Assignment for RMIT Mixed Reality in 2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 

164 lines
6.5 KiB

// WindowsMR Headset|SDK_WindowsMR|003
namespace VRTK
{
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// The WindowsMR Headset SDK script provides a bridge to the WindowsMR XR.
/// </summary>
[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
/// <summary>
/// The ProcessFixedUpdate method enables an SDK to run logic for every Unity FixedUpdate
/// </summary>
/// <param name="options">A dictionary of generic options that can be used to within the fixed update.</param>
public override void ProcessFixedUpdate(Dictionary<string, object> options)
{
UpdateVelocity();
UpdateRotation();
}
/// <summary>
/// The ProcessUpdate method enables an SDK to run logic for every Unity Update
/// </summary>
/// <param name="options">A dictionary of generic options that can be used to within the update.</param>
public override void ProcessUpdate(Dictionary<string, object> options)
{
UpdateVelocity();
UpdateRotation();
}
/// <summary>
/// The GetHeadset method returns the Transform of the object that is used to represent the headset in the scene.
/// </summary>
/// <returns>A transform of the object representing the headset in the scene.</returns>
public override Transform GetHeadset()
{
cachedHeadset = GetSDKManagerHeadset();
if (cachedHeadset == null)
{
WindowsMR_Camera foundCamera = VRTK_SharedMethods.FindEvenInactiveComponent<WindowsMR_Camera>(true);
if (foundCamera != null)
{
cachedHeadset = foundCamera.transform;
}
}
return cachedHeadset;
}
/// <summary>
/// The GetHeadsetAngularVelocity method is used to determine the current angular velocity of the headset.
/// </summary>
/// <returns>A Vector3 containing the current angular velocity of the headset.</returns>
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));
}
/// <summary>
/// The GetHeadsetCamera method returns the Transform of the object that is used to hold the headset camera in the scene.
/// </summary>
/// <returns>A transform of the object holding the headset camera in the scene.</returns>
public override Transform GetHeadsetCamera()
{
// For Immersive MR the camera is the same as the headset.
return GetHeadset();
}
/// <summary>
/// The GetHeadsetVelocity method is used to determine the current velocity of the headset.
/// </summary>
/// <returns>A Vector3 containing the current velocity of the headset.</returns>
public override Vector3 GetHeadsetVelocity()
{
UpdateVelocity();
return currentHeadsetVelocity;
}
/// <summary>
/// The HasHeadsetFade method checks to see if the given game object (usually the camera) has the ability to fade the viewpoint.
/// </summary>
/// <param name="obj">The Transform to check to see if a camera fade is available on.</param>
/// <returns>Returns true if the headset has fade functionality on it.</returns>
public override bool HasHeadsetFade(Transform obj)
{
if (obj.GetComponentInChildren<VRTK_ScreenFade>() != null)
{
return true;
}
return false;
}
/// <summary>
/// The HeadsetFade method is used to apply a fade to the headset camera to progressively change the colour.
/// </summary>
/// <param name="color">The colour to fade to.</param>
/// <param name="duration">The amount of time the fade should take to reach the given colour.</param>
/// <param name="fadeOverlay">Determines whether to use an overlay on the fade.</param>
public override void HeadsetFade(Color color, float duration, bool fadeOverlay = false)
{
VRTK_ScreenFade.Start(color, duration);
}
/// <summary>
/// The AddHeadsetFade method attempts to add the fade functionality to the game object with the camera on it.
/// </summary>
/// <param name="camera">The Transform to with the camera on to add the fade functionality to.</param>
public override void AddHeadsetFade(Transform camera)
{
if (camera != null && camera.GetComponent<VRTK_ScreenFade>() == null)
{
camera.gameObject.AddComponent<VRTK_ScreenFade>();
}
}
/// <summary>
/// The GetHeadsetType method returns a string representing the type of headset connected.
/// </summary>
/// <returns>The string of the headset connected.</returns>
public override string GetHeadsetType()
{
return CleanPropertyString("windowsmixedreality");
}
#endregion
/// <summary>
/// Update rotation values of headset.
/// </summary>
protected virtual void UpdateRotation()
{
previousHeadsetRotation = currentHeadsetRotation;
currentHeadsetRotation = GetHeadset().transform.rotation;
}
/// <summary>
/// Update velocity values of headset.
/// </summary>
protected virtual void UpdateVelocity()
{
previousHeadsetPosition = currentHeadsetPosition;
currentHeadsetPosition = GetHeadset().transform.position;
currentHeadsetVelocity = (previousHeadsetPosition - currentHeadsetPosition) / Time.deltaTime;
}
#endif
}
}