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- // Oculus Headset|SDK_Oculus|003
- namespace VRTK
- {
- #if VRTK_DEFINE_SDK_OCULUS
- using UnityEngine;
- using System.Collections.Generic;
- #endif
-
- /// <summary>
- /// The Oculus Headset SDK script provides a bridge to the Oculus SDK.
- /// </summary>
- [SDK_Description(typeof(SDK_OculusSystem))]
- [SDK_Description(typeof(SDK_OculusSystem), 1)]
- public class SDK_OculusHeadset
- #if VRTK_DEFINE_SDK_OCULUS
- : SDK_BaseHeadset
- #else
- : SDK_FallbackHeadset
- #endif
- {
- #if VRTK_DEFINE_SDK_OCULUS
- protected VRTK_VelocityEstimator cachedHeadsetVelocityEstimator;
-
- /// <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()
- {
- cachedHeadset = GetSDKManagerHeadset();
- if (cachedHeadset == null)
- {
- cachedHeadset = VRTK_SharedMethods.FindEvenInactiveGameObject<OVRCameraRig>("TrackingSpace/CenterEyeAnchor", true).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)
- {
- cachedHeadsetCamera = GetHeadset();
- }
- return cachedHeadsetCamera;
- }
-
- /// <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()
- {
- switch (OVRPlugin.GetSystemHeadsetType())
- {
- case OVRPlugin.SystemHeadset.Rift_CV1:
- return CleanPropertyString("oculusrift");
- case OVRPlugin.SystemHeadset.GearVR_R320:
- case OVRPlugin.SystemHeadset.GearVR_R321:
- case OVRPlugin.SystemHeadset.GearVR_R322:
- case OVRPlugin.SystemHeadset.GearVR_R323:
- return CleanPropertyString("oculusgearvr");
- case OVRPlugin.SystemHeadset.Rift_DK1:
- return CleanPropertyString("oculusriftdk1");
- case OVRPlugin.SystemHeadset.Rift_DK2:
- return CleanPropertyString("oculusriftdk2");
- }
- return CleanPropertyString("");
- }
-
- /// <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()
- {
- #if VRTK_DEFINE_OCULUS_UTILITIES_1_11_0_OR_OLDER
- return OVRManager.isHmdPresent ? OVRPlugin.GetEyeVelocity(OVRPlugin.Eye.Left).ToOVRPose().position : Vector3.zero;
- #elif VRTK_DEFINE_OCULUS_UTILITIES_1_12_0_OR_NEWER
- return OVRManager.isHmdPresent ? OVRPlugin.GetNodeVelocity(OVRPlugin.Node.EyeCenter, OVRPlugin.Step.Render).FromFlippedZVector3f() : Vector3.zero;
- #else
- return Vector3.zero;
- #endif
- }
-
- /// <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)
- {
- 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>();
- }
- }
-
- 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>());
- }
- }
- #endif
- }
- }
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