// WindowsMR Headset|SDK_WindowsMR|003 namespace VRTK { using System.Collections.Generic; using UnityEngine; /// /// The WindowsMR Headset SDK script provides a bridge to the WindowsMR XR. /// [SDK_Description(typeof(SDK_WindowsMR))] public class SDK_WindowsMRHeadset #if VRTK_DEFINE_SDK_WINDOWSMR && UNITY_2017_2_OR_NEWER : SDK_BaseHeadset #else : SDK_FallbackHeadset #endif { #if VRTK_DEFINE_SDK_WINDOWSMR && UNITY_2017_2_OR_NEWER protected Vector3 currentHeadsetPosition; protected Vector3 previousHeadsetPosition; protected Vector3 currentHeadsetVelocity; protected Quaternion currentHeadsetRotation; protected Quaternion previousHeadsetRotation; #region Overriden base functions /// /// 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) { UpdateVelocity(); UpdateRotation(); } /// /// 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) { UpdateVelocity(); UpdateRotation(); } /// /// 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) { WindowsMR_Camera foundCamera = VRTK_SharedMethods.FindEvenInactiveComponent(true); if (foundCamera != null) { cachedHeadset = foundCamera.transform; } } return cachedHeadset; } /// /// 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() { Quaternion 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 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() { // For Immersive MR the camera is the same as the headset. return GetHeadset(); } /// /// 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() { UpdateVelocity(); return currentHeadsetVelocity; } /// /// 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() != null) { return true; } return false; } /// /// 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 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() == null) { camera.gameObject.AddComponent(); } } /// /// The GetHeadsetType method returns a string representing the type of headset connected. /// /// The string of the headset connected. public override string GetHeadsetType() { return CleanPropertyString("windowsmixedreality"); } #endregion /// /// Update rotation values of headset. /// protected virtual void UpdateRotation() { previousHeadsetRotation = currentHeadsetRotation; currentHeadsetRotation = GetHeadset().transform.rotation; } /// /// Update velocity values of headset. /// protected virtual void UpdateVelocity() { previousHeadsetPosition = currentHeadsetPosition; currentHeadsetPosition = GetHeadset().transform.position; currentHeadsetVelocity = (previousHeadsetPosition - currentHeadsetPosition) / Time.deltaTime; } #endif } }