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- // WindowsMR Headset|SDK_WindowsMR|003
- namespace VRTK
- {
- using System.Collections.Generic;
- using UnityEngine;
-
- /// <summary>
- /// The WindowsMR Headset SDK script provides a bridge to the WindowsMR XR.
- /// </summary>
- [SDK_Description(typeof(SDK_WindowsMR))]
- public class SDK_WindowsMRHeadset
- #if VRTK_DEFINE_SDK_WINDOWSMR && UNITY_2017_2_OR_NEWER
- : SDK_BaseHeadset
- #else
- : SDK_FallbackHeadset
- #endif
- {
- #if VRTK_DEFINE_SDK_WINDOWSMR && UNITY_2017_2_OR_NEWER
- protected Vector3 currentHeadsetPosition;
- protected Vector3 previousHeadsetPosition;
- protected Vector3 currentHeadsetVelocity;
-
- protected Quaternion currentHeadsetRotation;
- protected Quaternion previousHeadsetRotation;
-
- #region Overriden base functions
- /// <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)
- {
- UpdateVelocity();
- UpdateRotation();
- }
-
- /// <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)
- {
- UpdateVelocity();
- UpdateRotation();
- }
-
- /// <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()
- {
- cachedHeadset = GetSDKManagerHeadset();
- if (cachedHeadset == null)
- {
- WindowsMR_Camera foundCamera = VRTK_SharedMethods.FindEvenInactiveComponent<WindowsMR_Camera>(true);
-
- if (foundCamera != null)
- {
- cachedHeadset = foundCamera.transform;
- }
- }
-
- return cachedHeadset;
- }
-
- /// <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()
- {
- Quaternion deltaRotation = currentHeadsetRotation * Quaternion.Inverse(previousHeadsetRotation);
- return new Vector3(Mathf.DeltaAngle(0, deltaRotation.eulerAngles.x), Mathf.DeltaAngle(0, deltaRotation.eulerAngles.y), Mathf.DeltaAngle(0, deltaRotation.eulerAngles.z));
- }
-
- /// <summary>
- /// The GetHeadsetCamera 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()
- {
- // For Immersive MR the camera is the same as the headset.
- return GetHeadset();
- }
-
- /// <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()
- {
- UpdateVelocity();
- return currentHeadsetVelocity;
- }
-
- /// <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)
- {
- if (obj.GetComponentInChildren<VRTK_ScreenFade>() != null)
- {
- return true;
- }
- return false;
- }
-
- /// <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 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>();
- }
- }
-
- /// <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("windowsmixedreality");
- }
- #endregion
-
- /// <summary>
- /// Update rotation values of headset.
- /// </summary>
- protected virtual void UpdateRotation()
- {
- previousHeadsetRotation = currentHeadsetRotation;
- currentHeadsetRotation = GetHeadset().transform.rotation;
- }
-
- /// <summary>
- /// Update velocity values of headset.
- /// </summary>
- protected virtual void UpdateVelocity()
- {
- previousHeadsetPosition = currentHeadsetPosition;
- currentHeadsetPosition = GetHeadset().transform.position;
- currentHeadsetVelocity = (previousHeadsetPosition - currentHeadsetPosition) / Time.deltaTime;
- }
- #endif
- }
- }
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