// Unity Headset|SDK_Unity|002 namespace VRTK { using UnityEngine; using System.Collections.Generic; /// /// The Unity Headset SDK script provides a bridge to the base Unity headset support. /// [SDK_Description(typeof(SDK_UnitySystem))] [SDK_Description(typeof(SDK_UnitySystem), 1)] [SDK_Description(typeof(SDK_UnitySystem), 2)] [SDK_Description(typeof(SDK_UnitySystem), 3)] [SDK_Description(typeof(SDK_UnitySystem), 4)] [SDK_Description(typeof(SDK_UnitySystem), 5)] public class SDK_UnityHeadset : SDK_BaseHeadset { protected VRTK_VelocityEstimator cachedHeadsetVelocityEstimator; /// /// 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) { } /// /// 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) { GameObject foundHeadset = VRTK_SharedMethods.FindEvenInactiveGameObject(null, true); if (foundHeadset != null) { cachedHeadset = foundHeadset.transform; } } return cachedHeadset; } /// /// The GetHeadsetCamera 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 GetHeadset(); } /// /// The GetHeadsetType method returns a string representing the type of headset connected. /// /// The string of the headset connected. public override string GetHeadsetType() { return ScrapeHeadsetType(); } /// /// 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() { SetHeadsetCaches(); return cachedHeadsetVelocityEstimator.GetVelocityEstimate(); } /// /// 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() { SetHeadsetCaches(); return cachedHeadsetVelocityEstimator.GetAngularVelocityEstimate(); } /// /// 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) { return (obj.GetComponentInChildren()); } /// /// 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 != null && !camera.GetComponent()) { camera.gameObject.AddComponent(); } } protected virtual void SetHeadsetCaches() { Transform currentHeadset = GetHeadset(); if (cachedHeadsetVelocityEstimator == null && currentHeadset != null) { cachedHeadsetVelocityEstimator = currentHeadset.GetComponent(); } } } }