/************************************************************************************
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Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
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Licensed under the Oculus Utilities SDK License Version 1.31 (the "License"); you may not use
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the Utilities SDK except in compliance with the License, which is provided at the time of installation
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or download, or which otherwise accompanies this software in either electronic or hard copy form.
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You may obtain a copy of the License at
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https://developer.oculus.com/licenses/utilities-1.31
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Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
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under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
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ANY KIND, either express or implied. See the License for the specific language governing
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permissions and limitations under the License.
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************************************************************************************/
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using UnityEngine;
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using System.Collections;
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/// <summary>
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/// Sample that allows you to play with various VR settings.
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/// </summary>
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public class OVRSceneSampleController : MonoBehaviour
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{
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/// <summary>
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/// The key that quits the application.
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/// </summary>
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public KeyCode quitKey = KeyCode.Escape;
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/// <summary>
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/// An optional texture that appears before the menu fades in.
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/// </summary>
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public Texture fadeInTexture = null;
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/// <summary>
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/// Controls how quickly the player's speed and rotation change based on input.
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/// </summary>
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public float speedRotationIncrement = 0.05f;
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private OVRPlayerController playerController = null;
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// Handle to OVRCameraRig
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private OVRCameraRig cameraController = null;
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/// <summary>
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/// We can set the layer to be anything we want to, this allows
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/// a specific camera to render it.
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/// </summary>
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public string layerName = "Default";
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// Vision mode on/off
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private bool visionMode = true;
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// We want to hold onto GridCube, for potential sharing
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// of the menu RenderTarget
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OVRGridCube gridCube = null;
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#if SHOW_DK2_VARIABLES
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private string strVisionMode = "Vision Enabled: ON";
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#endif
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#region MonoBehaviour Message Handlers
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/// <summary>
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/// Awake this instance.
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/// </summary>
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void Awake()
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{
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// Find camera controller
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OVRCameraRig[] cameraControllers;
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cameraControllers = gameObject.GetComponentsInChildren<OVRCameraRig>();
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if (cameraControllers.Length == 0)
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{
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Debug.LogWarning("OVRMainMenu: No OVRCameraRig attached.");
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}
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else if (cameraControllers.Length > 1)
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{
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Debug.LogWarning("OVRMainMenu: More then 1 OVRCameraRig attached.");
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}
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else
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{
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cameraController = cameraControllers[0];
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}
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// Find player controller
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OVRPlayerController[] playerControllers;
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playerControllers = gameObject.GetComponentsInChildren<OVRPlayerController>();
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if (playerControllers.Length == 0)
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{
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Debug.LogWarning("OVRMainMenu: No OVRPlayerController attached.");
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}
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else if (playerControllers.Length > 1)
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{
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Debug.LogWarning("OVRMainMenu: More then 1 OVRPlayerController attached.");
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}
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else
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{
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playerController = playerControllers[0];
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}
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}
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/// <summary>
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/// Start this instance.
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/// </summary>
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void Start()
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{
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// Make sure to hide cursor
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if (Application.isEditor == false)
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{
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Cursor.visible = false;
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Cursor.lockState = CursorLockMode.Locked;
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}
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// CameraController updates
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if (cameraController != null)
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{
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// Add a GridCube component to this object
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gridCube = gameObject.AddComponent<OVRGridCube>();
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gridCube.SetOVRCameraController(ref cameraController);
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}
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}
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/// <summary>
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/// Update this instance.
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/// </summary>
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void Update()
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{
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// Recenter pose
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UpdateRecenterPose();
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// Turn On/Off Vision Mode
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UpdateVisionMode();
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// Update Speed and Rotation Scale
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if (playerController != null)
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UpdateSpeedAndRotationScaleMultiplier();
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// Toggle Fullscreen
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if (Input.GetKeyDown(KeyCode.F11))
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Screen.fullScreen = !Screen.fullScreen;
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if (Input.GetKeyDown(KeyCode.M))
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#if UNITY_2017_2_OR_NEWER
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UnityEngine.XR.XRSettings.showDeviceView = !UnityEngine.XR.XRSettings.showDeviceView;
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#else
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UnityEngine.VR.VRSettings.showDeviceView = !UnityEngine.VR.VRSettings.showDeviceView;
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#endif
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#if !UNITY_ANDROID || UNITY_EDITOR
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// Escape Application
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if (Input.GetKeyDown(quitKey))
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Application.Quit();
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#endif
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}
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#endregion
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/// <summary>
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/// Updates the vision mode.
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/// </summary>
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void UpdateVisionMode()
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{
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if (Input.GetKeyDown(KeyCode.F2))
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{
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visionMode ^= visionMode;
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OVRManager.tracker.isEnabled = visionMode;
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}
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}
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/// <summary>
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/// Updates the speed and rotation scale multiplier.
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/// </summary>
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void UpdateSpeedAndRotationScaleMultiplier()
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{
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float moveScaleMultiplier = 0.0f;
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playerController.GetMoveScaleMultiplier(ref moveScaleMultiplier);
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if (Input.GetKeyDown(KeyCode.Alpha7))
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{
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moveScaleMultiplier -= speedRotationIncrement;
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}
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else if (Input.GetKeyDown(KeyCode.Alpha8))
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{
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moveScaleMultiplier += speedRotationIncrement;
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}
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playerController.SetMoveScaleMultiplier(moveScaleMultiplier);
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float rotationScaleMultiplier = 0.0f;
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playerController.GetRotationScaleMultiplier(ref rotationScaleMultiplier);
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if (Input.GetKeyDown(KeyCode.Alpha9))
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{
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rotationScaleMultiplier -= speedRotationIncrement;
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}
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else if (Input.GetKeyDown(KeyCode.Alpha0))
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{
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rotationScaleMultiplier += speedRotationIncrement;
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}
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playerController.SetRotationScaleMultiplier(rotationScaleMultiplier);
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}
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/// <summary>
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/// Recenter pose
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/// </summary>
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void UpdateRecenterPose()
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{
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if (Input.GetKeyDown(KeyCode.R))
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OVRManager.display.RecenterPose();
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}
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}
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