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- // Ximmerse Headset|SDK_Ximmerse|003
- namespace VRTK
- {
- #if VRTK_DEFINE_SDK_XIMMERSE
- using UnityEngine;
- using System.Collections.Generic;
- using Ximmerse.InputSystem;
- using Ximmerse.VR;
- #endif
-
- /// <summary>
- /// The Ximmerse Headset SDK script provides a bridge to the Ximmerse SDK.
- /// </summary>
- [SDK_Description(typeof(SDK_XimmerseSystem))]
- [SDK_Description(typeof(SDK_XimmerseSystem), 1)]
- public class SDK_XimmerseHeadset
- #if VRTK_DEFINE_SDK_XIMMERSE
- : SDK_BaseHeadset
- #else
- : SDK_FallbackHeadset
- #endif
- {
- #if VRTK_DEFINE_SDK_XIMMERSE
- private Quaternion previousHeadsetRotation;
- private Quaternion currentHeadsetRotation;
-
- private Vector3 previousHeadsetPosition;
- private Vector3 currentHeadsetPosition;
-
- /// <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)
- {
- var device = GetHeadset();
- previousHeadsetRotation = currentHeadsetRotation;
- currentHeadsetRotation = device.transform.rotation;
-
- previousHeadsetPosition = currentHeadsetPosition;
- currentHeadsetPosition = device.transform.position;
- }
-
- /// <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 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 ScrapeHeadsetType();
- }
-
- /// <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()
- {
- var deltaMovement = currentHeadsetPosition - previousHeadsetPosition;
- deltaMovement /= Time.deltaTime;
- return deltaMovement;
- }
-
- /// <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()
- {
- var 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 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)
- {
- var foundHeadset = VRTK_SharedMethods.FindEvenInactiveGameObject<VRContext>("TrackingSpace/CenterEyeAnchor", true);
- if (foundHeadset)
- {
- cachedHeadset = foundHeadset.transform;
- }
- }
- return cachedHeadset;
- }
-
- /// <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()
- {
- cachedHeadsetCamera = GetSDKManagerHeadset();
- if (cachedHeadsetCamera == null)
- {
- var foundCamera = VRContext.GetAnchor(VRNode.CenterEye);
- if (foundCamera)
- {
- cachedHeadsetCamera = foundCamera.transform;
- }
- }
- return cachedHeadsetCamera;
- }
-
- /// <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)
- {
- if (obj.GetComponentInChildren<VRTK_ScreenFade>())
- {
- return true;
- }
- return false;
- }
-
- /// <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 && !camera.GetComponent<VRTK_ScreenFade>())
- {
- camera.gameObject.AddComponent<VRTK_ScreenFade>();
- }
- }
- #endif
- }
- }
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