/// From the OVR SDK.
void OculusAppSkeleton::AssembleViewMatrix()
{
    // Rotate and position m_oculusView Camera, using YawPitchRoll in BodyFrame coordinates.
    // 
    OVR::Matrix4f rollPitchYaw = GetRollPitchYaw();
    OVR::Vector3f up      = rollPitchYaw.Transform(UpVector);
    OVR::Vector3f forward = rollPitchYaw.Transform(ForwardVector);

    // Minimal head modelling.
    float headBaseToEyeHeight     = 0.15f;  // Vertical height of eye from base of head
    float headBaseToEyeProtrusion = 0.09f;  // Distance forward of eye from base of head

    OVR::Vector3f eyeCenterInHeadFrame(0.0f, headBaseToEyeHeight, -headBaseToEyeProtrusion);
    OVR::Vector3f shiftedEyePos = EyePos + rollPitchYaw.Transform(eyeCenterInHeadFrame);
    shiftedEyePos.y -= eyeCenterInHeadFrame.y; // Bring the head back down to original height

    m_oculusView = OVR::Matrix4f::LookAtRH(shiftedEyePos, shiftedEyePos + forward, up); 

    // This is what transformation would be without head modeling.
    // m_oculusView = Matrix4f::LookAtRH(EyePos, EyePos + forward, up);


    /// Set up a third person(or otherwise) view for control window
    {
        OVR::Vector3f txFollowDisp = rollPitchYaw.Transform(FollowCamDisplacement);
        FollowCamPos = EyePos + txFollowDisp;
        m_controlView = OVR::Matrix4f::LookAtRH(FollowCamPos, EyePos, up);
    }
}
/// Handle input's influence on orientation variables.
void OculusAppSkeleton::AccumulateInputs(float dt)
{
    // Handle Sensor motion.
    // We extract Yaw, Pitch, Roll instead of directly using the orientation
    // to allow "additional" yaw manipulation with mouse/controller.
    if (m_ok.SensorActive())
    {
        OVR::Quatf    hmdOrient = m_ok.GetOrientation();
        float    yaw = 0.0f;

        hmdOrient.GetEulerAngles<OVR::Axis_Y, OVR::Axis_X, OVR::Axis_Z>(&yaw, &EyePitch, &EyeRoll);

        EyeYaw += (yaw - LastSensorYaw);
        LastSensorYaw = yaw;
    }


    // Gamepad rotation.
    EyeYaw -= GamepadRotate.x * dt;

    if (!m_ok.SensorActive())
    {
        // Allow gamepad to look up/down, but only if there is no Rift sensor.
        EyePitch -= GamepadRotate.y * dt;
        EyePitch -= MouseRotate.y * dt;
        EyeYaw   -= MouseRotate.x * dt;

        const float maxPitch = ((3.1415f/2)*0.98f);
        if (EyePitch > maxPitch)
            EyePitch = maxPitch;
        if (EyePitch < -maxPitch)
            EyePitch = -maxPitch;
    }

    if (GamepadMove.LengthSq() > 0)
    {
        OVR::Matrix4f yawRotate = OVR::Matrix4f::RotationY(EyeYaw);
        OVR::Vector3f orientationVector = yawRotate.Transform(GamepadMove);
        orientationVector *= MoveSpeed * dt;
        EyePos += orientationVector;
    }

    if (MouseMove.LengthSq() > 0)
    {
        OVR::Matrix4f yawRotate = OVR::Matrix4f::RotationY(EyeYaw);
        OVR::Vector3f orientationVector = yawRotate.Transform(MouseMove);
        orientationVector *= MoveSpeed * dt;
        EyePos += orientationVector;
    }

    if (KeyboardMove.LengthSq() > 0)
    {
        OVR::Matrix4f yawRotate = OVR::Matrix4f::RotationY(EyeYaw);
        OVR::Vector3f orientationVector = yawRotate.Transform(KeyboardMove);
        orientationVector *= MoveSpeed * dt;
        EyePos += orientationVector;
    }
}
示例#3
0
OVR::Matrix4f vx_ovr_namespace_::OVRHMDHandleWithDevice::getViewMatrix(ovrEyeType eye, float pos_x, float pos_y, float pos_z, float yaw) const
{
	auto height = ovr_GetFloat(session_, OVR_KEY_EYE_HEIGHT, 1.8f);

	OVR::Matrix4f rollPitchYaw = OVR::Matrix4f::RotationY(yaw);
	OVR::Matrix4f finalRollPitchYaw = rollPitchYaw * OVR::Matrix4f(eyeRenderPosef_[eye].Orientation);
	OVR::Vector3f finalUp = finalRollPitchYaw.Transform(OVR::Vector3f(0.0, 1.0, 0.0));
	OVR::Vector3f finalForward = finalRollPitchYaw.Transform(OVR::Vector3f(0.0, 0.0, -1.0));
	OVR::Vector3f shiftedEyePos = OVR::Vector3f(pos_x, pos_y + height, pos_z) + rollPitchYaw.Transform(eyeRenderPosef_[eye].Position);

	return OVR::Matrix4f::LookAtRH(shiftedEyePos, shiftedEyePos + finalForward, finalUp);
}
示例#4
0
// Store HMD position and direction for gaze tracking in timestep.
// OVR SDK requires head pose be queried between ovrHmd_BeginFrameTiming and ovrHmd_EndFrameTiming.
void RiftAppSkeleton::_StoreHmdPose(const ovrPosef& eyePose)
{
    m_hmdRo.x = eyePose.Position.x + m_chassisPos.x;
    m_hmdRo.y = eyePose.Position.y + m_chassisPos.y;
    m_hmdRo.z = eyePose.Position.z + m_chassisPos.z;

    const OVR::Matrix4f rotmtx = OVR::Matrix4f::RotationY(-m_chassisYaw) // Not sure why negative...
        * OVR::Matrix4f(eyePose.Orientation);
    const OVR::Vector4f rotvec = rotmtx.Transform(OVR::Vector4f(0.0f, 0.0f, -1.0f, 0.0f));
    m_hmdRd.x = rotvec.x;
    m_hmdRd.y = rotvec.y;
    m_hmdRd.z = rotvec.z;
}
示例#5
0
void Render()
{
	ovrFrameTiming frameTiming = ovrHmd_BeginFrameTiming(HMD, 0);

	// 箱の回転の値を更新
	rotationBoxValue += 2.0f*frameTiming.DeltaSeconds;

	// キーボード等で操作する場合の目の位置を指定します。
	static OVR::Vector3f EyePos;
	EyePos.x = 0.0f, EyePos.y = 0.0f, EyePos.z = 0.0f;

	// マウスの回転等でYawを操作する場合に使用する。
	static float eyeYaw = 0;

	// センサーから取得
	ovrPosef movePose = ovrHmd_GetSensorState(HMD, frameTiming.ScanoutMidpointSeconds).Predicted.Pose;
	static ovrPosef eyeRenderPose[2];

	//身長ぶんの考慮をする際の計算
	//EyePos.y = ovrHmd_GetFloat(HMD, OVR_KEY_EYE_HEIGHT, EyePos.y);	

	// 今回は TriangleList しか使わない。
	g_pImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

	//レンダーターゲットの設定
	g_pImmediateContext->OMSetRenderTargets(1, &g_pRenderTargetViewOculus, g_pDepthStencilViewOculus);

	//画面のクリア・深度バッファクリア
	float ClearColor[4] = { 0.0f, 0.125f, 0.3f, 1.0f }; // R,G,B,A の順番
	g_pImmediateContext->ClearRenderTargetView(g_pRenderTargetViewOculus, ClearColor);
	g_pImmediateContext->ClearDepthStencilView(g_pDepthStencilViewOculus, D3D11_CLEAR_DEPTH, 1.0f, 0);

	//それぞれの目に対応するシーンを描画します。
	for (int eyeIndex = 0; eyeIndex < ovrEye_Count; eyeIndex++)
	{
		ConstantBuffer cb;
		ovrEyeType eye = HMDDesc.EyeRenderOrder[eyeIndex];
		eyeRenderPose[eye] = ovrHmd_GetEyePose(HMD, eye);

		// ビュー行列を計算します。
		OVR::Matrix4f rotation = OVR::Matrix4f::RotationY(eyeYaw);											// あらかじめ(マウスなどで)計算された回転行列を適用する
		OVR::Matrix4f resultRotation = rotation * OVR::Matrix4f(eyeRenderPose[eye].Orientation) *			// 目の姿勢(回転)を計算する
										OVR::Matrix4f(1, 0, 0, 0, 0, -1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1);	// 軸に合うように方向を合わせる
		OVR::Vector3f resultUp = resultRotation.Transform(OVR::Vector3f(0, 1, 0));							// 上ベクトルを計算
		OVR::Vector3f forward = resultRotation.Transform(OVR::Vector3f(0, 0, -1));							// 前ベクトルを計算
		OVR::Vector3f resultEyePos = EyePos + rotation.Transform(eyeRenderPose[eye].Position);				// 最終的な目の位置を計算する
		OVR::Vector3f resultEyeAt = EyePos + rotation.Transform(eyeRenderPose[eye].Position) + forward;		// 最終的な目視先を計算する

		// 計算した値から xnamath でビュー行列を計算します。
		XMVECTOR Eye = XMVectorSet(resultEyePos.x, resultEyePos.y, resultEyePos.z, 0.0f);		//カメラの位置
		XMVECTOR At = XMVectorSet(resultEyeAt.x, resultEyeAt.y, resultEyeAt.z, 0.0f);			//カメラの注視先
		XMVECTOR Up = XMVectorSet(resultUp.x, resultUp.y, resultUp.z, 0.0f);					//カメラの真上のベクトル
		g_View = XMMatrixLookAtLH(Eye, At,Up) * XMMatrixTranslation(EyeRenderDesc[eye].ViewAdjust.x, EyeRenderDesc[eye].ViewAdjust.y, EyeRenderDesc[eye].ViewAdjust.z);

		// EyeRenderDesc からプロジェクション行列を計算します。
		// 目の中心からそれぞれ上下左右のfovの正接値(tan)が格納されているので libovr 専用の関数で計算します。
		// OVR::Matrix4f は xnamath と違い行と列が反対なので転置にしておきます。
		OVR::Matrix4f proj = OVR::CreateProjection(false, EyeRenderDesc[eye].Fov, 0.01f, 100.0f);
		proj.Transpose();
		memcpy_s(&g_Projection, 64, &proj, 64);		

		//ビューポートの設定(片目ぶんずつ設定)
		D3D11_VIEWPORT vp;
		vp.TopLeftX = EyeRenderViewport[eye].Pos.x;
		vp.TopLeftY = EyeRenderViewport[eye].Pos.y;
		vp.Width = EyeRenderViewport[eye].Size.w;
		vp.Height = EyeRenderViewport[eye].Size.h;
		vp.MinDepth = 0.0f;
		vp.MaxDepth = 1.0f;
		g_pImmediateContext->RSSetViewports(1, &vp);

		// コンスタントバッファに投げるための行列を設定
		// シェーダーに渡す際に転置行列になるため、ここで転置しておきます。
		cb.mView = XMMatrixTranspose(g_View);
		cb.mProjection = XMMatrixTranspose(g_Projection);

		//シーンを描画
		Scene(cb);
	}


	//ここでレンダーターゲットに描画したシーンをゆがませてバックバッファに描画します。
	DistortionMeshRender(3, HMD, frameTiming.TimewarpPointSeconds,eyeRenderPose);

	g_pSwapChain->Present(0, 0);
	//pRender->WaitUntilGpuIdle();  //今回はクエリ実装してない
	ovrHmd_EndFrameTiming(HMD);

}
示例#6
0
void RiftAppSkeleton::timestep(float dt)
{
    for (std::vector<IScene*>::iterator it = m_scenes.begin();
        it != m_scenes.end();
        ++it)
    {
        IScene* pScene = *it;
        if (pScene != NULL)
        {
            pScene->timestep(dt);
        }
    }

    glm::vec3 hydraMove = glm::vec3(0.0f, 0.0f, 0.0f);
#ifdef USE_SIXENSE
    const sixenseAllControllerData& state = m_fm.GetCurrentState();
    for (int i = 0; i<2; ++i)
    {
        const sixenseControllerData& cd = state.controllers[i];
        const float moveScale = pow(10.0f, cd.trigger);
        hydraMove.x += cd.joystick_x * moveScale;

        const FlyingMouse::Hand h = static_cast<FlyingMouse::Hand>(i);
        if (m_fm.IsPressed(h, SIXENSE_BUTTON_JOYSTICK)) ///@note left hand does not work
            hydraMove.y += cd.joystick_y * moveScale;
        else
            hydraMove.z -= cd.joystick_y * moveScale;
    }

    if (m_fm.WasJustPressed(FlyingMouse::Right, SIXENSE_BUTTON_START))
    {
        ToggleShaderWorld();
    }

    // Adjust cinemascope feel with left trigger
    // Mouse wheel will still work if Hydra is not present or not pressed(0.0 trigger value).
    const float trigger = m_fm.GetTriggerValue(FlyingMouse::Left); // [0,1]
    if (trigger > 0.0f)
    {
        const float deadzone = 0.1f;
        const float topval = 0.95f;
        const float trigScaled = (trigger - deadzone) / (1.0f - deadzone);
        m_cinemaScopeFactor = std::max(0.0f, topval * trigScaled);
    }
#endif

    const glm::vec3 move_dt = m_headSize * (m_keyboardMove + m_joystickMove + m_mouseMove + hydraMove) * dt;
    ovrVector3f kbm;
    kbm.x = move_dt.x;
    kbm.y = move_dt.y;
    kbm.z = move_dt.z;

    // Move in the direction the viewer is facing.
    const OVR::Matrix4f rotmtx = 
          OVR::Matrix4f::RotationY(-m_chassisYaw)
        * OVR::Matrix4f(m_eyeOri);
    const OVR::Vector3f kbmVec = rotmtx.Transform(OVR::Vector3f(kbm));

    m_chassisPos.x += kbmVec.x;
    m_chassisPos.y += kbmVec.y;
    m_chassisPos.z += kbmVec.z;

    m_chassisYaw += (m_keyboardYaw + m_joystickYaw + m_mouseDeltaYaw) * dt;

    m_fm.updateHydraData();
    m_hyif.updateHydraData(m_fm, 1.0f);
}