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2022-04-30XR: Add object extras, object types visibility session optionsPeter Kim
This allows object extras such as image-empties to be shown in the VR viewport/headset display. Being able to see reference images in VR can be useful for architectural walkthroughs and 3D modeling applications. Since users may not want to see all object extras (lights, cameras, etc.), per-object-type visibility settings are also added as session options. By slightly refactoring the definition of the 3D View object types visibility panel (note: no functional changes), the VR Scene Inspection add-on can show a similar panel without duplicating code. When VR selection is possible in the future, the object type select options can also be enabled. Reviewed By: Severin Differential Revision: https://developer.blender.org/D14220
2022-02-17XR: Allow variable count of action map subactionsPeter Kim
Previously, the number of action map subactions was limited to two per action (identified by user_path0, user_path1), however for devices with more than two user paths (e.g. Vive Tracker) it will be useful to support a variable amount instead. For example, a single pose action could then be used to query the positions of all connected trackers, with each tracker having its own subaction tracking space. NOTE: This introduces breaking changes for the XR Python API as follows: - XrActionMapItem: The new `user_paths` collection property replaces the `user_path0`/`user_path1` properties. - XrActionMapBinding: The new `component_paths` collection property replaces the `component_path0`/`component_path1` properties. Reviewed By: Severin Differential Revision: https://developer.blender.org/D13949
2022-02-11File headers: SPDX License migrationCampbell Barton
Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
2021-10-26XR Controller Support Step 5: NavigationPeter Kim
Adds navigation transforms (pose, scale) to the XR session state that will be applied to the viewer/controller poses. By manipulating these values, a viewer can move through the VR viewport without the need to physically walk through it. Add-ons can access these transforms via Python (XrSessionState.navigation_location/rotation/scale) to use with custom operators. Also adds 3 new VR navigation operators that will be exposed to users as default actions in the VR Scene Inspection add-on. While all three of these operators have custom properties that can greatly influence their behaviors, for now these properties will not be accessible by users from the UI. However, other add-ons can still set these custom properties if they desire. 1). Raycast-based teleport Moves the user to a location pointed at on a mesh object. The result can optionally be constrained to specific axes, for example to achieve "elevation snapping" behavior by constraining to the Z-axis. In addition, one can specify an interpolation factor and offset. Credit to KISKA for the elevation snapping concept. 2). "Grab" navigation Moves the user through the viewport by pressing inputs on one or two held controllers and applying deltas to the navigation matrix based on the displacement of these controllers. When inputs on both controllers are pressed at the same time (bimanual interaction), the user can scale themselves relative to the scene based on the distance between the controllers. Also supports locks for location, rotation, and scale. 3). Fly navigation Navigates the viewport by pressing a button and moving/turning relative to navigation space or the VR viewer or controller. Via the operator's properties, one can select from a variety of these modes as well as specify the min/max speed and whether to lock elevation. Reviewed By: Severin Differential Revision: https://developer.blender.org/D11501
2021-10-12XR Controller Support Step 4: Controller DrawingPeter Kim
Addresses T77127 (Controller Drawing). Adds VR controller visualization and custom drawing via draw handlers. Add-ons can draw to the XR surface (headset display) and mirror window by adding a View3D draw handler of region type 'XR' and draw type 'POST_VIEW'. Controller drawing and custom overlays can be toggled individually as XR session options, which will be added in a future update to the VR Scene Inspection add-on. For the actual drawing, the OpenXR XR_MSFT_controller_model extension is used to load a glTF model provided by the XR runtime. The model's vertex data is then used to create a GPUBatch in the XR session state. Finally, this batch is drawn via the XR surface draw handler mentioned above. For runtimes that do not support the controller model extension, a a simple fallback shape (sphere) is drawn instead. Reviewed By: Severin, fclem Differential Revision: https://developer.blender.org/D10948
2021-08-05Cleanup: comment blocks & spellingCampbell Barton
2021-08-05XR Controller Support Step 2: Action MapsPeter Kim
Addresses the remaining portions of T77137 (Python API for Controller Interaction), which was partially completed by D10942. Adds an XR "action maps" system for loading XR action data from a Python script. Action maps are accessible via the Python API, and are used to pass default actions to the VR session during the xr_session_start_pre() callback. Since action maps are stored only as runtime data, they will be cleaned up with the rest of the VR runtime data on file read or exit. Reviewed By: Julian Eisel, Hans Goudey Differential Revision: https://developer.blender.org/D10943
2021-08-05XR: Action Binding ImprovementsPeter Kim
Provides several important improvements to the runtime action bindings operation and internal API. Moves input-specific action data (input thresholds, input regions, pose offsets/spaces) from actions to more granular action bindings. This allows a single action to be mapped to a variety of inputs, without having to share a single input threshold, region, or space. Also removes the need for action space creation API, as spaces for pose actions will be automatically created with the bindings. The correct action data for the current inputs is set by calling xrGetCurrentInteractionProfile() to get the current profile and then retrieving the corresponding mapped data. Does not bring about any changes for users since only internal runtime functionality is currently affected. Reviewed By: Julian Eisel Differential Revision: http://developer.blender.org/D12077
2021-07-23XR: Reference Space ImprovementsPeter Kim
Improves control over the XR reference space by using the stage ref space (user-defined tracking bounds) instead of local ref space (position at application launch), if available. Also adds an "absolute tracking" session option to skip applying eye offsets that are normally added for placing users exactly at landmarks. By enabling absolute tracking, users can define the tracking origin in a way that is not linked to the headset position. Instead, the tracking values given by the XR runtime are left unadjusted and a user can manually calibrate an "origin" landmark object to adjust to their real world space. Can be useful for applications that use external tracking systems and those that primarily only need to use controllers and not the headset (e.g. motion capture). The absolute tracking option requires an update to the VR Scene Inspection addon to be accessible by regular users. Reviewed By: Julian Eisel Differential Revision: http://developer.blender.org/D10946
2021-05-15XR Controller Support Step 1: Internal Abstractions for OpenXR ActionsPeter Kim
Adds internal API for creating and managing OpenXR actions at the GHOST and WM layers. Does not bring about any changes for users since XR action functionality is not yet exposed in the Python API (will be added in a subsequent patch). OpenXR actions are a means to communicate with XR input devices and can be used to retrieve button/pose states or apply haptic feedback. Actions are bound to device inputs via a semantic path binding (https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec.html#semantic-path-interaction-profiles), which serves as an XR version of keymaps. Main features: - Abstraction of OpenXR action management functions to GHOST-XR, WM-XR APIs. - New "xr_session_start_pre" callback for creating actions at appropriate point in the XR session. - Creation of name-identifiable action sets/actions. - Binding of actions to controller inputs. - Acquisition of controller button states. - Acquisition of controller poses. - Application of controller haptic feedback. - Carefully designed error handling and useful error reporting (e.g. action set/action name included in error message). Reviewed By: Julian Eisel Differential Revision: http://developer.blender.org/D10942
2020-11-19Build-system: Force C linkage for all DNA type headersJulian Eisel
Some DNA headers already did this, most did not. Even though many of them would be included in C++ files and thus compiled as C++. This would be confusing and developers may think they have to add `extern "C"` too a whole lot of (indirect) includes to be able to use a C header in C++. However, this is a misconception. `extern "C"` does not cause code to be compiled with C rather than C++! It only causes the linker to not use C++ function name mangling. See https://stackoverflow.com/a/1041880. Because extern DNA headers don't have function declarations, using `extern "C"` actually should not have any effect. On the other hand, adding it causes no harm and avoids confusion. So let's just have it consistently in C header files. Differential Revision: https://developer.blender.org/D9578 Reviewed by: Bastien Montagne, Sybren Stüvel
2020-08-07Code Style: use "#pragma once" in source directoryJacques Lucke
This replaces header include guards with `#pragma once`. A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`), because they are used in other places. This patch has been generated by P1561 followed by `make format`. Differential Revision: https://developer.blender.org/D8466
2020-03-17VR: Initial Virtual Reality support - Milestone 1, Scene InspectionJulian Eisel
NOTE: While most of the milestone 1 goals are there, a few smaller features and improvements are still to be done. Big picture of this milestone: Initial, OpenXR-based virtual reality support for users and foundation for advanced use cases. Maniphest Task: https://developer.blender.org/T71347 The tasks contains more information about this milestone. To be clear: This is not a feature rich VR implementation, it's focused on the initial scene inspection use case. We intentionally focused on that, further features like controller support are part of the next milestone. - How to use? Instructions on how to use this are here: https://wiki.blender.org/wiki/User:Severin/GSoC-2019/How_to_Test These will be updated and moved to a more official place (likely the manual) soon. Currently Windows Mixed Reality and Oculus devices are usable. Valve/HTC headsets don't support the OpenXR standard yet and hence, do not work with this implementation. --------------- This is the C-side implementation of the features added for initial VR support as per milestone 1. A "VR Scene Inspection" Add-on will be committed separately, to expose the VR functionality in the UI. It also adds some further features for milestone 1, namely a landmarking system (stored view locations in the VR space) Main additions/features: * Support for rendering viewports to an HMD, with good performance. * Option to sync the VR view perspective with a fully interactive, regular 3D View (VR-Mirror). * Option to disable positional tracking. Keeps the current position (calculated based on the VR eye center pose) when enabled while a VR session is running. * Some regular viewport settings for the VR view * RNA/Python-API to query and set VR session state information. * WM-XR: Layer tying Ghost-XR to the Blender specific APIs/data * wmSurface API: drawable, non-window container (manages Ghost-OpenGL and GPU context) * DNA/RNA for management of VR session settings * `--debug-xr` and `--debug-xr-time` commandline options * Utility batch & config file for using the Oculus runtime on Windows. * Most VR data is runtime only. The exception is user settings which are saved to files (`XrSessionSettings`). * VR support can be disabled through the `WITH_XR_OPENXR` compiler flag. For architecture and code documentation, see https://wiki.blender.org/wiki/Source/Interface/XR. --------------- A few thank you's: * A huge shoutout to Ray Molenkamp for his help during the project - it would have not been that successful without him! * Sebastian Koenig and Simeon Conzendorf for testing and feedback! * The reviewers, especially Brecht Van Lommel! * Dalai Felinto for pushing and managing me to get this done ;) * The OpenXR working group for providing an open standard. I think we're the first bigger application to adopt OpenXR. Congratulations to them and ourselves :) This project started as a Google Summer of Code 2019 project - "Core Support of Virtual Reality Headsets through OpenXR" (see https://wiki.blender.org/wiki/User:Severin/GSoC-2019/). Some further information, including ideas for further improvements can be found in the final GSoC report: https://wiki.blender.org/wiki/User:Severin/GSoC-2019/Final_Report Differential Revisions: D6193, D7098 Reviewed by: Brecht Van Lommel, Jeroen Bakker