// WindowsMR Headset|SDK_WindowsMR|003
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namespace VRTK
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{
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// The WindowsMR Headset SDK script provides a bridge to the WindowsMR XR.
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/// </summary>
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[SDK_Description(typeof(SDK_WindowsMR))]
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public class SDK_WindowsMRHeadset
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#if VRTK_DEFINE_SDK_WINDOWSMR && UNITY_2017_2_OR_NEWER
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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_WINDOWSMR && UNITY_2017_2_OR_NEWER
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protected Vector3 currentHeadsetPosition;
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protected Vector3 previousHeadsetPosition;
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protected Vector3 currentHeadsetVelocity;
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protected Quaternion currentHeadsetRotation;
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protected Quaternion previousHeadsetRotation;
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#region Overriden base functions
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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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UpdateVelocity();
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UpdateRotation();
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}
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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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UpdateVelocity();
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UpdateRotation();
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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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WindowsMR_Camera foundCamera = VRTK_SharedMethods.FindEvenInactiveComponent<WindowsMR_Camera>(true);
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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 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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Quaternion deltaRotation = currentHeadsetRotation * Quaternion.Inverse(previousHeadsetRotation);
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return new Vector3(Mathf.DeltaAngle(0, deltaRotation.eulerAngles.x), Mathf.DeltaAngle(0, deltaRotation.eulerAngles.y), Mathf.DeltaAngle(0, deltaRotation.eulerAngles.z));
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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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// For Immersive MR the camera is the same as the headset.
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return GetHeadset();
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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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UpdateVelocity();
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return currentHeadsetVelocity;
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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<VRTK_ScreenFade>() != 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 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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VRTK_ScreenFade.Start(color, duration);
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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<VRTK_ScreenFade>() == null)
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{
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camera.gameObject.AddComponent<VRTK_ScreenFade>();
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}
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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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return CleanPropertyString("windowsmixedreality");
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}
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#endregion
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/// <summary>
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/// Update rotation values of headset.
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/// </summary>
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protected virtual void UpdateRotation()
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{
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previousHeadsetRotation = currentHeadsetRotation;
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currentHeadsetRotation = GetHeadset().transform.rotation;
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}
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/// <summary>
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/// Update velocity values of headset.
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/// </summary>
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protected virtual void UpdateVelocity()
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{
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previousHeadsetPosition = currentHeadsetPosition;
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currentHeadsetPosition = GetHeadset().transform.position;
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currentHeadsetVelocity = (previousHeadsetPosition - currentHeadsetPosition) / Time.deltaTime;
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}
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#endif
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}
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}
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