Assignment for RMIT Mixed Reality in 2020
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// SteamVR Boundaries|SDK_SteamVR|005
namespace VRTK
{
#if VRTK_DEFINE_SDK_STEAMVR
using UnityEngine;
#endif
/// <summary>
/// The SteamVR Boundaries SDK script provides a bridge to the SteamVR SDK play area.
/// </summary>
[SDK_Description(typeof(SDK_SteamVRSystem))]
public class SDK_SteamVRBoundaries
#if VRTK_DEFINE_SDK_STEAMVR
: SDK_BaseBoundaries
#else
: SDK_FallbackBoundaries
#endif
{
#if VRTK_DEFINE_SDK_STEAMVR
protected SteamVR_PlayArea cachedSteamVRPlayArea;
/// <summary>
/// The InitBoundaries method is run on start of scene and can be used to initialse anything on game start.
/// </summary>
public override void InitBoundaries()
{
#if UNITY_5_6 && !VRTK_DEFINE_STEAMVR_PLUGIN_1_2_2_OR_NEWER
Transform headsetCamera = VRTK_DeviceFinder.HeadsetCamera();
if (headsetCamera != null && headsetCamera.GetComponent<SteamVR_UpdatePoses>() == null)
{
headsetCamera.gameObject.AddComponent<SteamVR_UpdatePoses>();
}
#endif
SteamVR_PlayArea area = GetCachedSteamVRPlayArea();
if (area != null)
{
area.BuildMesh();
}
}
/// <summary>
/// The GetPlayArea method returns the Transform of the object that is used to represent the play area in the scene.
/// </summary>
/// <returns>A transform of the object representing the play area in the scene.</returns>
public override Transform GetPlayArea()
{
cachedPlayArea = GetSDKManagerPlayArea();
if (cachedPlayArea == null)
{
SteamVR_PlayArea steamVRPlayArea = VRTK_SharedMethods.FindEvenInactiveComponent<SteamVR_PlayArea>(true);
if (steamVRPlayArea != null)
{
cachedSteamVRPlayArea = steamVRPlayArea;
cachedPlayArea = steamVRPlayArea.transform;
}
}
return cachedPlayArea;
}
/// <summary>
/// The GetPlayAreaVertices method returns the points of the play area boundaries.
/// </summary>
/// <returns>A Vector3 array of the points in the scene that represent the play area boundaries.</returns>
public override Vector3[] GetPlayAreaVertices()
{
SteamVR_PlayArea area = GetCachedSteamVRPlayArea();
if (area != null)
{
return ProcessVertices(area.vertices);
}
return null;
}
/// <summary>
/// The GetPlayAreaBorderThickness returns the thickness of the drawn border for the given play area.
/// </summary>
/// <returns>The thickness of the drawn border.</returns>
public override float GetPlayAreaBorderThickness()
{
SteamVR_PlayArea area = GetCachedSteamVRPlayArea();
if (area != null)
{
return area.borderThickness;
}
return 0f;
}
/// <summary>
/// The IsPlayAreaSizeCalibrated method returns whether the given play area size has been auto calibrated by external sensors.
/// </summary>
/// <returns>Returns true if the play area size has been auto calibrated and set by external sensors.</returns>
public override bool IsPlayAreaSizeCalibrated()
{
SteamVR_PlayArea area = GetCachedSteamVRPlayArea();
return (area != null && area.size == SteamVR_PlayArea.Size.Calibrated);
}
/// <summary>
/// The GetDrawAtRuntime method returns whether the given play area drawn border is being displayed.
/// </summary>
/// <returns>Returns true if the drawn border is being displayed.</returns>
public override bool GetDrawAtRuntime()
{
SteamVR_PlayArea area = GetCachedSteamVRPlayArea();
return (area != null ? area.drawInGame : false);
}
/// <summary>
/// The SetDrawAtRuntime method sets whether the given play area drawn border should be displayed at runtime.
/// </summary>
/// <param name="value">The state of whether the drawn border should be displayed or not.</param>
public override void SetDrawAtRuntime(bool value)
{
SteamVR_PlayArea area = GetCachedSteamVRPlayArea();
if (area != null)
{
area.drawInGame = value;
area.enabled = true;
}
}
protected virtual SteamVR_PlayArea GetCachedSteamVRPlayArea()
{
if (cachedSteamVRPlayArea == null)
{
Transform checkPlayArea = GetPlayArea();
if (checkPlayArea != null)
{
cachedSteamVRPlayArea = checkPlayArea.GetComponent<SteamVR_PlayArea>();
}
}
return cachedSteamVRPlayArea;
}
protected virtual Vector3[] ProcessVertices(Vector3[] vertices)
{
#if VRTK_DEFINE_STEAMVR_PLUGIN_1_2_2_OR_NEWER
return vertices;
#else
//If there aren't enough vertices or the play area is calibrated then just return
if (vertices.Length < 8 || IsPlayAreaSizeCalibrated())
{
return vertices;
}
//Go through the existing vertices and swap them around so they're in the correct expected location
Vector3[] modifiedVertices = new Vector3[8];
int[] verticeIndexes = new int[] { 3, 0, 1, 2, 7, 4, 5, 6 };
for (int i = 0; i < modifiedVertices.Length; i++)
{
modifiedVertices[i] = vertices[verticeIndexes[i]];
}
return modifiedVertices;
#endif
}
#endif
}
}