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+/************************************************************************************
+
+Filename : Tracking_SensorStateReader.cpp
+Content : Separate reader component that is able to recover sensor pose
+Created : June 4, 2014
+Authors : Chris Taylor
+
+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 "Tracking_SensorStateReader.h"
+#include "Tracking_PoseState.h"
+
+namespace OVR { namespace Tracking {
+
+
+//-------------------------------------------------------------------------------------
+
+// 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 Pose<double> calcPredictedPose(const PoseState<double>& poseState, double predictionDt)
+{
+ Pose<double> pose = poseState.ThePose;
+ 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;
+}
+
+
+//// SensorStateReader
+
+SensorStateReader::SensorStateReader() :
+ Updater(NULL),
+ LastLatWarnTime(0.)
+{
+}
+
+void SensorStateReader::SetUpdater(const CombinedSharedStateUpdater* updater)
+{
+ Updater = updater;
+}
+
+void SensorStateReader::RecenterPose()
+{
+ if (!Updater)
+ {
+ return;
+ }
+
+ /*
+ This resets position to center in x, y, z, and resets yaw to center.
+ Other rotation components are not affected.
+ */
+
+ const LocklessSensorState lstate = Updater->SharedSensorState.GetState();
+
+ Posed worldFromCpf = lstate.WorldFromImu.ThePose * lstate.ImuFromCpf;
+
+ double hmdYaw, hmdPitch, hmdRoll;
+ worldFromCpf.Rotation.GetEulerAngles<Axis_Y, Axis_X, Axis_Z>(&hmdYaw, &hmdPitch, &hmdRoll);
+
+ Posed worldFromCentered(Quatd(Axis_Y, hmdYaw), worldFromCpf.Translation);
+
+ CenteredFromWorld = worldFromCentered.Inverted();
+}
+
+bool SensorStateReader::GetSensorStateAtTime(double absoluteTime, TrackingState& ss) const
+{
+ if (!Updater)
+ {
+ ss.StatusFlags = 0;
+ return false;
+ }
+
+ const LocklessSensorState lstate = Updater->SharedSensorState.GetState();
+
+ // Update time
+ ss.HeadPose.TimeInSeconds = absoluteTime;
+
+ // Update the status flags
+ ss.StatusFlags = lstate.StatusFlags;
+ // If no hardware is connected, override the tracking flags
+ if (0 == (ss.StatusFlags & Status_HMDConnected))
+ {
+ ss.StatusFlags &= ~Status_TrackingMask;
+ }
+ if (0 == (ss.StatusFlags & Status_PositionConnected))
+ {
+ ss.StatusFlags &= ~(Status_PositionTracked | Status_CameraPoseTracked);
+ }
+
+ // If tracking info is invalid,
+ if (0 == (ss.StatusFlags & Status_TrackingMask))
+ {
+ return false;
+ }
+
+ // Delta time from the last available data
+ double pdt = absoluteTime - lstate.WorldFromImu.TimeInSeconds;
+ static const double maxPdt = 0.1;
+
+ // If delta went negative due to synchronization problems between processes or just a lag spike,
+ if (pdt < 0.)
+ {
+ pdt = 0.;
+ }
+ else if (pdt > maxPdt)
+ {
+ if (LastLatWarnTime != lstate.WorldFromImu.TimeInSeconds)
+ {
+ LastLatWarnTime = lstate.WorldFromImu.TimeInSeconds;
+ LogText("[SensorStateReader] Prediction interval too high: %f s, clamping at %f s\n", pdt, maxPdt);
+ }
+ pdt = maxPdt;
+ }
+
+ ss.HeadPose = PoseStatef(lstate.WorldFromImu);
+ // Do prediction logic and ImuFromCpf transformation
+ ss.HeadPose.ThePose = Posef(CenteredFromWorld * calcPredictedPose(lstate.WorldFromImu, pdt) * lstate.ImuFromCpf);
+
+ ss.CameraPose = Posef(CenteredFromWorld * lstate.WorldFromCamera);
+
+ Posed worldFromLeveledCamera = Posed(Quatd(), lstate.WorldFromCamera.Translation);
+ ss.LeveledCameraPose = Posef(CenteredFromWorld * worldFromLeveledCamera);
+
+ ss.RawSensorData = lstate.RawSensorData;
+
+ return true;
+}
+
+bool SensorStateReader::GetPoseAtTime(double absoluteTime, Posef& transform) const
+{
+ TrackingState ss;
+ if (!GetSensorStateAtTime(absoluteTime, ss))
+ {
+ return false;
+ }
+
+ transform = ss.HeadPose.ThePose;
+
+ return true;
+}
+
+uint32_t SensorStateReader::GetStatus() const
+{
+ if (!Updater)
+ {
+ return 0;
+ }
+
+ const LocklessSensorState lstate = Updater->SharedSensorState.GetState();
+
+ // If invalid,
+ if (0 == (lstate.StatusFlags & Status_TrackingMask))
+ {
+ // Return 0 indicating no orientation nor position tracking
+ return 0;
+ }
+
+ return lstate.StatusFlags;
+}
+
+
+}} // namespace OVR::Tracking