Address issues with random camera locations caused by bad HMD sensor poses

This commit is contained in:
Brad Davis 2016-08-17 15:22:30 -07:00
parent 8fdecc6e56
commit a32ab77b7d
3 changed files with 62 additions and 31 deletions

View file

@ -516,13 +516,23 @@ glm::mat4 MyAvatar::getSensorToWorldMatrix() const {
return _sensorToWorldMatrixCache.get();
}
// As far as I know no HMD system supports a play area of a kilometer in radius.
static const float MAX_HMD_ORIGIN_DISTANCE = 1000.0f;
// Pass a recent sample of the HMD to the avatar.
// This can also update the avatar's position to follow the HMD
// as it moves through the world.
void MyAvatar::updateFromHMDSensorMatrix(const glm::mat4& hmdSensorMatrix) {
// update the sensorMatrices based on the new hmd pose
_hmdSensorMatrix = hmdSensorMatrix;
_hmdSensorPosition = extractTranslation(hmdSensorMatrix);
auto newHmdSensorPosition = extractTranslation(hmdSensorMatrix);
if (newHmdSensorPosition != _hmdSensorPosition &&
glm::length(newHmdSensorPosition) > MAX_HMD_ORIGIN_DISTANCE) {
qWarning() << "Invalid HMD sensor position " << newHmdSensorPosition;
// Ignore unreasonable HMD sensor data
return;
}
_hmdSensorPosition = newHmdSensorPosition;
_hmdSensorOrientation = glm::quat_cast(hmdSensorMatrix);
_hmdSensorFacing = getFacingDir2D(_hmdSensorOrientation);
}

View file

@ -108,19 +108,20 @@ public:
}
void updateSource() {
Lock lock(_plugin._presentMutex);
while (!_queue.empty()) {
auto& front = _queue.front();
auto result = glClientWaitSync(front.fence, 0, 0);
if (GL_TIMEOUT_EXPIRED == result && GL_WAIT_FAILED == result) {
break;
}
_plugin.withNonPresentThreadLock([&] {
while (!_queue.empty()) {
auto& front = _queue.front();
auto result = glClientWaitSync(front.fence, 0, 0);
if (GL_TIMEOUT_EXPIRED == result && GL_WAIT_FAILED == result) {
break;
}
glDeleteSync(front.fence);
front.fence = 0;
_current = front;
_queue.pop();
}
glDeleteSync(front.fence);
front.fence = 0;
_current = front;
_queue.pop();
}
});
}
void run() override {
@ -170,15 +171,28 @@ public:
PoseData nextRender, nextSim;
nextRender.frameIndex = _plugin.presentCount();
vr::VRCompositor()->WaitGetPoses(nextRender.vrPoses, vr::k_unMaxTrackedDeviceCount, nextSim.vrPoses, vr::k_unMaxTrackedDeviceCount);
{
Lock lock(_plugin._presentMutex);
_presentCount++;
_presented.notify_one();
_nextRender = nextRender;
_nextRender.update(_plugin._sensorResetMat);
_nextSim = nextSim;
_nextSim.update(_plugin._sensorResetMat);
// Copy invalid poses in nextSim from nextRender
for (uint32_t i = 0; i < vr::k_unMaxTrackedDeviceCount; ++i) {
if (!nextSim.vrPoses[i].bPoseIsValid) {
nextSim.vrPoses[i] = nextRender.vrPoses[i];
}
}
mat4 sensorResetMat;
_plugin.withNonPresentThreadLock([&] {
sensorResetMat = _plugin._sensorResetMat;
});
nextRender.update(sensorResetMat);
nextSim.update(sensorResetMat);
_plugin.withNonPresentThreadLock([&] {
_nextRender = nextRender;
_nextSim = nextSim;
++_presentCount;
_presented.notify_one();
});
}
_canvas.doneCurrent();
}
@ -366,19 +380,20 @@ bool OpenVrDisplayPlugin::beginFrameRender(uint32_t frameIndex) {
}
_currentRenderFrameInfo = FrameInfo();
PoseData nextSimPoseData;
withNonPresentThreadLock([&] {
_currentRenderFrameInfo.renderPose = _nextSimPoseData.poses[vr::k_unTrackedDeviceIndex_Hmd];
nextSimPoseData = _nextSimPoseData;
});
// HACK: when interface is launched and steam vr is NOT running, openvr will return bad HMD poses for a few frames
// To workaround this, filter out any hmd poses that are obviously bad, i.e. beneath the floor.
if (isBadPose(&_nextSimPoseData.vrPoses[vr::k_unTrackedDeviceIndex_Hmd].mDeviceToAbsoluteTracking)) {
if (isBadPose(&nextSimPoseData.vrPoses[vr::k_unTrackedDeviceIndex_Hmd].mDeviceToAbsoluteTracking)) {
qDebug() << "WARNING: ignoring bad hmd pose from openvr";
// use the last known good HMD pose
_nextSimPoseData.vrPoses[vr::k_unTrackedDeviceIndex_Hmd].mDeviceToAbsoluteTracking = _lastGoodHMDPose;
nextSimPoseData.vrPoses[vr::k_unTrackedDeviceIndex_Hmd].mDeviceToAbsoluteTracking = _lastGoodHMDPose;
} else {
_lastGoodHMDPose = _nextSimPoseData.vrPoses[vr::k_unTrackedDeviceIndex_Hmd].mDeviceToAbsoluteTracking;
_lastGoodHMDPose = nextSimPoseData.vrPoses[vr::k_unTrackedDeviceIndex_Hmd].mDeviceToAbsoluteTracking;
}
vr::TrackedDeviceIndex_t handIndices[2] { vr::k_unTrackedDeviceIndexInvalid, vr::k_unTrackedDeviceIndexInvalid };
@ -387,7 +402,7 @@ bool OpenVrDisplayPlugin::beginFrameRender(uint32_t frameIndex) {
auto trackedCount = _system->GetSortedTrackedDeviceIndicesOfClass(vr::TrackedDeviceClass_Controller, controllerIndices, 2);
// Find the left and right hand controllers, if they exist
for (uint32_t i = 0; i < std::min<uint32_t>(trackedCount, 2); ++i) {
if (_nextSimPoseData.vrPoses[i].bPoseIsValid) {
if (nextSimPoseData.vrPoses[i].bPoseIsValid) {
auto role = _system->GetControllerRoleForTrackedDeviceIndex(controllerIndices[i]);
if (vr::TrackedControllerRole_LeftHand == role) {
handIndices[0] = controllerIndices[i];
@ -398,8 +413,7 @@ bool OpenVrDisplayPlugin::beginFrameRender(uint32_t frameIndex) {
}
}
_currentRenderFrameInfo.renderPose = _nextSimPoseData.poses[vr::k_unTrackedDeviceIndex_Hmd];
_currentRenderFrameInfo.renderPose = nextSimPoseData.poses[vr::k_unTrackedDeviceIndex_Hmd];
bool keyboardVisible = isOpenVrKeyboardShown();
std::array<mat4, 2> handPoses;
@ -409,9 +423,9 @@ bool OpenVrDisplayPlugin::beginFrameRender(uint32_t frameIndex) {
continue;
}
auto deviceIndex = handIndices[i];
const mat4& mat = _nextSimPoseData.poses[deviceIndex];
const vec3& linearVelocity = _nextSimPoseData.linearVelocities[deviceIndex];
const vec3& angularVelocity = _nextSimPoseData.angularVelocities[deviceIndex];
const mat4& mat = nextSimPoseData.poses[deviceIndex];
const vec3& linearVelocity = nextSimPoseData.linearVelocities[deviceIndex];
const vec3& angularVelocity = nextSimPoseData.angularVelocities[deviceIndex];
auto correctedPose = openVrControllerPoseToHandPose(i == 0, mat, linearVelocity, angularVelocity);
static const glm::quat HAND_TO_LASER_ROTATION = glm::rotation(Vectors::UNIT_Z, Vectors::UNIT_NEG_Y);
handPoses[i] = glm::translate(glm::mat4(), correctedPose.translation) * glm::mat4_cast(correctedPose.rotation * HAND_TO_LASER_ROTATION);

View file

@ -66,8 +66,15 @@ struct PoseData {
vec3 linearVelocities[vr::k_unMaxTrackedDeviceCount];
vec3 angularVelocities[vr::k_unMaxTrackedDeviceCount];
PoseData() {
memset(vrPoses, 0, sizeof(vr::TrackedDevicePose_t) * vr::k_unMaxTrackedDeviceCount);
}
void update(const glm::mat4& resetMat) {
for (int i = 0; i < vr::k_unMaxTrackedDeviceCount; i++) {
if (!vrPoses[i].bPoseIsValid) {
continue;
}
poses[i] = resetMat * toGlm(vrPoses[i].mDeviceToAbsoluteTracking);
linearVelocities[i] = transformVectorFast(resetMat, toGlm(vrPoses[i].vVelocity));
angularVelocities[i] = transformVectorFast(resetMat, toGlm(vrPoses[i].vAngularVelocity));