// Base Headset|SDK_Base|005
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namespace VRTK
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{
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using UnityEngine;
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using System.Collections.Generic;
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#if UNITY_2017_2_OR_NEWER
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using UnityEngine.XR;
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#else
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using XRDevice = UnityEngine.VR.VRDevice;
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using XRSettings = UnityEngine.VR.VRSettings;
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#endif
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/// <summary>
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/// The Base Headset SDK script provides a bridge to SDK methods that deal with the VR Headset.
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/// </summary>
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/// <remarks>
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/// This is an abstract class to implement the interface required by all implemented SDKs.
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/// </remarks>
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public abstract class SDK_BaseHeadset : SDK_Base
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{
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/// <summary>
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/// The connected headset type
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/// </summary>
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public enum HeadsetType
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{
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/// <summary>
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/// The headset connected is unknown.
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/// </summary>
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Undefined,
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/// <summary>
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/// The headset associated with the simulator.
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/// </summary>
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Simulator,
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/// <summary>
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/// The HTC Vive headset.
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/// </summary>
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HTCVive,
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/// <summary>
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/// The Oculus Rift DK1 headset.
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/// </summary>
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OculusRiftDK1,
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/// <summary>
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/// The Oculus Rift DK2 headset.
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/// </summary>
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OculusRiftDK2,
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/// <summary>
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/// The Oculus Rift headset.
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/// </summary>
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OculusRift,
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/// <summary>
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/// The Oculus GearVR headset.
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/// </summary>
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OculusGearVR,
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/// <summary>
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/// The Google Daydream headset.
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/// </summary>
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GoogleDaydream,
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/// <summary>
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/// The Google Cardboard headset.
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/// </summary>
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GoogleCardboard,
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/// <summary>
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/// The HyperealVR headset.
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/// </summary>
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HyperealVR,
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/// <summary>
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/// The Windows Mixed Reality headset.
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/// </summary>
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WindowsMixedReality
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}
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protected Transform cachedHeadset;
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protected Transform cachedHeadsetCamera;
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/// <summary>
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/// The ProcessUpdate method enables an SDK to run logic for every Unity Update
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/// </summary>
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/// <param name="options">A dictionary of generic options that can be used to within the update.</param>
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public abstract void ProcessUpdate(Dictionary<string, object> options);
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/// <summary>
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/// The ProcessFixedUpdate method enables an SDK to run logic for every Unity FixedUpdate
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/// </summary>
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/// <param name="options">A dictionary of generic options that can be used to within the fixed update.</param>
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public abstract void ProcessFixedUpdate(Dictionary<string, object> options);
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/// <summary>
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/// The GetHeadset method returns the Transform of the object that is used to represent the headset in the scene.
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/// </summary>
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/// <returns>A transform of the object representing the headset in the scene.</returns>
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public abstract Transform GetHeadset();
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/// <summary>
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/// The GetHeadsetCamera method returns the Transform of the object that is used to hold the headset camera in the scene.
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/// </summary>
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/// <returns>A transform of the object holding the headset camera in the scene.</returns>
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public abstract Transform GetHeadsetCamera();
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/// <summary>
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/// The GetHeadsetType method returns a string representing the type of headset connected.
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/// </summary>
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/// <returns>The string of the headset connected.</returns>
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public abstract string GetHeadsetType();
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/// <summary>
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/// The GetHeadsetVelocity method is used to determine the current velocity of the headset.
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/// </summary>
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/// <returns>A Vector3 containing the current velocity of the headset.</returns>
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public abstract Vector3 GetHeadsetVelocity();
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/// <summary>
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/// The GetHeadsetAngularVelocity method is used to determine the current angular velocity of the headset.
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/// </summary>
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/// <returns>A Vector3 containing the current angular velocity of the headset.</returns>
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public abstract Vector3 GetHeadsetAngularVelocity();
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/// <summary>
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/// The HeadsetFade method is used to apply a fade to the headset camera to progressively change the colour.
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/// </summary>
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/// <param name="color">The colour to fade to.</param>
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/// <param name="duration">The amount of time the fade should take to reach the given colour.</param>
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/// <param name="fadeOverlay">Determines whether to use an overlay on the fade.</param>
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public abstract void HeadsetFade(Color color, float duration, bool fadeOverlay = false);
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/// <summary>
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/// The HasHeadsetFade method checks to see if the given game object (usually the camera) has the ability to fade the viewpoint.
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/// </summary>
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/// <param name="obj">The Transform to check to see if a camera fade is available on.</param>
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/// <returns>Returns true if the headset has fade functionality on it.</returns>
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public abstract bool HasHeadsetFade(Transform obj);
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/// <summary>
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/// The AddHeadsetFade method attempts to add the fade functionality to the game object with the camera on it.
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/// </summary>
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/// <param name="camera">The Transform to with the camera on to add the fade functionality to.</param>
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public abstract void AddHeadsetFade(Transform camera);
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protected Transform GetSDKManagerHeadset()
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{
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VRTK_SDKManager sdkManager = VRTK_SDKManager.instance;
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if (sdkManager != null && sdkManager.loadedSetup != null && sdkManager.loadedSetup.actualHeadset != null)
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{
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cachedHeadset = (sdkManager.loadedSetup.actualHeadset ? sdkManager.loadedSetup.actualHeadset.transform : null);
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return cachedHeadset;
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}
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return null;
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}
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protected virtual string ScrapeHeadsetType()
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{
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string model = CleanPropertyString(XRDevice.model);
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string deviceName = CleanPropertyString(XRSettings.loadedDeviceName);
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switch (model)
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{
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case "oculusriftcv1":
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case "oculusriftes07":
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return CleanPropertyString("oculusrift");
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case "vivemv":
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case "vivedvt":
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return CleanPropertyString("htcvive");
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case "googleinc-daydreamview":
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return "googledaydream";
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case "googleinc-defaultcardboard":
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return "googlecardboard";
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case "galaxynote5":
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case "galaxys6":
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case "galaxys6edge":
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case "galaxys7":
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case "galaxys7edge":
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case "galaxys8":
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case "galaxys8+":
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if (deviceName == "oculus")
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{
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return "oculusgearvr";
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}
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break;
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case "oculusriftdk1":
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return CleanPropertyString("oculusriftdk1");
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case "oculusriftdk2":
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return CleanPropertyString("oculusriftdk2");
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case "acermixedreality":
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return CleanPropertyString("windowsmixedreality");
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}
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return "";
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}
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protected string CleanPropertyString(string inputString)
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{
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return inputString.Replace(" ", "").Replace(".", "").Replace(",", "").ToLowerInvariant();
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}
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}
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}
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