FittsLaw/Assets/Oculus/VR/Scripts/Util/OVRSceneSampleController.cs
2018-10-09 20:59:57 -04:00

219 lines
6.5 KiB
C#

/************************************************************************************
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
Licensed under the Oculus SDK License Version 3.4.1 (the "License");
you may not use the Oculus SDK except in compliance with the License,
which is provided at the time of installation or download, or which
otherwise accompanies this software in either electronic or hard copy form.
You may obtain a copy of the License at
https://developer.oculus.com/licenses/sdk-3.4.1
Unless required by applicable law or agreed to in writing, the Oculus SDK
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.Collections;
/// <summary>
/// Sample that allows you to play with various VR settings.
/// </summary>
public class OVRSceneSampleController : MonoBehaviour
{
/// <summary>
/// The key that quits the application.
/// </summary>
public KeyCode quitKey = KeyCode.Escape;
/// <summary>
/// An optional texture that appears before the menu fades in.
/// </summary>
public Texture fadeInTexture = null;
/// <summary>
/// Controls how quickly the player's speed and rotation change based on input.
/// </summary>
public float speedRotationIncrement = 0.05f;
private OVRPlayerController playerController = null;
// Handle to OVRCameraRig
private OVRCameraRig cameraController = null;
/// <summary>
/// We can set the layer to be anything we want to, this allows
/// a specific camera to render it.
/// </summary>
public string layerName = "Default";
// Vision mode on/off
private bool visionMode = true;
// We want to hold onto GridCube, for potential sharing
// of the menu RenderTarget
OVRGridCube gridCube = null;
#if SHOW_DK2_VARIABLES
private string strVisionMode = "Vision Enabled: ON";
#endif
#region MonoBehaviour Message Handlers
/// <summary>
/// Awake this instance.
/// </summary>
void Awake()
{
// Find camera controller
OVRCameraRig[] cameraControllers;
cameraControllers = gameObject.GetComponentsInChildren<OVRCameraRig>();
if (cameraControllers.Length == 0)
{
Debug.LogWarning("OVRMainMenu: No OVRCameraRig attached.");
}
else if (cameraControllers.Length > 1)
{
Debug.LogWarning("OVRMainMenu: More then 1 OVRCameraRig attached.");
}
else
{
cameraController = cameraControllers[0];
}
// Find player controller
OVRPlayerController[] playerControllers;
playerControllers = gameObject.GetComponentsInChildren<OVRPlayerController>();
if (playerControllers.Length == 0)
{
Debug.LogWarning("OVRMainMenu: No OVRPlayerController attached.");
}
else if (playerControllers.Length > 1)
{
Debug.LogWarning("OVRMainMenu: More then 1 OVRPlayerController attached.");
}
else
{
playerController = playerControllers[0];
}
}
/// <summary>
/// Start this instance.
/// </summary>
void Start()
{
// Make sure to hide cursor
if (Application.isEditor == false)
{
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
}
// CameraController updates
if (cameraController != null)
{
// Add a GridCube component to this object
gridCube = gameObject.AddComponent<OVRGridCube>();
gridCube.SetOVRCameraController(ref cameraController);
}
}
/// <summary>
/// Update this instance.
/// </summary>
void Update()
{
// Recenter pose
UpdateRecenterPose();
// Turn On/Off Vision Mode
UpdateVisionMode();
// Update Speed and Rotation Scale
if (playerController != null)
UpdateSpeedAndRotationScaleMultiplier();
// Toggle Fullscreen
if (Input.GetKeyDown(KeyCode.F11))
Screen.fullScreen = !Screen.fullScreen;
if (Input.GetKeyDown(KeyCode.M))
#if UNITY_2017_2_OR_NEWER
UnityEngine.XR.XRSettings.showDeviceView = !UnityEngine.XR.XRSettings.showDeviceView;
#else
UnityEngine.VR.VRSettings.showDeviceView = !UnityEngine.VR.VRSettings.showDeviceView;
#endif
#if !UNITY_ANDROID || UNITY_EDITOR
// Escape Application
if (Input.GetKeyDown(quitKey))
Application.Quit();
#endif
}
#endregion
/// <summary>
/// Updates the vision mode.
/// </summary>
void UpdateVisionMode()
{
if (Input.GetKeyDown(KeyCode.F2))
{
visionMode ^= visionMode;
OVRManager.tracker.isEnabled = visionMode;
}
}
/// <summary>
/// Updates the speed and rotation scale multiplier.
/// </summary>
void UpdateSpeedAndRotationScaleMultiplier()
{
float moveScaleMultiplier = 0.0f;
playerController.GetMoveScaleMultiplier(ref moveScaleMultiplier);
if (Input.GetKeyDown(KeyCode.Alpha7))
{
moveScaleMultiplier -= speedRotationIncrement;
}
else if (Input.GetKeyDown(KeyCode.Alpha8))
{
moveScaleMultiplier += speedRotationIncrement;
}
playerController.SetMoveScaleMultiplier(moveScaleMultiplier);
float rotationScaleMultiplier = 0.0f;
playerController.GetRotationScaleMultiplier(ref rotationScaleMultiplier);
if (Input.GetKeyDown(KeyCode.Alpha9))
{
rotationScaleMultiplier -= speedRotationIncrement;
}
else if (Input.GetKeyDown(KeyCode.Alpha0))
{
rotationScaleMultiplier += speedRotationIncrement;
}
playerController.SetRotationScaleMultiplier(rotationScaleMultiplier);
}
/// <summary>
/// Recenter pose
/// </summary>
void UpdateRecenterPose()
{
if (Input.GetKeyDown(KeyCode.R))
OVRManager.display.RecenterPose();
}
}