/************************************************************************************ Filename : OVR_Vision_Common.h Content : Common data structures that are used in multiple vision files Created : November 25, 2014 Authors : Max Katsev Copyright : Copyright 2014 Oculus VR, LLC All Rights reserved. Licensed under the Oculus VR Rift SDK License Version 3.2 (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-3.2 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. *************************************************************************************/ #ifndef OVR_Vision_Common_h #define OVR_Vision_Common_h #include "Kernel/OVR_RefCount.h" #include "Extras/OVR_Math.h" #include "Kernel/OVR_Array.h" #include "Kernel/OVR_Log.h" #include "Sensors/OVR_DeviceConstants.h" // Compatible types (these are declared in global namespace) typedef struct ovrPoseStatef_ ovrPoseStatef; typedef struct ovrPoseStated_ ovrPoseStated; namespace OVR { namespace Vision { // Global "calibration mode" used by calibration tools to change // the behavior of the SDK for calibration/experimentation purposes. // This flag is set at system startup by calibration tools, and never changed. extern int BundleCalibrationMode; // Vision <-> OVR transform functions // // These transforms are required across the interface to many of the // matching and reconstruction functions. // // OVR system is x+ right, y+ up, z+ back. // Vision system is x+ right, y+ down, z+ forward. // This is a 180 degree rotation about X axis. // template inline Vector3 VisionFromOvr(const Vector3& ovr) { return Vector3(ovr.x, -ovr.y, -ovr.z); } template inline Vector3 OvrFromVision(const Vector3& vision) { return Vector3(vision.x, -vision.y, -vision.z); } template inline Quat VisionFromOvr(const Quat& ovr) { return Quat(ovr.x, -ovr.y, -ovr.z, ovr.w); } template inline Quat OvrFromVision(const Quat& vision) { return Quat(vision.x, -vision.y, -vision.z, vision.w); } template inline Pose VisionFromOvr(const Pose& ovr) { return Pose(VisionFromOvr(ovr.Rotation), VisionFromOvr(ovr.Translation)); } template inline Pose OvrFromVision(const Pose& vision) { return Pose(OvrFromVision(vision.Rotation), OvrFromVision(vision.Translation)); } struct ImuSample { double Time; Vector3d Accelerometer; Vector3d Gyro; Vector3d Magnetometer; double Temperature; ImuSample() : Time(-1), Temperature(-1) {} ImuSample(const SensorDataType& data) : Time(data.AbsoluteTimeSeconds), Accelerometer(data.Acceleration), Gyro(data.RotationRate), Magnetometer(data.MagneticField), Temperature(data.Temperature) {} }; struct PoseSample { double Time; Posed ThePose; Vector3d LinearVelocity, AngularVelocity; // stats for LED tracking int LedsCount; double ObjectSpaceError; // stats for sphere tracking int ContourCount; double CircleRadius; bool HasOrientation, HasPosition, HasVelocities; // true => ThePose == WorldFromImu, false => ThePose == CameraFromImu bool IsInWorldFrame; void ApplyWorldFromCamera(const Posed& worldFromCamera) { OVR_ASSERT(!IsInWorldFrame); IsInWorldFrame = true; ThePose = worldFromCamera * ThePose; if (HasVelocities) { LinearVelocity = worldFromCamera.Rotate(LinearVelocity); AngularVelocity = worldFromCamera.Rotate(AngularVelocity); } } friend PoseSample operator*(const PoseSample& sample, const Posed& trans) { PoseSample result = sample; result.ThePose = sample.ThePose * trans; // if we don't have orientation, the result will be useless - this is probably not expected to happen OVR_ASSERT(sample.HasOrientation); result.HasPosition = sample.HasPosition && sample.HasOrientation; return result; } PoseSample(double time = -1) : Time(time), LedsCount(-1), ObjectSpaceError(-1), ContourCount(-1), CircleRadius(-1), HasOrientation(false), HasPosition(false), HasVelocities(false), IsInWorldFrame(false) {} }; struct PoseEstimate { Posed WorldFromImu, CameraFromWorld; bool HasPosition, HasOrientation, HasUp; Posed CameraFromImu() const { return CameraFromWorld * WorldFromImu; } friend PoseEstimate operator*(const PoseEstimate& estimate, const Posed& trans) { PoseEstimate result = estimate; result.WorldFromImu = estimate.WorldFromImu * trans; // if we don't have orientation, the result will be useless - this is probably not expected to happen OVR_ASSERT(estimate.HasOrientation); result.HasPosition = estimate.HasPosition && estimate.HasOrientation; return result; } PoseEstimate(const Posed& worldFromCamera) : CameraFromWorld(worldFromCamera.Inverted()), HasPosition(false), HasOrientation(false), HasUp(false) {} }; } // namespace OVR::Vision // PoseState describes the complete pose, or a rigid body configuration, at a // point in time, including first and second derivatives. It is used to specify // instantaneous location and movement of the headset. // SensorState is returned as a part of the sensor state. template class PoseState { public: typedef typename CompatibleTypes >::Type CompatibleType; PoseState() : TimeInSeconds(0.0) { } // float <-> double conversion constructor. explicit PoseState(const PoseState::OtherFloatType> &src) : ThePose(src.ThePose), AngularVelocity(src.AngularVelocity), LinearVelocity(src.LinearVelocity), AngularAcceleration(src.AngularAcceleration), LinearAcceleration(src.LinearAcceleration), TimeInSeconds(src.TimeInSeconds) { } // C-interop support: PoseStatef <-> ovrPoseStatef PoseState(const typename CompatibleTypes >::Type& src) : ThePose(src.ThePose), AngularVelocity(src.AngularVelocity), LinearVelocity(src.LinearVelocity), AngularAcceleration(src.AngularAcceleration), LinearAcceleration(src.LinearAcceleration), TimeInSeconds(src.TimeInSeconds) { } operator typename CompatibleTypes >::Type() const { typename CompatibleTypes >::Type result; result.ThePose = ThePose; result.AngularVelocity = AngularVelocity; result.LinearVelocity = LinearVelocity; result.AngularAcceleration = AngularAcceleration; result.LinearAcceleration = LinearAcceleration; result.TimeInSeconds = TimeInSeconds; return result; } Pose ThePose; Vector3 AngularVelocity; Vector3 LinearVelocity; Vector3 AngularAcceleration; Vector3 LinearAcceleration; // Absolute time of this state sample; always a double measured in seconds. double TimeInSeconds; // ***** Helpers for Pose integration // Stores and integrates gyro angular velocity reading for a given time step. void StoreAndIntegrateGyro(Vector3d angVel, double dt) { AngularVelocity = angVel; ThePose.Rotation *= Quatd::FromRotationVector(angVel * dt); } void StoreAndIntegrateAccelerometer(Vector3d linearAccel, double dt) { LinearAcceleration = linearAccel; ThePose.Translation += LinearVelocity * dt + LinearAcceleration * (dt * dt * 0.5); LinearVelocity += LinearAcceleration * dt; } friend PoseState operator*(const Pose& trans, const PoseState& poseState) { PoseState result; result.ThePose = trans * poseState.ThePose; result.LinearVelocity = trans.Rotate(poseState.LinearVelocity); result.LinearAcceleration = trans.Rotate(poseState.LinearAcceleration); result.AngularVelocity = trans.Rotate(poseState.AngularVelocity); result.AngularAcceleration = trans.Rotate(poseState.AngularAcceleration); return result; } }; // External API returns pose as float, but uses doubles internally for quaternion precision. typedef PoseState PoseStatef; typedef PoseState PoseStated; // Compatible types template<> struct CompatibleTypes > { typedef ovrPoseStatef Type; }; template<> struct CompatibleTypes > { typedef ovrPoseStated Type; }; // Handy debug output functions template void Dump(const char* label, const Pose& pose) { auto t = pose.Translation * 1000; auto r = pose.Rotation.ToRotationVector(); double angle = RadToDegree(r.Length()); if (r.LengthSq() > 0) r.Normalize(); LogText("%s: %.2f, %.2f, %.2f mm, %.2f deg %.2f, %.2f, %.2f\n", label, t.x, t.y, t.z, angle, r.x, r.y, r.z); } template void Dump(const char* label, const Vector3& v) { LogText("%s %.5g, %.5g, %.5g (%.5g)\n", label, v.x, v.y, v.z, v.Length()); } template void Dump(const char* label, const Quat& q) { auto r = q.ToRotationVector(); auto axis = r.Normalized(); auto angle = RadToDegree(r.Length()); LogText("%s %.2f (%.2f, %.2f, %.2f)\n", label, angle, axis.x, axis.y, axis.z); } template void Dump(const char* label, double time, const Pose& p) { LogText("%.4f: ", time); Dump(label, p); } static_assert((sizeof(PoseState) == sizeof(Pose) + 4 * sizeof(Vector3) + sizeof(double)), "sizeof(PoseState) failure"); #ifdef OVR_CPU_X86_64 static_assert((sizeof(PoseState) == sizeof(Pose) + 4 * sizeof(Vector3) + sizeof(uint32_t)+sizeof(double)), "sizeof(PoseState) failure"); //TODO: Manually pad template. #elif defined(OVR_OS_WIN32) // The Windows 32 bit ABI aligns 64 bit values on 64 bit boundaries static_assert((sizeof(PoseState) == sizeof(Pose) + 4 * sizeof(Vector3) + sizeof(uint32_t)+sizeof(double)), "sizeof(PoseState) failure"); #elif defined(OVR_CPU_ARM) // ARM aligns 64 bit values to 64 bit boundaries: http://infocenter.arm.com/help/index.jsp?topic=/com.arm.doc.dui0472k/chr1359125009502.html static_assert((sizeof(PoseState) == sizeof(Pose) + 4 * sizeof(Vector3) + sizeof(uint32_t)+sizeof(double)), "sizeof(PoseState) failure"); #else // Else Unix/Apple 32 bit ABI, which aligns 64 bit values on 32 bit boundaries. static_assert((sizeof(PoseState) == sizeof(Pose) + 4 * sizeof(Vector3) + sizeof(double)), "sizeof(PoseState) failure:"); #endif } // namespace OVR #endif // OVR_Vision_Common_h