// Oculus Headset|SDK_Oculus|003
namespace VRTK
{
#if VRTK_DEFINE_SDK_OCULUS
using UnityEngine;
using System.Collections.Generic;
#endif
///
/// The Oculus Headset SDK script provides a bridge to the Oculus SDK.
///
[SDK_Description(typeof(SDK_OculusSystem))]
public class SDK_OculusHeadset
#if VRTK_DEFINE_SDK_OCULUS
: SDK_BaseHeadset
#else
: SDK_FallbackHeadset
#endif
{
#if VRTK_DEFINE_SDK_OCULUS
private Quaternion previousHeadsetRotation;
private Quaternion currentHeadsetRotation;
///
/// The ProcessUpdate method enables an SDK to run logic for every Unity Update
///
/// A dictionary of generic options that can be used to within the update.
public override void ProcessUpdate(Dictionary options)
{
#if VRTK_DEFINE_OCULUS_UTILITIES_1_11_0_OR_OLDER
CalculateAngularVelocity();
#endif
}
///
/// The ProcessFixedUpdate method enables an SDK to run logic for every Unity FixedUpdate
///
/// A dictionary of generic options that can be used to within the fixed update.
public override void ProcessFixedUpdate(Dictionary options)
{
#if VRTK_DEFINE_OCULUS_UTILITIES_1_12_0_OR_NEWER
CalculateAngularVelocity();
#endif
}
///
/// The GetHeadset method returns the Transform of the object that is used to represent the headset in the scene.
///
/// A transform of the object representing the headset in the scene.
public override Transform GetHeadset()
{
cachedHeadset = GetSDKManagerHeadset();
if (cachedHeadset == null)
{
cachedHeadset = VRTK_SharedMethods.FindEvenInactiveGameObject("TrackingSpace/CenterEyeAnchor").transform;
}
return cachedHeadset;
}
///
/// The GetHeadsetCamera method returns the Transform of the object that is used to hold the headset camera in the scene.
///
/// A transform of the object holding the headset camera in the scene.
public override Transform GetHeadsetCamera()
{
cachedHeadsetCamera = GetSDKManagerHeadset();
if (cachedHeadsetCamera == null)
{
cachedHeadsetCamera = GetHeadset();
}
return cachedHeadsetCamera;
}
///
/// The GetHeadsetVelocity method is used to determine the current velocity of the headset.
///
/// A Vector3 containing the current velocity of the headset.
public override Vector3 GetHeadsetVelocity()
{
#if VRTK_DEFINE_OCULUS_UTILITIES_1_11_0_OR_OLDER
return OVRManager.isHmdPresent ? OVRPlugin.GetEyeVelocity(OVRPlugin.Eye.Left).ToOVRPose().position : Vector3.zero;
#elif VRTK_DEFINE_OCULUS_UTILITIES_1_12_0_OR_NEWER
return OVRManager.isHmdPresent ? OVRPlugin.GetNodeVelocity(OVRPlugin.Node.EyeCenter, OVRPlugin.Step.Render).FromFlippedZVector3f() : Vector3.zero;
#else
return Vector3.zero;
#endif
}
///
/// The GetHeadsetAngularVelocity method is used to determine the current angular velocity of the headset.
///
/// A Vector3 containing the current angular velocity of the headset.
public override Vector3 GetHeadsetAngularVelocity()
{
var 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));
}
///
/// The HeadsetFade method is used to apply a fade to the headset camera to progressively change the colour.
///
/// The colour to fade to.
/// The amount of time the fade should take to reach the given colour.
/// Determines whether to use an overlay on the fade.
public override void HeadsetFade(Color color, float duration, bool fadeOverlay = false)
{
VRTK_ScreenFade.Start(color, duration);
}
///
/// The HasHeadsetFade method checks to see if the given game object (usually the camera) has the ability to fade the viewpoint.
///
/// The Transform to check to see if a camera fade is available on.
/// Returns true if the headset has fade functionality on it.
public override bool HasHeadsetFade(Transform obj)
{
if (obj.GetComponentInChildren())
{
return true;
}
return false;
}
///
/// The AddHeadsetFade method attempts to add the fade functionality to the game object with the camera on it.
///
/// The Transform to with the camera on to add the fade functionality to.
public override void AddHeadsetFade(Transform camera)
{
if (camera && !camera.GetComponent())
{
camera.gameObject.AddComponent();
}
}
private void CalculateAngularVelocity()
{
previousHeadsetRotation = currentHeadsetRotation;
currentHeadsetRotation = GetHeadset().transform.rotation;
}
#endif
}
}