"use strict";
import defined from "terriajs-cesium/Source/Core/defined";
import defaultValue from "terriajs-cesium/Source/Core/defaultValue";
import knockout from "terriajs-cesium/Source/ThirdParty/knockout";
import CesiumMath from "terriajs-cesium/Source/Core/Math.js";
import CesiumMatrix3 from "terriajs-cesium/Source/Core/Matrix3.js";
import CesiumCartesian3 from "terriajs-cesium/Source/Core/Cartesian3.js";
import EllipsoidTerrainProvider from "terriajs-cesium/Source/Core/EllipsoidTerrainProvider";
import sampleTerrainMostDetailed from "terriajs-cesium/Source/Core/sampleTerrainMostDetailed";
/**
* Manages state for Augmented Virtuality mode.
*
* This mode uses the devices orientation sensors to change the viewers viewport to match the change in orientation.
*
* Term Augmented Virtuality:
* "The use of real-world sensor information (e.g., gyroscopes) to control a virtual environment is an additional form
* of augmented virtuality, in which external inputs provide context for the virtual view."
* {@link https://en.wikipedia.org/wiki/Mixed_reality}
*
* @alias AugmentedVirtuality
* @constructor
*/
var AugmentedVirtuality = function(terria) {
const that = this;
this._terria = terria;
// Note: We create a persistant object and define a transient property, since knockout needs a persistant variable
// to track, but for state we want a 'maybe' intervalId.
this._eventLoopState = {};
this._manualAlignment = false;
this._maximumUpdatesPerSecond =
AugmentedVirtuality.DEFAULT_MAXIMUM_UPDATES_PER_SECOND;
this._orientationUpdated = false;
this._alpha = 0;
this._beta = 0;
this._gamma = 0;
this._realignAlpha = 0;
this._realignHeading = 0;
// Set the default height to be the last height so that when we first toggle (and increment) we cycle and go to the first height.
this._hoverLevel = AugmentedVirtuality.PRESET_HEIGHTS.length - 1;
// Always run the device orientation event, this way as soon as we enable we know where we are and set the
// orientation rather then having to wait for the next update.
// The following is disabled because chrome does not currently support deviceorientationabsolute correctly:
// if ('ondeviceorientationabsolute' in window)
// {
// window.addEventListener('deviceorientationabsolute', function(event) {that._orientationUpdate(event);} );
// }
// else
if ("ondeviceorientation" in window) {
window.addEventListener("deviceorientation", function(event) {
that._storeOrientation(event);
});
}
// Make the variables used by the object properties knockout observable so that changes in the state notify the UI
// and cause a UI update. Note: These are all of the variables used just by the getters (not the setters), since
// these unqiquely define what the current state is and are the only things that can effect/cause the state to change
// (note: _eventLoopState is hidden behind ._eventLoopRunning() ).
knockout.track(this, [
"_eventLoopState",
"_manualAlignment",
"_maximumUpdatesPerSecond",
"_realignAlpha",
"_realignHeading",
"_hoverLevel"
]);
// Note: The following properties are defined as knockout properties so that they can be used to trigger updates on the UI.
/**
* Gets or sets whether Augmented Virtuality mode is currently enabled (true) or not (false).
*
* Note: If {@link AugmentedVirtuality#manualAlignment} is enabled and the state is changed it will be disabled.
*
* @memberOf AugmentedVirtuality.prototype
* @member {Boolean} enabled
*/
knockout.defineProperty(this, "enabled", {
get: function() {
return this._eventLoopRunning() || this._manualAlignment;
},
set: function(enable) {
if (enable !== true) {
enable = false;
this.resetAlignment();
}
if (enable !== this.enabled) {
// If we are changing the enabled state then disable manual alignment.
// We only do this if we are changing the enabled state so that the client can repeatedly call the
// setting without having any effect if they aren't changing the enabled state, but so that every time
// that the state is changed that the manual alignment is turned back off initally.
this._manualAlignment = false;
this._startEventLoop(enable);
}
}
});
/**
* Gets or sets whether manual realignment mode is currently enabled (true) or not (false).
*
* @memberOf AugmentedVirtuality.prototype
* @member {Boolean} manualAlignment
*/
knockout.defineProperty(this, "manualAlignment", {
get: function() {
return this._getManualAlignment();
},
set: function(startEnd) {
this._setManualAlignment(startEnd);
}
});
/**
* Gets whether a manual realignment has been specified (true) or not (false).
*
* @memberOf AugmentedVirtuality.prototype
* @member {Boolean} manualAlignmentSet
*/
knockout.defineProperty(this, "manualAlignmentSet", {
get: function() {
return this._realignAlpha !== 0.0 || this._realignHeading !== 0.0;
}
});
/**
* Gets the index of the current hover level.
*
* Use <code>AugmentedVirtuality.PRESET_HEIGHTS.length</code> to find the total avaliable levels.
*
* @memberOf AugmentedVirtuality.prototype
* @member {int} hoverLevel
*/
knockout.defineProperty(this, "hoverLevel", {
get: function() {
return this._hoverLevel;
}
});
/**
* Gets or sets the the maximum number of times that the camera orientation will be updated per second. This is
* the number of camera orientation updates per seconds is capped to (explicitly the number of times the
* orientation is updated per second might be less but it won't be more then this number). We want the number of
* times that the orientation is updated capped so that we don't consume to much battery life updating to
* frequently, but responsiveness is still acceptable.
*
* @memberOf AugmentedVirtuality.prototype
* @member {Float} maximumUpdatesPerSecond
*/
knockout.defineProperty(this, "maximumUpdatesPerSecond", {
get: function() {
return this._maximumUpdatesPerSecond;
},
set: function(maximumUpdatesPerSecond) {
this._maximumUpdatesPerSecond = maximumUpdatesPerSecond;
// If we are currently enabled reset to update the timing interval used.
if (this._eventLoopRunning()) {
this._startEventLoop(false);
this._startEventLoop(true);
}
}
});
this.enabled = false;
};
/**
* Gets the the maximum number of times that the camera orientation will be updated per second by default. This is the
* number of camera orientation updates per seconds is capped to by default (explicitly the number of times the
* orientation is updated per second might be less but it won't be more then this number). We want the number of times
* that the orientation is updated capped so that we don't consume to much battery life updating to frequently, but
* responsiveness is still acceptable.
*/
AugmentedVirtuality.DEFAULT_MAXIMUM_UPDATES_PER_SECOND = 10.0;
/**
* The minimum height that the viewer is allowed to hover at.
*/
AugmentedVirtuality.MINIMUM_HOVER_HEIGHT = 20.0;
/* These are the heights that we can toggle through (in meters - above the surface height).
*/
AugmentedVirtuality.PRESET_HEIGHTS = [1000, 250, 20];
/**
* Toggles whether the AugmentedVirutuality mode is enabled or disabled.
*/
AugmentedVirtuality.prototype.toggleEnabled = function() {
this.enabled = !this.enabled;
};
/**
* Toggles whether manual alignement is enabled or disabled.
*/
AugmentedVirtuality.prototype.toggleManualAlignment = function() {
this.manualAlignment = !this.manualAlignment;
};
/**
* Resets the alignment so that the alignement matches the devices absolute alignment.
*/
AugmentedVirtuality.prototype.resetAlignment = function() {
this._orientationUpdated = true;
this._realignAlpha = 0;
this._realignHeading = 0;
};
/**
* Toggles the viewer between a range of predefined heights, setting the cameras orientation so that it matches the
* correct orientation.
*/
AugmentedVirtuality.prototype.toggleHoverHeight = function() {
this._hoverLevel =
(this._hoverLevel + 1) % AugmentedVirtuality.PRESET_HEIGHTS.length;
this.hover(AugmentedVirtuality.PRESET_HEIGHTS[this._hoverLevel]);
};
/**
* Moves the viewer to a specified height, setting the orientation so that it matches the correct Augmented Virtuality
* orientation.
*
* @param {Float} height The height in Meters above the globe surface. Note: If height is below
* {@link AugmentedVirtuality.MINIMUM_HOVER_HEIGHT} the height will be set to
* {@link AugmentedVirtuality.MINIMUM_HOVER_HEIGHT} to avoid visual artifacts when the viewer
* becomes to close to the surface.
* @param {Cartographic} [position] The location to hover over. If not specified the current camera location will be used.
* @param {Boolean} [flyTo=true] Whether to fly to the location (true) or whether to jump to the location (false).
*/
AugmentedVirtuality.prototype.hover = function(height, position, flyTo) {
const that = this;
// Get access to the camera...if it is not avaliable we can't set the new height so just return now.
if (
!defined(this._terria.cesium) ||
!defined(this._terria.cesium.viewer) ||
!defined(this._terria.cesium.viewer.camera)
) {
return;
}
const camera = this._terria.cesium.viewer.camera;
if (!defined(position)) {
position = camera.positionCartographic.clone();
}
flyTo = defaultValue(flyTo, true);
// Clamp the minimum hover height (heights below this value could lead to poor visual artifacts).
if (height < AugmentedVirtuality.MINIMUM_HOVER_HEIGHT) {
height = AugmentedVirtuality.MINIMUM_HOVER_HEIGHT;
}
// Reset the viewer height.
function flyToHeight(surfaceHeight) {
if (defined(surfaceHeight)) {
height += surfaceHeight;
}
const newPosition = CesiumCartesian3.fromRadians(
position.longitude,
position.latitude,
height
);
const pose = that._getCurrentOrientation();
pose.destination = newPosition;
if (flyTo) {
camera.flyTo(pose);
} else {
camera.setView(pose);
}
// Needed on mobile to make sure that the render is marked as dirty so that once AV mode has been disabled for a
// while and then is reenabled the .setView() function still has effect (otherwise dispite the call the .setView()
// the view orientation does not visually update until the user manualy moves the camera position).
that._terria.currentViewer.notifyRepaintRequired();
}
// Get the ground surface height at this location and offset the height by it.
if (
!defined(this._terria.cesium) ||
!defined(this._terria.cesium.scene) ||
!defined(this._terria.cesium.scene.terrainProvider) ||
this._terria.cesium.scene.terrainProvider instanceof
EllipsoidTerrainProvider
) {
// If we can't get access to the terrain provider or we can get access to the terrain provider and the provider is just the Ellipsoid then use the height of 0.
flyToHeight(0);
} else {
const terrainProvider = this._terria.cesium.scene.terrainProvider;
sampleTerrainMostDetailed(terrainProvider, [position]).then(function(
updatedPosition
) {
flyToHeight(updatedPosition[0].height);
});
}
};
/**
* Moves the viewer to a specified location while maintaining the current height and the correct Augmented Virtuality
* orientation.
*
* @param {Cartographic} position The location to hover move to.
* @param {Float} [maximumHeight] The maximum height (in meters) to cap the current camera height to (if this value is
* specified and the viewer is above this height the camera will be restricted to this height).
* @param {Boolean} [flyTo] Whether to fly to the location (true) or whether to jump to the location (false).
*
* When the manual alignment is enabled this function has no effect.
*/
AugmentedVirtuality.prototype.moveTo = function(
position,
maximumHeight,
flyTo
) {
const that = this;
// If we are in manual alignment mode we don't allow the viewer to move (since this would create a jaring UX for most use cases).
if (this._manualAlignment) {
return;
}
// Get access to the camera...if it is not avaliable we can't get the current height (or set the new location) so just return now.
if (
!defined(this._terria.cesium) ||
!defined(this._terria.cesium.viewer) ||
!defined(this._terria.cesium.viewer.camera)
) {
return;
}
const camera = this._terria.cesium.viewer.camera;
const cameraPosition = camera.positionCartographic.clone();
const viewerHeight = cameraPosition.height;
// Reset the viewer height.
function moveToLocation(surfaceHeight) {
if (!defined(surfaceHeight)) {
surfaceHeight = 0;
}
let hoverHeight = viewerHeight - surfaceHeight;
if (defined(maximumHeight) && hoverHeight > maximumHeight) {
hoverHeight = maximumHeight;
}
that.hover(hoverHeight, position, flyTo);
}
// Get the ground surface height at this location and offset the height by it.
if (
!defined(this._terria.cesium) ||
!defined(this._terria.cesium.scene) ||
!defined(this._terria.cesium.scene.terrainProvider) ||
this._terria.cesium.scene.terrainProvider instanceof
EllipsoidTerrainProvider
) {
// If we can't get access to the terrain provider or we can get access to the terrain provider and the provider is just the Ellipsoid then use the height of 0.
moveToLocation(undefined);
} else {
const terrainProvider = this._terria.cesium.scene.terrainProvider;
sampleTerrainMostDetailed(terrainProvider, [cameraPosition]).then(function(
updatedPosition
) {
moveToLocation(updatedPosition[0].height);
});
}
};
/**
* Whether the user is currently setting a manual alignment.
*
* See also {@link AugmentedVirtuality#_setManualAlignment}.
*
* @return {Boolean} Whether the user is currently setting a manual alignment (true) or not (false).
* @private
*/
AugmentedVirtuality.prototype._getManualAlignment = function() {
return this.enabled && this._manualAlignment;
};
/**
* Starts / stops manual alignment.
*
* When manual realignment is enabled it allows the user to specify a new origin for the alignment between the devices
* physical and virtual alignment. When manual alignment is enabled the orientation is locked, to allow the user to
* realign a visual landmark with a physical landmark.
*
* Note: Manual alignment is only done for the heading axis, this is because in practice we have found that the heading
* axis is often out as mobile devices seem to have difficulty obtaining the compass direction, but seem to perform
* relatively well in the other axes.
*
* Note: Realignment is only possible when AugmentedVirtuality is enabled. If AugmentedVirtuality is disabled while
* manual alignment is in progress it will be cancelled.
*
* See also {@link AugmentedVirtuality#_getManualAlignment}.
*
* @param {Boolean} startEnd Whether the user is starting (true) or ending (false) the realignment.
* @private
*/
AugmentedVirtuality.prototype._setManualAlignment = function(startEnd) {
// Only allow manual alignment changes when the module is enabled.
if (this.enabled !== true) {
return;
}
// Sanitise the input value to a boolean.
if (startEnd !== true) {
startEnd = false;
}
if (
startEnd === false &&
defined(this._terria.cesium) &&
defined(this._terria.cesium.viewer) &&
defined(this._terria.cesium.viewer.camera)
) {
this._realignAlpha = this._alpha;
this._realignHeading = CesiumMath.toDegrees(
this._terria.cesium.viewer.camera.heading
);
}
if (this._manualAlignment !== startEnd) {
this._manualAlignment = startEnd;
this._startEventLoop(!this._manualAlignment);
}
};
/**
* Whether the event loop is currently running.
*
* @return {Boolean} enable Whether to start the event loop is currently running (true) or not (false).
* @private
*/
AugmentedVirtuality.prototype._eventLoopRunning = function() {
return defined(this._eventLoopState.intervalId);
};
/**
* Start or stop the Augmented Virutuality mode event loop. When enabled the orientation will effect the cameras
* view and when disabled the device orientation will not effect the cameras view.
*
* @param {Boolean} enable Whether to start the event loop (true) or stop the event loop (false).
* @private
*/
AugmentedVirtuality.prototype._startEventLoop = function(enable) {
// Are we actually changing the state?
if (this._eventLoopRunning() !== enable) {
if (enable === true) {
const that = this;
this._orientationUpdated = true;
const intervalMs = 1000 / this._maximumUpdatesPerSecond;
const id = setInterval(function() {
that._updateOrientation();
}, intervalMs);
this._eventLoopState = { intervalId: id };
} else {
clearInterval(this._eventLoopState.intervalId);
this._eventLoopState = {};
}
}
};
/**
* Device orientation update event callback function. Stores the updated orientation into the object state.
*
* @param {Object} event Contains the updated device orientation (in .alpha, .beta, .gamma).
* @private
*/
AugmentedVirtuality.prototype._storeOrientation = function(event) {
this._alpha = event.alpha;
this._beta = event.beta;
this._gamma = event.gamma;
this._orientationUpdated = true;
};
/**
* This function updates the cameras orientation using the last orientation recorded and the current screen orientation.
*
* @private
*/
AugmentedVirtuality.prototype._updateOrientation = function() {
// Check if the screen orientation has changed and mark the orientation updated if it has.
const screenOrientation = this._getCurrentScreenOrientation();
if (screenOrientation !== this._lastScreenOrientation) {
this._orientationUpdated = true;
}
this._lastScreenOrientation = screenOrientation;
// Optomise by only updating the camera view if some part of the orientation calculation has changed.
if (!this._orientationUpdated) {
// The orientation has not been updated so don't waste time changing the orientation.
return;
}
this._orientationUpdated = false;
// Get access to the camera...if it is not avaliable we can't set the orientation so just return now.
if (
!defined(this._terria.cesium) ||
!defined(this._terria.cesium.viewer) ||
!defined(this._terria.cesium.viewer.camera)
) {
return;
}
const camera = this._terria.cesium.viewer.camera;
camera.setView(this._getCurrentOrientation(screenOrientation));
// Needed on mobile to make sure that the render is marked as dirty so that once AV mode has been disabled for a
// while and then is reenabled the .setView() function still has effect (otherwise dispite the call the .setView()
// the view orientation does not visually update until the user manualy moves the camera position).
this._terria.currentViewer.notifyRepaintRequired();
};
/**
* Gets the current orientation stored in the object state and returns the roll, pitch and heading which can be used to set the cameras orientation.
*
* @param {Float} screenOrientation The screen orientation in degrees. Note: This field is optional, if supplied this value will be used for the screen orientation, otherwise the screen orientation will be obtained during the execution of this function.
* @return {Object} A object with the roll, pitch and heading stored into the orientation.
* @private
*/
AugmentedVirtuality.prototype._getCurrentOrientation = function(
screenOrientation
) {
const alpha = this._alpha;
const beta = this._beta;
const gamma = this._gamma;
const realignAlpha = this._realignAlpha;
const realignHeading = this._realignHeading;
if (!defined(screenOrientation)) {
screenOrientation = this._getCurrentScreenOrientation();
}
return this._computeTerriaOrientation(
alpha,
beta,
gamma,
screenOrientation,
realignAlpha,
realignHeading
);
};
/**
* Turns the orientation in the device frame of reference into an orientation suitable for specifying the Terria camera orientation.
*
* @param {Float} alpha The alpha value of the device orientation in degrees (this is the alpha value in the device's frame of reference).
* @param {Float} beta The beta value of the device orientation in degrees (this is the beta value in the device's frame of reference).
* @param {Float} gamma The gamma value of the device orientation in degrees (this is the gamma value in the device's frame of reference).
* @param {Float} screenOrientation The screen orientation in degrees.
* @param {Float} realignAlpha The value of the alpha value the last time realignment was completed (supply zero if realignment is not supported).
* @param {Float} realignHeading The value of the heading value the last time realignment was completed (supply zero if realignment is not supported).
* @return {Object} An object with the roll, pitch and heading stored into the orientation.
* @private
*/
AugmentedVirtuality.prototype._computeTerriaOrientation = function(
alpha,
beta,
gamma,
screenOrientation,
realignAlpha,
realignHeading
) {
// Note: The algorithmic formulation in this function is for simplicity of mathematical expression, readability,
// maintainability and modification (i.e. it is easy to understand how to update or insert new offsets or features).
// This is not the simplest form which clearly flows from the current formuleation and clearly simplify the
// logic and operations but would increase the cost of future modifications and reduce the readability of the
// expression. It is not anticipated that the current verbose implementation would have a significant impact
// on performance or accuracy, but obviously there will be some impact on both and it can be simplified in
// future if needed.
const rotation = CesiumMatrix3.clone(CesiumMatrix3.IDENTITY, rotation);
let rotationIncrement;
// Roll - Counteract the change in the (orientation) frame of reference when the screen is rotated and the
// rotation lock is not on (the browser reorients the frame of reference to align with the new screen
// orientation - where as we want it of the device relative to the world).
rotationIncrement = CesiumMatrix3.fromRotationZ(
CesiumMath.toRadians(screenOrientation)
);
CesiumMatrix3.multiply(rotation, rotationIncrement, rotation);
// Pitch - Align the device orientation frame with the ceasium orientation frame.
rotationIncrement = CesiumMatrix3.fromRotationX(CesiumMath.toRadians(90));
CesiumMatrix3.multiply(rotation, rotationIncrement, rotation);
// Roll - Apply the deivce roll.
rotationIncrement = CesiumMatrix3.fromRotationZ(CesiumMath.toRadians(gamma));
CesiumMatrix3.multiply(rotation, rotationIncrement, rotation);
// Pitch - Apply the deivce pitch.
rotationIncrement = CesiumMatrix3.fromRotationX(CesiumMath.toRadians(-beta));
CesiumMatrix3.multiply(rotation, rotationIncrement, rotation);
// Heading - Apply the incremental deivce heading (from when start was last triggered).
rotationIncrement = CesiumMatrix3.fromRotationY(
CesiumMath.toRadians(-(alpha - realignAlpha))
);
CesiumMatrix3.multiply(rotation, rotationIncrement, rotation);
// Heading - Use the offset when the orientation was last started.
// Note: This is logically different from the alpha value and can only be applied here in the same way
// since Cesium camera is RPH (Heading last - most local). See Cesium camera rotation decomposition
// for more information on the Cesium camera formuleation.
rotationIncrement = CesiumMatrix3.fromRotationY(
CesiumMath.toRadians(realignHeading)
);
CesiumMatrix3.multiply(rotation, rotationIncrement, rotation);
// Decompose rotation matrix into roll, pitch and heading to supply to Cesium camera.
//
// Use notation:
// R = Roll, P = Pitch, H = Heading
// SH = Sin(Heading), CH = Cos(Heading)
//
// Ceasium camera rotation = RPH:
// [ CR, -SR, 0][ 1, 0, 0][ CH, 0, SH] [CRCH-SRSPSH, -SRCP, CRSH-SRSPCH]
// [ SR, CR, 0][ 0, CP, SP][ 0, 1, 0] = [SRCH-CRSPSH, CRCP, SRSH+CRSPCH]
// [ 0, 0, 1][ 0, -SP, CP][-SH, 0, CH] [ -CPSH , -SP, CPCH ]
// Note: The sign difference of the Sin terms in pitch is different to the standard right handed rotation since
// Cesium rotates pitch in the left handed direction. Both heading and roll are right handed rotations.
//
// Use the following notation to refer to elements in the Cesium camera rotation matrix:
// [R00, R10, R20]
// [R01, R11, R21]
// [R02, R12, R22]
//
// Also note: Tan(X) = Sin(X) / Cos(X)
//
// Decompose matrix:
// H = ATan(Tan(H)) = ATan(Sin(H)/Cos(H)) = ATan (SH / CH) = ATan(CPSH/CPCH) = ATan (-R02 / R22)
// R = ATan(Tan(R)) = ATan(Sin(R)/Cos(R)) = ATan (SR / CR) = ATan(SRCP/CRCP) = ATan (-R10 / R11)
// P = ATan(Tan(P)) = ATan(Sin(P)/Cos(P)) = ATan (SP / CP)
// SP = -R12
// Need to find CP:
// CP = Sqrt(CP^2)
// = Sqrt(CP^2*(CH^2+SH^2)) Since: (Cos@^2 + Sin@^2) = 1
// = Sqrt((CP^2)*(CH^2) + (CP^2)*(SH^2)) Expand
// = Sqrt((CPCH)^2 + (CPSH)^2) Since: N^2*M^2 = (NM)^2
// = Sqrt(R22^2 + (-R02)^2) Substitute
// = Sqrt(R22^2 + R02^2) Since: (-N)^2 = N^2
// So P = ATan (-R12 / Sqrt(R22^2 + R02^2))
// Simplify notation for readability:
const r10 = rotation[CesiumMatrix3.COLUMN1ROW0];
const r11 = rotation[CesiumMatrix3.COLUMN1ROW1];
const r02 = rotation[CesiumMatrix3.COLUMN0ROW2];
const r12 = rotation[CesiumMatrix3.COLUMN1ROW2];
const r22 = rotation[CesiumMatrix3.COLUMN2ROW2];
const heading = CesiumMath.toDegrees(Math.atan2(-r02, r22));
const roll = CesiumMath.toDegrees(Math.atan2(-r10, r11));
const pitch = CesiumMath.toDegrees(
Math.atan2(-r12, Math.sqrt(r02 * r02 + r22 * r22))
);
// Create an object with the roll, pitch and heading we just computed.
return {
orientation: {
roll: CesiumMath.toRadians(roll),
pitch: CesiumMath.toRadians(pitch),
heading: CesiumMath.toRadians(heading)
}
};
};
/**
* Gets the current screen orientation.
*
* @return {Object} The current screen orientation in degrees.
* @private
*/
AugmentedVirtuality.prototype._getCurrentScreenOrientation = function() {
if (defined(screen.orientation) && defined(screen.orientation.angle)) {
return screen.orientation.angle;
}
if (defined(window.orientation)) {
return window.orientation;
}
return 0;
};
module.exports = AugmentedVirtuality;