356 lines
9.8 KiB
C#
356 lines
9.8 KiB
C#
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/************************************************************************************
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Copyright : Copyright 2017 Oculus VR, LLC. All Rights reserved.
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Licensed under the Oculus VR Rift SDK License Version 3.4.1 (the "License");
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you may not use the Oculus VR Rift SDK except in compliance with the License,
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which is provided at the time of installation or download, or which
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otherwise accompanies this software in either electronic or hard copy form.
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You may obtain a copy of the License at
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https://developer.oculus.com/licenses/sdk-3.4.1
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Unless required by applicable law or agreed to in writing, the Oculus VR SDK
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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************************************************************************************/
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using System;
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using System.Runtime.InteropServices;
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using System.Text.RegularExpressions;
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using UnityEngine;
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/// <summary>
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/// Manages an Oculus Rift head-mounted display (HMD).
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/// </summary>
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public class OVRDisplay
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{
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/// <summary>
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/// Contains full fov information per eye
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/// Under Symmetric Fov mode, UpFov == DownFov and LeftFov == RightFov.
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/// </summary>
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public struct EyeFov
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{
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public float UpFov;
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public float DownFov;
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public float LeftFov;
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public float RightFov;
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}
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/// <summary>
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/// Specifies the size and field-of-view for one eye texture.
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/// </summary>
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public struct EyeRenderDesc
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{
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/// <summary>
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/// The horizontal and vertical size of the texture.
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/// </summary>
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public Vector2 resolution;
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/// <summary>
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/// The angle of the horizontal and vertical field of view in degrees.
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/// For Symmetric FOV interface compatibility
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/// Note this includes the fov angle from both sides
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/// </summary>
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public Vector2 fov;
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/// <summary>
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/// The full information of field of view in degrees.
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/// When Asymmetric FOV isn't enabled, this returns the maximum fov angle
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/// </summary>
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public EyeFov fullFov;
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}
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/// <summary>
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/// Contains latency measurements for a single frame of rendering.
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/// </summary>
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public struct LatencyData
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{
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/// <summary>
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/// The time it took to render both eyes in seconds.
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/// </summary>
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public float render;
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/// <summary>
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/// The time it took to perform TimeWarp in seconds.
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/// </summary>
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public float timeWarp;
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/// <summary>
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/// The time between the end of TimeWarp and scan-out in seconds.
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/// </summary>
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public float postPresent;
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public float renderError;
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public float timeWarpError;
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}
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private bool needsConfigureTexture;
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private EyeRenderDesc[] eyeDescs = new EyeRenderDesc[2];
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private bool recenterRequested = false;
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private int recenterRequestedFrameCount = int.MaxValue;
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/// <summary>
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/// Creates an instance of OVRDisplay. Called by OVRManager.
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/// </summary>
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public OVRDisplay()
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{
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UpdateTextures();
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}
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/// <summary>
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/// Updates the internal state of the OVRDisplay. Called by OVRManager.
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/// </summary>
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public void Update()
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{
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UpdateTextures();
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if (recenterRequested && Time.frameCount > recenterRequestedFrameCount)
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{
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if (RecenteredPose != null)
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{
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RecenteredPose();
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}
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recenterRequested = false;
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recenterRequestedFrameCount = int.MaxValue;
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}
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}
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/// <summary>
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/// Occurs when the head pose is reset.
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/// </summary>
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public event System.Action RecenteredPose;
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/// <summary>
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/// Recenters the head pose.
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/// </summary>
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public void RecenterPose()
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{
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#if UNITY_2017_2_OR_NEWER
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UnityEngine.XR.InputTracking.Recenter();
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#else
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UnityEngine.VR.InputTracking.Recenter();
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#endif
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// The current poses are cached for the current frame and won't be updated immediately
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// after UnityEngine.VR.InputTracking.Recenter(). So we need to wait until next frame
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// to trigger the RecenteredPose delegate. The application could expect the correct pose
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// when the RecenteredPose delegate get called.
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recenterRequested = true;
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recenterRequestedFrameCount = Time.frameCount;
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#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
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OVRMixedReality.RecenterPose();
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#endif
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}
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/// <summary>
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/// Gets the current linear acceleration of the head.
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/// </summary>
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public Vector3 acceleration
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{
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get {
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if (!OVRManager.isHmdPresent)
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return Vector3.zero;
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return OVRPlugin.GetNodeAcceleration(OVRPlugin.Node.Head, OVRPlugin.Step.Render).FromFlippedZVector3f();
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}
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}
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/// <summary>
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/// Gets the current angular acceleration of the head.
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/// </summary>
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public Vector3 angularAcceleration
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{
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get
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{
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if (!OVRManager.isHmdPresent)
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return Vector3.zero;
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return OVRPlugin.GetNodeAngularAcceleration(OVRPlugin.Node.Head, OVRPlugin.Step.Render).FromFlippedZVector3f() * Mathf.Rad2Deg;
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}
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}
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/// <summary>
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/// Gets the current linear velocity of the head.
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/// </summary>
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public Vector3 velocity
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{
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get
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{
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if (!OVRManager.isHmdPresent)
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return Vector3.zero;
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return OVRPlugin.GetNodeVelocity(OVRPlugin.Node.Head, OVRPlugin.Step.Render).FromFlippedZVector3f();
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}
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}
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/// <summary>
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/// Gets the current angular velocity of the head.
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/// </summary>
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public Vector3 angularVelocity
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{
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get {
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if (!OVRManager.isHmdPresent)
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return Vector3.zero;
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return OVRPlugin.GetNodeAngularVelocity(OVRPlugin.Node.Head, OVRPlugin.Step.Render).FromFlippedZVector3f() * Mathf.Rad2Deg;
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}
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}
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/// <summary>
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/// Gets the resolution and field of view for the given eye.
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/// </summary>
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#if UNITY_2017_2_OR_NEWER
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public EyeRenderDesc GetEyeRenderDesc(UnityEngine.XR.XRNode eye)
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#else
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public EyeRenderDesc GetEyeRenderDesc(UnityEngine.VR.VRNode eye)
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#endif
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{
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return eyeDescs[(int)eye];
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}
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/// <summary>
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/// Gets the current measured latency values.
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/// </summary>
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public LatencyData latency
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{
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get {
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if (!OVRManager.isHmdPresent)
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return new LatencyData();
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string latency = OVRPlugin.latency;
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var r = new Regex("Render: ([0-9]+[.][0-9]+)ms, TimeWarp: ([0-9]+[.][0-9]+)ms, PostPresent: ([0-9]+[.][0-9]+)ms", RegexOptions.None);
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var ret = new LatencyData();
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Match match = r.Match(latency);
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if (match.Success)
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{
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ret.render = float.Parse(match.Groups[1].Value);
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ret.timeWarp = float.Parse(match.Groups[2].Value);
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ret.postPresent = float.Parse(match.Groups[3].Value);
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}
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return ret;
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}
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}
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/// <summary>
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/// Gets application's frame rate reported by oculus plugin
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/// </summary>
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public float appFramerate
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{
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get
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{
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if (!OVRManager.isHmdPresent)
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return 0;
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return OVRPlugin.GetAppFramerate();
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}
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}
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/// <summary>
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/// Gets the recommended MSAA level for optimal quality/performance the current device.
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/// </summary>
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public int recommendedMSAALevel
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{
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get
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{
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int result = OVRPlugin.recommendedMSAALevel;
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if (result == 1)
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result = 0;
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return result;
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}
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}
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/// <summary>
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/// Gets the list of available display frequencies supported by this hardware.
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/// </summary>
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public float[] displayFrequenciesAvailable
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{
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get { return OVRPlugin.systemDisplayFrequenciesAvailable; }
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}
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/// <summary>
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/// Gets and sets the current display frequency.
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/// </summary>
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public float displayFrequency
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{
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get
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{
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return OVRPlugin.systemDisplayFrequency;
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}
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set
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{
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OVRPlugin.systemDisplayFrequency = value;
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}
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}
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private void UpdateTextures()
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{
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#if UNITY_2017_2_OR_NEWER
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ConfigureEyeDesc(UnityEngine.XR.XRNode.LeftEye);
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ConfigureEyeDesc(UnityEngine.XR.XRNode.RightEye);
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#else
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ConfigureEyeDesc(UnityEngine.VR.VRNode.LeftEye);
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ConfigureEyeDesc(UnityEngine.VR.VRNode.RightEye);
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#endif
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}
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#if UNITY_2017_2_OR_NEWER
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private void ConfigureEyeDesc(UnityEngine.XR.XRNode eye)
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#else
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private void ConfigureEyeDesc(UnityEngine.VR.VRNode eye)
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#endif
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{
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if (!OVRManager.isHmdPresent)
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return;
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OVRPlugin.Sizei size = OVRPlugin.GetEyeTextureSize((OVRPlugin.Eye)eye);
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eyeDescs[(int)eye] = new EyeRenderDesc();
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eyeDescs[(int)eye].resolution = new Vector2(size.w, size.h);
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OVRPlugin.Frustumf2 frust;
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if (OVRPlugin.GetNodeFrustum2((OVRPlugin.Node)eye, out frust))
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{
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eyeDescs[(int)eye].fullFov.LeftFov = Mathf.Rad2Deg * Mathf.Atan(frust.Fov.LeftTan);
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eyeDescs[(int)eye].fullFov.RightFov = Mathf.Rad2Deg * Mathf.Atan(frust.Fov.RightTan);
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eyeDescs[(int)eye].fullFov.UpFov = Mathf.Rad2Deg * Mathf.Atan(frust.Fov.UpTan);
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eyeDescs[(int)eye].fullFov.DownFov = Mathf.Rad2Deg * Mathf.Atan(frust.Fov.DownTan);
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}
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else
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{
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OVRPlugin.Frustumf frustOld = OVRPlugin.GetEyeFrustum((OVRPlugin.Eye)eye);
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eyeDescs[(int)eye].fullFov.LeftFov = Mathf.Rad2Deg * frustOld.fovX * 0.5f;
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eyeDescs[(int)eye].fullFov.RightFov = Mathf.Rad2Deg * frustOld.fovX * 0.5f;
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eyeDescs[(int)eye].fullFov.UpFov = Mathf.Rad2Deg * frustOld.fovY * 0.5f;
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eyeDescs[(int)eye].fullFov.DownFov = Mathf.Rad2Deg * frustOld.fovY * 0.5f;
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}
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// Symmetric Fov uses the maximum fov angle
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float maxFovX = Mathf.Max(eyeDescs[(int)eye].fullFov.LeftFov, eyeDescs[(int)eye].fullFov.RightFov);
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float maxFovY = Mathf.Max(eyeDescs[(int)eye].fullFov.UpFov, eyeDescs[(int)eye].fullFov.DownFov);
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eyeDescs[(int)eye].fov.x = maxFovX * 2.0f;
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eyeDescs[(int)eye].fov.y = maxFovY * 2.0f;
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if (!OVRPlugin.AsymmetricFovEnabled)
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{
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eyeDescs[(int)eye].fullFov.LeftFov = maxFovX;
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eyeDescs[(int)eye].fullFov.RightFov = maxFovX;
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eyeDescs[(int)eye].fullFov.UpFov = maxFovY;
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eyeDescs[(int)eye].fullFov.DownFov = maxFovY;
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}
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}
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}
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