brainvr/Assets/Cardboard/Scripts/Cardboard.cs
2015-07-24 05:07:03 +01:00

517 lines
14 KiB
C#

// Copyright 2014 Google Inc. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
// The Cardboard object communicates with the head-mounted display in order to:
// - Query the device for viewing parameters
// - Retrieve the latest head tracking data
// - Provide the rendered scene to the device for distortion correction
public class Cardboard : MonoBehaviour {
// The singleton instance of the Cardboard class.
public static Cardboard SDK {
get {
if (sdk == null) {
sdk = UnityEngine.Object.FindObjectOfType<Cardboard>();
}
if (sdk == null) {
Debug.Log("Creating Cardboard object");
var go = new GameObject("Cardboard");
sdk = go.AddComponent<Cardboard>();
go.transform.localPosition = Vector3.zero;
}
return sdk;
}
}
private static Cardboard sdk = null;
public bool DistortionCorrection {
get {
return distortionCorrection;
}
set {
if (value != distortionCorrection && device != null) {
device.SetDistortionCorrectionEnabled(value && NativeDistortionCorrectionSupported);
}
distortionCorrection = value;
}
}
[SerializeField]
private bool distortionCorrection = true;
public bool VRModeEnabled {
get {
return vrModeEnabled;
}
set {
if (value != vrModeEnabled && device != null) {
device.SetVRModeEnabled(value);
}
vrModeEnabled = value;
}
}
[SerializeField]
private bool vrModeEnabled = true;
public bool EnableAlignmentMarker {
get {
return enableAlignmentMarker;
}
set {
if (value != enableAlignmentMarker && device != null) {
device.SetAlignmentMarkerEnabled(value && NativeUILayerSupported);
}
enableAlignmentMarker = value;
}
}
[SerializeField]
private bool enableAlignmentMarker = true;
public bool EnableSettingsButton {
get {
return enableSettingsButton;
}
set {
if (value != enableSettingsButton && device != null) {
device.SetSettingsButtonEnabled(value && NativeUILayerSupported);
}
enableSettingsButton = value;
}
}
[SerializeField]
private bool enableSettingsButton = true;
public bool TapIsTrigger = true;
public float NeckModelScale {
get {
return neckModelScale;
}
set {
value = Mathf.Clamp01(value);
if (!Mathf.Approximately(value, neckModelScale) && device != null) {
device.SetNeckModelScale(value);
}
neckModelScale = value;
}
}
[SerializeField]
private float neckModelScale = 0.0f;
public bool AutoDriftCorrection {
get {
return autoDriftCorrection;
}
set {
if (value != autoDriftCorrection && device != null) {
device.SetAutoDriftCorrectionEnabled(value);
}
autoDriftCorrection = value;
}
}
[SerializeField]
private bool autoDriftCorrection = true;
#if UNITY_IOS
public bool SyncWithCardboardApp {
get {
return syncWithCardboardApp;
}
set {
if (value && value != syncWithCardboardApp) {
Debug.LogWarning("Remember to enable iCloud capability in Xcode, "
+ "and set the 'iCloud Documents' checkbox. "
+ "Not doing this may cause the app to crash if the user tries to sync.");
}
syncWithCardboardApp = value;
}
}
[SerializeField]
private bool syncWithCardboardApp = false;
#endif
#if UNITY_EDITOR
// Mock settings for in-editor emulation of Cardboard while playing.
public bool autoUntiltHead = true;
// Whether to perform distortion correction in the editor.
public bool simulateDistortionCorrection = true;
// Use unity remote as the input source.
[HideInInspector]
public bool UseUnityRemoteInput = false;
public CardboardProfile.ScreenSizes ScreenSize {
get {
return screenSize;
}
set {
if (value != screenSize) {
screenSize = value;
device.UpdateScreenData();
}
}
}
[SerializeField]
private CardboardProfile.ScreenSizes screenSize = CardboardProfile.ScreenSizes.Nexus5;
public CardboardProfile.DeviceTypes DeviceType {
get {
return deviceType;
}
set {
if (value != deviceType) {
deviceType = value;
device.UpdateScreenData();
}
}
}
[SerializeField]
public CardboardProfile.DeviceTypes deviceType = CardboardProfile.DeviceTypes.CardboardJun2014;
#endif
// The VR device that will be providing input data.
private static BaseVRDevice device;
public bool NativeDistortionCorrectionSupported { get; private set; }
public bool NativeUILayerSupported { get; private set; }
// The texture that Unity renders the scene to. This is sent to the VR device,
// which renders it to screen, correcting for lens distortion.
public RenderTexture StereoScreen {
get {
// Don't need it except for distortion correction.
if (!distortionCorrection || !vrModeEnabled) {
return null;
}
if (stereoScreen == null && NativeDistortionCorrectionSupported) {
StereoScreen = CreateStereoScreen(); // Note: use set{}
}
return stereoScreen;
}
set {
if (value == stereoScreen) {
return;
}
if (!NativeDistortionCorrectionSupported && value != null) {
Debug.LogError("Can't set StereoScreen: native distortion correction is not supported.");
return;
}
if (stereoScreen != null) {
stereoScreen.Release();
}
stereoScreen = value;
if (stereoScreen != null && !stereoScreen.IsCreated()) {
stereoScreen.Create();
}
if (device != null) {
device.SetStereoScreen(stereoScreen);
}
}
}
private static RenderTexture stereoScreen = null;
public bool UseDistortionEffect {
get {
return !NativeDistortionCorrectionSupported && distortionCorrection && vrModeEnabled
&& SystemInfo.supportsRenderTextures;
}
}
// Describes the current device, including phone screen.
public CardboardProfile Profile {
get {
return device.Profile;
}
}
// Distinguish the stereo eyes.
public enum Eye {
Left,
Right,
Center
}
// When asking for project, viewport, etc, whether to assume viewing through
// the lenses.
public enum Distortion {
Distorted, // Viewing through the lenses
Undistorted // No lenses
}
// The transformation of head from origin in the tracking system.
public Pose3D HeadPose {
get {
return device.GetHeadPose();
}
}
// The transformation from head to eye.
public Pose3D EyePose(Eye eye) {
return device.GetEyePose(eye);
}
// The projection matrix for a given eye.
public Matrix4x4 Projection(Eye eye, Distortion distortion = Distortion.Distorted) {
return device.GetProjection(eye, distortion);
}
// The screen-space rectangle each eye should render into.
public Rect Viewport(Eye eye, Distortion distortion = Distortion.Distorted) {
return device.GetViewport(eye, distortion);
}
// The distance range from the viewer in user-space meters where objects
// may be viewed comfortably in stereo. If the center of interest falls
// outside this range, the stereo eye separation should be adjusted to
// keep the onscreen disparity within the limits set by this range.
public Vector2 ComfortableViewingRange {
get {
return defaultComfortableViewingRange;
}
}
private readonly Vector2 defaultComfortableViewingRange = new Vector2(1.0f, 100000.0f);
private void InitDevice() {
if (device != null) {
device.Destroy();
}
device = BaseVRDevice.GetDevice();
device.Init();
List<string> diagnostics = new List<string>();
NativeDistortionCorrectionSupported = device.SupportsNativeDistortionCorrection(diagnostics);
if (diagnostics.Count > 0) {
Debug.LogWarning("Built-in distortion correction disabled. Causes: ["
+ String.Join("; ", diagnostics.ToArray()) + "]");
}
diagnostics.Clear();
NativeUILayerSupported = device.SupportsNativeUILayer(diagnostics);
if (diagnostics.Count > 0) {
Debug.LogWarning("Built-in UI layer disabled. Causes: ["
+ String.Join("; ", diagnostics.ToArray()) + "]");
}
device.SetVRModeEnabled(vrModeEnabled);
device.SetDistortionCorrectionEnabled(distortionCorrection
&& NativeDistortionCorrectionSupported);
device.SetAlignmentMarkerEnabled(enableAlignmentMarker
&& NativeUILayerSupported);
device.SetSettingsButtonEnabled(enableSettingsButton
&& NativeUILayerSupported);
device.SetNeckModelScale(neckModelScale);
device.SetAutoDriftCorrectionEnabled(autoDriftCorrection);
device.UpdateScreenData();
}
// NOTE: Each scene load causes an OnDestroy of the current SDK, followed
// by and Awake of a new one. That should not cause the underlying native
// code to hiccup. Exception: developer may call Application.DontDestroyOnLoad
// on the SDK if they want it to survive across scene loads.
void Awake() {
if (sdk == null) {
sdk = this;
}
if (sdk != this) {
Debug.LogWarning("Cardboard SDK object should be a singleton.");
enabled = false;
return;
}
#if UNITY_IOS
Application.targetFrameRate = 60;
#endif
InitDevice();
AddDummyCamera();
StereoScreen = null;
}
public event Action OnTrigger;
public event Action OnTilt;
public bool Triggered { get; private set; }
public bool Tilted { get; private set; }
private bool updated = false;
private CardboardUILayer uiLayer = null;
public void UpdateState() {
if (!updated) {
device.UpdateState();
if (TapIsTrigger) {
if (Input.GetMouseButtonUp(0)) {
device.triggered = true;
}
if (Input.GetKeyUp(KeyCode.Escape)) {
device.tilted = true;
}
}
updated = true;
}
}
private void DispatchEvents() {
Triggered = device.triggered;
Tilted = device.tilted;
device.triggered = false;
device.tilted = false;
if (Tilted) {
if (OnTilt != null) {
OnTilt();
}
}
if (Triggered) {
if (OnTrigger != null) {
OnTrigger();
}
}
}
private void AddDummyCamera() {
var go = gameObject;
if (go.GetComponent<Camera>()) {
go = new GameObject("CardboardDummy");
go.transform.parent = gameObject.transform;
}
var cam = go.AddComponent<Camera>();
cam.clearFlags = CameraClearFlags.SolidColor;
cam.backgroundColor = Color.black;
cam.cullingMask = 0;
cam.useOcclusionCulling = false;
cam.depth = -100;
}
IEnumerator EndOfFrame() {
while (true) {
yield return new WaitForEndOfFrame();
UpdateState();
device.PostRender(vrModeEnabled);
if (vrModeEnabled && !NativeUILayerSupported) {
if (uiLayer == null) {
uiLayer = new CardboardUILayer();
}
uiLayer.Draw();
}
DispatchEvents();
updated = false;
}
}
// Return a StereoScreen with sensible default values.
public RenderTexture CreateStereoScreen() {
return device.CreateStereoScreen();
}
// Reset the tracker so that the user's current direction becomes forward.
public void Recenter() {
device.Recenter();
}
// Set the screen coordinates of the mouse/touch event.
public void SetTouchCoordinates(int x, int y) {
device.SetTouchCoordinates(x, y);
}
void OnEnable() {
device.OnPause(false);
StartCoroutine("EndOfFrame");
}
void OnDisable() {
StopCoroutine("EndOfFrame");
device.OnPause(true);
}
void OnApplicationPause(bool pause) {
device.OnPause(pause);
}
void OnApplicationFocus(bool focus) {
device.OnFocus(focus);
}
void OnLevelWasLoaded(int level) {
device.Reset();
}
void OnDestroy() {
if (device != null) {
device.Destroy();
}
if (sdk == this) {
sdk = null;
}
}
void OnApplicationQuit() {
device.OnApplicationQuit();
}
//********* OBSOLETE ACCESSORS *********
[System.Obsolete("Use DistortionCorrection instead.")]
public bool nativeDistortionCorrection {
get { return DistortionCorrection; }
set { DistortionCorrection = value; }
}
[System.Obsolete("InCardboard is deprecated.")]
public bool InCardboard { get { return true; } }
[System.Obsolete("Use Triggered instead.")]
public bool CardboardTriggered { get { return Triggered; } }
[System.Obsolete("Use HeadPose instead.")]
public Matrix4x4 HeadView { get { return HeadPose.Matrix; } }
[System.Obsolete("Use HeadPose instead.")]
public Quaternion HeadRotation { get { return HeadPose.Orientation; } }
[System.Obsolete("Use HeadPose instead.")]
public Vector3 HeadPosition { get { return HeadPose.Position; } }
[System.Obsolete("Use EyePose() instead.")]
public Matrix4x4 EyeView(Eye eye) {
return EyePose(eye).Matrix;
}
[System.Obsolete("Use EyePose() instead.")]
public Vector3 EyeOffset(Eye eye) {
return EyePose(eye).Position;
}
[System.Obsolete("Use Projection() instead.")]
public Matrix4x4 UndistortedProjection(Eye eye) {
return Projection(eye, Distortion.Undistorted);
}
[System.Obsolete("Use Viewport() instead.")]
public Rect EyeRect(Eye eye) {
return Viewport(eye, Distortion.Distorted);
}
[System.Obsolete("Use ComfortableViewingRange instead.")]
public float MinimumComfortDistance { get { return ComfortableViewingRange.x; } }
[System.Obsolete("Use ComfortableViewingRange instead.")]
public float MaximumComfortDistance { get { return ComfortableViewingRange.y; } }
}