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+/************************************************************************************
+
+Filename : OVR_SensorFusion.cpp
+Content : Methods that determine head orientation from sensor data over time
+Created : October 9, 2012
+Authors : Michael Antonov, Steve LaValle, Dov Katz, Max Katsev, Dan Gierl
+
+Copyright : Copyright 2014 Oculus VR, Inc. All Rights reserved.
+
+Licensed under the Oculus VR Rift SDK License Version 3.1 (the "License");
+you may not use the Oculus VR Rift SDK except in compliance with the License,
+which is provided at the time of installation or download, or which
+otherwise accompanies this software in either electronic or hard copy form.
+
+You may obtain a copy of the License at
+
+http://www.oculusvr.com/licenses/LICENSE-3.1
+
+Unless required by applicable law or agreed to in writing, the Oculus VR SDK
+distributed under the License is distributed on an "AS IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+
+*************************************************************************************/
+
+#include "OVR_SensorFusion.h"
+#include "Kernel/OVR_Log.h"
+#include "Kernel/OVR_System.h"
+#include "OVR_JSON.h"
+#include "OVR_Profile.h"
+#include "OVR_Stereo.h"
+#include "OVR_Recording.h"
+
+// Temporary for debugging
+bool Global_Flag_1 = true;
+
+//Convenient global variables to temporarily extract this data.
+float TPH_CameraPoseOrientationWxyz[4];
+double TPH_CameraPoseConfidence;
+double TPH_CameraPoseConfidenceThresholdOverrideIfNonZero = 0;
+bool TPH_IsPositionTracked = false;
+
+
+namespace OVR {
+
+const Transformd DefaultWorldFromCamera(Quatd(), Vector3d(0, 0, -1));
+
+//-------------------------------------------------------------------------------------
+// ***** Sensor Fusion
+
+SensorFusion::SensorFusion(SensorDevice* sensor)
+ : ExposureRecordHistory(100), LastMessageExposureFrame(NULL),
+ FocusDirection(Vector3d(0, 0, 0)), FocusFOV(0.0),
+ FAccelInImuFrame(1000), FAccelInCameraFrame(1000), FAngV(20),
+ EnableGravity(true), EnableYawCorrection(true), MagCalibrated(false),
+ EnableCameraTiltCorrection(true),
+ MotionTrackingEnabled(true), VisionPositionEnabled(true),
+ CenterPupilDepth(0.0)
+{
+ pHandler = new BodyFrameHandler(this);
+
+ // And the clock is running...
+ LogText("*** SensorFusion Startup: TimeSeconds = %f\n", Timer::GetSeconds());
+
+ if (sensor)
+ AttachToSensor(sensor);
+
+ Reset();
+}
+
+SensorFusion::~SensorFusion()
+{
+ delete(pHandler);
+}
+
+bool SensorFusion::AttachToSensor(SensorDevice* sensor)
+{
+ pHandler->RemoveHandlerFromDevices();
+ Reset();
+
+ if (sensor != NULL)
+ {
+ // cache mag calibration state
+ MagCalibrated = sensor->IsMagCalibrated();
+
+ // Load IMU position
+ Array<PositionCalibrationReport> reports;
+ bool result = sensor->GetAllPositionCalibrationReports(&reports);
+ if (result)
+ {
+ PositionCalibrationReport imu = reports[reports.GetSize() - 1];
+ OVR_ASSERT(imu.PositionType == PositionCalibrationReport::PositionType_IMU);
+ // convert from vision to the world frame
+ // TBD convert rotation as necessary?
+ imu.Position.x *= -1.0;
+ imu.Position.z *= -1.0;
+
+ ImuFromScreen = Transformd(Quatd(imu.Normal, imu.Angle), imu.Position).Inverted();
+
+ Recording::GetRecorder().RecordLedPositions(reports);
+ Recording::GetRecorder().RecordDeviceIfcVersion(sensor->GetDeviceInterfaceVersion());
+ }
+
+ // Repopulate CPFOrigin
+ SetCenterPupilDepth(CenterPupilDepth);
+
+ // Subscribe to sensor updates
+ sensor->AddMessageHandler(pHandler);
+
+ // Initialize the sensor state
+ // TBD: This is a hack to avoid a race condition if sensor status is checked immediately
+ // after sensor creation but before any data has flowed through. We should probably
+ // not depend strictly on data flow to determine capabilities like orientation and position
+ // tracking, or else use some sort of synchronous method to wait for data
+ LocklessState init;
+ init.StatusFlags = Status_OrientationTracked;
+ UpdatedState.SetState(init);
+ }
+
+ return true;
+}
+
+// Resets the current orientation
+void SensorFusion::Reset()
+{
+ Lock::Locker lockScope(pHandler->GetHandlerLock());
+
+ UpdatedState.SetState(LocklessState());
+ WorldFromImu = PoseState<double>();
+ WorldFromImu.Pose = ImuFromCpf.Inverted(); // place CPF at the origin, not the IMU
+ CameraFromImu = PoseState<double>();
+ VisionError = PoseState<double>();
+ WorldFromCamera = DefaultWorldFromCamera;
+ WorldFromCameraConfidence = -1;
+
+ ExposureRecordHistory.Clear();
+ NextExposureRecord = ExposureRecord();
+ LastMessageExposureFrame = MessageExposureFrame(NULL);
+ LastVisionAbsoluteTime = 0;
+ Stage = 0;
+
+ MagRefs.Clear();
+ MagRefIdx = -1;
+ MagCorrectionIntegralTerm = Quatd();
+ AccelOffset = Vector3d();
+
+ FAccelInCameraFrame.Clear();
+ FAccelInImuFrame.Clear();
+ FAngV.Clear();
+
+ setNeckPivotFromPose ( WorldFromImu.Pose );
+}
+
+//-------------------------------------------------------------------------------------
+// Vision & message processing
+
+void SensorFusion::OnVisionFailure()
+{
+ // do nothing
+ Recording::GetRecorder().RecordVisionSuccess(false);
+}
+
+void SensorFusion::OnVisionPreviousFrame(const Transform<double>& cameraFromImu)
+{
+ // simply save the observation for use in the next OnVisionSuccess call;
+ // this should not have unintended side-effects for position filtering,
+ // since the vision time is not updated and the system keeps thinking we don't have vision yet
+ CameraFromImu.Pose = cameraFromImu;
+}
+
+void SensorFusion::OnVisionSuccess(const Transform<double>& cameraFromImu, UInt32 exposureCounter)
+{
+ Lock::Locker lockScope(pHandler->GetHandlerLock());
+
+ Recording::GetRecorder().RecordVisionSuccess(true);
+
+ LastVisionAbsoluteTime = GetTime();
+
+ // ********* LastVisionExposureRecord *********
+
+ // Skip old data and use the record that matches the exposure counter
+ while (!ExposureRecordHistory.IsEmpty() &&
+ (ExposureRecordHistory.PeekFront().ExposureCounter <= exposureCounter))
+ {
+ LastVisionExposureRecord = ExposureRecordHistory.PopFront();
+ }
+
+ // Use current values if we don't have historical data
+ // Right now, this will happen if we get first frame after prediction failure,
+ // and this exposure wasn't in the buffer. (TBD: Unlikely.. unless IMU message wasn't sent?)
+ if (LastVisionExposureRecord.ExposureCounter != exposureCounter)
+ LastVisionExposureRecord = ExposureRecord(exposureCounter, GetTime(), WorldFromImu, PoseState<double>());
+
+ // ********* CameraFromImu *********
+
+ // This is stored in the camera frame, so need to be careful when combining with the IMU data,
+ // which is in the world frame
+
+ Transformd cameraFromImuPrev = CameraFromImu.Pose;
+ CameraFromImu.Pose = cameraFromImu;
+ CameraFromImu.TimeInSeconds = LastVisionExposureRecord.ExposureTime;
+
+ // Check LastVisionExposureRecord.Delta.TimeInSeconds to avoid divide by zero, which we could (rarely)
+ // get if we didn't have exposures delta for history (skipped exposure counters
+ // due to video mode change that stalls USB, etc).
+ if (LastVisionExposureRecord.ImuOnlyDelta.TimeInSeconds > 0.001)
+ {
+ Vector3d visionVelocityInImuFrame = (cameraFromImu.Translation - cameraFromImuPrev.Translation) /
+ LastVisionExposureRecord.ImuOnlyDelta.TimeInSeconds;
+ // Use the accel data to estimate the velocity at the exposure time
+ // (as opposed to the average velocity between exposures)
+ Vector3d imuVelocityInWorldFrame = LastVisionExposureRecord.ImuOnlyDelta.LinearVelocity -
+ LastVisionExposureRecord.ImuOnlyDelta.Pose.Translation / LastVisionExposureRecord.ImuOnlyDelta.TimeInSeconds;
+ CameraFromImu.LinearVelocity = visionVelocityInImuFrame +
+ WorldFromCamera.Inverted().Rotate(imuVelocityInWorldFrame);
+ }
+ else
+ {
+ CameraFromImu.LinearVelocity = Vector3d(0,0,0);
+ }
+}
+
+PoseStated SensorFusion::computeVisionError()
+{
+ PoseStated worldFromImuVision = WorldFromCamera * CameraFromImu;
+ // Here we need to compute the difference between worldFromImuVision and WorldFromImu.
+ // However this difference needs to be represented in the World frame, not IMU frame.
+ // Therefore the computation is different from simply worldFromImuVision.Pose * WorldFromImu.Pose.Inverted().
+ PoseStated err;
+ err.Pose.Rotation = worldFromImuVision.Pose.Rotation *
+ LastVisionExposureRecord.WorldFromImu.Pose.Rotation.Inverted();
+ err.Pose.Translation = worldFromImuVision.Pose.Translation -
+ LastVisionExposureRecord.WorldFromImu.Pose.Translation;
+ err.LinearVelocity = worldFromImuVision.LinearVelocity -
+ LastVisionExposureRecord.WorldFromImu.LinearVelocity;
+ return err;
+}
+
+Transform<double> SensorFusion::GetVisionPrediction(UInt32 exposureCounter)
+{
+ Lock::Locker lockScope(pHandler->GetHandlerLock());
+
+ // Combine the small deltas together
+ // Should only be one iteration, unless we are skipping camera frames
+ ExposureRecord record;
+ PoseState<double> delta = PoseState<double>();
+
+ while (!ExposureRecordHistory.IsEmpty() &&
+ (ExposureRecordHistory.PeekFront().ExposureCounter <= exposureCounter))
+ {
+ record = ExposureRecordHistory.PopFront();
+ delta.AdvanceByDelta(record.ImuOnlyDelta);
+ }
+ // Put the combine exposure record back in the history, for use in HandleVisionSuccess(...)
+ record.ImuOnlyDelta = delta;
+ ExposureRecordHistory.PushFront(record);
+
+ Transformd result;
+ if (record.VisionTrackingAvailable)
+ {
+ // if the tracking is working normally, use the change in the main state (SFusion output)
+ // to compute the prediction
+ result = CameraFromImu.Pose *
+ LastVisionExposureRecord.WorldFromImu.Pose.Inverted() * record.WorldFromImu.Pose;
+ }
+ else
+ {
+ // if we just acquired vision, the main state probably doesn't have the correct position,
+ // so can't rely on it for prediction
+
+ // solution: use the accelerometer and vision velocity to propagate the previous sample forward
+ // (don't forget to transform IMU to the camera frame)
+ result = Transform<double>
+ (
+ CameraFromImu.Pose.Rotation * delta.Pose.Rotation,
+ CameraFromImu.Pose.Translation + CameraFromImu.LinearVelocity * delta.TimeInSeconds +
+ WorldFromCamera.Inverted().Rotate(delta.Pose.Translation)
+ );
+ }
+
+ return result;
+}
+
+void SensorFusion::handleMessage(const MessageBodyFrame& msg)
+{
+ if (msg.Type != Message_BodyFrame || !IsMotionTrackingEnabled())
+ return;
+
+ // Put the sensor readings into convenient local variables
+ Vector3d gyro(msg.RotationRate);
+ Vector3d accel(msg.Acceleration);
+ Vector3d mag(msg.MagneticField);
+ double DeltaT = msg.TimeDelta;
+
+ // Keep track of time
+ WorldFromImu.TimeInSeconds = msg.AbsoluteTimeSeconds;
+ // We got an update in the last 60ms and the data is not very old
+ bool visionIsRecent = (GetTime() - LastVisionAbsoluteTime < 0.07) && (GetVisionLatency() < 0.25);
+ Stage++;
+
+ // Insert current sensor data into filter history
+ FAngV.PushBack(gyro);
+ FAccelInImuFrame.Update(accel, DeltaT, Quatd(gyro, gyro.Length() * DeltaT));
+
+ // Process raw inputs
+ // in the future the gravity offset can be calibrated using vision feedback
+ Vector3d accelInWorldFrame = WorldFromImu.Pose.Rotate(accel) - Vector3d(0, 9.8, 0);
+
+ // Recompute the vision error to account for all the corrections and the new data
+ VisionError = computeVisionError();
+
+ // Update headset orientation
+ WorldFromImu.StoreAndIntegrateGyro(gyro, DeltaT);
+ // Tilt correction based on accelerometer
+ if (EnableGravity)
+ applyTiltCorrection(DeltaT);
+ // Yaw correction based on camera
+ if (EnableYawCorrection && visionIsRecent)
+ applyVisionYawCorrection(DeltaT);
+ // Yaw correction based on magnetometer
+ if (EnableYawCorrection && MagCalibrated) // MagCalibrated is always false for DK2 for now
+ applyMagYawCorrection(mag, DeltaT);
+ // Focus Correction
+ if ((FocusDirection.x != 0.0f || FocusDirection.z != 0.0f) && FocusFOV < Mathf::Pi)
+ applyFocusCorrection(DeltaT);
+
+ // Update camera orientation
+ if (EnableCameraTiltCorrection && visionIsRecent)
+ applyCameraTiltCorrection(accel, DeltaT);
+
+ // The quaternion magnitude may slowly drift due to numerical error,
+ // so it is periodically normalized.
+ if ((Stage & 0xFF) == 0)
+ {
+ WorldFromImu.Pose.Rotation.Normalize();
+ WorldFromCamera.Rotation.Normalize();
+ }
+
+ // Update headset position
+ if (VisionPositionEnabled && visionIsRecent)
+ {
+ // Integrate UMI and velocity here up to a fixed amount of time after vision.
+ WorldFromImu.StoreAndIntegrateAccelerometer(accelInWorldFrame + AccelOffset, DeltaT);
+ // Position correction based on camera
+ applyPositionCorrection(DeltaT);
+ // Compute where the neck pivot would be.
+ setNeckPivotFromPose(WorldFromImu.Pose);
+ }
+ else
+ {
+ // Fall back onto internal head model
+ // Use the last-known neck pivot position to figure out the expected IMU position.
+ // (should be the opposite of SensorFusion::setNeckPivotFromPose)
+ WorldFromNeck.Rotation = WorldFromImu.Pose.Rotation;
+ WorldFromImu.Pose = WorldFromNeck * (ImuFromCpf * CpfFromNeck).Inverted();
+
+ // We can't trust velocity past this point.
+ WorldFromImu.LinearVelocity = Vector3d(0,0,0);
+ WorldFromImu.LinearAcceleration = accelInWorldFrame;
+ }
+
+ // Compute the angular acceleration
+ WorldFromImu.AngularAcceleration = (FAngV.GetSize() >= 12 && DeltaT > 0) ?
+ (FAngV.SavitzkyGolayDerivative12() / DeltaT) : Vector3d();
+
+ // Update the dead reckoning state used for incremental vision tracking
+ NextExposureRecord.ImuOnlyDelta.StoreAndIntegrateGyro(gyro, DeltaT);
+ NextExposureRecord.ImuOnlyDelta.StoreAndIntegrateAccelerometer(accelInWorldFrame, DeltaT);
+ NextExposureRecord.ImuOnlyDelta.TimeInSeconds = WorldFromImu.TimeInSeconds - LastMessageExposureFrame.CameraTimeSeconds;
+ NextExposureRecord.VisionTrackingAvailable &= (VisionPositionEnabled && visionIsRecent);
+
+ Recording::GetRecorder().LogData("sfTimeSeconds", WorldFromImu.TimeInSeconds);
+ Recording::GetRecorder().LogData("sfStage", (double)Stage);
+ Recording::GetRecorder().LogData("sfPose", WorldFromImu.Pose);
+ //Recorder::LogData("sfAngAcc", State.AngularAcceleration);
+ //Recorder::LogData("sfAngVel", State.AngularVelocity);
+ //Recorder::LogData("sfLinAcc", State.LinearAcceleration);
+ //Recorder::LogData("sfLinVel", State.LinearVelocity);
+
+ // Store the lockless state.
+ LocklessState lstate;
+ lstate.StatusFlags = Status_OrientationTracked;
+ if (VisionPositionEnabled)
+ lstate.StatusFlags |= Status_PositionConnected;
+ if (VisionPositionEnabled && visionIsRecent)
+ lstate.StatusFlags |= Status_PositionTracked;
+
+ //A convenient means to temporarily extract this flag
+ TPH_IsPositionTracked = visionIsRecent;
+
+ lstate.State = WorldFromImu;
+ lstate.Temperature = msg.Temperature;
+ lstate.Magnetometer = mag;
+ UpdatedState.SetState(lstate);
+}
+
+void SensorFusion::handleExposure(const MessageExposureFrame& msg)
+{
+ NextExposureRecord.ExposureCounter = msg.CameraFrameCount;
+ NextExposureRecord.ExposureTime = msg.CameraTimeSeconds;
+ NextExposureRecord.WorldFromImu = WorldFromImu;
+ NextExposureRecord.ImuOnlyDelta.TimeInSeconds = msg.CameraTimeSeconds - LastMessageExposureFrame.CameraTimeSeconds;
+ ExposureRecordHistory.PushBack(NextExposureRecord);
+
+ // Every new exposure starts from zero
+ NextExposureRecord = ExposureRecord();
+ LastMessageExposureFrame = msg;
+}
+
+// If you have a known-good pose, this sets the neck pivot position.
+void SensorFusion::setNeckPivotFromPose(Transformd const &worldFromImu)
+{
+ WorldFromNeck = worldFromImu * ImuFromCpf * CpfFromNeck;
+}
+
+// These two functions need to be moved into Quat class
+// Compute a rotation required to transform "from" into "to".
+Quatd vectorAlignmentRotation(const Vector3d &from, const Vector3d &to)
+{
+ Vector3d axis = from.Cross(to);
+ if (axis.LengthSq() == 0)
+ // this handles both collinear and zero-length input cases
+ return Quatd();
+ double angle = from.Angle(to);
+ return Quatd(axis, angle);
+}
+
+// Compute the part of the quaternion that rotates around Y axis
+Quatd extractYawRotation(const Quatd &error)
+{
+ if (error.y == 0)
+ return Quatd();
+ double phi = atan2(error.w, error.y);
+ double alpha = Mathd::Pi - 2 * phi;
+ return Quatd(Axis_Y, alpha);
+}
+
+void SensorFusion::applyPositionCorrection(double deltaT)
+{
+ // Each component of gainPos is equivalent to a Kalman gain of (sigma_process / sigma_observation)
+ const Vector3d gainPos = Vector3d(10, 10, 8);
+ const Vector3d gainVel = gainPos.EntrywiseMultiply(gainPos) * 0.5;
+ const Vector3d gainAccel = gainVel * 0.5;
+ const double snapThreshold = 0.1; // Large value (previously 0.01, which caused frequent jumping)
+
+ Vector3d correctionPos, correctionVel;
+ if (VisionError.Pose.Translation.LengthSq() > (snapThreshold * snapThreshold) ||
+ !(UpdatedState.GetState().StatusFlags & Status_PositionTracked))
+ {
+ // high error or just reacquired position from vision - apply full correction
+
+ // to know where we are right now, take the vision pose (which is slightly old)
+ // and update it using the imu data since then
+ PoseStated worldFromImuVision = WorldFromCamera * CameraFromImu;
+ for (unsigned int i = 0; i < ExposureRecordHistory.GetSize(); i++)
+ worldFromImuVision.AdvanceByDelta(ExposureRecordHistory.PeekFront(i).ImuOnlyDelta);
+ worldFromImuVision.AdvanceByDelta(NextExposureRecord.ImuOnlyDelta);
+
+ correctionPos = worldFromImuVision.Pose.Translation - WorldFromImu.Pose.Translation;
+ correctionVel = worldFromImuVision.LinearVelocity - WorldFromImu.LinearVelocity;
+ AccelOffset = Vector3d();
+ }
+ else
+ {
+ correctionPos = VisionError.Pose.Translation.EntrywiseMultiply(gainPos) * deltaT;
+ correctionVel = VisionError.Pose.Translation.EntrywiseMultiply(gainVel) * deltaT;
+ AccelOffset += VisionError.Pose.Translation.EntrywiseMultiply(gainAccel) * deltaT;
+ }
+
+ WorldFromImu.Pose.Translation += correctionPos;
+ WorldFromImu.LinearVelocity += correctionVel;
+
+ // Update the exposure records so that we don't apply the same correction twice
+ LastVisionExposureRecord.WorldFromImu.Pose.Translation += correctionPos;
+ LastVisionExposureRecord.WorldFromImu.LinearVelocity += correctionVel;
+ for (unsigned int i = 0; i < ExposureRecordHistory.GetSize(); i++)
+ {
+ PoseStated& state = ExposureRecordHistory.PeekBack(i).WorldFromImu;
+ state.Pose.Translation += correctionPos;
+ state.LinearVelocity += correctionVel;
+ }
+}
+
+void SensorFusion::applyVisionYawCorrection(double deltaT)
+{
+ const double gain = 0.25;
+ const double snapThreshold = 0.1;
+
+ Quatd yawError = extractYawRotation(VisionError.Pose.Rotation);
+
+ Quatd correction;
+ if (Alg::Abs(yawError.w) < cos(snapThreshold / 2)) // angle(yawError) > snapThreshold
+ // high error, jump to the vision position
+ correction = yawError;
+ else
+ correction = yawError.Nlerp(Quatd(), gain * deltaT);
+
+ WorldFromImu.Pose.Rotation = correction * WorldFromImu.Pose.Rotation;
+
+ // Update the exposure records so that we don't apply the same correction twice
+ LastVisionExposureRecord.WorldFromImu.Pose.Rotation = correction * LastVisionExposureRecord.WorldFromImu.Pose.Rotation;
+ for (unsigned int i = 0; i < ExposureRecordHistory.GetSize(); i++)
+ {
+ PoseStated& state = ExposureRecordHistory.PeekBack(i).WorldFromImu;
+ state.Pose.Rotation = correction * state.Pose.Rotation;
+ }
+}
+
+void SensorFusion::applyMagYawCorrection(Vector3d mag, double deltaT)
+{
+ const double minMagLengthSq = Mathd::Tolerance; // need to use a real value to discard very weak fields
+ const double maxMagRefDist = 0.1;
+ const double maxTiltError = 0.05;
+ const double proportionalGain = 0.01;
+ const double integralGain = 0.0005;
+
+ Vector3d magInWorldFrame = WorldFromImu.Pose.Rotate(mag);
+ // verify that the horizontal component is sufficient
+ if (magInWorldFrame.x * magInWorldFrame.x + magInWorldFrame.z * magInWorldFrame.z < minMagLengthSq)
+ return;
+ magInWorldFrame.Normalize();
+
+ // Delete a bad point
+ if (MagRefIdx >= 0 && MagRefs[MagRefIdx].Score < 0)
+ {
+ MagRefs.RemoveAtUnordered(MagRefIdx);
+ MagRefIdx = -1;
+ }
+
+ // Update the reference point if needed
+ if (MagRefIdx < 0 || mag.Distance(MagRefs[MagRefIdx].InImuFrame) > maxMagRefDist)
+ {
+ // Find a new one
+ MagRefIdx = -1;
+ double bestDist = maxMagRefDist;
+ for (unsigned int i = 0; i < MagRefs.GetSize(); i++)
+ {
+ double dist = mag.Distance(MagRefs[i].InImuFrame);
+ if (bestDist > dist)
+ {
+ bestDist = dist;
+ MagRefIdx = i;
+ }
+ }
+
+ // Create one if needed
+ if (MagRefIdx < 0 && MagRefs.GetSize() < MagMaxReferences)
+ {
+ MagRefs.PushBack(MagReferencePoint(mag, WorldFromImu.Pose, 1000));
+ }
+ }
+
+ if (MagRefIdx >= 0)
+ {
+ Vector3d magRefInWorldFrame = MagRefs[MagRefIdx].WorldFromImu.Rotate(MagRefs[MagRefIdx].InImuFrame);
+ magRefInWorldFrame.Normalize();
+
+ // If the vertical angle is wrong, decrease the score and do nothing
+ if (Alg::Abs(magRefInWorldFrame.y - magInWorldFrame.y) > maxTiltError)
+ {
+ MagRefs[MagRefIdx].Score -= 1;
+ return;
+ }
+
+ MagRefs[MagRefIdx].Score += 2;
+#if 0
+ // this doesn't seem to work properly, need to investigate
+ Quatd error = vectorAlignmentRotation(magW, magRefW);
+ Quatd yawError = extractYawRotation(error);
+#else
+ // Correction is computed in the horizontal plane
+ magInWorldFrame.y = magRefInWorldFrame.y = 0;
+ Quatd yawError = vectorAlignmentRotation(magInWorldFrame, magRefInWorldFrame);
+#endif
+ Quatd correction = yawError.Nlerp(Quatd(), proportionalGain * deltaT) *
+ MagCorrectionIntegralTerm.Nlerp(Quatd(), deltaT);
+ MagCorrectionIntegralTerm = MagCorrectionIntegralTerm * yawError.Nlerp(Quatd(), integralGain * deltaT);
+
+ WorldFromImu.Pose.Rotation = correction * WorldFromImu.Pose.Rotation;
+ }
+}
+
+void SensorFusion::applyTiltCorrection(double deltaT)
+{
+ const double gain = 0.25;
+ const double snapThreshold = 0.1;
+ const Vector3d up(0, 1, 0);
+
+ Vector3d accelInWorldFrame = WorldFromImu.Pose.Rotate(FAccelInImuFrame.GetFilteredValue());
+ Quatd error = vectorAlignmentRotation(accelInWorldFrame, up);
+
+ Quatd correction;
+ if (FAccelInImuFrame.GetSize() == 1 ||
+ ((Alg::Abs(error.w) < cos(snapThreshold / 2) && FAccelInImuFrame.Confidence() > 0.75)))
+ // full correction for start-up
+ // or large error with high confidence
+ correction = error;
+ else if (FAccelInImuFrame.Confidence() > 0.5)
+ correction = error.Nlerp(Quatd(), gain * deltaT);
+ else
+ // accelerometer is unreliable due to movement
+ return;
+
+ WorldFromImu.Pose.Rotation = correction * WorldFromImu.Pose.Rotation;
+}
+
+void SensorFusion::applyCameraTiltCorrection(Vector3d accel, double deltaT)
+{
+ const double snapThreshold = 0.02; // in radians
+ const double maxCameraPositionOffset = 0.2;
+ const Vector3d up(0, 1, 0), forward(0, 0, -1);
+
+ // for startup use filtered value instead of instantaneous for stability
+ if (FAccelInCameraFrame.IsEmpty())
+ accel = FAccelInImuFrame.GetFilteredValue();
+
+ Transformd cameraFromImu = WorldFromCamera.Inverted() * VisionError.Pose * WorldFromImu.Pose;
+ // this is what the hypothetical camera-mounted accelerometer would show
+ Vector3d accelInCameraFrame = cameraFromImu.Rotate(accel);
+ FAccelInCameraFrame.Update(accelInCameraFrame, deltaT);
+ Vector3d cameraAccelInWorldFrame = WorldFromCamera.Rotate(FAccelInCameraFrame.GetFilteredValue());
+
+ Quatd error1 = vectorAlignmentRotation(cameraAccelInWorldFrame, up);
+ // cancel out yaw rotation
+ Vector3d forwardCamera = (error1 * WorldFromCamera.Rotation).Rotate(forward);
+ forwardCamera.y = 0;
+ Quatd error2 = vectorAlignmentRotation(forwardCamera, forward);
+ // combined error
+ Quatd error = error2 * error1;
+
+ double confidence = FAccelInCameraFrame.Confidence();
+ // penalize the confidence if looking away from the camera
+ // TODO: smooth fall-off
+ if (CameraFromImu.Pose.Rotate(forward).Angle(forward) > 1)
+ confidence *= 0.5;
+
+ //Convenient global variable to temporarily extract this data.
+ TPH_CameraPoseConfidence = confidence;
+ //Allow override of confidence threshold
+ double confidenceThreshold = 0.75f;
+ if (TPH_CameraPoseConfidenceThresholdOverrideIfNonZero)
+ {
+ confidenceThreshold = TPH_CameraPoseConfidenceThresholdOverrideIfNonZero;
+ }
+
+ Quatd correction;
+ if (FAccelInCameraFrame.GetSize() == 1 ||
+ confidence > WorldFromCameraConfidence + 0.2 ||
+ // disabled due to false positives when moving side to side
+// (Alg::Abs(error.w) < cos(5 * snapThreshold / 2) && confidence > 0.55) ||
+ (Alg::Abs(error.w) < cos(snapThreshold / 2) && confidence > confidenceThreshold))
+ {
+ // large error with high confidence
+ correction = error;
+ // update the confidence level
+ WorldFromCameraConfidence = confidence;
+ }
+ else
+ {
+ // accelerometer is unreliable due to movement
+ return;
+ }
+
+ Transformd newWorldFromCamera(correction * WorldFromCamera.Rotation, Vector3d());
+
+ // compute a camera position change that together with the camera rotation would result in zero player movement
+ newWorldFromCamera.Translation += (WorldFromCamera * CameraFromImu.Pose).Translation -
+ (newWorldFromCamera * CameraFromImu.Pose).Translation;
+ // if the new position is too far, reset to default
+ // (can't hide the rotation, might as well use it to reset the position)
+ if (newWorldFromCamera.Translation.DistanceSq(DefaultWorldFromCamera.Translation) > maxCameraPositionOffset * maxCameraPositionOffset)
+ newWorldFromCamera.Translation = DefaultWorldFromCamera.Translation;
+
+ WorldFromCamera = newWorldFromCamera;
+
+ //Convenient global variable to temporarily extract this data.
+ TPH_CameraPoseOrientationWxyz[0] = (float) WorldFromCamera.Rotation.w;
+ TPH_CameraPoseOrientationWxyz[1] = (float) WorldFromCamera.Rotation.x;
+ TPH_CameraPoseOrientationWxyz[2] = (float) WorldFromCamera.Rotation.y;
+ TPH_CameraPoseOrientationWxyz[3] = (float) WorldFromCamera.Rotation.z;
+}
+
+void SensorFusion::applyFocusCorrection(double deltaT)
+{
+ Vector3d up = Vector3d(0, 1, 0);
+ double gain = 0.01;
+ Vector3d currentDir = WorldFromImu.Pose.Rotate(Vector3d(0, 0, 1));
+
+ Vector3d focusYawComponent = FocusDirection.ProjectToPlane(up);
+ Vector3d currentYawComponent = currentDir.ProjectToPlane(up);
+
+ double angle = focusYawComponent.Angle(currentYawComponent);
+
+ if( angle > FocusFOV )
+ {
+ Quatd yawError;
+ if ( FocusFOV != 0.0f)
+ {
+ Vector3d lFocus = Quatd(up, -FocusFOV).Rotate(focusYawComponent);
+ Vector3d rFocus = Quatd(up, FocusFOV).Rotate(focusYawComponent);
+ double lAngle = lFocus.Angle(currentYawComponent);
+ double rAngle = rFocus.Angle(currentYawComponent);
+ if(lAngle < rAngle)
+ {
+ yawError = vectorAlignmentRotation(currentDir, lFocus);
+ }
+ else
+ {
+ yawError = vectorAlignmentRotation(currentDir, rFocus);
+ }
+ }
+ else
+ {
+ yawError = vectorAlignmentRotation(currentYawComponent, focusYawComponent);
+ }
+
+ Quatd correction = yawError.Nlerp(Quatd(), gain * deltaT);
+ WorldFromImu.Pose.Rotation = correction * WorldFromImu.Pose.Rotation;
+ }
+}
+
+//------------------------------------------------------------------------------------
+// Focus filter setting functions
+
+void SensorFusion::SetFocusDirection()
+{
+ SetFocusDirection(WorldFromImu.Pose.Rotate(Vector3d(0.0, 0.0, 1.0)));
+}
+
+void SensorFusion::SetFocusDirection(Vector3d direction)
+{
+ FocusDirection = direction;
+}
+
+void SensorFusion::SetFocusFOV(double fov)
+{
+ OVR_ASSERT(fov >= 0.0);
+ FocusFOV = fov;
+}
+
+void SensorFusion::ClearFocus()
+{
+ FocusDirection = Vector3d(0.0, 0.0, 0.0);
+ FocusFOV = 0.0f;
+}
+
+//-------------------------------------------------------------------------------------
+// Head model functions.
+
+// Sets up head-and-neck model and device-to-pupil dimensions from the user's profile.
+void SensorFusion::SetUserHeadDimensions(Profile const &profile, HmdRenderInfo const &hmdRenderInfo)
+{
+ float neckeye[2];
+ int count = profile.GetFloatValues(OVR_KEY_NECK_TO_EYE_DISTANCE, neckeye, 2);
+ // Make sure these are vaguely sensible values.
+ if (count == 2)
+ {
+ OVR_ASSERT ( ( neckeye[0] > 0.05f ) && ( neckeye[0] < 0.5f ) );
+ OVR_ASSERT ( ( neckeye[1] > 0.05f ) && ( neckeye[1] < 0.5f ) );
+ SetHeadModel ( Vector3f ( 0.0, neckeye[1], -neckeye[0] ) );
+ }
+
+ // Find the distance from the center of the screen to the "center eye"
+ // This center eye is used by systems like rendering & audio to represent the player,
+ // and they will handle the offsets needed from there to each actual eye.
+
+ // HACK HACK HACK
+ // We know for DK1 the screen->lens surface distance is roughly 0.049f, and that the faceplate->lens is 0.02357f.
+ // We're going to assume(!!!!) that all HMDs have the same screen->faceplate distance.
+ // Crystal Cove was measured to be roughly 0.025 screen->faceplate which agrees with this assumption.
+ // TODO: do this properly! Update: Measured this at 0.02733 with a CC prototype, CES era (PT7), on 2/19/14 -Steve
+ float screenCenterToMidplate = 0.02733f;
+ float centerEyeRelief = hmdRenderInfo.GetEyeCenter().ReliefInMeters;
+ float centerPupilDepth = screenCenterToMidplate + hmdRenderInfo.LensSurfaceToMidplateInMeters + centerEyeRelief;
+ SetCenterPupilDepth ( centerPupilDepth );
+
+ Recording::GetRecorder().RecordUserParams(GetHeadModel(), GetCenterPupilDepth());
+}
+
+Vector3f SensorFusion::GetHeadModel() const
+{
+ return (Vector3f)CpfFromNeck.Inverted().Translation;
+}
+
+void SensorFusion::SetHeadModel(const Vector3f &headModel, bool resetNeckPivot /*= true*/ )
+{
+ Lock::Locker lockScope(pHandler->GetHandlerLock());
+ // The head model should look something like (0, 0.12, -0.12), so
+ // these asserts are to try to prevent sign problems, as
+ // they can be subtle but nauseating!
+ OVR_ASSERT ( headModel.y > 0.0f );
+ OVR_ASSERT ( headModel.z < 0.0f );
+ CpfFromNeck = Transformd(Quatd(), (Vector3d)headModel).Inverted();
+ if ( resetNeckPivot )
+ {
+ setNeckPivotFromPose ( WorldFromImu.Pose );
+ }
+}
+
+float SensorFusion::GetCenterPupilDepth() const
+{
+ return CenterPupilDepth;
+}
+
+void SensorFusion::SetCenterPupilDepth(float centerPupilDepth)
+{
+ CenterPupilDepth = centerPupilDepth;
+
+ Transformd screenFromCpf(Quatd(), Vector3d(0, 0, centerPupilDepth));
+ ImuFromCpf = ImuFromScreen * screenFromCpf;
+
+ setNeckPivotFromPose ( WorldFromImu.Pose );
+}
+
+//-------------------------------------------------------------------------------------
+
+// This is a "perceptually tuned predictive filter", which means that it is optimized
+// for improvements in the VR experience, rather than pure error. In particular,
+// jitter is more perceptible at lower speeds whereas latency is more perceptible
+// after a high-speed motion. Therefore, the prediction interval is dynamically
+// adjusted based on speed. Significant more research is needed to further improve
+// this family of filters.
+static Transform<double> calcPredictedPose(const PoseState<double>& poseState, double predictionDt)
+{
+ Transform<double> pose = poseState.Pose;
+ const double linearCoef = 1.0;
+ Vector3d angularVelocity = poseState.AngularVelocity;
+ double angularSpeed = angularVelocity.Length();
+
+ // This could be tuned so that linear and angular are combined with different coefficients
+ double speed = angularSpeed + linearCoef * poseState.LinearVelocity.Length();
+
+ const double slope = 0.2; // The rate at which the dynamic prediction interval varies
+ double candidateDt = slope * speed; // TODO: Replace with smoothstep function
+
+ double dynamicDt = predictionDt;
+
+ // Choose the candidate if it is shorter, to improve stability
+ if (candidateDt < predictionDt)
+ dynamicDt = candidateDt;
+
+ if (angularSpeed > 0.001)
+ pose.Rotation = pose.Rotation * Quatd(angularVelocity, angularSpeed * dynamicDt);
+
+ pose.Translation += poseState.LinearVelocity * dynamicDt;
+
+ return pose;
+}
+
+
+Transformf SensorFusion::GetPoseAtTime(double absoluteTime) const
+{
+ SensorState ss = GetSensorStateAtTime ( absoluteTime );
+ return ss.Predicted.Pose;
+}
+
+
+SensorState SensorFusion::GetSensorStateAtTime(double absoluteTime) const
+{
+ const LocklessState lstate = UpdatedState.GetState();
+ // Delta time from the last available data
+ const double pdt = absoluteTime - lstate.State.TimeInSeconds;
+
+ SensorState ss;
+ ss.Recorded = PoseStatef(lstate.State);
+ ss.Temperature = lstate.Temperature;
+ ss.Magnetometer = Vector3f(lstate.Magnetometer);
+ ss.StatusFlags = lstate.StatusFlags;
+
+ ss.Predicted = ss.Recorded;
+ ss.Predicted.TimeInSeconds = absoluteTime;
+
+ // Do prediction logic and ImuFromCpf transformation
+ ss.Recorded.Pose = Transformf(lstate.State.Pose * ImuFromCpf);
+ ss.Predicted.Pose = Transformf(calcPredictedPose(lstate.State, pdt) * ImuFromCpf);
+ return ss;
+}
+
+unsigned SensorFusion::GetStatus() const
+{
+ return UpdatedState.GetState().StatusFlags;
+}
+
+//-------------------------------------------------------------------------------------
+
+void SensorFusion::OnMessage(const MessageBodyFrame& msg)
+{
+ OVR_ASSERT(!IsAttachedToSensor());
+ handleMessage(msg);
+}
+
+//-------------------------------------------------------------------------------------
+
+void SensorFusion::BodyFrameHandler::OnMessage(const Message& msg)
+{
+ Recording::GetRecorder().RecordMessage(msg);
+ if (msg.Type == Message_BodyFrame)
+ pFusion->handleMessage(static_cast<const MessageBodyFrame&>(msg));
+ if (msg.Type == Message_ExposureFrame)
+ pFusion->handleExposure(static_cast<const MessageExposureFrame&>(msg));
+}
+
+} // namespace OVR