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- // Simulator Headset|SDK_Simulator|002
- namespace VRTK
- {
- using UnityEngine;
- using System.Collections.Generic;
-
- /// <summary>
- /// The Sim Headset SDK script provides dummy functions for the headset.
- /// </summary>
- [SDK_Description(typeof(SDK_SimSystem))]
- public class SDK_SimHeadset : SDK_BaseHeadset
- {
- private Transform camera;
- protected VRTK_VelocityEstimator cachedHeadsetVelocityEstimator;
- private float magnitude;
- private Vector3 axis;
-
- /// <summary>
- /// The ProcessUpdate method enables an SDK to run logic for every Unity Update
- /// </summary>
- /// <param name="options">A dictionary of generic options that can be used to within the update.</param>
- public override void ProcessUpdate(Dictionary<string, object> options)
- {
- }
-
- /// <summary>
- /// The ProcessFixedUpdate method enables an SDK to run logic for every Unity FixedUpdate
- /// </summary>
- /// <param name="options">A dictionary of generic options that can be used to within the fixed update.</param>
- public override void ProcessFixedUpdate(Dictionary<string, object> options)
- {
- }
-
- /// <summary>
- /// The GetHeadset method returns the Transform of the object that is used to represent the headset in the scene.
- /// </summary>
- /// <returns>A transform of the object representing the headset in the scene.</returns>
- public override Transform GetHeadset()
- {
- if (camera == null)
- {
- GameObject simPlayer = SDK_InputSimulator.FindInScene();
- if (simPlayer)
- {
- camera = simPlayer.transform.Find("Neck/Camera");
- }
- }
-
- return camera;
- }
-
- /// <summary>
- /// The GetHeadsetCamera/0 method returns the Transform of the object that is used to hold the headset camera in the scene.
- /// </summary>
- /// <returns>A transform of the object holding the headset camera in the scene.</returns>
- public override Transform GetHeadsetCamera()
- {
- return GetHeadset();
- }
-
- /// <summary>
- /// The GetHeadsetType method returns a string representing the type of headset connected.
- /// </summary>
- /// <returns>The string of the headset connected.</returns>
- public override string GetHeadsetType()
- {
- return CleanPropertyString("simulator");
- }
-
- /// <summary>
- /// The GetHeadsetVelocity method is used to determine the current velocity of the headset.
- /// </summary>
- /// <returns>A Vector3 containing the current velocity of the headset.</returns>
- public override Vector3 GetHeadsetVelocity()
- {
- SetHeadsetCaches();
- return cachedHeadsetVelocityEstimator.GetVelocityEstimate();
- }
-
- /// <summary>
- /// The GetHeadsetAngularVelocity method is used to determine the current angular velocity of the headset.
- /// </summary>
- /// <returns>A Vector3 containing the current angular velocity of the headset.</returns>
- public override Vector3 GetHeadsetAngularVelocity()
- {
- SetHeadsetCaches();
- return cachedHeadsetVelocityEstimator.GetAngularVelocityEstimate();
- }
-
- /// <summary>
- /// The HeadsetFade method is used to apply a fade to the headset camera to progressively change the colour.
- /// </summary>
- /// <param name="color">The colour to fade to.</param>
- /// <param name="duration">The amount of time the fade should take to reach the given colour.</param>
- /// <param name="fadeOverlay">Determines whether to use an overlay on the fade.</param>
- public override void HeadsetFade(Color color, float duration, bool fadeOverlay = false)
- {
- VRTK_ScreenFade.Start(color, duration);
- }
-
- /// <summary>
- /// The HasHeadsetFade method checks to see if the given game object (usually the camera) has the ability to fade the viewpoint.
- /// </summary>
- /// <param name="obj">The Transform to check to see if a camera fade is available on.</param>
- /// <returns>Returns true if the headset has fade functionality on it.</returns>
- public override bool HasHeadsetFade(Transform obj)
- {
- return obj.GetComponentInChildren<VRTK_ScreenFade>() != null;
- }
-
- /// <summary>
- /// The AddHeadsetFade method attempts to add the fade functionality to the game object with the camera on it.
- /// </summary>
- /// <param name="camera">The Transform to with the camera on to add the fade functionality to.</param>
- public override void AddHeadsetFade(Transform camera)
- {
- if (camera != null && camera.GetComponent<VRTK_ScreenFade>() == null)
- {
- camera.gameObject.AddComponent<VRTK_ScreenFade>();
- }
- }
-
- protected virtual void OnEnable()
- {
- SetHeadsetCaches();
- }
-
- protected virtual void SetHeadsetCaches()
- {
- Transform currentHeadset = GetHeadset();
- if (cachedHeadsetVelocityEstimator == null && currentHeadset != null)
- {
- cachedHeadsetVelocityEstimator = (currentHeadset.GetComponent<VRTK_VelocityEstimator>() != null ? currentHeadset.GetComponent<VRTK_VelocityEstimator>() : currentHeadset.gameObject.AddComponent<VRTK_VelocityEstimator>());
- }
- }
- }
- }
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