Merge pull request #76 from lvonasek/OpenXR

OpenXR delayed controller pose fixed
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Simon 2022-05-07 14:31:45 +01:00 committed by GitHub
commit d8653ad70e
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3 changed files with 111 additions and 96 deletions

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@ -43,11 +43,6 @@ XrSpace rightControllerAimSpace = XR_NULL_HANDLE;
qboolean inputInitialized = qfalse;
qboolean useSimpleProfile = qfalse;
typedef struct {
XrSpaceLocation loc;
XrSpaceVelocity vel;
} LocVel;
enum {
VR_TOUCH_AXIS_UP = 1 << 0,
VR_TOUCH_AXIS_UPRIGHT = 1 << 1,
@ -579,16 +574,6 @@ qboolean ActionPoseIsActive(XrAction action, XrPath subactionPath) {
return state.isActive != XR_FALSE;
}
LocVel GetSpaceLocVel(XrSpace space, XrTime time) {
LocVel lv = {{}};
lv.loc.type = XR_TYPE_SPACE_LOCATION;
lv.loc.next = &lv.vel;
lv.vel.type = XR_TYPE_SPACE_VELOCITY;
OXR(xrLocateSpace(space, VR_GetEngine()->appState.CurrentSpace, time, &lv.loc));
lv.loc.next = NULL; // pointer no longer valid or necessary
return lv;
}
XrActionStateFloat GetActionStateFloat(XrAction action) {
XrActionStateGetInfo getInfo = {};
getInfo.type = XR_TYPE_ACTION_STATE_GET_INFO;
@ -1341,53 +1326,6 @@ void IN_VRInputFrame( void )
rightControllerAimSpace = CreateActionSpace(handPoseRightAction, rightHandPath);
}
// update input information
XrAction controller[] = {handPoseLeftAction, handPoseRightAction};
XrPath subactionPath[] = {leftHandPath, rightHandPath};
XrSpace controllerSpace[] = {leftControllerAimSpace, rightControllerAimSpace};
for (int i = 0; i < 2; i++) {
if (ActionPoseIsActive(controller[i], subactionPath[i])) {
LocVel lv = GetSpaceLocVel(controllerSpace[i], VR_GetEngine()->predictedDisplayTime);
VR_GetEngine()->appState.TrackedController[i].Active = (lv.loc.locationFlags & XR_SPACE_LOCATION_POSITION_VALID_BIT) != 0;
VR_GetEngine()->appState.TrackedController[i].Pose = lv.loc.pose;
for (int j = 0; j < 3; j++) {
float dt = 0.01f; // use 0.2f for for testing velocity vectors
(&VR_GetEngine()->appState.TrackedController[i].Pose.position.x)[j] += (&lv.vel.linearVelocity.x)[j] * dt;
}
} else {
ovrTrackedController_Clear(&VR_GetEngine()->appState.TrackedController[i]);
}
}
// OpenXR input
{
// Attach to session
XrSessionActionSetsAttachInfo attachInfo = {};
attachInfo.type = XR_TYPE_SESSION_ACTION_SETS_ATTACH_INFO;
attachInfo.next = NULL;
attachInfo.countActionSets = 1;
attachInfo.actionSets = &runningActionSet;
OXR(xrAttachSessionActionSets(engine->appState.Session, &attachInfo));
// sync action data
XrActiveActionSet activeActionSet = {};
activeActionSet.actionSet = runningActionSet;
activeActionSet.subactionPath = XR_NULL_PATH;
XrActionsSyncInfo syncInfo = {};
syncInfo.type = XR_TYPE_ACTIONS_SYNC_INFO;
syncInfo.next = NULL;
syncInfo.countActiveActionSets = 1;
syncInfo.activeActionSets = &activeActionSet;
OXR(xrSyncActions(engine->appState.Session, &syncInfo));
// query input action states
XrActionStateGetInfo getInfo = {};
getInfo.type = XR_TYPE_ACTION_STATE_GET_INFO;
getInfo.next = NULL;
getInfo.subactionPath = XR_NULL_PATH;
}
//button mapping
uint32_t lButtons = 0;
if (GetActionStateBoolean(menuAction).currentState) lButtons |= ovrButton_Enter;
@ -1417,14 +1355,112 @@ void IN_VRInputFrame( void )
moveJoystickState = GetActionStateVector2(moveOnRightJoystickAction);
IN_VRJoystick(qtrue, moveJoystickState.currentState.x, moveJoystickState.currentState.y);
//controller pose
if (engine->appState.TrackedController[0].Active)
IN_VRController(qfalse, engine->appState.TrackedController[0].Pose);
if (engine->appState.TrackedController[1].Active)
IN_VRController(qtrue, engine->appState.TrackedController[1].Pose);
lastframetime = in_vrEventTime;
in_vrEventTime = Sys_Milliseconds( );
}
void IN_VRSyncActions( void )
{
engine_t* engine = VR_GetEngine();
// Attach to session
XrSessionActionSetsAttachInfo attachInfo = {};
attachInfo.type = XR_TYPE_SESSION_ACTION_SETS_ATTACH_INFO;
attachInfo.next = NULL;
attachInfo.countActionSets = 1;
attachInfo.actionSets = &runningActionSet;
OXR(xrAttachSessionActionSets(engine->appState.Session, &attachInfo));
// sync action data
XrActiveActionSet activeActionSet = {};
activeActionSet.actionSet = runningActionSet;
activeActionSet.subactionPath = XR_NULL_PATH;
XrActionsSyncInfo syncInfo = {};
syncInfo.type = XR_TYPE_ACTIONS_SYNC_INFO;
syncInfo.next = NULL;
syncInfo.countActiveActionSets = 1;
syncInfo.activeActionSets = &activeActionSet;
OXR(xrSyncActions(engine->appState.Session, &syncInfo));
// query input action states
XrActionStateGetInfo getInfo = {};
getInfo.type = XR_TYPE_ACTION_STATE_GET_INFO;
getInfo.next = NULL;
getInfo.subactionPath = XR_NULL_PATH;
}
void IN_VRUpdateControllers( float predictedDisplayTime )
{
engine_t* engine = VR_GetEngine();
//get controller poses
XrAction controller[] = {handPoseLeftAction, handPoseRightAction};
XrPath subactionPath[] = {leftHandPath, rightHandPath};
XrSpace controllerSpace[] = {leftControllerAimSpace, rightControllerAimSpace};
for (int i = 0; i < 2; i++) {
if (ActionPoseIsActive(controller[i], subactionPath[i])) {
XrSpaceVelocity vel = {};
vel.type = XR_TYPE_SPACE_VELOCITY;
XrSpaceLocation loc = {};
loc.type = XR_TYPE_SPACE_LOCATION;
loc.next = &vel;
OXR(xrLocateSpace(controllerSpace[i], engine->appState.CurrentSpace, predictedDisplayTime, &loc));
engine->appState.TrackedController[i].Active = (loc.locationFlags & XR_SPACE_LOCATION_POSITION_VALID_BIT) != 0;
engine->appState.TrackedController[i].Pose = loc.pose;
// apply velocity
float dt = (in_vrEventTime - lastframetime) * 0.001f;
for (int j = 0; j < 3; j++) {
(&engine->appState.TrackedController[i].Pose.position.x)[j] += (&vel.linearVelocity.x)[j] * dt;
}
} else {
ovrTrackedController_Clear(&engine->appState.TrackedController[i]);
}
}
//apply controller poses
if (engine->appState.TrackedController[0].Active)
IN_VRController(qfalse, engine->appState.TrackedController[0].Pose);
if (engine->appState.TrackedController[1].Active)
IN_VRController(qtrue, engine->appState.TrackedController[1].Pose);
}
XrPosef IN_VRUpdateHMD( float predictedDisplayTime )
{
engine_t* engine = VR_GetEngine();
// We extract Yaw, Pitch, Roll instead of directly using the orientation
// to allow "additional" yaw manipulation with mouse/controller.
XrSpaceLocation loc = {};
loc.type = XR_TYPE_SPACE_LOCATION;
OXR(xrLocateSpace(engine->appState.HeadSpace, engine->appState.CurrentSpace, predictedDisplayTime, &loc));
XrPosef xfStageFromHead = loc.pose;
const XrQuaternionf quatHmd = xfStageFromHead.orientation;
const XrVector3f positionHmd = xfStageFromHead.position;
vec3_t rotation = {0, 0, 0};
QuatToYawPitchRoll(quatHmd, rotation, vr.hmdorientation);
VectorSet(vr.hmdposition, positionHmd.x, positionHmd.y + vr_heightAdjust->value, positionHmd.z);
//Position
VectorSubtract(vr.hmdposition_last, vr.hmdposition, vr.hmdposition_delta);
//Keep this for our records
VectorCopy(vr.hmdposition, vr.hmdposition_last);
//Orientation
VectorSubtract(vr.hmdorientation_last, vr.hmdorientation, vr.hmdorientation_delta);
//Keep this for our records
VectorCopy(vr.hmdorientation, vr.hmdorientation_last);
// View yaw delta
const float clientview_yaw = vr.clientviewangles[YAW] - vr.hmdorientation[YAW];
vr.clientview_yaw_delta = vr.clientview_yaw_last - clientview_yaw;
vr.clientview_yaw_last = clientview_yaw;
return xfStageFromHead;
}
//#endif

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@ -8,6 +8,9 @@
void IN_VRInputFrame( void );
void IN_VRInit( void );
void IN_VRSyncActions( void );
XrPosef IN_VRUpdateHMD( float predictedDisplayTime );
void IN_VRUpdateControllers( float predictedDisplayTime );
void QuatToYawPitchRoll(XrQuaternionf q, vec3_t rotation, vec3_t out);

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@ -384,34 +384,10 @@ void VR_DrawFrame( engine_t* engine ) {
beginFrameDesc.next = NULL;
OXR(xrBeginFrame(engine->appState.Session, &beginFrameDesc));
// We extract Yaw, Pitch, Roll instead of directly using the orientation
// to allow "additional" yaw manipulation with mouse/controller.
XrSpaceLocation loc = {};
loc.type = XR_TYPE_SPACE_LOCATION;
OXR(xrLocateSpace(engine->appState.HeadSpace, engine->appState.CurrentSpace, frameState.predictedDisplayTime, &loc));
XrPosef xfStageFromHead = loc.pose;
const XrQuaternionf quatHmd = xfStageFromHead.orientation;
const XrVector3f positionHmd = xfStageFromHead.position;
vec3_t rotation = {0, 0, 0};
QuatToYawPitchRoll(quatHmd, rotation, vr.hmdorientation);
VectorSet(vr.hmdposition, positionHmd.x, positionHmd.y + vr_heightAdjust->value, positionHmd.z);
//Position
VectorSubtract(vr.hmdposition_last, vr.hmdposition, vr.hmdposition_delta);
//Keep this for our records
VectorCopy(vr.hmdposition, vr.hmdposition_last);
//Orientation
VectorSubtract(vr.hmdorientation_last, vr.hmdorientation, vr.hmdorientation_delta);
//Keep this for our records
VectorCopy(vr.hmdorientation, vr.hmdorientation_last);
// View yaw delta
const float clientview_yaw = vr.clientviewangles[YAW] - vr.hmdorientation[YAW];
vr.clientview_yaw_delta = vr.clientview_yaw_last - clientview_yaw;
vr.clientview_yaw_last = clientview_yaw;
// Update HMD and controllers
XrPosef xfStageFromHead = IN_VRUpdateHMD( frameState.predictedDisplayTime );
IN_VRSyncActions();
IN_VRUpdateControllers( frameState.predictedDisplayTime );
XrViewLocateInfo projectionInfo = {};
projectionInfo.type = XR_TYPE_VIEW_LOCATE_INFO;