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