// 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
}
}