This Slicer extension is in active development. The API may change from version to version without notice.
- Build the extension against the newly built Slicer using the SuperBuild system.
- To start Slicer from a build tree and ensure the extension is properly loaded, consider running the
SlicerWithVirtualRealitylauncher. For more details, see here.
The top-level CMakeLists.txt exposes three backend options:
| CMake option | Default (Windows) | Default (macOS) | Description |
|---|---|---|---|
SlicerVirtualReality_HAS_OPENVR_SUPPORT |
ON |
OFF |
Build the OpenVR XR backend |
SlicerVirtualReality_HAS_OPENXR_SUPPORT |
ON |
OFF |
Build the OpenXR XR backend |
SlicerVirtualReality_HAS_OPENXRREMOTING_SUPPORT |
ON |
OFF |
Build OpenXR Remoting support (HoloLens 2) |
OpenXR Remoting is automatically disabled if SlicerVirtualReality_HAS_OPENXR_SUPPORT is OFF. It is only supported on Windows.
| Class | Location | Description |
|---|---|---|
vtkMRMLVirtualRealityViewNode |
VirtualReality/MRML/ |
MRML node holding all VR view settings (backend, magnification, controller transforms, etc.) |
vtkSlicerVirtualRealityLogic |
VirtualReality/Logic/ |
Main logic class: activates/deactivates VR, manages the active view node, and sets up button bindings |
qMRMLVirtualRealityView |
VirtualReality/Widgets/ |
Qt widget that owns the VTK render window and interactor for the VR view |
vtkVirtualRealityViewInteractorObserver |
VirtualReality/MRMLDM/ |
Bridges VTK VR interactor events to Slicer displayable managers |
vtkVirtualRealityViewInteractorStyleDelegate |
VirtualReality/MRMLDM/ |
Shared delegate implementing scene/object grab and gesture logic for both OpenVR and OpenXR styles |
vtkVirtualRealityComplexGestureRecognizer |
VirtualReality/MRMLDM/ |
Slicer-specific two-controller gesture recognition (translate/rotate/scale) |
vtkMRMLVirtualRealityViewDisplayableManagerFactory |
VirtualReality/MRMLDM/ |
Singleton factory that registers displayable managers for the VR view |
The mapping process consists of several: action manifest json file maps controller-specific interaction path to VTK event path, then VTK render window interactor maps VTK event path to VTK event, which is processed by interactor style, which may be further customized by style delegates. For low-level custom processing of events, it is possible to intercept VTK events in the interactor.
Mapping from interaction path to VTK event path is specified in the action manifest file. Parsing the vtk_open<vr|xr>_actions.json action manifest file to link controller-specific interaction paths (e.g., /user/hand/right/input/b) with generic event paths (e.g., showmenu). This file references controller-specific binding files, usually named vtk_open<vr|xr>_binding_<vendor_name>.json, where each controller interaction path is associated with a VTK event path.
The controller interaction paths are specific to each backend:
- For OpenVR: Refer to the List of common controller types and the SteamVR Input Guide.
- For OpenXR: Refer to the Reserved Paths and the Interaction Profile Paths.
As of Slicer@c7fe8657c, the provided vtk_open<vr|xr>_actions.json and vtk_open<vr|xr>_binding_<vendor_name>.json files in the vtkRenderingOpenVR and vtkRenderingOpenXR VTK modules are as follow:
| OpenVR | OpenXR | |
|---|---|---|
| Action manifest | url | url |
| - HP Motion Controller | url | url |
| - HTC Vive Controller | url | url |
| - Microsoft Hand Interaction | url | |
| - Oculus Touch (Meta Quest) | url | url |
| - Valve Knuckles | url | url |
| - Khronos Simple Controller1 | url |
These files serve as essential references for mapping controller actions to VTK events.
Assigning a VTK event path (e.g., showmenu) to either a VTK event (e.g., vtk.vtkCommand.Menu3DEvent) or a std::function for a single controller is carried out in vtkOpen<VR|XR>InteractorStyle::SetupActions().
- For OpenVR, refer to vtkOpenVRInteractorStyle::SetupActions()
- For OpenXR, refer to vtkOpenXRInteractorStyle::SetupActions()
OpenVR and OpenXR use different formats for action identifiers when calling vtkVRRenderWindowInteractor::AddAction():
| Backend | Format | Example |
|---|---|---|
| OpenVR | Full action path | /actions/vtk/in/TriggerAction |
| OpenXR | Action name only (lowercase) | triggeraction |
The vtkSlicerVirtualRealityLogic::SetGestureButton*() helpers detect the active backend at runtime using vtkOpenXRRenderWindowInteractor class name and apply the correct identifier automatically. Additionally, OpenXR grip/squeeze button bindings are inconsistent across controllers (the right grip is typically bound to positionprop, while the left grip may be bound to complexgestureaction or not bound at all), so both identifiers are registered when using OpenXR.
The default button configuration (set in qMRMLVirtualRealityViewPrivate::createRenderWindow()) is:
- Trigger button: grab objects and world
- Grip button: complex gesture (translate/rotate/scale scene)
Recognition of complex gesture events commences when the two controller buttons mapped to the ComplexGesture action are pressed.
The SlicerVirtualReality implements its own heuristic by specializing the HandleComplexGestureEvents() and RecognizeComplexGesture() in the vtkVirtualRealityComplexGestureRecognizer class.
Limitations:
-
The selected controller buttons are exclusively mapped to the ComplexGesture action and cannot be associated with a regular action.
-
To workaround an OpenVR specific limitation, each button expected to be involved in the complex gesture needs to be respectively associated with
/actions/vtk/in/ComplexGestureActionand/actions/vtk/in/ComplexGestureAction_Event2.
For implementing completely custom behavior, mapping from VTK event path to VTK event can be customized (by using slicer.modules.virtualreality.logic().AddAction()) and the VTK event can be intercepted in the render window interactor by adding a high-priority observer.
import logging
import slicer
def isXRBackendInitialized():
"""Determine if XR backend has been initialized."""
vrLogic = slicer.modules.virtualreality.logic()
return vrLogic.GetVirtualRealityActive() if vrLogic else False
def vrCamera():
# Get VR module widget
if not isXRBackendInitialized():
return None
# Get VR camera
vrViewWidget = slicer.modules.virtualreality.viewWidget()
if vrViewWidget is None:
return None
rendererCollection = vrViewWidget.renderWindow().GetRenderers()
if rendererCollection.GetNumberOfItems() < 1:
logging.error('Unable to access VR renderers')
return None
return rendererCollection.GetItemAsObject(0).GetActiveCamera()
assert isXRBackendInitialized() is False
assert vrCamera() is None
vrLogic = slicer.modules.virtualreality.logic()
vrLogic.SetVirtualRealityActive(True)
assert isXRBackendInitialized() is True
assert vrCamera() is not Nonecolor = [0,0,0]
vrView=getNode('VirtualRealityView')
vrView.SetBackgroundColor(color)
vrView.SetBackgroundColor2(color)nodeLocked.SetSelectable(0)
nodeMovable.SetSelectable(1)# Get the render window interactor
vrViewWidget = slicer.modules.virtualreality.viewWidget()
interactor = vrViewWidget.interactor()
# Set the gesture button to none to allow custom event mapping
# (otherwise the squeeze button would be unavailable for custom mapping by default)
slicer.modules.virtualreality.logic().SetGestureButtonToNone(interactor)
# Use high priority observers to ensure we get to process the event before the interactor style (and we can prevent
# any further processing of the event)
highPriority = 100.0
# By default, right-hand trigger button is mapped to `triggeraction`, which then calls `Select3DEvent`.
# Here we take over the trigger button:
@vtk.calldata_type(vtk.VTK_OBJECT)
def onSelect3DEvent(caller, event, calldata):
print(f"Select3DEvent received: {event}")
print(f"WorldPosition: {calldata.GetWorldPosition()}")
# Prevent further processing
caller.GetCommand(select3DObserverTag).AbortFlagOn()
select3DObserverTag = interactor.AddObserver("Select3DEvent", onSelect3DEvent, highPriority)
# Take over the right-hand joystick:
@vtk.calldata_type(vtk.VTK_OBJECT)
def onViewerMovement3DEvent(caller, event, calldata):
print(f"ViewerMovement3DEvent received: {event}")
print(f"TrackPadPosition: {calldata.GetTrackPadPosition()}")
interactor.AddObserver("ViewerMovement3DEvent", onViewerMovement3DEvent, highPriority)
# In recent software versions, it is also possible to modify the VTK event path to VTK event mapping.
# For example: we can map the trigger button to the menu event.
slicer.modules.virtualreality.logic().AddAction(interactor, "triggeraction", vtk.vtkCommand.Menu3DEvent, False)The default event mapping for Meta Quest (Oculus Touch) is incomplete and not very intuitive. It is often useful to make these changes/additions (map A button to a rarely used VTK event that can be customized; map trigger button to triggeraction for more intuitive naming, add mapping of grab button, by default to move a node):
{
"inputs": {
"click": {
"output": "nextcamerapose"
}
},
"path": "/user/hand/right/input/a"
},
{
"inputs": {
"value": {
"output": "triggeraction"
}
},
"path": "/user/hand/right/input/trigger"
},
{
"inputs": {
"value": {
"output": "positionprop"
}
},
"path": "/user/hand/right/input/squeeze"
},