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- // SteamVR Boundaries|SDK_SteamVR|005
- namespace VRTK
- {
- #if VRTK_DEFINE_SDK_STEAMVR
- using UnityEngine;
- #endif
-
- /// <summary>
- /// The SteamVR Boundaries SDK script provides a bridge to the SteamVR SDK play area.
- /// </summary>
- [SDK_Description(typeof(SDK_SteamVRSystem))]
- public class SDK_SteamVRBoundaries
- #if VRTK_DEFINE_SDK_STEAMVR
- : SDK_BaseBoundaries
- #else
- : SDK_FallbackBoundaries
- #endif
- {
- #if VRTK_DEFINE_SDK_STEAMVR
- protected SteamVR_PlayArea cachedSteamVRPlayArea;
-
- /// <summary>
- /// The InitBoundaries method is run on start of scene and can be used to initialse anything on game start.
- /// </summary>
- public override void InitBoundaries()
- {
- #if UNITY_5_6 && !VRTK_DEFINE_STEAMVR_PLUGIN_1_2_2_OR_NEWER
- Transform headsetCamera = VRTK_DeviceFinder.HeadsetCamera();
- if (headsetCamera != null && headsetCamera.GetComponent<SteamVR_UpdatePoses>() == null)
- {
- headsetCamera.gameObject.AddComponent<SteamVR_UpdatePoses>();
- }
- #endif
- SteamVR_PlayArea area = GetCachedSteamVRPlayArea();
- if (area != null)
- {
- area.BuildMesh();
- }
- }
-
- /// <summary>
- /// The GetPlayArea method returns the Transform of the object that is used to represent the play area in the scene.
- /// </summary>
- /// <returns>A transform of the object representing the play area in the scene.</returns>
- public override Transform GetPlayArea()
- {
- cachedPlayArea = GetSDKManagerPlayArea();
- if (cachedPlayArea == null)
- {
- SteamVR_PlayArea steamVRPlayArea = VRTK_SharedMethods.FindEvenInactiveComponent<SteamVR_PlayArea>(true);
- if (steamVRPlayArea != null)
- {
- cachedSteamVRPlayArea = steamVRPlayArea;
- cachedPlayArea = steamVRPlayArea.transform;
- }
- }
- return cachedPlayArea;
- }
-
- /// <summary>
- /// The GetPlayAreaVertices method returns the points of the play area boundaries.
- /// </summary>
- /// <returns>A Vector3 array of the points in the scene that represent the play area boundaries.</returns>
- public override Vector3[] GetPlayAreaVertices()
- {
- SteamVR_PlayArea area = GetCachedSteamVRPlayArea();
- if (area != null)
- {
- return ProcessVertices(area.vertices);
- }
- return null;
- }
-
- /// <summary>
- /// The GetPlayAreaBorderThickness returns the thickness of the drawn border for the given play area.
- /// </summary>
- /// <returns>The thickness of the drawn border.</returns>
- public override float GetPlayAreaBorderThickness()
- {
- SteamVR_PlayArea area = GetCachedSteamVRPlayArea();
- if (area != null)
- {
- return area.borderThickness;
- }
- return 0f;
- }
-
- /// <summary>
- /// The IsPlayAreaSizeCalibrated method returns whether the given play area size has been auto calibrated by external sensors.
- /// </summary>
- /// <returns>Returns true if the play area size has been auto calibrated and set by external sensors.</returns>
- public override bool IsPlayAreaSizeCalibrated()
- {
- SteamVR_PlayArea area = GetCachedSteamVRPlayArea();
- return (area != null && area.size == SteamVR_PlayArea.Size.Calibrated);
- }
-
- /// <summary>
- /// The GetDrawAtRuntime method returns whether the given play area drawn border is being displayed.
- /// </summary>
- /// <returns>Returns true if the drawn border is being displayed.</returns>
- public override bool GetDrawAtRuntime()
- {
- SteamVR_PlayArea area = GetCachedSteamVRPlayArea();
- return (area != null ? area.drawInGame : false);
- }
-
- /// <summary>
- /// The SetDrawAtRuntime method sets whether the given play area drawn border should be displayed at runtime.
- /// </summary>
- /// <param name="value">The state of whether the drawn border should be displayed or not.</param>
- public override void SetDrawAtRuntime(bool value)
- {
- SteamVR_PlayArea area = GetCachedSteamVRPlayArea();
- if (area != null)
- {
- area.drawInGame = value;
- area.enabled = true;
- }
- }
-
- protected virtual SteamVR_PlayArea GetCachedSteamVRPlayArea()
- {
- if (cachedSteamVRPlayArea == null)
- {
- Transform checkPlayArea = GetPlayArea();
- if (checkPlayArea != null)
- {
- cachedSteamVRPlayArea = checkPlayArea.GetComponent<SteamVR_PlayArea>();
- }
- }
-
- return cachedSteamVRPlayArea;
- }
-
- protected virtual Vector3[] ProcessVertices(Vector3[] vertices)
- {
- #if VRTK_DEFINE_STEAMVR_PLUGIN_1_2_2_OR_NEWER
- return vertices;
- #else
- //If there aren't enough vertices or the play area is calibrated then just return
- if (vertices.Length < 8 || IsPlayAreaSizeCalibrated())
- {
- return vertices;
- }
-
- //Go through the existing vertices and swap them around so they're in the correct expected location
- Vector3[] modifiedVertices = new Vector3[8];
- int[] verticeIndexes = new int[] { 3, 0, 1, 2, 7, 4, 5, 6 };
- for (int i = 0; i < modifiedVertices.Length; i++)
- {
- modifiedVertices[i] = vertices[verticeIndexes[i]];
- }
- return modifiedVertices;
- #endif
- }
- #endif
- }
- }
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