As part of my PhD work I have produced a modified version of the Second Life viewer, which I have dubbed Pangolin after the Open Virtual Worlds research group’s previous Mongoose, Armadillo & Chimera projects, that allows;
- connecting a serial device to the viewer
- controlling movement of the avatar according to GPS readings
- controlling the camera according to accelerometer & magnetometer readings
The combination of these features allows you to do things like connect an accelerometer, magnetometer & GPS receiver to an Arduino, have it dump readings into the viewer & have the viewer use them to control the avatar & camera. The motivation behind this was to address the ‘vacancy problem’ by creating a mobile cross reality interface; allowing a user to experience simultaneous presence in a real environment & an equivalent synthetic environment, using their physical position & orientation as an implicit method of control for their synthetic representation. I’m presenting a paper about this at the iED 2013 Boston summit in June – if I can secure funding to actually get me there!
Getting Code & Building
The Pangolin source code is available on Bitbucket, with my additions & modifications licensed under the GNU General Public License. The serial IO functionality uses Terraneo Federico’s AsyncSerial class which is licensed under the Boost Software License. The viewer codebase was forked from Linden Lab’s viewer-release before the removal of the
--loginuri flag so Pangolin is compatible with OpenSim grids/servers.
Instructions for building the viewer are available on the Second Life wiki. I build using 32-bit Debian GNU/Linux (specifically by chrooting into a 32-bit debootstrap install from a 64-bit Arch Linux host, see my instructions) which produces a binary that runs on 32-bit Linux & on 64-bit Linux with 32-bit compatibility libraries installed.
The serial connectivity makes use of Boost.Asio. The Linden-provided Boost pre-built library is missing some of the features that my modifications make use of, so I build with LightDrake’s alternative; his public libraries are available here. To use these libraries, edit the corresponding entry in the
autobuild.xml file in the root of the codebase. You’re looking for this section, here I’ve commented out the original library & hash for the Linux version & replaced it with LightDrake’s;
<key>boost</key> <map> <key>license</key> <string>boost</string> <key>license_file</key> <string>LICENSES/boost.txt</string> <key>name</key> <string>boost</string> <key>platforms</key> <map> <key>darwin</key> <map> <key>archive</key> <map> <key>hash</key> <string>d98078791ce345bf6168ce9ba53ca2d7</string> <key>url</key> <string>http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/3p-boost/rev/222752/arch/Darwin/installer/boost-1.45.0-darwin-20110304.tar.bz2</string> </map> <key>name</key> <string>darwin</string> </map> <key>linux</key> <map> <key>archive</key> <map> <key>hash</key> <!--<string>a34e7fffdb94a6a4d8a2966b1f216da3</string>--> <string>2523af5082f44628e553635de6bbea70</string> <key>url</key> <!--<string>http://s3.amazonaws.com/viewer-source-downloads/install_pkgs/boost-1.45.0-linux-20110310.tar.bz2</string>--> <string>https://bitbucket.org/LightDrake/public-libs/downloads/boost-1.45.0-linux-20120213.tar.bz2</string> </map> <key>name</key> <string>linux</string> </map> <key>windows</key> <map> <key>archive</key> <map> <key>hash</key> <string>98be22c8833aa2bca184b9fa09fbb82b</string> <key>url</key> <string>http://s3.amazonaws.com/viewer-source-downloads/install_pkgs/boost-1.45.0-windows-20110124.tar.bz2</string> </map> <key>name</key> <string>windows</string> </map> </map> </map>
I’ve been building with the Linux 1.45.0 version; if you try the more recent Linux version or the Windows/Darwin versions let me know how it goes! Using this new library leads to a rather nasty namespace collision (at least with the Linux 1.45.0 version) for which I have uploaded a fix.
I’ve uploaded a 32-bit Linux binary to Bitbucket if you just want to try it out without the rigmarole of successfully setting up the (rather particular) build environment.
Start the viewer & login as normal, then take a look at the
Serial menu which contains a single entry
Serial Monitor. Click this & you will see something like this;
Put the path to the serial device & the baudrate into the fields in the
Device settings section at the top & click
[Connect]. For me using an Arduino on Linux boxes the serial device normally appears at
/dev/ttyS0 if it’s the first serial device,
/dev/ttyS1 if it’s the second serial device, etc. If you’re using an Arduino & are having trouble finding it, just start the Arduino IDE & look at the
Serial Port entry in the
Pangolin expects messages, separated by newline characters, in the following format;
<bearing> <pitch> <roll> <latitude> <longitude>
183.90 75.80 -59.30 56.339991 -2.7875334
So make sure that your serial device adheres to this message format; the example Arduino sketch linked above does this & might be a useful starting point for you.
The fields in the
Anchor settings section are for entering the location of a single point for which you know both the real world latitude/longitude & the corresponding virtual world coordinates along with the scale of the virtual world to the real world – eg if 1m in the real world is represented by 1.2m in the virtual world then enter
1.2 into the
Sim X &
Sim Y of the anchor point are global; this is necessary to allow Pangolin to work across multiple regions (such as mega regions). Because regions are 256x256m you can easily calculate the global coordinate of a point by doing
(256 * region position) + local coordinate. For example, if my anchor point is at 127,203,23 in a region at 1020,1043, then the global X coordinate of the anchor point is
(1020 * 256) + 127 = 261247 & the global Y coordinate of the anchor point is
(1043 * 256) + 203 = 267211. Height isn’t implemented (vertical accuracy of GPS is substantially worse than horizontal) so just pick a
Sim Z of around your sim’s ground level. The latitude & longitude fields have 6 decimal places of accuracy.
Once you have input all of the anchor settings, click
[Set] & if everything is okay you should see the data from the serial device in the
Received data section & the processed position values in the
Calculated data section. The
Pause checkbox will stop the fields from updating so you can copy the values, etc. If you get garbled received data then you have probably set the baudrate incorrectly – Pangolin will ignore this data instead of trying to process it & sending your avatar’s movement haywire.
To enable/disable control of the camera & your avatar’s movement from the received/calculated data use the
Orientation control &
Position control checkboxes in the
Controls section. The various spinners in this section allow you to alter the smoothing, high pass filters & frequency of updates. Good values for these will depend upon what hardware/sensors you are using, the scale of your sim, etc.
Does it work?
The code itself works nicely. I tested it walking around the ruins of the cathedral at St Andrews, for which the Open Virtual Worlds group has produced an OpenSim reconstruction, using a MSI WindPad 110W tablet computer. This sim is accessible on our own grid & on OSgrid (search for regions called ‘StAndrewsOVW’) though the OSgrid version is usually older than our local grid.
Camera control from orientation was a very rewarding experience, but will benefit from a faster update rate than the 10Hz of the HMC6343 that I used.
The accuracy attainable from a GPS receiver, even a fairly high-spec one like the u-blox MAX-6 that I used, isn’t enough to have the avatar ‘follow in your footsepts’ as I’d originally envisaged, but is good enough to move/teleport the avatar between different points of interest when you move within a certain distance/threshold of them.
Hopefully my additions & modifications to the viewer will provide a convenient starting point or reference for other people wishing to interface serial devices with the viewer &/or to leverage real world sensor data for controlling avatar/camera.
The code is well commented throughout (more so than the rest of viewer codebase!) & should be fairly self-explanatory. The commit logs on Bitbucket will reveal where the additions/modifications reside, however as a brief overview to get you started;
- Terraneo Federico’s AsyncSerial class is at
- most of my added functionality resides in
indra/newview/llappviewer.cppfor how the serial functionality is actually started
- the floater is in
As well as the people I’ve mentioned whose code I have used, I received huge amounts of help from various people on the Second Life opensource development IRC channel (#opensl on Freenode) & the opensource-dev mailing list – thanks guys!