// SteamVR Headset|SDK_SteamVR|003 namespace VRTK { #if VRTK_DEFINE_SDK_STEAMVR using UnityEngine; using System.Collections.Generic; using Valve.VR; #endif /// /// The SteamVR Headset SDK script provides a bridge to the SteamVR SDK. /// [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 /// /// 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) { #if (UNITY_5_4_OR_NEWER) SteamVR_Camera foundCamera = VRTK_SharedMethods.FindEvenInactiveComponent(true); #else SteamVR_GameView foundCamera = VRTK_SharedMethods.FindEvenInactiveComponent(true); #endif if (foundCamera != null) { cachedHeadset = foundCamera.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() { cachedHeadsetCamera = GetSDKManagerHeadset(); if (cachedHeadsetCamera == null) { SteamVR_Camera foundCamera = VRTK_SharedMethods.FindEvenInactiveComponent(true); if (foundCamera != null) { cachedHeadsetCamera = foundCamera.transform; } } return cachedHeadsetCamera; } /// /// The GetHeadsetType method returns a string representing the type of headset connected. /// /// The string of the headset connected. 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(""); } /// /// 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 SteamVR_Controller.Input((int)SteamVR_TrackedObject.EIndex.Hmd).velocity; } /// /// 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() { return SteamVR_Controller.Input((int)SteamVR_TrackedObject.EIndex.Hmd).angularVelocity; } /// /// 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) { SteamVR_Fade.Start(color, duration, fadeOverlay); } /// /// 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 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(); } } #endif } }