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C++

// Copyright 2026 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#ifdef ENABLE_VR
#include "InputCommon/ControllerInterface/OpenXR/OpenXR.h"
#include <algorithm>
#include <array>
#include <chrono>
#include <memory>
#include <mutex>
#include <string>
#include <string_view>
#include "Common/Logging/Log.h"
#include "Common/MathUtil.h"
#include "Common/Matrix.h"
#include "Common/VR/OpenXRInputState.h"
#include "InputCommon/ControllerInterface/ControllerInterface.h"
namespace ciface::OpenXR
{
namespace
{
constexpr std::string_view SOURCE_NAME = "OpenXR";
enum class Hand
{
Left = 0,
Right = 1,
};
Common::Quaternion ToQuaternion(const std::array<float, 4>& quat)
{
return {quat[3], quat[0], quat[1], quat[2]};
}
Common::Vec3 ToVec3(const std::array<float, 3>& vec)
{
return {vec[0], vec[1], vec[2]};
}
class OpenXRDevice final : public Core::Device
{
public:
explicit OpenXRDevice(ControllerInterface* controller_interface)
: m_controller_interface(*controller_interface)
{
AddHandInputs(Hand::Left);
AddHandInputs(Hand::Right);
AddOutput(new RumbleOutput(this, RumbleTarget::Both));
AddOutput(new RumbleOutput(this, RumbleTarget::Left));
AddOutput(new RumbleOutput(this, RumbleTarget::Right));
}
std::string GetName() const override { return "OpenXR Controller"; }
std::string GetSource() const override { return std::string(SOURCE_NAME); }
bool IsVirtualDevice() const override { return true; }
int GetSortPriority() const override { return -10; }
Core::DeviceRemoval UpdateInput() override
{
m_snapshot = Common::VR::OpenXRInputState::GetSnapshot();
const bool has_openxr_controller = m_snapshot.runtime_active &&
(m_snapshot.controllers[0].connected ||
m_snapshot.controllers[1].connected);
if (!has_openxr_controller)
{
if (const auto gamepad = FindSteamInputGamepad())
{
m_snapshot = MakeGamepadSnapshot(*gamepad);
const auto now = std::chrono::steady_clock::now();
if (m_last_sdl_sensor_log.time_since_epoch().count() == 0 ||
now - m_last_sdl_sensor_log >= std::chrono::seconds(1))
{
m_last_sdl_sensor_log = now;
const auto& left = m_snapshot.controllers[0];
const auto& right = m_snapshot.controllers[1];
INFO_LOG_FMT(CONTROLLERINTERFACE,
"SDL gamepad {} mapped input: left[A={} B={} View={} System={} "
"dpad={}/{}/{}/{} trigger={:.2f} stick=({:.2f},{:.2f})] "
"right[A={} B={} X={} Y={} Menu={} System={} trigger={:.2f} "
"squeeze={:.2f} stick=({:.2f},{:.2f})]",
gamepad->GetQualifiedName(), left.primary_button, left.secondary_button,
left.view_button, left.system_button, left.dpad_up, left.dpad_down,
left.dpad_left, left.dpad_right, left.trigger_value, left.thumbstick_x,
left.thumbstick_y, right.primary_button, right.secondary_button,
right.frame_x_button, right.frame_y_button, right.menu_button,
right.system_button, right.trigger_value, right.squeeze_value,
right.thumbstick_x, right.thumbstick_y);
INFO_LOG_FMT(CONTROLLERINTERFACE,
"SDL motion input {}: accel[U/D/L/R/F/B]={}/{}/{}/{}/{}/{} "
"values=({:.2f},{:.2f},{:.2f}) gyro[P+/P-/R+/R-/Y+/Y-]={}/{}/{}/{}/{}/{} "
"values=({:.2f},{:.2f},{:.2f})",
gamepad->GetQualifiedName(), gamepad->FindInput("Accel Up") != nullptr,
gamepad->FindInput("Accel Down") != nullptr,
gamepad->FindInput("Accel Left") != nullptr,
gamepad->FindInput("Accel Right") != nullptr,
gamepad->FindInput("Accel Forward") != nullptr,
gamepad->FindInput("Accel Backward") != nullptr,
GetInput(*gamepad, "Accel Right") - GetInput(*gamepad, "Accel Left"),
GetInput(*gamepad, "Accel Backward") - GetInput(*gamepad, "Accel Forward"),
GetInput(*gamepad, "Accel Up") - GetInput(*gamepad, "Accel Down"),
gamepad->FindInput("Gyro Pitch Up") != nullptr,
gamepad->FindInput("Gyro Pitch Down") != nullptr,
gamepad->FindInput("Gyro Roll Left") != nullptr,
gamepad->FindInput("Gyro Roll Right") != nullptr,
gamepad->FindInput("Gyro Yaw Left") != nullptr,
gamepad->FindInput("Gyro Yaw Right") != nullptr,
GetInput(*gamepad, "Gyro Pitch Up") - GetInput(*gamepad, "Gyro Pitch Down"),
GetInput(*gamepad, "Gyro Roll Left") - GetInput(*gamepad, "Gyro Roll Right"),
GetInput(*gamepad, "Gyro Yaw Left") - GetInput(*gamepad, "Gyro Yaw Right"));
}
std::lock_guard lock(m_gamepad_mutex);
m_steam_input_gamepad = gamepad;
if (!m_gamepad_logged)
{
INFO_LOG_FMT(CONTROLLERINTERFACE, "OpenXR: Using SDL gamepad '{}' for Steam Frame input.",
gamepad->GetName());
m_gamepad_logged = true;
}
}
else
{
std::lock_guard lock(m_gamepad_mutex);
m_steam_input_gamepad.reset();
}
}
else
{
std::lock_guard lock(m_gamepad_mutex);
m_steam_input_gamepad.reset();
if (!m_openxr_logged)
{
INFO_LOG_FMT(CONTROLLERINTERFACE, "OpenXR: Using OpenXR controller actions for input.");
m_openxr_logged = true;
}
}
UpdateMotionState(Hand::Left);
UpdateMotionState(Hand::Right);
return Core::DeviceRemoval::Keep;
}
const Common::VR::OpenXRControllerState& GetControllerState(Hand hand) const
{
return m_snapshot.controllers[static_cast<size_t>(hand)];
}
struct MotionState
{
Common::Vec3 acceleration{};
Common::Vec3 gyroscope{};
bool acceleration_valid = false;
bool gyroscope_valid = false;
};
const MotionState& GetMotionState(Hand hand) const
{
return m_motion_state[static_cast<size_t>(hand)];
}
private:
std::shared_ptr<ciface::Core::Device> FindSteamInputGamepad() const
{
const auto devices = m_controller_interface.GetAllDevices();
// In Flat Vulkan mode Steam Input presents the Frame controllers as an SDL gamepad. This
// Frame-only build deliberately binds the first SDL gamepad to its single logical controller.
for (const auto& device : devices)
{
if (device->GetSource() == "SDL" && device->FindInput("Button S") &&
device->FindInput("Left X+") && device->FindInput("Right X+"))
{
return device;
}
}
return {};
}
static ControlState GetInput(const ciface::Core::Device& device, std::string_view name)
{
for (const auto* input : device.Inputs())
{
if (input->IsMatchingName(name))
return input->GetState();
}
return 0.0;
}
static Common::VR::OpenXRInputSnapshot MakeGamepadSnapshot(const ciface::Core::Device& device)
{
Common::VR::OpenXRInputSnapshot snapshot{};
auto& left = snapshot.controllers[0];
auto& right = snapshot.controllers[1];
left.connected = true;
right.connected = true;
// SDL's standardized gamepad layout is the Steam Input compatibility layout for Flat mode.
left.primary_button = GetInput(device, "Button X") > 0.5;
left.secondary_button = GetInput(device, "Button Y") > 0.5;
left.view_button = GetInput(device, "Back") > 0.5;
left.system_button = GetInput(device, "Guide") > 0.5;
left.dpad_up = GetInput(device, "Pad N") > 0.5;
left.dpad_down = GetInput(device, "Pad S") > 0.5;
left.dpad_left = GetInput(device, "Pad W") > 0.5;
left.dpad_right = GetInput(device, "Pad E") > 0.5;
left.bumper_button = GetInput(device, "Shoulder L") > 0.5;
left.squeeze_button = GetInput(device, "Paddle 2") > 0.5;
left.squeeze_value = left.squeeze_button ? 1.0f : 0.0f;
left.trigger_value = static_cast<float>(std::clamp(GetInput(device, "Trigger L"), 0.0, 1.0));
left.trigger_button = left.trigger_value > 0.5f;
left.thumbstick_x = static_cast<float>(GetInput(device, "Left X+") -
GetInput(device, "Left X-"));
left.thumbstick_y = static_cast<float>(GetInput(device, "Left Y+") -
GetInput(device, "Left Y-"));
left.thumbstick_button = GetInput(device, "Thumb L") > 0.5;
right.primary_button = GetInput(device, "Button A") > 0.5;
right.secondary_button = GetInput(device, "Button B") > 0.5;
right.frame_x_button = GetInput(device, "Button X") > 0.5;
right.frame_y_button = GetInput(device, "Button Y") > 0.5;
right.menu_button = GetInput(device, "Start") > 0.5;
right.system_button = GetInput(device, "Guide") > 0.5;
right.bumper_button = GetInput(device, "Shoulder R") > 0.5;
right.squeeze_button = GetInput(device, "Paddle 1") > 0.5;
right.squeeze_value = right.squeeze_button ? 1.0f : 0.0f;
right.trigger_value = static_cast<float>(std::clamp(GetInput(device, "Trigger R"), 0.0, 1.0));
right.trigger_button = right.trigger_value > 0.5f;
right.thumbstick_x = static_cast<float>(GetInput(device, "Right X+") -
GetInput(device, "Right X-"));
right.thumbstick_y = static_cast<float>(GetInput(device, "Right Y+") -
GetInput(device, "Right Y-"));
right.thumbstick_button = GetInput(device, "Thumb R") > 0.5;
return snapshot;
}
enum class RumbleTarget
{
Both,
Left,
Right,
};
class RumbleOutput final : public Core::Device::Output
{
public:
RumbleOutput(OpenXRDevice* device, RumbleTarget target) : m_device(*device), m_target(target) {}
std::string GetName() const override
{
switch (m_target)
{
case RumbleTarget::Both:
return "Motor";
case RumbleTarget::Left:
return "Motor Left";
case RumbleTarget::Right:
return "Motor Right";
}
return "Motor";
}
void SetState(ControlState state) override { m_device.SetRumbleState(state, m_target); }
private:
OpenXRDevice& m_device;
RumbleTarget m_target;
};
std::string GetHandPrefix(Hand hand) const { return hand == Hand::Left ? "Left" : "Right"; }
void SetRumbleState(ControlState state, RumbleTarget target)
{
const float amplitude = std::clamp(static_cast<float>(state), 0.0f, 1.0f);
std::shared_ptr<ciface::Core::Device> gamepad;
{
std::lock_guard lock(m_gamepad_mutex);
gamepad = m_steam_input_gamepad;
}
if (gamepad)
{
const auto set_output = [gamepad, amplitude](std::string_view name) {
if (auto* const output = gamepad->FindOutput(name))
{
output->SetState(amplitude);
return true;
}
return false;
};
switch (target)
{
case RumbleTarget::Both:
if (!set_output("Motor"))
{
set_output("Motor L");
set_output("Motor R");
}
break;
case RumbleTarget::Left:
if (!set_output("Motor L"))
set_output("Motor");
break;
case RumbleTarget::Right:
if (!set_output("Motor R"))
set_output("Motor");
break;
}
return;
}
switch (target)
{
case RumbleTarget::Both:
Common::VR::OpenXRInputState::SetRumble(amplitude);
break;
case RumbleTarget::Left:
Common::VR::OpenXRInputState::SetRumbleForHand(0, amplitude);
break;
case RumbleTarget::Right:
Common::VR::OpenXRInputState::SetRumbleForHand(1, amplitude);
break;
}
}
void AddHandInputs(Hand hand)
{
AddInput(new DigitalInput(this, hand, DigitalControl::Primary));
AddInput(new DigitalInput(this, hand, DigitalControl::Secondary));
AddInput(new DigitalInput(this, hand, DigitalControl::Menu));
AddInput(new DigitalInput(this, hand, DigitalControl::System));
AddInput(new DigitalInput(this, hand, DigitalControl::Bumper));
AddInput(new DigitalInput(this, hand, DigitalControl::Trigger));
AddInput(new DigitalInput(this, hand, DigitalControl::Squeeze));
AddInput(new DigitalInput(this, hand, DigitalControl::Thumbstick));
if (hand == Hand::Left)
{
AddInput(new DigitalInput(this, hand, DigitalControl::View));
AddInput(new DigitalInput(this, hand, DigitalControl::DpadUp));
AddInput(new DigitalInput(this, hand, DigitalControl::DpadDown));
AddInput(new DigitalInput(this, hand, DigitalControl::DpadLeft));
AddInput(new DigitalInput(this, hand, DigitalControl::DpadRight));
}
else
{
AddInput(new DigitalInput(this, hand, DigitalControl::FrameX));
AddInput(new DigitalInput(this, hand, DigitalControl::FrameY));
}
AddInput(new AnalogInput(this, hand, AnalogControl::Trigger));
AddInput(new AnalogInput(this, hand, AnalogControl::Squeeze));
AddInput(new AxisInput(this, hand, AxisControl::ThumbstickX, false));
AddInput(new AxisInput(this, hand, AxisControl::ThumbstickX, true));
AddInput(new AxisInput(this, hand, AxisControl::ThumbstickY, false));
AddInput(new AxisInput(this, hand, AxisControl::ThumbstickY, true));
AddMotionInputs(hand);
}
enum class DigitalControl
{
Primary,
Secondary,
Menu,
System,
View,
Bumper,
DpadUp,
DpadDown,
DpadLeft,
DpadRight,
FrameX,
FrameY,
Trigger,
Squeeze,
Thumbstick,
};
enum class AnalogControl
{
Trigger,
Squeeze,
SqueezeForce,
};
enum class AxisControl
{
ThumbstickX,
ThumbstickY,
};
enum class MotionControl
{
AccelUp,
AccelDown,
AccelLeft,
AccelRight,
AccelForward,
AccelBackward,
GyroPitchUp,
GyroPitchDown,
GyroRollLeft,
GyroRollRight,
GyroYawLeft,
GyroYawRight,
};
class DigitalInput final : public Core::Device::Input
{
public:
DigitalInput(const OpenXRDevice* device, Hand hand, DigitalControl control)
: m_device(*device), m_hand(hand), m_control(control)
{
}
std::string GetName() const override
{
const std::string prefix = m_device.GetHandPrefix(m_hand);
switch (m_control)
{
case DigitalControl::Primary:
return prefix + (m_hand == Hand::Left ? " Button X" : " Button A");
case DigitalControl::Secondary:
return prefix + (m_hand == Hand::Left ? " Button Y" : " Button B");
case DigitalControl::Menu:
return prefix + " Button Menu";
case DigitalControl::System:
return prefix + " Button System";
case DigitalControl::View:
return prefix + " Button View";
case DigitalControl::Bumper:
return prefix + " Button Bumper";
case DigitalControl::DpadUp:
return prefix + " D-Pad Up";
case DigitalControl::DpadDown:
return prefix + " D-Pad Down";
case DigitalControl::DpadLeft:
return prefix + " D-Pad Left";
case DigitalControl::DpadRight:
return prefix + " D-Pad Right";
case DigitalControl::FrameX:
return prefix + " Button X";
case DigitalControl::FrameY:
return prefix + " Button Y";
case DigitalControl::Trigger:
return prefix + " Button Trigger";
case DigitalControl::Squeeze:
return prefix + " Button Squeeze";
case DigitalControl::Thumbstick:
return prefix + " Button Thumbstick";
}
return "";
}
ControlState GetState() const override
{
const auto& state = m_device.GetControllerState(m_hand);
if (!state.connected)
return 0.0;
switch (m_control)
{
case DigitalControl::Primary:
return state.primary_button ? 1.0 : 0.0;
case DigitalControl::Secondary:
return state.secondary_button ? 1.0 : 0.0;
case DigitalControl::Menu:
// Keep the old left-menu control name as a hidden alias for Frame's left View button.
// Existing hotkey configs used Left Button Menu for Stop.
return (m_hand == Hand::Left ? state.view_button : state.menu_button) ? 1.0 : 0.0;
case DigitalControl::System:
return state.system_button ? 1.0 : 0.0;
case DigitalControl::View:
return state.view_button ? 1.0 : 0.0;
case DigitalControl::Bumper:
return state.bumper_button ? 1.0 : 0.0;
case DigitalControl::DpadUp:
return state.dpad_up ? 1.0 : 0.0;
case DigitalControl::DpadDown:
return state.dpad_down ? 1.0 : 0.0;
case DigitalControl::DpadLeft:
return state.dpad_left ? 1.0 : 0.0;
case DigitalControl::DpadRight:
return state.dpad_right ? 1.0 : 0.0;
case DigitalControl::FrameX:
return state.frame_x_button ? 1.0 : 0.0;
case DigitalControl::FrameY:
return state.frame_y_button ? 1.0 : 0.0;
case DigitalControl::Trigger:
return state.trigger_button ? 1.0 : 0.0;
case DigitalControl::Squeeze:
return state.squeeze_button ? 1.0 : 0.0;
case DigitalControl::Thumbstick:
return state.thumbstick_button ? 1.0 : 0.0;
}
return 0.0;
}
bool IsHidden() const override
{
// Frame has a left D-pad and View button, not the left-hand X/Y/Menu controls in Touch.
return m_hand == Hand::Left &&
(m_control == DigitalControl::Primary || m_control == DigitalControl::Secondary ||
m_control == DigitalControl::Menu);
}
private:
const OpenXRDevice& m_device;
const Hand m_hand;
const DigitalControl m_control;
};
class AnalogInput final : public Core::Device::Input
{
public:
AnalogInput(const OpenXRDevice* device, Hand hand, AnalogControl control)
: m_device(*device), m_hand(hand), m_control(control)
{
}
std::string GetName() const override
{
const std::string prefix = m_device.GetHandPrefix(m_hand);
switch (m_control)
{
case AnalogControl::Trigger:
return prefix + " Trigger";
case AnalogControl::Squeeze:
return prefix + " Squeeze";
case AnalogControl::SqueezeForce:
return prefix + " Squeeze Force";
}
return "";
}
bool IsHidden() const override { return m_control == AnalogControl::Squeeze; }
ControlState GetState() const override
{
const auto& state = m_device.GetControllerState(m_hand);
if (!state.connected)
return 0.0;
switch (m_control)
{
case AnalogControl::Trigger:
return state.trigger_value;
case AnalogControl::Squeeze:
return state.squeeze_value;
case AnalogControl::SqueezeForce:
return state.squeeze_force;
}
return 0.0;
}
private:
const OpenXRDevice& m_device;
const Hand m_hand;
const AnalogControl m_control;
};
class AxisInput final : public Core::Device::Input
{
public:
AxisInput(const OpenXRDevice* device, Hand hand, AxisControl axis, bool positive)
: m_device(*device), m_hand(hand), m_axis(axis), m_positive(positive)
{
}
std::string GetName() const override
{
const std::string prefix = m_device.GetHandPrefix(m_hand);
const char axis_char = m_axis == AxisControl::ThumbstickX ? 'X' : 'Y';
return prefix + " Thumbstick " + axis_char + (m_positive ? '+' : '-');
}
ControlState GetState() const override
{
const auto& state = m_device.GetControllerState(m_hand);
if (!state.connected)
return 0.0;
const float value =
m_axis == AxisControl::ThumbstickX ? state.thumbstick_x : state.thumbstick_y;
return m_positive ? std::max<float>(0.0f, value) : std::max<float>(0.0f, -value);
}
private:
const OpenXRDevice& m_device;
const Hand m_hand;
const AxisControl m_axis;
const bool m_positive;
};
class MotionInput final : public Core::Device::Input
{
public:
MotionInput(const OpenXRDevice* device, Hand hand, MotionControl control)
: m_device(*device), m_hand(hand), m_control(control)
{
}
std::string GetName() const override
{
const std::string prefix = m_device.GetHandPrefix(m_hand);
switch (m_control)
{
case MotionControl::AccelUp:
return prefix + " Raw Accel Up";
case MotionControl::AccelDown:
return prefix + " Raw Accel Down";
case MotionControl::AccelLeft:
return prefix + " Raw Accel Left";
case MotionControl::AccelRight:
return prefix + " Raw Accel Right";
case MotionControl::AccelForward:
return prefix + " Raw Accel Forward";
case MotionControl::AccelBackward:
return prefix + " Raw Accel Backward";
case MotionControl::GyroPitchUp:
return prefix + " Raw Gyro Pitch Up";
case MotionControl::GyroPitchDown:
return prefix + " Raw Gyro Pitch Down";
case MotionControl::GyroRollLeft:
return prefix + " Raw Gyro Roll Left";
case MotionControl::GyroRollRight:
return prefix + " Raw Gyro Roll Right";
case MotionControl::GyroYawLeft:
return prefix + " Raw Gyro Yaw Left";
case MotionControl::GyroYawRight:
return prefix + " Raw Gyro Yaw Right";
}
return "";
}
bool IsDetectable() const override { return false; }
bool IsHidden() const override { return true; }
ControlState GetState() const override
{
const auto& motion = m_device.GetMotionState(m_hand);
constexpr float accel_scale = float(MathUtil::GRAVITY_ACCELERATION);
constexpr float gyro_scale = float(MathUtil::PI);
const auto normalize = [](float value, float scale) -> ControlState {
return std::clamp<ControlState>(value / scale, 0.0, 1.0);
};
switch (m_control)
{
case MotionControl::AccelUp:
return motion.acceleration_valid ? normalize(motion.acceleration.z, accel_scale) : 0.0;
case MotionControl::AccelDown:
return motion.acceleration_valid ? normalize(-motion.acceleration.z, accel_scale) : 0.0;
case MotionControl::AccelLeft:
return motion.acceleration_valid ? normalize(motion.acceleration.x, accel_scale) : 0.0;
case MotionControl::AccelRight:
return motion.acceleration_valid ? normalize(-motion.acceleration.x, accel_scale) : 0.0;
case MotionControl::AccelForward:
return motion.acceleration_valid ? normalize(-motion.acceleration.y, accel_scale) : 0.0;
case MotionControl::AccelBackward:
return motion.acceleration_valid ? normalize(motion.acceleration.y, accel_scale) : 0.0;
case MotionControl::GyroPitchUp:
return motion.gyroscope_valid ? normalize(motion.gyroscope.x, gyro_scale) : 0.0;
case MotionControl::GyroPitchDown:
return motion.gyroscope_valid ? normalize(-motion.gyroscope.x, gyro_scale) : 0.0;
case MotionControl::GyroRollLeft:
return motion.gyroscope_valid ? normalize(motion.gyroscope.y, gyro_scale) : 0.0;
case MotionControl::GyroRollRight:
return motion.gyroscope_valid ? normalize(-motion.gyroscope.y, gyro_scale) : 0.0;
case MotionControl::GyroYawLeft:
return motion.gyroscope_valid ? normalize(motion.gyroscope.z, gyro_scale) : 0.0;
case MotionControl::GyroYawRight:
return motion.gyroscope_valid ? normalize(-motion.gyroscope.z, gyro_scale) : 0.0;
}
return 0.0;
}
private:
const OpenXRDevice& m_device;
const Hand m_hand;
const MotionControl m_control;
};
void AddMotionInputs(Hand hand)
{
AddInput(new MotionInput(this, hand, MotionControl::AccelUp));
AddInput(new MotionInput(this, hand, MotionControl::AccelDown));
AddInput(new MotionInput(this, hand, MotionControl::AccelLeft));
AddInput(new MotionInput(this, hand, MotionControl::AccelRight));
AddInput(new MotionInput(this, hand, MotionControl::AccelForward));
AddInput(new MotionInput(this, hand, MotionControl::AccelBackward));
AddInput(new MotionInput(this, hand, MotionControl::GyroPitchUp));
AddInput(new MotionInput(this, hand, MotionControl::GyroPitchDown));
AddInput(new MotionInput(this, hand, MotionControl::GyroRollLeft));
AddInput(new MotionInput(this, hand, MotionControl::GyroRollRight));
AddInput(new MotionInput(this, hand, MotionControl::GyroYawLeft));
AddInput(new MotionInput(this, hand, MotionControl::GyroYawRight));
}
struct VelocityHistory
{
bool has_sample = false;
Common::Vec3 previous_velocity{};
std::chrono::steady_clock::time_point previous_time{};
};
void UpdateMotionState(Hand hand)
{
const size_t hand_index = static_cast<size_t>(hand);
auto& motion = m_motion_state[hand_index];
motion = {};
const auto& controller = GetControllerState(hand);
const bool has_grip_pose = controller.grip_pose.valid;
const bool has_aim_pose = controller.aim_pose.valid;
if (!controller.connected || (!has_grip_pose && !has_aim_pose))
{
m_velocity_history[hand_index].has_sample = false;
return;
}
const Common::Quaternion reference_orientation =
(has_grip_pose ? ToQuaternion(controller.grip_pose.orientation) :
ToQuaternion(controller.aim_pose.orientation))
.Normalized();
const Common::Matrix33 world_to_local =
Common::Matrix33::FromQuaternion(reference_orientation).Transposed();
Common::Vec3 relative_acceleration{};
auto& velocity_history = m_velocity_history[hand_index];
if (controller.grip_velocity.linear_valid)
{
const Common::Vec3 current_velocity = ToVec3(controller.grip_velocity.linear);
const auto now = std::chrono::steady_clock::now();
if (velocity_history.has_sample)
{
const float dt = std::chrono::duration_cast<std::chrono::duration<float>>(
now - velocity_history.previous_time)
.count();
if (dt > 0.001f)
{
const Common::Vec3 world_acceleration =
(current_velocity - velocity_history.previous_velocity) / dt;
relative_acceleration = world_to_local * world_acceleration;
}
}
velocity_history.has_sample = true;
velocity_history.previous_velocity = current_velocity;
velocity_history.previous_time = now;
}
else
{
velocity_history.has_sample = false;
}
const auto get_matrix = [&world_to_local](int row, int col) {
return world_to_local.data[row * 3 + col];
};
float gx = -get_matrix(0, 1);
float gz = get_matrix(1, 1);
float gy = get_matrix(2, 1);
gx -= relative_acceleration.x / float(MathUtil::GRAVITY_ACCELERATION);
gz += relative_acceleration.y / float(MathUtil::GRAVITY_ACCELERATION);
gy += relative_acceleration.z / float(MathUtil::GRAVITY_ACCELERATION);
motion.acceleration = Common::Vec3(gx, gy, gz) * float(MathUtil::GRAVITY_ACCELERATION);
motion.acceleration_valid = true;
if (controller.grip_velocity.angular_valid)
{
const Common::Vec3 world_angular_velocity = ToVec3(controller.grip_velocity.angular);
const Common::Vec3 local_angular_velocity = world_to_local * world_angular_velocity;
motion.gyroscope = Common::Vec3(local_angular_velocity.x, local_angular_velocity.z,
local_angular_velocity.y);
motion.gyroscope_valid = true;
}
}
Common::VR::OpenXRInputSnapshot m_snapshot{};
ControllerInterface& m_controller_interface;
std::mutex m_gamepad_mutex;
std::shared_ptr<ciface::Core::Device> m_steam_input_gamepad;
bool m_gamepad_logged = false;
bool m_openxr_logged = false;
std::chrono::steady_clock::time_point m_last_sdl_sensor_log{};
std::array<MotionState, 2> m_motion_state{};
std::array<VelocityHistory, 2> m_velocity_history{};
};
class InputBackend final : public ciface::InputBackend
{
public:
using ciface::InputBackend::InputBackend;
void PopulateDevices() override
{
GetControllerInterface().RemoveDevice(
[](const auto* dev) { return dev->GetSource() == std::string(SOURCE_NAME); });
GetControllerInterface().AddDevice(std::make_shared<OpenXRDevice>(&GetControllerInterface()));
}
};
} // namespace
std::unique_ptr<ciface::InputBackend> CreateInputBackend(ControllerInterface* controller_interface)
{
return std::make_unique<InputBackend>(controller_interface);
}
} // namespace ciface::OpenXR
#endif // ENABLE_VR