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2022-10-20Fix T99151: Cycles not updating on Object Type visibility changeLukas Stockner
Differential Revision: https://developer.blender.org/D16259
2022-05-28XR: Fix controller flicker when switching action setsPeter Kim
This could happen when switching between custom action sets that both had controller pose actions. Problem was that controller data is cleared when changing action sets, and this clearing was done when handling WM events, which always occurs after XR controller data is updated from GHOST. Now, instead of activating the action set immediately, delay activation until just before the next XR actions sync.
2022-05-07XR: Expose the OpenXR user paths in the event data for XR eventsShashank Shekhar
The use-case is to allow an event handler (in C or a plugin) to distinguish which hand produced the XR event. The alternative is to register separate actions for each hand (e.g. "trigger_left" and "trigger_right"), and duplicate the device bindings (Oculus, HTC Vive, etc) for each action. Other than the problem of code duplication, this isn't conceptually efficient since "trigger_left" and "trigger_right" both represent the same event "trigger", and the identity of the hand that produced that event is just a property of that event. Adds two string fields to the XrEventData called user_path and user_path_other. The user_path_other field will be populated if the event is a bimanual one (i.e. two-handed). This follows the pattern used by the rest of the XrEventData struct for bimanual events (e.g. state, state_other). Reviewed By: muxed-reality
2022-05-02Cleanup: fix "parameter unused" warningSybren A. Stüvel
No functional changes.
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
2022-03-09Cleanup: use ELEM macroCampbell Barton
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
2021-10-26Cleanup: Improve description for XR absolute trackingPeter Kim
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
2021-10-12XR Controller Support Step 3: XR EventsPeter Kim
Integrates XR input actions with the WM event system. With this commit, all VR action functionality (operator execution, pose querying, haptic application), with the exception of custom drawing, is enabled. By itself, this does not bring about any changes for regular users, however it is necessary for the upcoming VR add-on update that will expose default controller actions to users. For add-on developers, this updates the Python API with access to XR event data (input states, controller poses, etc.), which can be obtained via the "xr" property added to the bpy.types.Event struct. For XR events, this property will be non-null and the event will have the type XR_ACTION. Further details: XR-type window events are queued to the regular window queues after updating and interpreting VR action states. An appropriate window is found by either using the window the VR session was started in or a fallback option. When handling XR events, mouse-specific processing is skipped and instead a dedicated XR offscreen area and region (see 08511b1c3de0) is used to execute XR event operators in the proper context. Reviewed By: Severin Differential Revision: https://developer.blender.org/D10944
2021-08-25Fix: Incorrect declaration of XrActionMaps RNAPeter Kim
This fixes a mistake in the XrActionMaps RNA struct declaration. Originally, the XrActionMaps struct SDNA was set as wmXrData to get access to wmXrRuntimeData. However, this doesn't give a valid pointer and the XrSessionState RNA pointer needs to be passed instead. Since XrSessionState itself does not have SDNA, it is necessary to pass the XrSessionState pointer to the XrActionMaps struct functions (new(), new_from_actionmap(), ...) instead of simply using RNA_def_struct_sdna().
2021-08-07Cleanup: unnecessary double pointers in XR modulePeter Kim
No functional changes.
2021-08-06Cleanup: rna_xr.cPeter Kim
- Rename functions to use RNA identifiers - Use SET_FLAG_FROM_TEST macro - Specify max string length for relevant function params
2021-08-06Fix missing function param definition in rna_xr.cPeter Kim
Was accidentally left out in rBe844e9e8f3bb.
2021-08-05Cleanup: quiet array-parameter warningCampbell Barton
2021-08-05Fix build error when WITH_XR_OPENXR not definedPeter Kim
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
2021-07-23XR: 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
2020-04-29VR: Reset pose offsets when changing base poseJulian Eisel
The offsets are applied after toggling positional tracking off, so that the view does not jump at that moment. But when changing the base pose, keeping that offset doesn't make sense. Especially with landmarks, which are supposed to give precise positions/rotations to jump to. For that part the VR Scene Inspection Add-on will need a little adjustment though. Also exposes an explicit function to the Python API to reset the offsets, to be used by the Add-on. This is mostly untested since I don't have access to an HMD currently.
2020-03-31Fix VR session toggle not changing reliably on session start/endJulian Eisel
The text and icon were supposed to change but didn't reliably, which was a race condition I think. It depended on how fast the OpenXR runtime would transition the session state. This also makes sure the correct notifier is sent on session exit.
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