// SteamVR Headset|SDK_SteamVR|003
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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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using System.Collections.Generic;
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using Valve.VR;
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#endif
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/// <summary>
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/// The SteamVR Headset SDK script provides a bridge to the SteamVR SDK.
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/// </summary>
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[SDK_Description(typeof(SDK_SteamVRSystem))]
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public class SDK_SteamVRHeadset
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#if VRTK_DEFINE_SDK_STEAMVR
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: SDK_BaseHeadset
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#else
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: SDK_FallbackHeadset
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#endif
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{
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#if VRTK_DEFINE_SDK_STEAMVR
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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 override void ProcessUpdate(Dictionary<string, object> options)
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{
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}
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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 override void ProcessFixedUpdate(Dictionary<string, object> options)
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{
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}
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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 override Transform GetHeadset()
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{
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cachedHeadset = GetSDKManagerHeadset();
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if (cachedHeadset == null)
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{
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#if (UNITY_5_4_OR_NEWER)
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SteamVR_Camera foundCamera = VRTK_SharedMethods.FindEvenInactiveComponent<SteamVR_Camera>(true);
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#else
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SteamVR_GameView foundCamera = VRTK_SharedMethods.FindEvenInactiveComponent<SteamVR_GameView>(true);
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#endif
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if (foundCamera != null)
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{
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cachedHeadset = foundCamera.transform;
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}
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}
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return cachedHeadset;
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}
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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 override Transform GetHeadsetCamera()
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{
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cachedHeadsetCamera = GetSDKManagerHeadset();
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if (cachedHeadsetCamera == null)
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{
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SteamVR_Camera foundCamera = VRTK_SharedMethods.FindEvenInactiveComponent<SteamVR_Camera>(true);
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if (foundCamera != null)
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{
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cachedHeadsetCamera = foundCamera.transform;
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}
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}
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return cachedHeadsetCamera;
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}
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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 override string GetHeadsetType()
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{
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if (SteamVR.instance != null)
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{
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string manufactuer = CleanPropertyString(SteamVR.instance.GetStringProperty(ETrackedDeviceProperty.Prop_ManufacturerName_String));
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string model = CleanPropertyString(SteamVR.instance.GetStringProperty(ETrackedDeviceProperty.Prop_ModelNumber_String));
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//Check for specific manufacturer models
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switch (manufactuer)
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{
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case "htc":
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if (model.Contains("vive"))
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{
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return "htcvive";
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}
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break;
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case "oculus":
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return "oculusrift";
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case "windowsmr":
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return "windowsmixedreality";
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}
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//If no model check required then just return manufacturer
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return CleanPropertyString(manufactuer);
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}
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return CleanPropertyString("");
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}
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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 override Vector3 GetHeadsetVelocity()
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{
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return SteamVR_Controller.Input((int)SteamVR_TrackedObject.EIndex.Hmd).velocity;
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}
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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 override Vector3 GetHeadsetAngularVelocity()
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{
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return SteamVR_Controller.Input((int)SteamVR_TrackedObject.EIndex.Hmd).angularVelocity;
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}
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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 override void HeadsetFade(Color color, float duration, bool fadeOverlay = false)
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{
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SteamVR_Fade.Start(color, duration, fadeOverlay);
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}
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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 override bool HasHeadsetFade(Transform obj)
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{
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if (obj.GetComponentInChildren<SteamVR_Fade>() != null)
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{
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return true;
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}
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return false;
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}
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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 override void AddHeadsetFade(Transform camera)
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{
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if (camera != null && camera.GetComponent<SteamVR_Fade>() == null)
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{
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camera.gameObject.AddComponent<SteamVR_Fade>();
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}
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}
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#endif
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}
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}
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