Commit 0007d31c authored by Ken Martin's avatar Ken Martin Committed by Kitware Robot
Browse files

Merge topic 'add_vr_support'

a38815b8

 Add support for OpenVR and Oculus to VTK
Acked-by: Kitware Robot's avatarKitware Robot <kwrobot@kitware.com>
Reviewed-by: default avatarDavid E DeMarle <dave.demarle@kitware.com>
Merge-request: !1789
parents 3edd29cc a38815b8
Pipeline #24412 canceled with stage
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# - try to find the Oculus SDK - currently designed for the version 1.6
#
# Cache Variables: (probably not for direct use in your scripts)
# OCULUS_ROOT
#
# Non-cache variables you might use in your CMakeLists.txt:
# OCULUS_FOUND
# OCULUS_INCLUDE_DIRS
# OCULUS_LIBS
# OCULUS_PLATFORM - something like Win32, x64, etc.
#
# Requires these CMake modules:
# FindPackageHandleStandardArgs (known included with CMake >=2.6.2)
#
set(OCULUS_ROOT_DIR
"${OCULUS_ROOT_DIR}"
CACHE
PATH
"Directory to search for Oculus SDK")
set(_root_dirs)
if(OCULUS_ROOT_DIR)
set(_root_dirs "${OCULUS_ROOT_DIR}")
endif()
# todo fails for universal builds
set(_dll_suffix)
if(${CMAKE_SIZEOF_VOID_P} EQUAL 8)
set(_bitness 64)
if(WIN32)
set(_dll_suffix _x64)
endif()
else()
set(_bitness 32)
endif()
# Test platform
set(_platform)
if(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
set(_platform_base osx)
set(OCULUS_PLATFORM osx32)
else()
if(${CMAKE_SYSTEM_NAME} MATCHES "Linux")
set(_platform_base linux)
set(OCULUS_PLATFORM ${_platform_base})
elseif(${CMAKE_SYSTEM_NAME} MATCHES "Windows")
set(_platform_base Windows)
if(${CMAKE_SIZEOF_VOID_P} EQUAL 8)
set(OCULUS_PLATFORM ${_platform_base}/x64)
else ()
set(OCULUS_PLATFORM ${_platform_base}/Win32)
endif()
set(_vs_version VS2012)
if (NOT ${CMAKE_CXX_COMPILER_VERSION} VERSION_LESS 17.0)
set(_vs_version VS2012)
endif()
if (NOT ${CMAKE_CXX_COMPILER_VERSION} VERSION_LESS 18.0)
set(_vs_version VS2013)
endif()
if (NOT ${CMAKE_CXX_COMPILER_VERSION} VERSION_LESS 19.0)
set(_vs_version VS2015)
endif()
endif()
set(_libpath Lib/${OCULUS_PLATFORM})
endif()
find_path(OCULUS_INCLUDE_DIR
NAMES
OVR_Version.h
HINTS
PATHS
${_root_dirs}
PATH_SUFFIXES
LibOVR
LibOVR/Include)
FIND_LIBRARY(OCULUS_LIBRARY
NAMES LibOVR.lib
HINTS
PATH_SUFFIXES
${_libpath}
${_libpath}/Release/${_vs_version}
PATHS
${OCULUS_ROOT_DIR}/LibOVR
)
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(OCULUS
DEFAULT_MSG
OCULUS_INCLUDE_DIR OCULUS_LIBRARY)
if(OCULUS_FOUND)
set (OCULUS_LIBRARIES ${OCULUS_LIBRARY})
list(APPEND OCULUS_INCLUDE_DIRS ${OCULUS_INCLUDE_DIR})
endif()
mark_as_advanced(OCULUS_LIBRARY OCULUS_INCLUDE_DIR)
\ No newline at end of file
# - try to find the OpenVR SDK - currently designed for the version on GitHub.
#
# Cache Variables: (probably not for direct use in your scripts)
# OPENVR_INCLUDE_DIR
#
# Non-cache variables you might use in your CMakeLists.txt:
# OPENVR_FOUND
# OPENVR_INCLUDE_DIRS
# OPENVR_PLATFORM - something like Win32, Win64, etc.
#
# Requires these CMake modules:
# FindPackageHandleStandardArgs (known included with CMake >=2.6.2)
#
# Original Author:
# 2015 Ryan A. Pavlik <ryan@sensics.com>
#
# Distributed under the Boost Software License, Version 1.0.
# (See accompanying file LICENSE_1_0.txt or copy at
# http://www.boost.org/LICENSE_1_0.txt)
set(OPENVR_ROOT_DIR
"${OPENVR_ROOT_DIR}"
CACHE
PATH
"Directory to search for OpenVR SDK")
set(OPENVR_HEADERS_ROOT_DIR
"${OPENVR_HEADERS_ROOT_DIR}"
CACHE
PATH
"Directory to search for private OpenVR headers")
set(_root_dirs)
if(OPENVR_ROOT_DIR)
set(_root_dirs "${OPENVR_ROOT_DIR}" "${OPENVR_HEADERS_ROOT_DIR}" "${OPENVR_ROOT_DIR}/public")
endif()
# todo fails for universal builds
set(_dll_suffix)
if(${CMAKE_SIZEOF_VOID_P} EQUAL 8)
set(_bitness 64)
if(WIN32)
set(_dll_suffix _x64)
endif()
else()
set(_bitness 32)
endif()
# Test platform
set(_platform)
if(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
set(_platform_base osx)
# SteamVR only supports 32-bit on OS X
set(OPENVR_PLATFORM osx32)
else()
if(${CMAKE_SYSTEM_NAME} MATCHES "Linux")
set(_platform_base linux)
# TODO Massive hack!
add_definitions(-DGNUC -DPOSIX -DCOMPILER_GCC -D_LINUX -DLINUX -DPOSIX -D_POSIX)
elseif(${CMAKE_SYSTEM_NAME} MATCHES "Windows")
set(_platform_base win)
endif()
set(OPENVR_PLATFORM ${_platform_base}${_bitness})
set(_libpath lib/${OPENVR_PLATFORM})
endif()
find_path(OPENVR_INCLUDE_DIR
NAMES
openvr_driver.h
HINTS
"${_libdir}"
"${_libdir}/.."
"${_libdir}/../.."
PATHS
${_root_dirs}
PATH_SUFFIXES
headers
public/headers
steam
public/steam)
FIND_LIBRARY(OPENVR_LIBRARY_TEMP
NAMES openvr_api
HINTS
PATH_SUFFIXES ${_libpath}
PATHS ${OPENVR_ROOT_DIR}
)
IF (OPENVR_LIBRARY_TEMP)
# Set the final string here so the GUI reflects the final state.
SET(OPENVR_LIBRARY ${OPENVR_LIBRARY_TEMP} CACHE STRING "Where the openvr Library can be found")
# Set the temp variable to INTERNAL so it is not seen in the CMake GUI
SET(OPENVR_LIBRARY_TEMP "${OPENVR_LIBRARY_TEMP}" CACHE INTERNAL "")
ENDIF(OPENVR_LIBRARY_TEMP)
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(OpenVR
DEFAULT_MSG
OPENVR_INCLUDE_DIR OPENVR_LIBRARY)
if(OPENVR_FOUND)
list(APPEND OPENVR_INCLUDE_DIRS ${OPENVR_INCLUDE_DIR})
mark_as_advanced(OPENVR_ROOT_DIR)
endif()
mark_as_advanced(OPENVR_INCLUDE_DIR)
\ No newline at end of file
# This module defines
# SDL2_LIBRARY, the name of the library to link against
# SDL2_FOUND, if false, do not try to link to SDL2
# SDL2_INCLUDE_DIR, where to find SDL.h
#
# This module responds to the the flag:
# SDL2_BUILDING_LIBRARY
# If this is defined, then no SDL2main will be linked in because
# only applications need main().
# Otherwise, it is assumed you are building an application and this
# module will attempt to locate and set the the proper link flags
# as part of the returned SDL2_LIBRARY variable.
#
# Don't forget to include SDLmain.h and SDLmain.m your project for the
# OS X framework based version. (Other versions link to -lSDL2main which
# this module will try to find on your behalf.) Also for OS X, this
# module will automatically add the -framework Cocoa on your behalf.
#
#
# Additional Note: If you see an empty SDL2_LIBRARY_TEMP in your configuration
# and no SDL2_LIBRARY, it means CMake did not find your SDL2 library
# (SDL2.dll, libsdl2.so, SDL2.framework, etc).
# Set SDL2_LIBRARY_TEMP to point to your SDL2 library, and configure again.
# Similarly, if you see an empty SDL2MAIN_LIBRARY, you should set this value
# as appropriate. These values are used to generate the final SDL2_LIBRARY
# variable, but when these values are unset, SDL2_LIBRARY does not get created.
#
#
# $SDL2DIR is an environment variable that would
# correspond to the ./configure --prefix=$SDL2DIR
# used in building SDL2.
# l.e.galup 9-20-02
#
# Modified by Eric Wing.
# Added code to assist with automated building by using environmental variables
# and providing a more controlled/consistent search behavior.
# Added new modifications to recognize OS X frameworks and
# additional Unix paths (FreeBSD, etc).
# Also corrected the header search path to follow "proper" SDL guidelines.
# Added a search for SDL2main which is needed by some platforms.
# Added a search for threads which is needed by some platforms.
# Added needed compile switches for MinGW.
#
# On OSX, this will prefer the Framework version (if found) over others.
# People will have to manually change the cache values of
# SDL2_LIBRARY to override this selection or set the CMake environment
# CMAKE_INCLUDE_PATH to modify the search paths.
#
# Note that the header path has changed from SDL2/SDL.h to just SDL.h
# This needed to change because "proper" SDL convention
# is #include "SDL.h", not <SDL2/SDL.h>. This is done for portability
# reasons because not all systems place things in SDL2/ (see FreeBSD).
#=============================================================================
# Copyright 2003-2009 Kitware, Inc.
#
# Distributed under the OSI-approved BSD License (the "License");
# see accompanying file Copyright.txt for details.
#
# This software is distributed WITHOUT ANY WARRANTY; without even the
# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the License for more information.
#=============================================================================
# (To distribute this file outside of CMake, substitute the full
# License text for the above reference.)
SET(SDL2_SEARCH_PATHS
~/Library/Frameworks
/Library/Frameworks
/usr/local
/usr
/sw # Fink
/opt/local # DarwinPorts
/opt/csw # Blastwave
/opt
${SDL2_PATH}
)
FIND_PATH(SDL2_INCLUDE_DIR SDL.h
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES include/SDL2 include
PATHS ${SDL2_SEARCH_PATHS} ${SDL2_LIBRARY_TEMP}/../..
)
FIND_LIBRARY(SDL2_LIBRARY_TEMP
NAMES SDL2
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES lib64 lib
PATHS ${SDL2_SEARCH_PATHS} ${SDL2_INCLUDE_DIR}/../..
)
IF(NOT SDL2_BUILDING_LIBRARY)
IF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
# Non-OS X framework versions expect you to also dynamically link to
# SDL2main. This is mainly for Windows and OS X. Other (Unix) platforms
# seem to provide SDL2main for compatibility even though they don't
# necessarily need it.
FIND_LIBRARY(SDL2MAIN_LIBRARY
NAMES SDL2main
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES lib64 lib
PATHS ${SDL2_SEARCH_PATHS}
)
ENDIF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
ENDIF(NOT SDL2_BUILDING_LIBRARY)
# SDL2 may require threads on your system.
# The Apple build may not need an explicit flag because one of the
# frameworks may already provide it.
# But for non-OSX systems, I will use the CMake Threads package.
IF(NOT APPLE)
FIND_PACKAGE(Threads)
ENDIF(NOT APPLE)
# MinGW needs an additional library, mwindows
# It's total link flags should look like -lmingw32 -lSDL2main -lSDL2 -lmwindows
# (Actually on second look, I think it only needs one of the m* libraries.)
IF(MINGW)
SET(MINGW32_LIBRARY mingw32 CACHE STRING "mwindows for MinGW")
ENDIF(MINGW)
IF(SDL2_LIBRARY_TEMP)
# For SDL2main
IF(NOT SDL2_BUILDING_LIBRARY)
IF(SDL2MAIN_LIBRARY)
SET(SDL2_LIBRARY_TEMP ${SDL2MAIN_LIBRARY} ${SDL2_LIBRARY_TEMP})
ENDIF(SDL2MAIN_LIBRARY)
ENDIF(NOT SDL2_BUILDING_LIBRARY)
# For OS X, SDL2 uses Cocoa as a backend so it must link to Cocoa.
# CMake doesn't display the -framework Cocoa string in the UI even
# though it actually is there if I modify a pre-used variable.
# I think it has something to do with the CACHE STRING.
# So I use a temporary variable until the end so I can set the
# "real" variable in one-shot.
IF(APPLE)
SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} "-framework Cocoa")
ENDIF(APPLE)
# For threads, as mentioned Apple doesn't need this.
# In fact, there seems to be a problem if I used the Threads package
# and try using this line, so I'm just skipping it entirely for OS X.
IF(NOT APPLE)
SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} ${CMAKE_THREAD_LIBS_INIT})
ENDIF(NOT APPLE)
# For MinGW library
IF(MINGW)
SET(SDL2_LIBRARY_TEMP ${MINGW32_LIBRARY} ${SDL2_LIBRARY_TEMP})
ENDIF(MINGW)
# Set the final string here so the GUI reflects the final state.
SET(SDL2_LIBRARY ${SDL2_LIBRARY_TEMP} CACHE STRING "Where the SDL2 Library can be found")
# Set the temp variable to INTERNAL so it is not seen in the CMake GUI
SET(SDL2_LIBRARY_TEMP "${SDL2_LIBRARY_TEMP}" CACHE INTERNAL "")
ENDIF(SDL2_LIBRARY_TEMP)
INCLUDE(FindPackageHandleStandardArgs)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2 REQUIRED_VARS SDL2_LIBRARY SDL2_INCLUDE_DIR)
......@@ -62,6 +62,7 @@ set(Module_SRCS
vtkProp3DFollower.cxx
vtkPropAssembly.cxx
vtkPropCollection.cxx
vtkPropPicker3D.cxx
vtkProp.cxx
vtkProperty2D.cxx
vtkProperty.cxx
......@@ -74,6 +75,7 @@ set(Module_SRCS
vtkRenderWindowCollection.cxx
vtkRenderWindow.cxx
vtkRenderWindowInteractor.cxx
vtkRenderWindowInteractor3D.cxx
vtkSelectVisiblePoints.cxx
vtkShaderDeviceAdapter2.cxx
vtkTextActor.cxx
......@@ -113,6 +115,7 @@ set(Module_SRCS
# Needed by vtkRenderWindowInteractor, for the default interactor.
vtkInteractorStyle.cxx
vtkInteractorStyleSwitchBase.cxx
vtkInteractorStyle3D.cxx
# vtkTDx stuff dragged in by vtkInteractorStyle
vtkTDxInteractorStyle.cxx
vtkTDxInteractorStyleCamera.cxx
......
/*=========================================================================
Program: Visualization Toolkit
Module: vtkInteractorStyle3D.cxx
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
#include "vtkInteractorStyle3D.h"
#include "vtkCallbackCommand.h"
#include "vtkMath.h"
#include "vtkObjectFactory.h"
#include "vtkPropPicker3D.h"
#include "vtkRenderWindowInteractor3D.h"
#include "vtkProp3D.h"
#include "vtkQuaternion.h"
#include "vtkRenderer.h"
#include "vtkMatrix3x3.h"
#include "vtkTransform.h"
#include "vtkCamera.h"
vtkStandardNewMacro(vtkInteractorStyle3D);
//----------------------------------------------------------------------------
vtkInteractorStyle3D::vtkInteractorStyle3D()
{
this->InteractionProp = NULL;
this->InteractionPicker = vtkPropPicker3D::New();
this->TempMatrix3 = vtkMatrix3x3::New();
this->TempMatrix4 = vtkMatrix4x4::New();
this->AppliedTranslation[0] = 0;
this->AppliedTranslation[1] = 0;
this->AppliedTranslation[2] = 0;
this->TempTransform = vtkTransform::New();
}
//----------------------------------------------------------------------------
vtkInteractorStyle3D::~vtkInteractorStyle3D()
{
this->InteractionPicker->Delete();
this->TempMatrix3->Delete();
this->TempMatrix4->Delete();
this->TempTransform->Delete();
}
//----------------------------------------------------------------------------
void vtkInteractorStyle3D::OnMouseMove()
{
int x = this->Interactor->GetEventPosition()[0];
int y = this->Interactor->GetEventPosition()[1];
switch (this->State)
{
case VTKIS_ROTATE:
this->FindPokedRenderer(x, y);
this->Rotate();
this->InvokeEvent(vtkCommand::InteractionEvent, NULL);
break;
case VTKIS_DOLLY:
this->FindPokedRenderer(x, y);
this->Dolly();
this->InvokeEvent(vtkCommand::InteractionEvent, NULL);
break;
}
}
//----------------------------------------------------------------------------
void vtkInteractorStyle3D::OnLeftButtonDown()
{
int x = this->Interactor->GetEventPosition()[0];
int y = this->Interactor->GetEventPosition()[1];
vtkRenderWindowInteractor3D *vriren =
vtkRenderWindowInteractor3D::SafeDownCast(this->Interactor);
double *wpos = vriren->GetWorldEventPosition(
vriren->GetPointerIndex());
this->FindPokedRenderer(x, y);
this->FindPickedActor(wpos[0], wpos[1], wpos[2]);
if (this->CurrentRenderer == NULL || this->InteractionProp == NULL)
{
return;
}
this->GrabFocus(this->EventCallbackCommand);
this->StartRotate();
}
//----------------------------------------------------------------------------
void vtkInteractorStyle3D::OnLeftButtonUp()
{
this->AppliedTranslation[0] = 0;
this->AppliedTranslation[1] = 0;
this->AppliedTranslation[2] = 0;
switch (this->State)
{
// in our case roate state is used for actor pose adjustments
case VTKIS_ROTATE:
this->EndRotate();
break;
}
if ( this->Interactor )
{
this->ReleaseFocus();
}
}
//----------------------------------------------------------------------------
// We handle all adjustments here
void vtkInteractorStyle3D::Rotate()
{
if (this->CurrentRenderer == NULL || this->InteractionProp == NULL)
{
return;
}
vtkRenderWindowInteractor3D *rwi =
static_cast<vtkRenderWindowInteractor3D *>(this->Interactor);
double *wpos = rwi->GetWorldEventPosition(
rwi->GetPointerIndex());
double *lwpos = rwi->GetLastWorldEventPosition(
rwi->GetPointerIndex());
double trans[3];
for (int i = 0; i < 3; i++)
{
trans[i] = wpos[i] - lwpos[i];
}
if (this->InteractionProp->GetUserMatrix() != NULL)
{
vtkTransform *t = this->TempTransform;
t->PostMultiply();
t->SetMatrix(this->InteractionProp->GetUserMatrix());
t->Translate(trans);
this->InteractionProp->SetUserMatrix(t->GetMatrix());
}
else
{
this->InteractionProp->AddPosition(trans);
}
double *wori = rwi->GetWorldEventOrientation(
rwi->GetPointerIndex());
double *lwori = rwi->GetLastWorldEventOrientation(
rwi->GetPointerIndex());
// compute the net rotation
vtkQuaternion<double> q1;
q1.SetRotationAngleAndAxis(
vtkMath::RadiansFromDegrees(lwori[0]), lwori[1], lwori[2], lwori[3]);
vtkQuaternion<double> q2;
q2.SetRotationAngleAndAxis(
vtkMath::RadiansFromDegrees(wori[0]), wori[1], wori[2], wori[3]);
q1.Conjugate();
q2 = q2*q1;
double axis[4];
axis[0] = vtkMath::DegreesFromRadians(q2.GetRotationAngleAndAxis(axis+1));
double scale[3];
scale[0] = scale[1] = scale[2] = 1.0;
double *rotate = axis;
this->Prop3DTransform(this->InteractionProp,
wpos,
1,
&rotate,
scale);
if (this->AutoAdjustCameraClippingRange)
{
this->CurrentRenderer->ResetCameraClippingRange();
}
}
//----------------------------------------------------------------------------
void vtkInteractorStyle3D::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os,indent);
}
//----------------------------------------------------------------------------
void vtkInteractorStyle3D::FindPickedActor(double x, double y, double z)
{
this->InteractionPicker->Pick(x, y, z, this->CurrentRenderer);
vtkProp *prop = this->InteractionPicker->GetViewProp();
if (prop != NULL)
{
this->InteractionProp = vtkProp3D::SafeDownCast(prop);
}
else
{
this->InteractionProp = NULL;
}
}
//----------------------------------------------------------------------------
void vtkInteractorStyle3D::Prop3DTransform(vtkProp3D *prop3D,
double *boxCenter,
int numRotation,
double **rotate,
double *scale)
{
vtkMatrix4x4 *oldMatrix = this->TempMatrix4;
prop3D->GetMatrix(oldMatrix);
double orig[3];
prop3D->GetOrigin(orig);
vtkTransform *newTransform = this->TempTransform;
newTransform->PostMultiply();