Python 代码实现高性能异构虚拟现实(VR)和增强现实(AR)系统

输入模块

处理来自用户和传感器的输入。

import threading
import time

class InputModule:
    def __init__(self):
        self.inputs = {}
        self.lock = threading.Lock()

    def update_input(self, input_type, value):
        with self.lock:
            self.inputs[input_type] = value

    def get_input(self, input_type):
        with self.lock:
            return self.inputs.get(input_type, None)

    def input_listener(self):
        # 模拟输入数据更新
        while True:
            self.update_input('head_position', (0, 0, 0))
            self.update_input('controller_position', (1, 1, 1))
            time.sleep(0.016)  # 60Hz 更新率

input_module = InputModule()
input_thread = threading.Thread(target=input_module.input_listener)
input_thread.start()

图像处理模块

使用GPU进行图像渲染和处理。

import OpenGL.GL as gl
import glfw
import cv2
import numpy as np

class ImageProcessingModule:
    def __init__(self):
        if not glfw.init():
            raise Exception("GLFW can't be initialized")
        self.window = glfw.create_window(800, 600, "VR/AR", None, None)
        if not self.window:
            glfw.terminate()
            raise Exception("GLFW window can't be created")

    def render_frame(self):
        glfw.make_context_current(self.window)
        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)

        # 模拟图像处理
        img = np.zeros((800, 600, 3), dtype=np.uint8)
        cv2.putText(img, 'VR/AR Frame', (100, 300), cv2.FONT_HERSHEY_SIMPLEX, 1, (255, 255, 255), 2)
        img = cv2.flip(img, 0)

        gl.glDrawPixels(800, 600, gl.GL_RGB, gl.GL_UNSIGNED_BYTE, img)
        glfw.swap_buffers(self.window)

    def start_rendering(self):
        while not glfw.window_should_close(self.window):
            self.render_frame()
            glfw.poll_events()

image_processing_module = ImageProcessingModule()
render_thread = threading.Thread(target=image_processing_module.start_rendering)
render_thread.start()

物理引擎模块

模拟物理效果和交互。

import pybullet as p
import pybullet_data

class PhysicsEngineModule:
    def __init__(self):
        self.physics_client = p.connect(p.DIRECT)
        p.setAdditionalSearchPath(pybullet_data.getDataPath())
        p.setGravity(0, 0, -9.8)

    def simulate_step(self):
        p.stepSimulation()

    def add_object(self, urdf_file, position):
        p.loadURDF(urdf_file, position)

physics_engine_module = PhysicsEngineModule()
physics_engine_module.add_object("r2d2.urdf", [0, 0, 1])

网络通信模块

处理网络数据传输和同步。

import socket

class NetworkCommunicationModule:
    def __init__(self, ip, port):
        self.server_address = (ip, port)
        self.sock = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)

    def send_data(self, data):
        self.sock.sendto(data.encode(), self.server_address)

    def receive_data(self):
        data, _ = self.sock.recvfrom(4096)
        return data.decode()

network_communication_module = NetworkCommunicationModule('127.0.0.1', 12345)

输出模块

将处理后的数据输出到VR/AR设备。

class OutputModule:
    def __init__(self):
        self.display_device = None  # 模拟输出设备

    def output_to_device(self, data):
        # 模拟输出
        print("Outputting to device:", data)

output_module = OutputModule()

综合主循环

将各个模块结合在一起,实现完整的系统。

def main_loop():
    while True:
        head_position = input_module.get_input('head_position')
        controller_position = input_module.get_input('controller_position')

        # 物理模拟
        physics_engine_module.simulate_step()

        # 渲染图像
        image_processing_module.render_frame()

        # 网络通信
        network_communication_module.send_data(f"Head: {head_position}, Controller: {controller_position}")
        received_data = network_communication_module.receive_data()

        # 输出到设备
        output_module.output_to_device(received_data)

        time.sleep(0.016)  # 60Hz 更新率

main_loop()

这个系统将输入、图像处理、物理引擎、网络通信和输出模块结合在一起,通过多线程实现异步处理,从而提高系统的性能和响应速度。

C++ 代码实现高性能异构虚拟现实(VR)和增强现实(AR)系统

输入模块

处理来自用户和传感器的输入。

#include <GLFW/glfw3.h>
#include <thread>
#include <mutex>
#include <unordered_map>

class InputModule {
public:
    void updateInput(const std::string& inputType, const std::array<float, 3>& value) {
        std::lock_guard<std::mutex> lock(inputMutex);
        inputs[inputType] = value;
    }

    std::array<float, 3> getInput(const std::string& inputType) {
        std::lock_guard<std::mutex> lock(inputMutex);
        return inputs[inputType];
    }

    void inputListener() {
        // 模拟输入数据更新
        while (true) {
            updateInput("head_position", {0.0f, 0.0f, 0.0f});
            updateInput("controller_position", {1.0f, 1.0f, 1.0f});
            std::this_thread::sleep_for(std::chrono::milliseconds(16)); // 60Hz 更新率
        }
    }

private:
    std::unordered_map<std::string, std::array<float, 3>> inputs;
    std::mutex inputMutex;
};

InputModule inputModule;
std::thread inputThread(&InputModule::inputListener, &inputModule);

图像处理模块

使用GPU进行图像渲染和处理。

#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>

class ImageProcessingModule {
public:
    ImageProcessingModule() {
        if (!glfwInit()) {
            throw std::runtime_error("GLFW can't be initialized");
        }
        window = glfwCreateWindow(800, 600, "VR/AR", nullptr, nullptr);
        if (!window) {
            glfwTerminate();
            throw std::runtime_error("GLFW window can't be created");
        }
        glfwMakeContextCurrent(window);
        glewInit();
    }

    void renderFrame() {
        glfwMakeContextCurrent(window);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        // 模拟图像处理
        glBegin(GL_QUADS);
        glColor3f(1.0f, 0.0f, 0.0f);
        glVertex2f(-0.5f, -0.5f);
        glVertex2f(0.5f, -0.5f);
        glVertex2f(0.5f, 0.5f);
        glVertex2f(-0.5f, 0.5f);
        glEnd();

        glfwSwapBuffers(window);
    }

    void startRendering() {
        while (!glfwWindowShouldClose(window)) {
            renderFrame();
            glfwPollEvents();
        }
    }

private:
    GLFWwindow* window;
};

ImageProcessingModule imageProcessingModule;
std::thread renderThread(&ImageProcessingModule::startRendering, &imageProcessingModule);

物理引擎模块

模拟物理效果和交互。

#include <btBulletDynamicsCommon.h>

class PhysicsEngineModule {
public:
    PhysicsEngineModule() {
        collisionConfiguration = new btDefaultCollisionConfiguration();
        dispatcher = new btCollisionDispatcher(collisionConfiguration);
        overlappingPairCache = new btDbvtBroadphase();
        solver = new btSequentialImpulseConstraintSolver;
        dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher, overlappingPairCache, solver, collisionConfiguration);
        dynamicsWorld->setGravity(btVector3(0, 0, -9.8));
    }

    ~PhysicsEngineModule() {
        delete dynamicsWorld;
        delete solver;
        delete overlappingPairCache;
        delete dispatcher;
        delete collisionConfiguration;
    }

    void simulateStep() {
        dynamicsWorld->stepSimulation(1.0f / 60.0f, 10);
    }

    void addObject(const std::string& urdfFile, const btVector3& position) {
        // Simplified example without actual URDF loading
        btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0, 1, 0), 1);
        btDefaultMotionState* groundMotionState = new btDefaultMotionState(btTransform(btQuaternion(0, 0, 0, 1), position));
        btRigidBody::btRigidBodyConstructionInfo groundRigidBodyCI(0, groundMotionState, groundShape, btVector3(0, 0, 0));
        btRigidBody* groundRigidBody = new btRigidBody(groundRigidBodyCI);
        dynamicsWorld->addRigidBody(groundRigidBody);
    }

private:
    btDiscreteDynamicsWorld* dynamicsWorld;
    btSequentialImpulseConstraintSolver* solver;
    btBroadphaseInterface* overlappingPairCache;
    btCollisionDispatcher* dispatcher;
    btDefaultCollisionConfiguration* collisionConfiguration;
};

PhysicsEngineModule physicsEngineModule;
physicsEngineModule.addObject("r2d2.urdf", btVector3(0, 0, 1));

网络通信模块

处理网络数据传输和同步。

#include <boost/asio.hpp>
#include <iostream>

class NetworkCommunicationModule {
public:
    NetworkCommunicationModule(const std::string& ip, unsigned short port)
        : endpoint(boost::asio::ip::address::from_string(ip), port), socket(io_service) {
        socket.open(boost::asio::ip::udp::v4());
    }

    void sendData(const std::string& data) {
        socket.send_to(boost::asio::buffer(data), endpoint);
    }

    std::string receiveData() {
        char buf[1024];
        boost::asio::ip::udp::endpoint sender_endpoint;
        size_t len = socket.receive_from(boost::asio::buffer(buf), sender_endpoint);
        return std::string(buf, len);
    }

private:
    boost::asio::io_service io_service;
    boost::asio::ip::udp::endpoint endpoint;
    boost::asio::ip::udp::socket socket;
};

NetworkCommunicationModule networkCommunicationModule("127.0.0.1", 12345);

输出模块

将处理后的数据输出到VR/AR设备。

class OutputModule {
public:
    void outputToDevice(const std::string& data) {
        // 模拟输出
        std::cout << "Outputting to device: " << data << std::endl;
    }
};

OutputModule outputModule;

综合主循环

将各个模块结合在一起,实现完整的系统。

int main() {
    std::thread inputThread(&InputModule::inputListener, &inputModule);
    std::thread renderThread(&ImageProcessingModule::startRendering, &imageProcessingModule);

    while (true) {
        auto headPosition = inputModule.getInput("head_position");
        auto controllerPosition = inputModule.getInput("controller_position");

        // 物理模拟
        physicsEngineModule.simulateStep();

        // 渲染图像
        imageProcessingModule.renderFrame();

        // 网络通信
        std::string dataToSend = "Head: " + std::to_string(headPosition[0]) + ", " + std::to_string(headPosition[1]) + ", " + std::to_string(headPosition[2]) + 
                                  " Controller: " + std::to_string(controllerPosition[0]) + ", " + std::to_string(controllerPosition[1]) + ", " + std::to_string(controllerPosition[2]);
        networkCommunicationModule.sendData(dataToSend);
        std::string receivedData = networkCommunicationModule.receiveData();

        // 输出到设备
        outputModule.outputToDevice(receivedData);

        std::this_thread::sleep_for(std::chrono::milliseconds(16)); // 60Hz 更新率
    }

    inputThread.join();
    renderThread.join();
    return 0;
}

这个C++代码示例展示了一个基本的高性能异构VR/AR系统实现,包括输入处理、图像渲染、物理引擎、网络通信和输出模块。实际应用中,可以根据具体需求对各模块进行扩展和优化。