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- // SteamVR Headset|SDK_SteamVR|003
- namespace VRTK
- {
- #if VRTK_DEFINE_SDK_STEAMVR
- using UnityEngine;
- using System.Collections.Generic;
- using Valve.VR;
- #endif
-
- /// <summary>
- /// The SteamVR Headset SDK script provides a bridge to the SteamVR SDK.
- /// </summary>
- [SDK_Description(typeof(SDK_SteamVRSystem))]
- public class SDK_SteamVRHeadset
- #if VRTK_DEFINE_SDK_STEAMVR
- : SDK_BaseHeadset
- #else
- : SDK_FallbackHeadset
- #endif
- {
- #if VRTK_DEFINE_SDK_STEAMVR
- /// <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)
- {
- #if (UNITY_5_4_OR_NEWER)
- SteamVR_Camera foundCamera = VRTK_SharedMethods.FindEvenInactiveComponent<SteamVR_Camera>(true);
- #else
- SteamVR_GameView foundCamera = VRTK_SharedMethods.FindEvenInactiveComponent<SteamVR_GameView>(true);
- #endif
- if (foundCamera != null)
- {
- cachedHeadset = foundCamera.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)
- {
- SteamVR_Camera foundCamera = VRTK_SharedMethods.FindEvenInactiveComponent<SteamVR_Camera>(true);
- if (foundCamera != null)
- {
- cachedHeadsetCamera = foundCamera.transform;
- }
- }
- 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()
- {
- if (SteamVR.instance != null)
- {
- string manufactuer = CleanPropertyString(SteamVR.instance.GetStringProperty(ETrackedDeviceProperty.Prop_ManufacturerName_String));
- string model = CleanPropertyString(SteamVR.instance.GetStringProperty(ETrackedDeviceProperty.Prop_ModelNumber_String));
-
- //Check for specific manufacturer models
- switch (manufactuer)
- {
- case "htc":
- if (model.Contains("vive"))
- {
- return "htcvive";
- }
- break;
- case "oculus":
- return "oculusrift";
- case "windowsmr":
- return "windowsmixedreality";
- }
-
- //If no model check required then just return manufacturer
- return CleanPropertyString(manufactuer);
- }
- 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()
- {
- return SteamVR_Controller.Input((int)SteamVR_TrackedObject.EIndex.Hmd).velocity;
- }
-
- /// <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()
- {
- return SteamVR_Controller.Input((int)SteamVR_TrackedObject.EIndex.Hmd).angularVelocity;
- }
-
- /// <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)
- {
- SteamVR_Fade.Start(color, duration, fadeOverlay);
- }
-
- /// <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<SteamVR_Fade>() != null)
- {
- 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 != null && camera.GetComponent<SteamVR_Fade>() == null)
- {
- camera.gameObject.AddComponent<SteamVR_Fade>();
- }
- }
- #endif
- }
- }
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