96 lines
2.5 KiB
C++
96 lines
2.5 KiB
C++
// @lint-ignore-every LICENSELINT
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "OculusXRHMDPrivate.h"
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#include "RHICommandList.h"
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#include "RenderingThread.h"
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namespace OculusXRHMD
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{
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//-------------------------------------------------------------------------------------------------
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// Utility functions
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//-------------------------------------------------------------------------------------------------
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// TODO: Change in case of parallel game threads
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bool InGameThread()
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{
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if (GIsGameThreadIdInitialized)
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{
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return FPlatformTLS::GetCurrentThreadId() == GGameThreadId;
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}
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else
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{
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return true;
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}
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}
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bool InRenderThread()
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{
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if (GIsThreadedRendering && !GIsRenderingThreadSuspended.Load(EMemoryOrder::Relaxed))
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{
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return IsInParallelRenderingThread();
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}
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else
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{
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return InGameThread();
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}
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}
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// TODO: Change in case of parallel RHI threads
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bool InRHIThread()
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{
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if (GIsThreadedRendering && !GIsRenderingThreadSuspended.Load(EMemoryOrder::Relaxed))
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{
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if (IsRHIThreadRunning())
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{
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if (IsInRHIThread())
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{
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return true;
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}
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if (IsInParallelRenderingThread())
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{
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return GetImmediateCommandList_ForRenderCommand().Bypass();
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}
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return false;
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}
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else
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{
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return IsInParallelRenderingThread();
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}
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}
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else
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{
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return InGameThread();
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}
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}
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bool ConvertPose_Internal(const FPose& InPose, FPose& OutPose, const FQuat BaseOrientation, const FVector BaseOffset, float WorldToMetersScale)
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{
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// apply base orientation correction
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OutPose.Orientation = BaseOrientation.Inverse() * InPose.Orientation;
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OutPose.Orientation.Normalize();
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// correct position according to BaseOrientation and BaseOffset.
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OutPose.Position = (InPose.Position - BaseOffset) * WorldToMetersScale;
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OutPose.Position = BaseOrientation.Inverse().RotateVector(OutPose.Position);
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return true;
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}
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bool ConvertPose_Internal(const ovrpPosef& InPose, FPose& OutPose, const FQuat BaseOrientation, const FVector BaseOffset, float WorldToMetersScale)
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{
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return ConvertPose_Internal(FPose(ToFQuat(InPose.Orientation), ToFVector(InPose.Position)), OutPose, BaseOrientation, BaseOffset, WorldToMetersScale);
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}
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bool ConvertPose_Internal(const FPose& InPose, ovrpPosef& OutPose, const FQuat BaseOrientation, const FVector BaseOffset, float WorldToMetersScale)
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{
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OutPose.Orientation = ToOvrpQuatf(BaseOrientation * InPose.Orientation);
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OutPose.Position = ToOvrpVector3f(BaseOrientation.RotateVector(InPose.Position) / WorldToMetersScale + BaseOffset);
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return true;
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}
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} // namespace OculusXRHMD
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