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| /*                                                                        */
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| /* Permission is hereby granted, free of charge, to any person obtaining  */
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| /* a copy of this software and associated documentation files (the        */
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| /* "Software"), to deal in the Software without restriction, including    */
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| /* without limitation the rights to use, copy, modify, merge, publish,    */
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| /* distribute, sublicense, and/or sell copies of the Software, and to     */
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| /* permit persons to whom the Software is furnished to do so, subject to  */
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| /* the following conditions:                                              */
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| /*                                                                        */
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| /* The above copyright notice and this permission notice shall be         */
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| /* included in 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,        */
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| /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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| /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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| /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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| /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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| /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
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| /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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| /**************************************************************************/
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| 
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| #include "openxr_hand.h"
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| 
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| #include "../extensions/openxr_hand_tracking_extension.h"
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| #include "../openxr_api.h"
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| 
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| #include "scene/3d/skeleton_3d.h"
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| #include "servers/xr_server.h"
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| 
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| void OpenXRHand::_bind_methods() {
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| 	ClassDB::bind_method(D_METHOD("set_hand", "hand"), &OpenXRHand::set_hand);
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| 	ClassDB::bind_method(D_METHOD("get_hand"), &OpenXRHand::get_hand);
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| 
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| 	ClassDB::bind_method(D_METHOD("set_hand_skeleton", "hand_skeleton"), &OpenXRHand::set_hand_skeleton);
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| 	ClassDB::bind_method(D_METHOD("get_hand_skeleton"), &OpenXRHand::get_hand_skeleton);
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| 
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| 	ClassDB::bind_method(D_METHOD("set_motion_range", "motion_range"), &OpenXRHand::set_motion_range);
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| 	ClassDB::bind_method(D_METHOD("get_motion_range"), &OpenXRHand::get_motion_range);
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| 
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| 	ADD_PROPERTY(PropertyInfo(Variant::INT, "hand", PROPERTY_HINT_ENUM, "Left,Right"), "set_hand", "get_hand");
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| 	ADD_PROPERTY(PropertyInfo(Variant::INT, "motion_range", PROPERTY_HINT_ENUM, "Unobstructed,Conform to controller"), "set_motion_range", "get_motion_range");
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| 	ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "hand_skeleton", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton3D"), "set_hand_skeleton", "get_hand_skeleton");
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| 
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| 	BIND_ENUM_CONSTANT(HAND_LEFT);
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| 	BIND_ENUM_CONSTANT(HAND_RIGHT);
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| 	BIND_ENUM_CONSTANT(HAND_MAX);
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| 
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| 	BIND_ENUM_CONSTANT(MOTION_RANGE_UNOBSTRUCTED);
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| 	BIND_ENUM_CONSTANT(MOTION_RANGE_CONFORM_TO_CONTROLLER);
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| 	BIND_ENUM_CONSTANT(MOTION_RANGE_MAX);
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| }
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| 
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| OpenXRHand::OpenXRHand() {
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| 	openxr_api = OpenXRAPI::get_singleton();
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| 	hand_tracking_ext = OpenXRHandTrackingExtension::get_singleton();
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| }
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| 
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| void OpenXRHand::set_hand(const Hands p_hand) {
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| 	ERR_FAIL_INDEX(p_hand, HAND_MAX);
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| 
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| 	hand = p_hand;
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| }
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| 
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| OpenXRHand::Hands OpenXRHand::get_hand() const {
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| 	return hand;
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| }
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| 
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| void OpenXRHand::set_hand_skeleton(const NodePath &p_hand_skeleton) {
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| 	hand_skeleton = p_hand_skeleton;
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| 
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| 	// TODO if inside tree call _get_bones()
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| }
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| 
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| void OpenXRHand::set_motion_range(const MotionRange p_motion_range) {
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| 	ERR_FAIL_INDEX(p_motion_range, MOTION_RANGE_MAX);
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| 	motion_range = p_motion_range;
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| 
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| 	_set_motion_range();
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| }
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| 
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| OpenXRHand::MotionRange OpenXRHand::get_motion_range() const {
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| 	return motion_range;
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| }
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| 
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| NodePath OpenXRHand::get_hand_skeleton() const {
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| 	return hand_skeleton;
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| }
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| 
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| void OpenXRHand::_set_motion_range() {
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| 	if (!hand_tracking_ext) {
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| 		return;
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| 	}
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| 
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| 	XrHandJointsMotionRangeEXT xr_motion_range;
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| 	switch (motion_range) {
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| 		case MOTION_RANGE_UNOBSTRUCTED:
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| 			xr_motion_range = XR_HAND_JOINTS_MOTION_RANGE_UNOBSTRUCTED_EXT;
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| 			break;
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| 		case MOTION_RANGE_CONFORM_TO_CONTROLLER:
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| 			xr_motion_range = XR_HAND_JOINTS_MOTION_RANGE_CONFORMING_TO_CONTROLLER_EXT;
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| 			break;
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| 		default:
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| 			xr_motion_range = XR_HAND_JOINTS_MOTION_RANGE_CONFORMING_TO_CONTROLLER_EXT;
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| 			break;
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| 	}
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| 
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| 	hand_tracking_ext->set_motion_range(hand, xr_motion_range);
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| }
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| 
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| Skeleton3D *OpenXRHand::get_skeleton() {
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| 	if (!has_node(hand_skeleton)) {
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| 		return nullptr;
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| 	}
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| 
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| 	Node *node = get_node(hand_skeleton);
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| 	if (!node) {
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| 		return nullptr;
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| 	}
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| 
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| 	Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(node);
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| 	return skeleton;
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| }
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| 
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| void OpenXRHand::_get_bones() {
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| 	const char *bone_names[XR_HAND_JOINT_COUNT_EXT] = {
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| 		"Palm",
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| 		"Wrist",
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| 		"Thumb_Metacarpal",
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| 		"Thumb_Proximal",
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| 		"Thumb_Distal",
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| 		"Thumb_Tip",
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| 		"Index_Metacarpal",
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| 		"Index_Proximal",
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| 		"Index_Intermediate",
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| 		"Index_Distal",
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| 		"Index_Tip",
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| 		"Middle_Metacarpal",
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| 		"Middle_Proximal",
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| 		"Middle_Intermediate",
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| 		"Middle_Distal",
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| 		"Middle_Tip",
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| 		"Ring_Metacarpal",
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| 		"Ring_Proximal",
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| 		"Ring_Intermediate",
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| 		"Ring_Distal",
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| 		"Ring_Tip",
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| 		"Little_Metacarpal",
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| 		"Little_Proximal",
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| 		"Little_Intermediate",
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| 		"Little_Distal",
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| 		"Little_Tip",
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| 	};
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| 
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| 	// reset JIC
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| 	for (int i = 0; i < XR_HAND_JOINT_COUNT_EXT; i++) {
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| 		bones[i] = -1;
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| 	}
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| 
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| 	Skeleton3D *skeleton = get_skeleton();
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| 	if (!skeleton) {
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| 		return;
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| 	}
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| 
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| 	// We cast to spatials which should allow us to use any subclass of that.
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| 	for (int i = 0; i < XR_HAND_JOINT_COUNT_EXT; i++) {
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| 		String bone_name = bone_names[i];
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| 		if (hand == 0) {
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| 			bone_name += String("_L");
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| 		} else {
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| 			bone_name += String("_R");
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| 		}
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| 
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| 		bones[i] = skeleton->find_bone(bone_name);
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| 		if (bones[i] == -1) {
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| 			print_line("Couldn't obtain bone for", bone_name);
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| 		}
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| 	}
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| }
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| 
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| void OpenXRHand::_update_skeleton() {
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| 	if (openxr_api == nullptr || !openxr_api->is_initialized()) {
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| 		return;
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| 	} else if (hand_tracking_ext == nullptr || !hand_tracking_ext->get_active()) {
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| 		return;
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| 	}
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| 
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| 	Skeleton3D *skeleton = get_skeleton();
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| 	if (!skeleton) {
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| 		return;
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| 	}
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| 
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| 	// we cache our transforms so we can quickly calculate local transforms
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| 	XRPose::TrackingConfidence confidences[XR_HAND_JOINT_COUNT_EXT];
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| 	Quaternion quaternions[XR_HAND_JOINT_COUNT_EXT];
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| 	Quaternion inv_quaternions[XR_HAND_JOINT_COUNT_EXT];
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| 	Vector3 positions[XR_HAND_JOINT_COUNT_EXT];
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| 
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| 	const OpenXRHandTrackingExtension::HandTracker *hand_tracker = hand_tracking_ext->get_hand_tracker(hand);
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| 	const float ws = XRServer::get_singleton()->get_world_scale();
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| 
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| 	if (hand_tracker->is_initialized && hand_tracker->locations.isActive) {
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| 		for (int i = 0; i < XR_HAND_JOINT_COUNT_EXT; i++) {
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| 			confidences[i] = XRPose::XR_TRACKING_CONFIDENCE_NONE;
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| 			quaternions[i] = Quaternion();
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| 			positions[i] = Vector3();
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| 
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| 			const XrHandJointLocationEXT &location = hand_tracker->joint_locations[i];
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| 			const XrPosef &pose = location.pose;
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| 
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| 			if (location.locationFlags & XR_SPACE_LOCATION_ORIENTATION_VALID_BIT) {
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| 				if (pose.orientation.x != 0 || pose.orientation.y != 0 || pose.orientation.z != 0 || pose.orientation.w != 0) {
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| 					quaternions[i] = Quaternion(pose.orientation.x, pose.orientation.y, pose.orientation.z, pose.orientation.w);
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| 					inv_quaternions[i] = quaternions[i].inverse();
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| 
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| 					if (location.locationFlags & XR_SPACE_LOCATION_POSITION_VALID_BIT) {
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| 						confidences[i] = XRPose::XR_TRACKING_CONFIDENCE_HIGH;
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| 						positions[i] = Vector3(pose.position.x * ws, pose.position.y * ws, pose.position.z * ws);
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| 
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| 						// TODO get inverse of position, we'll do this later. For now we're ignoring bone positions which generally works better anyway
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| 					} else {
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| 						confidences[i] = XRPose::XR_TRACKING_CONFIDENCE_LOW;
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| 					}
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| 				}
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| 			}
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| 		}
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| 
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| 		if (confidences[XR_HAND_JOINT_PALM_EXT] != XRPose::XR_TRACKING_CONFIDENCE_NONE) {
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| 			// now update our skeleton
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| 			for (int i = 0; i < XR_HAND_JOINT_COUNT_EXT; i++) {
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| 				if (bones[i] != -1) {
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| 					int bone = bones[i];
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| 					int parent = skeleton->get_bone_parent(bone);
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| 
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| 					// Get our target quaternion
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| 					Quaternion q = quaternions[i];
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| 
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| 					// get local translation, parent should already be processed
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| 					if (parent == -1) {
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| 						// use our palm location here, that is what we are tracking
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| 						q = inv_quaternions[XR_HAND_JOINT_PALM_EXT] * q;
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| 					} else {
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| 						int found = false;
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| 						for (int b = 0; b < XR_HAND_JOINT_COUNT_EXT && !found; b++) {
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| 							if (bones[b] == parent) {
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| 								q = inv_quaternions[b] * q;
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| 								found = true;
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| 							}
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| 						}
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| 					}
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| 
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| 					// And get the movement from our rest position
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| 					// Transform3D rest = skeleton->get_bone_rest(bones[i]);
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| 					// q = rest.basis.get_quaternion().inverse() * q;
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| 
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| 					// and set our pose
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| 					// skeleton->set_bone_pose_position(bones[i], v);
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| 					skeleton->set_bone_pose_rotation(bones[i], q);
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| 				}
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| 			}
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| 
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| 			Transform3D t;
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| 			t.basis = Basis(quaternions[XR_HAND_JOINT_PALM_EXT]);
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| 			t.origin = positions[XR_HAND_JOINT_PALM_EXT];
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| 			set_transform(t);
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| 
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| 			// show it
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| 			set_visible(true);
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| 		} else {
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| 			// hide it
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| 			set_visible(false);
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| 		}
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| 	} else {
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| 		// hide it
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| 		set_visible(false);
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| 	}
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| }
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| 
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| void OpenXRHand::_notification(int p_what) {
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| 	switch (p_what) {
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| 		case NOTIFICATION_ENTER_TREE: {
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| 			_get_bones();
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| 
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| 			set_process_internal(true);
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| 		} break;
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| 		case NOTIFICATION_EXIT_TREE: {
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| 			set_process_internal(false);
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| 
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| 			// reset
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| 			for (int i = 0; i < XR_HAND_JOINT_COUNT_EXT; i++) {
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| 				bones[i] = -1;
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| 			}
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| 		} break;
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| 		case NOTIFICATION_INTERNAL_PROCESS: {
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| 			_update_skeleton();
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| 		} break;
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| 		default: {
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| 		} break;
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| 	}
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| }
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