// Daydream Headset|SDK_Daydream|003 namespace VRTK { #if VRTK_DEFINE_SDK_DAYDREAM using UnityEngine; using System.Collections.Generic; #endif /// /// The Daydream Headset SDK script provides dummy functions for the headset. /// [SDK_Description(typeof(SDK_DaydreamSystem))] public class SDK_DaydreamHeadset #if VRTK_DEFINE_SDK_DAYDREAM : SDK_BaseHeadset #else : SDK_FallbackHeadset #endif { #if VRTK_DEFINE_SDK_DAYDREAM private Quaternion previousHeadsetRotation; private Quaternion currentHeadsetRotation; /// /// The ProcessUpdate method enables an SDK to run logic for every Unity Update /// /// A dictionary of generic options that can be used to within the update. public override void ProcessUpdate(Dictionary options) { var device = GetHeadset(); previousHeadsetRotation = currentHeadsetRotation; currentHeadsetRotation = device.transform.rotation; } /// /// The ProcessFixedUpdate method enables an SDK to run logic for every Unity FixedUpdate /// /// A dictionary of generic options that can be used to within the fixed update. public override void ProcessFixedUpdate(Dictionary options) { } /// /// The GetHeadset method returns the Transform of the object that is used to represent the headset in the scene. /// /// A transform of the object representing the headset in the scene. public override Transform GetHeadset() { cachedHeadset = GetSDKManagerHeadset(); if (cachedHeadset == null) { var foundCamera = Camera.main; //assume native support if (foundCamera) { cachedHeadset = foundCamera.transform; } } return cachedHeadset; } /// /// The GetHeadsetCamera/0 method returns the Transform of the object that is used to hold the headset camera in the scene. /// /// A transform of the object holding the headset camera in the scene. public override Transform GetHeadsetCamera() { return Camera.main.transform; //assume native support } /// /// The GetHeadsetType method returns a string representing the type of headset connected. /// /// The string of the headset connected. public override string GetHeadsetType() { return CleanPropertyString("googledaydream"); } /// /// The GetHeadsetVelocity method is used to determine the current velocity of the headset. /// /// A Vector3 containing the current velocity of the headset. public override Vector3 GetHeadsetVelocity() { return Vector3.zero; //has no positional tracking } /// /// The GetHeadsetAngularVelocity method is used to determine the current angular velocity of the headset. /// /// A Vector3 containing the current angular velocity of the headset. 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)); } /// /// The HeadsetFade method is used to apply a fade to the headset camera to progressively change the colour. /// /// The colour to fade to. /// The amount of time the fade should take to reach the given colour. /// Determines whether to use an overlay on the fade. public override void HeadsetFade(Color color, float duration, bool fadeOverlay = false) { VRTK_ScreenFade.Start(color, duration); } /// /// The HasHeadsetFade method checks to see if the given game object (usually the camera) has the ability to fade the viewpoint. /// /// The Transform to check to see if a camera fade is available on. /// Returns true if the headset has fade functionality on it. public override bool HasHeadsetFade(Transform obj) { if (obj.GetComponentInChildren()) { return true; } return false; } /// /// The AddHeadsetFade method attempts to add the fade functionality to the game object with the camera on it. /// /// The Transform to with the camera on to add the fade functionality to. public override void AddHeadsetFade(Transform camera) { if (camera && !camera.GetComponent()) { camera.gameObject.AddComponent(); } } #endif } }