312 lines
11 KiB
C#
312 lines
11 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.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// A head-tracked stereoscopic virtual reality camera rig.
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/// </summary>
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[ExecuteInEditMode]
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public class OVRCameraRig : MonoBehaviour
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{
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/// <summary>
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/// The left eye camera.
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/// </summary>
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public Camera leftEyeCamera { get { return (usePerEyeCameras) ? _leftEyeCamera : _centerEyeCamera; } }
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/// <summary>
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/// The right eye camera.
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/// </summary>
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public Camera rightEyeCamera { get { return (usePerEyeCameras) ? _rightEyeCamera : _centerEyeCamera; } }
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/// <summary>
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/// Provides a root transform for all anchors in tracking space.
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/// </summary>
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public Transform trackingSpace { get; private set; }
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/// <summary>
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/// Always coincides with the pose of the left eye.
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/// </summary>
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public Transform leftEyeAnchor { get; private set; }
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/// <summary>
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/// Always coincides with average of the left and right eye poses.
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/// </summary>
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public Transform centerEyeAnchor { get; private set; }
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/// <summary>
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/// Always coincides with the pose of the right eye.
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/// </summary>
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public Transform rightEyeAnchor { get; private set; }
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/// <summary>
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/// Always coincides with the pose of the left hand.
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/// </summary>
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public Transform leftHandAnchor { get; private set; }
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/// <summary>
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/// Always coincides with the pose of the right hand.
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/// </summary>
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public Transform rightHandAnchor { get; private set; }
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/// <summary>
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/// Always coincides with the pose of the sensor.
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/// </summary>
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public Transform trackerAnchor { get; private set; }
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/// <summary>
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/// Occurs when the eye pose anchors have been set.
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/// </summary>
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public event System.Action<OVRCameraRig> UpdatedAnchors;
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/// <summary>
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/// If true, separate cameras will be used for the left and right eyes.
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/// </summary>
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public bool usePerEyeCameras = false;
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/// <summary>
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/// If true, all tracked anchors are updated in FixedUpdate instead of Update to favor physics fidelity.
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/// \note: If the fixed update rate doesn't match the rendering framerate (OVRManager.display.appFramerate), the anchors will visibly judder.
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/// </summary>
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public bool useFixedUpdateForTracking = false;
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protected bool _skipUpdate = false;
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protected readonly string trackingSpaceName = "TrackingSpace";
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protected readonly string trackerAnchorName = "TrackerAnchor";
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protected readonly string leftEyeAnchorName = "LeftEyeAnchor";
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protected readonly string centerEyeAnchorName = "CenterEyeAnchor";
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protected readonly string rightEyeAnchorName = "RightEyeAnchor";
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protected readonly string leftHandAnchorName = "LeftHandAnchor";
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protected readonly string rightHandAnchorName = "RightHandAnchor";
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protected Camera _centerEyeCamera;
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protected Camera _leftEyeCamera;
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protected Camera _rightEyeCamera;
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#region Unity Messages
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protected virtual void Awake()
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{
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_skipUpdate = true;
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EnsureGameObjectIntegrity();
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}
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protected virtual void Start()
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{
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UpdateAnchors();
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}
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protected virtual void FixedUpdate()
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{
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if (useFixedUpdateForTracking)
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UpdateAnchors();
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}
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protected virtual void Update()
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{
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_skipUpdate = false;
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if (!useFixedUpdateForTracking)
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UpdateAnchors();
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}
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#endregion
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protected virtual void UpdateAnchors()
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{
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EnsureGameObjectIntegrity();
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if (!Application.isPlaying)
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return;
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if (_skipUpdate)
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{
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centerEyeAnchor.FromOVRPose(OVRPose.identity, true);
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leftEyeAnchor.FromOVRPose(OVRPose.identity, true);
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rightEyeAnchor.FromOVRPose(OVRPose.identity, true);
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return;
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}
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bool monoscopic = OVRManager.instance.monoscopic;
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OVRPose tracker = OVRManager.tracker.GetPose();
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trackerAnchor.localRotation = tracker.orientation;
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#if UNITY_2017_2_OR_NEWER
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centerEyeAnchor.localRotation = UnityEngine.XR.InputTracking.GetLocalRotation(UnityEngine.XR.XRNode.CenterEye);
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leftEyeAnchor.localRotation = monoscopic ? centerEyeAnchor.localRotation : UnityEngine.XR.InputTracking.GetLocalRotation(UnityEngine.XR.XRNode.LeftEye);
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rightEyeAnchor.localRotation = monoscopic ? centerEyeAnchor.localRotation : UnityEngine.XR.InputTracking.GetLocalRotation(UnityEngine.XR.XRNode.RightEye);
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#else
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centerEyeAnchor.localRotation = UnityEngine.VR.InputTracking.GetLocalRotation(UnityEngine.VR.VRNode.CenterEye);
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leftEyeAnchor.localRotation = monoscopic ? centerEyeAnchor.localRotation : UnityEngine.VR.InputTracking.GetLocalRotation(UnityEngine.VR.VRNode.LeftEye);
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rightEyeAnchor.localRotation = monoscopic ? centerEyeAnchor.localRotation : UnityEngine.VR.InputTracking.GetLocalRotation(UnityEngine.VR.VRNode.RightEye);
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#endif
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leftHandAnchor.localRotation = OVRInput.GetLocalControllerRotation(OVRInput.Controller.LTouch);
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rightHandAnchor.localRotation = OVRInput.GetLocalControllerRotation(OVRInput.Controller.RTouch);
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trackerAnchor.localPosition = tracker.position;
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#if UNITY_2017_2_OR_NEWER
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centerEyeAnchor.localPosition = UnityEngine.XR.InputTracking.GetLocalPosition(UnityEngine.XR.XRNode.CenterEye);
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leftEyeAnchor.localPosition = monoscopic ? centerEyeAnchor.localPosition : UnityEngine.XR.InputTracking.GetLocalPosition(UnityEngine.XR.XRNode.LeftEye);
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rightEyeAnchor.localPosition = monoscopic ? centerEyeAnchor.localPosition : UnityEngine.XR.InputTracking.GetLocalPosition(UnityEngine.XR.XRNode.RightEye);
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#else
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centerEyeAnchor.localPosition = UnityEngine.VR.InputTracking.GetLocalPosition(UnityEngine.VR.VRNode.CenterEye);
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leftEyeAnchor.localPosition = monoscopic ? centerEyeAnchor.localPosition : UnityEngine.VR.InputTracking.GetLocalPosition(UnityEngine.VR.VRNode.LeftEye);
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rightEyeAnchor.localPosition = monoscopic ? centerEyeAnchor.localPosition : UnityEngine.VR.InputTracking.GetLocalPosition(UnityEngine.VR.VRNode.RightEye);
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#endif
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leftHandAnchor.localPosition = OVRInput.GetLocalControllerPosition(OVRInput.Controller.LTouch);
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rightHandAnchor.localPosition = OVRInput.GetLocalControllerPosition(OVRInput.Controller.RTouch);
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RaiseUpdatedAnchorsEvent();
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}
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protected virtual void RaiseUpdatedAnchorsEvent()
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{
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if (UpdatedAnchors != null)
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{
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UpdatedAnchors(this);
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}
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}
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public virtual void EnsureGameObjectIntegrity()
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{
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bool monoscopic = OVRManager.instance != null ? OVRManager.instance.monoscopic : false;
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if (trackingSpace == null)
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trackingSpace = ConfigureAnchor(null, trackingSpaceName);
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if (leftEyeAnchor == null)
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leftEyeAnchor = ConfigureAnchor(trackingSpace, leftEyeAnchorName);
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if (centerEyeAnchor == null)
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centerEyeAnchor = ConfigureAnchor(trackingSpace, centerEyeAnchorName);
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if (rightEyeAnchor == null)
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rightEyeAnchor = ConfigureAnchor(trackingSpace, rightEyeAnchorName);
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if (leftHandAnchor == null)
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leftHandAnchor = ConfigureAnchor(trackingSpace, leftHandAnchorName);
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if (rightHandAnchor == null)
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rightHandAnchor = ConfigureAnchor(trackingSpace, rightHandAnchorName);
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if (trackerAnchor == null)
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trackerAnchor = ConfigureAnchor(trackingSpace, trackerAnchorName);
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if (_centerEyeCamera == null || _leftEyeCamera == null || _rightEyeCamera == null)
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{
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_centerEyeCamera = centerEyeAnchor.GetComponent<Camera>();
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_leftEyeCamera = leftEyeAnchor.GetComponent<Camera>();
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_rightEyeCamera = rightEyeAnchor.GetComponent<Camera>();
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if (_centerEyeCamera == null)
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{
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_centerEyeCamera = centerEyeAnchor.gameObject.AddComponent<Camera>();
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_centerEyeCamera.tag = "MainCamera";
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}
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if (_leftEyeCamera == null)
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{
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_leftEyeCamera = leftEyeAnchor.gameObject.AddComponent<Camera>();
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_leftEyeCamera.tag = "MainCamera";
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}
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if (_rightEyeCamera == null)
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{
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_rightEyeCamera = rightEyeAnchor.gameObject.AddComponent<Camera>();
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_rightEyeCamera.tag = "MainCamera";
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}
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_centerEyeCamera.stereoTargetEye = StereoTargetEyeMask.Both;
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_leftEyeCamera.stereoTargetEye = StereoTargetEyeMask.Left;
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_rightEyeCamera.stereoTargetEye = StereoTargetEyeMask.Right;
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}
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if (monoscopic && !OVRPlugin.EyeTextureArrayEnabled)
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{
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// Output to left eye only when in monoscopic mode
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if (_centerEyeCamera.stereoTargetEye != StereoTargetEyeMask.Left)
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{
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_centerEyeCamera.stereoTargetEye = StereoTargetEyeMask.Left;
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}
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}
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else
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{
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if (_centerEyeCamera.stereoTargetEye != StereoTargetEyeMask.Both)
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{
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_centerEyeCamera.stereoTargetEye = StereoTargetEyeMask.Both;
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}
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}
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// disable the right eye camera when in monoscopic mode
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if (_centerEyeCamera.enabled == usePerEyeCameras ||
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_leftEyeCamera.enabled == !usePerEyeCameras ||
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_rightEyeCamera.enabled == !(usePerEyeCameras && (!monoscopic || OVRPlugin.EyeTextureArrayEnabled)))
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{
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_skipUpdate = true;
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}
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_centerEyeCamera.enabled = !usePerEyeCameras;
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_leftEyeCamera.enabled = usePerEyeCameras;
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_rightEyeCamera.enabled = (usePerEyeCameras && (!monoscopic || OVRPlugin.EyeTextureArrayEnabled));
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}
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protected virtual Transform ConfigureAnchor(Transform root, string name)
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{
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Transform anchor = (root != null) ? transform.Find(root.name + "/" + name) : null;
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if (anchor == null)
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{
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anchor = transform.Find(name);
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}
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if (anchor == null)
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{
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anchor = new GameObject(name).transform;
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}
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anchor.name = name;
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anchor.parent = (root != null) ? root : transform;
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anchor.localScale = Vector3.one;
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anchor.localPosition = Vector3.zero;
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anchor.localRotation = Quaternion.identity;
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return anchor;
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}
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public virtual Matrix4x4 ComputeTrackReferenceMatrix()
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{
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if (centerEyeAnchor == null)
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{
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Debug.LogError("centerEyeAnchor is required");
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return Matrix4x4.identity;
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}
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// The ideal approach would be using UnityEngine.VR.VRNode.TrackingReference, then we would not have to depend on the OVRCameraRig. Unfortunately, it is not available in Unity 5.4.3
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OVRPose headPose;
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#if UNITY_2017_2_OR_NEWER
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headPose.position = UnityEngine.XR.InputTracking.GetLocalPosition(UnityEngine.XR.XRNode.Head);
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headPose.orientation = UnityEngine.XR.InputTracking.GetLocalRotation(UnityEngine.XR.XRNode.Head);
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#else
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headPose.position = UnityEngine.VR.InputTracking.GetLocalPosition(UnityEngine.VR.VRNode.Head);
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headPose.orientation = UnityEngine.VR.InputTracking.GetLocalRotation(UnityEngine.VR.VRNode.Head);
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#endif
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OVRPose invHeadPose = headPose.Inverse();
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Matrix4x4 invHeadMatrix = Matrix4x4.TRS(invHeadPose.position, invHeadPose.orientation, Vector3.one);
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Matrix4x4 ret = centerEyeAnchor.localToWorldMatrix * invHeadMatrix;
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return ret;
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}
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}
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