// SPDX-License-Identifier: GPL-3.0-or-later // // The first-person cockpit's pure geometry, tested without a guest: where the // seated eye comes from, how the vehicle's wheel and handlebar land in the // seated frame, the level seat through spins, and which of the vehicle's own // vertices the wheel animation turns. The math is ported from heurazy's // mario-kart-wii-VR-port. #include "vr/cockpit_stabilizer.h" #include "vr/mkw_vr_first_person.h" #include "vr/native_wheel_mesh.h" #include #include #include namespace { using namespace mkw::vr; int g_failures = 0; void Check(bool condition, const char* what) { if (!condition) { ++g_failures; std::cerr << "FAILED: " << what << '\n'; } } void CheckNear(float actual, float expected, const char* what, float tolerance = 1.0e-3f) { if (!(std::fabs(actual - expected) <= tolerance)) { ++g_failures; std::cerr << "FAILED: " << what << " (expected " << expected << ", got " << actual << ")\n"; } } Mtx34 Translation(float x, float y, float z) { Mtx34 m = kIdentityMtx34; m[3] = x; m[7] = y; m[11] = z; return m; } Mtx34 YawAt(float yaw, float x, float y, float z) { const float c = std::cos(yaw), s = std::sin(yaw); return {c, 0, s, x, 0, 1, 0, y, -s, 0, c, z}; } void TestMatrixHelpers() { const Mtx34 a = YawAt(0.7f, 1.0f, 2.0f, 3.0f); Mtx34 inverse{}; Check(InvertMtx(a, inverse), "a rigid transform inverts"); const Mtx34 identity = ComposeMtx(a, inverse); for (int i = 0; i < 12; ++i) { CheckNear(identity[i], kIdentityMtx34[i], "a * inverse(a) is identity", 1e-5f); } Mtx34 singular{}; Check(!InvertMtx(singular, inverse), "a singular matrix does not invert"); const Mtx34 scaled = ScaleModelBasis(kIdentityMtx34, {2.0f, 3.0f, 4.0f}); CheckNear(scaled[0], 2.0f, "basis X scaled"); CheckNear(scaled[5], 3.0f, "basis Y scaled"); CheckNear(scaled[10], 4.0f, "basis Z scaled"); CheckNear(scaled[3], 0.0f, "translation untouched"); } void TestSeatHelpers() { CheckNear(CharacterCockpitScale(80.0f), 1.0f, "short characters keep the base scale"); CheckNear(CharacterCockpitScale(150.0f), 1.5f, "tall characters grow the scale with eye height"); CheckNear(CharacterCockpitScale(1000.0f), 2.5f, "the scale is capped"); CheckNear(CharacterCockpitScale(std::nanf("")), 1.0f, "a bad eye height keeps the base scale"); CheckNear(ValidPlayerScale(2.0f), 2.0f, "mega mushroom scale kept"); CheckNear(ValidPlayerScale(0.0f), 1.0f, "an implausible scale is ignored"); Check(NeutralPlayerScale({1.0f, 1.0f, 1.0f}), "unit scale is neutral"); Check(!NeutralPlayerScale({0.5f, 0.5f, 0.5f}), "lightning scale is not neutral"); // 100 units per metre, controls 60 units ahead: the eye stays at least 0.45 m behind. CheckNear(EyeBehindControls(50.0f, 60.0f, 100.0f, 0.0f), 60.0f - 45.0f, "eye pulled behind the wheel"); CheckNear(EyeBehindControls(50.0f, 60.0f, 100.0f, 50.0f), 60.0f - 55.0f, "a wider wheel keeps more clearance"); CheckNear(EyeBehindControls(-10.0f, 60.0f, 100.0f, 18.0f), -10.0f, "an eye already behind stays put"); } void TestDriverEye() { std::array eye{}; // Face bone at (0, 80, 10) in the character, placed 5 units up in the vehicle. const Mtx34 face = Translation(0.0f, 80.0f, 10.0f); const Mtx34 placement = Translation(0.0f, 5.0f, 0.0f); Check(ComputeDriverEyeFromBounds(face, placement, {-2, 8, 0}, {2, 12, 4}, eye), "eye from bounds"); CheckNear(eye[1], 95.0f, "bounds centre through bind and placement (up)"); CheckNear(eye[2], 12.0f, "bounds centre through bind and placement (forward)"); Check(!ComputeDriverEyeFromBounds(face, placement, {2, 8, 0}, {-2, 12, 4}, eye), "inverted bounds rejected"); Check(!ComputeDriverEyeFromBounds(Translation(0, -50, 0), placement, {0, 0, 0}, {1, 1, 1}, eye), "an eye below the seat is rejected"); // The same eye through the animated world matrices: the body's own motion // must not leak into the seat. const Mtx34 body = YawAt(1.2f, 500.0f, 20.0f, -300.0f); const Mtx34 faceWorld = ComposeMtx(body, Translation(0.0f, 90.0f, 15.0f)); Check(ComputeSeatedEye(faceWorld, body, {0, 0, 0}, eye), "seated eye from world matrices"); CheckNear(eye[0], 0.0f, "seated eye right", 1e-3f); CheckNear(eye[1], 90.0f, "seated eye up", 1e-3f); CheckNear(eye[2], 15.0f, "seated eye forward", 1e-3f); SeatedEyeReference reference; for (int i = 0; i < 7; ++i) { reference.Observe({0, 90, 15}, true, true); } Check(!reference.valid, "seven samples are not enough"); reference.Observe({0, 90, 15}, true, true); Check(reference.valid, "eight stable samples calibrate the seat"); reference.Observe({0, 200, 15}, true, true); CheckNear(reference.value[1], 90.0f, "a calibrated seat is frozen"); SeatedEyeReference interrupted; for (int i = 0; i < 5; ++i) { interrupted.Observe({0, 90, 15}, true, true); } interrupted.Observe({0, 90, 15}, false, true); for (int i = 0; i < 5; ++i) { interrupted.Observe({0, 90, 15}, true, true); } Check(!interrupted.valid, "an unsafe sample restarts calibration"); } void TestWheelGeometry() { // Grip targets 20 units either side of a wheel 60 units ahead and 50 up, // 100 units per metre, seat frame = the vehicle frame turned to face -Z // (vehicle +Z forward, +X to the driver's left). const Mtx34 seatFromBody{-1, 0, 0, 0, 0, 1, 0, 0, 0, 0, -1, 0}; const WheelGeometry wheel = ComputeNativeWheelGeometry(seatFromBody, {20, 50, 60}, {-20, 50, 60}, 100.0f); Check(wheel.valid, "wheel geometry from the grip targets"); CheckNear(wheel.radius, 0.2f, "radius is half the grip span"); CheckNear(wheel.center[1], 0.5f, "centre height in metres"); CheckNear(wheel.center[2], -0.6f, "centre ahead in metres"); CheckNear(wheel.right[0], 1.0f, "wheel right is the seated right"); CheckNear(wheel.up[1], 1.0f, "wheel up is the vehicle's up"); const auto swapped = ComputeNativeWheelGeometry(seatFromBody, {-20, 50, 60}, {20, 50, 60}, 100.0f); CheckNear(swapped.right[0], wheel.right[0], "grip order does not flip the wheel"); Check(!ComputeNativeWheelGeometry(seatFromBody, {1, 50, 60}, {-1, 50, 60}, 100.0f).valid, "a wheel narrower than 4 cm is rejected"); // A hand on the right of the rim maps onto the wheel's rim at angle zero. WheelHand hand{wheel.center[0] + 0.2f, wheel.center[1], wheel.center[2], 1.0f, true}; const WheelHand local = wheel.ToWheel(hand); CheckNear(local.x, 0.2f, "right rim point is +radius along the wheel"); CheckNear(local.y, SteeringWheel::Height, "wheel-local height matches the synthetic wheel"); CheckNear(local.z, SteeringWheel::Depth, "wheel-local depth matches the synthetic wheel"); // Handlebar: position from the (steered) handle, axes from the neutral body. const float steer = 0.4f, c = std::cos(steer), s = std::sin(steer); const Mtx34 steeredHandle{-c, 0, -s, 0, 0, 1, 0, 0, s, 0, -c, 0}; const auto bar = ComputeNativeHandlebarGeometry(steeredHandle, seatFromBody, {20, 50, 60}, {-20, 50, 60}, 100.0f); Check(bar.valid, "handlebar geometry"); CheckNear(bar.right[0], 1.0f, "handlebar axes ignore the steering already applied"); } void TestStabilizer() { CockpitStabilizer stabilizer; const Mtx34 start = YawAt(0.5f, 10, 0, 20); auto seat = stabilizer.Update(start, false, 1.0f / 60.0f); CheckNear(seat[3], 10.0f, "position followed"); CheckNear(std::atan2(seat[2], seat[10]), 0.5f, "heading followed"); // Damage spins the chassis; the seat holds its heading but keeps position. seat = stabilizer.Update(YawAt(2.5f, 12, 0, 21), true, 1.0f / 60.0f); CheckNear(seat[3], 12.0f, "position exact while damaged"); CheckNear(std::atan2(seat[2], seat[10]), 0.5f, "heading held while damaged"); // Recovery eases back onto the real heading. for (int i = 0; i < 120; ++i) { seat = stabilizer.Update(YawAt(0.8f, 12, 0, 21), false, 1.0f / 60.0f); } CheckNear(std::atan2(seat[2], seat[10]), 0.8f, "heading recovered after damage", 5e-3f); CheckNear(seat[5], 1.0f, "the seat is always level"); } void TestNativeWheelVertices() { // A 64-point disc of radius 20 in the vehicle's X/Y plane at z = 60, centred // at y = 50, plus two far vertices (the chassis) that must never move. std::vector points; for (int i = 0; i < 64; ++i) { const float a = float(i) * 6.2831853f / 64.0f; points.push_back({20.0f * std::cos(a), 50.0f + 20.0f * std::sin(a), 60.0f}); } points.push_back({100.0f, 0.0f, 0.0f}); points.push_back({0.0f, 50.0f, 200.0f}); const auto original = points; const unsigned changed = RotateNativeWheelVertices(points, {0, 50, 60}, 20.0f, 0.5f); Check(changed == 64, "every disc vertex turns"); CheckNear(points[64].x, original[64].x, "chassis vertex untouched"); CheckNear(points[65].z, original[65].z, "vertex off the disc plane untouched"); // Rotation keeps each disc point on the rim. for (int i = 0; i < 64; ++i) { CheckNear(std::hypot(points[i].x, points[i].y - 50.0f), 20.0f, "disc vertex stays on the rim", 1e-2f); } auto sparse = std::vector(points.begin(), points.begin() + 4); Check(RotateNativeWheelVertices(sparse, {0, 50, 60}, 20.0f, 0.5f) == 0, "too few candidates leaves the mesh"); Check(RotateNativeWheelVertices(points, {0, 50, 60}, 2.0f, 0.5f) == 0, "an implausible radius leaves the mesh"); } } // namespace int main() { TestMatrixHelpers(); TestSeatHelpers(); TestDriverEye(); TestWheelGeometry(); TestStabilizer(); TestNativeWheelVertices(); if (g_failures != 0) { std::cerr << g_failures << " check(s) failed\n"; return 1; } std::cout << "vr cockpit tests passed\n"; return 0; }