mirror of
https://github.com/xiaopeng12138/MaiDXR.git
synced 2024-12-18 20:05:52 +01:00
395 lines
10 KiB
C#
395 lines
10 KiB
C#
/*
|
|
* Copyright (c) Meta Platforms, Inc. and affiliates.
|
|
* All rights reserved.
|
|
*
|
|
* Licensed under the Oculus SDK License Agreement (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/oculussdk/
|
|
*
|
|
* 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.
|
|
*/
|
|
|
|
#if USING_XR_MANAGEMENT && (USING_XR_SDK_OCULUS || USING_XR_SDK_OPENXR)
|
|
#define USING_XR_SDK
|
|
#endif
|
|
|
|
#if UNITY_2020_1_OR_NEWER
|
|
#define REQUIRES_XR_SDK
|
|
#endif
|
|
|
|
using System;
|
|
using System.Runtime.InteropServices;
|
|
using System.Text.RegularExpressions;
|
|
using UnityEngine;
|
|
using System.Collections.Generic;
|
|
|
|
#if USING_XR_SDK
|
|
using UnityEngine.XR;
|
|
using UnityEngine.Experimental.XR;
|
|
#endif
|
|
|
|
using InputTracking = UnityEngine.XR.InputTracking;
|
|
using Node = UnityEngine.XR.XRNode;
|
|
using Settings = UnityEngine.XR.XRSettings;
|
|
|
|
/// <summary>
|
|
/// Manages an Oculus Rift head-mounted display (HMD).
|
|
/// </summary>
|
|
public class OVRDisplay
|
|
{
|
|
/// <summary>
|
|
/// Contains full fov information per eye
|
|
/// Under Symmetric Fov mode, UpFov == DownFov and LeftFov == RightFov.
|
|
/// </summary>
|
|
public struct EyeFov
|
|
{
|
|
public float UpFov;
|
|
public float DownFov;
|
|
public float LeftFov;
|
|
public float RightFov;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Specifies the size and field-of-view for one eye texture.
|
|
/// </summary>
|
|
public struct EyeRenderDesc
|
|
{
|
|
/// <summary>
|
|
/// The horizontal and vertical size of the texture.
|
|
/// </summary>
|
|
public Vector2 resolution;
|
|
|
|
/// <summary>
|
|
/// The angle of the horizontal and vertical field of view in degrees.
|
|
/// For Symmetric FOV interface compatibility
|
|
/// Note this includes the fov angle from both sides
|
|
/// </summary>
|
|
public Vector2 fov;
|
|
|
|
/// <summary>
|
|
/// The full information of field of view in degrees.
|
|
/// When Asymmetric FOV isn't enabled, this returns the maximum fov angle
|
|
/// </summary>
|
|
public EyeFov fullFov;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Contains latency measurements for a single frame of rendering.
|
|
/// </summary>
|
|
public struct LatencyData
|
|
{
|
|
/// <summary>
|
|
/// The time it took to render both eyes in seconds.
|
|
/// </summary>
|
|
public float render;
|
|
|
|
/// <summary>
|
|
/// The time it took to perform TimeWarp in seconds.
|
|
/// </summary>
|
|
public float timeWarp;
|
|
|
|
/// <summary>
|
|
/// The time between the end of TimeWarp and scan-out in seconds.
|
|
/// </summary>
|
|
public float postPresent;
|
|
public float renderError;
|
|
public float timeWarpError;
|
|
}
|
|
|
|
private bool needsConfigureTexture;
|
|
private EyeRenderDesc[] eyeDescs = new EyeRenderDesc[2];
|
|
private bool recenterRequested = false;
|
|
private int recenterRequestedFrameCount = int.MaxValue;
|
|
private int localTrackingSpaceRecenterCount = 0;
|
|
|
|
/// <summary>
|
|
/// Creates an instance of OVRDisplay. Called by OVRManager.
|
|
/// </summary>
|
|
public OVRDisplay()
|
|
{
|
|
UpdateTextures();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates the internal state of the OVRDisplay. Called by OVRManager.
|
|
/// </summary>
|
|
public void Update()
|
|
{
|
|
UpdateTextures();
|
|
|
|
if (recenterRequested && Time.frameCount > recenterRequestedFrameCount)
|
|
{
|
|
Debug.Log("Recenter event detected");
|
|
if (RecenteredPose != null)
|
|
{
|
|
RecenteredPose();
|
|
}
|
|
recenterRequested = false;
|
|
recenterRequestedFrameCount = int.MaxValue;
|
|
}
|
|
|
|
if (OVRPlugin.GetSystemHeadsetType() >= OVRPlugin.SystemHeadset.Oculus_Quest &&
|
|
OVRPlugin.GetSystemHeadsetType() < OVRPlugin.SystemHeadset.Rift_DK1) // all Oculus Standalone headsets
|
|
{
|
|
int recenterCount = OVRPlugin.GetLocalTrackingSpaceRecenterCount();
|
|
if (localTrackingSpaceRecenterCount != recenterCount)
|
|
{
|
|
Debug.Log("Recenter event detected");
|
|
if (RecenteredPose != null)
|
|
{
|
|
RecenteredPose();
|
|
}
|
|
localTrackingSpaceRecenterCount = recenterCount;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Occurs when the head pose is reset.
|
|
/// </summary>
|
|
public event System.Action RecenteredPose;
|
|
|
|
/// <summary>
|
|
/// Recenters the head pose.
|
|
/// </summary>
|
|
public void RecenterPose()
|
|
{
|
|
#if USING_XR_SDK
|
|
XRInputSubsystem currentInputSubsystem = OVRManager.GetCurrentInputSubsystem();
|
|
if (currentInputSubsystem != null)
|
|
{
|
|
currentInputSubsystem.TryRecenter();
|
|
}
|
|
#elif !REQUIRES_XR_SDK
|
|
#pragma warning disable 618
|
|
InputTracking.Recenter();
|
|
#pragma warning restore 618
|
|
#endif
|
|
|
|
// The current poses are cached for the current frame and won't be updated immediately
|
|
// after UnityEngine.VR.InputTracking.Recenter(). So we need to wait until next frame
|
|
// to trigger the RecenteredPose delegate. The application could expect the correct pose
|
|
// when the RecenteredPose delegate get called.
|
|
recenterRequested = true;
|
|
recenterRequestedFrameCount = Time.frameCount;
|
|
|
|
#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
|
|
OVRMixedReality.RecenterPose();
|
|
#endif
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the current linear acceleration of the head.
|
|
/// </summary>
|
|
public Vector3 acceleration
|
|
{
|
|
get {
|
|
if (!OVRManager.isHmdPresent)
|
|
return Vector3.zero;
|
|
|
|
Vector3 retVec = Vector3.zero;
|
|
if (OVRNodeStateProperties.GetNodeStatePropertyVector3(Node.Head, NodeStatePropertyType.Acceleration, OVRPlugin.Node.Head, OVRPlugin.Step.Render, out retVec))
|
|
return retVec;
|
|
return Vector3.zero;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the current angular acceleration of the head in radians per second per second about each axis.
|
|
/// </summary>
|
|
public Vector3 angularAcceleration
|
|
{
|
|
get
|
|
{
|
|
if (!OVRManager.isHmdPresent)
|
|
return Vector3.zero;
|
|
|
|
Vector3 retVec = Vector3.zero;
|
|
if (OVRNodeStateProperties.GetNodeStatePropertyVector3(Node.Head, NodeStatePropertyType.AngularAcceleration, OVRPlugin.Node.Head, OVRPlugin.Step.Render, out retVec))
|
|
return retVec;
|
|
return Vector3.zero;
|
|
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the current linear velocity of the head in meters per second.
|
|
/// </summary>
|
|
public Vector3 velocity
|
|
{
|
|
get
|
|
{
|
|
if (!OVRManager.isHmdPresent)
|
|
return Vector3.zero;
|
|
|
|
Vector3 retVec = Vector3.zero;
|
|
if (OVRNodeStateProperties.GetNodeStatePropertyVector3(Node.Head, NodeStatePropertyType.Velocity, OVRPlugin.Node.Head, OVRPlugin.Step.Render, out retVec))
|
|
return retVec;
|
|
return Vector3.zero;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the current angular velocity of the head in radians per second about each axis.
|
|
/// </summary>
|
|
public Vector3 angularVelocity
|
|
{
|
|
get {
|
|
if (!OVRManager.isHmdPresent)
|
|
return Vector3.zero;
|
|
|
|
Vector3 retVec = Vector3.zero;
|
|
if (OVRNodeStateProperties.GetNodeStatePropertyVector3(Node.Head, NodeStatePropertyType.AngularVelocity, OVRPlugin.Node.Head, OVRPlugin.Step.Render, out retVec))
|
|
return retVec;
|
|
return Vector3.zero;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the resolution and field of view for the given eye.
|
|
/// </summary>
|
|
public EyeRenderDesc GetEyeRenderDesc(UnityEngine.XR.XRNode eye)
|
|
{
|
|
return eyeDescs[(int)eye];
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the current measured latency values.
|
|
/// </summary>
|
|
public LatencyData latency
|
|
{
|
|
get {
|
|
if (!OVRManager.isHmdPresent)
|
|
return new LatencyData();
|
|
|
|
string latency = OVRPlugin.latency;
|
|
|
|
var r = new Regex("Render: ([0-9]+[.][0-9]+)ms, TimeWarp: ([0-9]+[.][0-9]+)ms, PostPresent: ([0-9]+[.][0-9]+)ms", RegexOptions.None);
|
|
|
|
var ret = new LatencyData();
|
|
|
|
Match match = r.Match(latency);
|
|
if (match.Success)
|
|
{
|
|
ret.render = float.Parse(match.Groups[1].Value);
|
|
ret.timeWarp = float.Parse(match.Groups[2].Value);
|
|
ret.postPresent = float.Parse(match.Groups[3].Value);
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets application's frame rate reported by oculus plugin
|
|
/// </summary>
|
|
public float appFramerate
|
|
{
|
|
get
|
|
{
|
|
if (!OVRManager.isHmdPresent)
|
|
return 0;
|
|
|
|
return OVRPlugin.GetAppFramerate();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the recommended MSAA level for optimal quality/performance the current device.
|
|
/// </summary>
|
|
public int recommendedMSAALevel
|
|
{
|
|
get
|
|
{
|
|
int result = OVRPlugin.recommendedMSAALevel;
|
|
|
|
if (result == 1)
|
|
result = 0;
|
|
|
|
return result;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the list of available display frequencies supported by this hardware.
|
|
/// </summary>
|
|
public float[] displayFrequenciesAvailable
|
|
{
|
|
get { return OVRPlugin.systemDisplayFrequenciesAvailable; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets and sets the current display frequency.
|
|
/// </summary>
|
|
public float displayFrequency
|
|
{
|
|
get
|
|
{
|
|
return OVRPlugin.systemDisplayFrequency;
|
|
}
|
|
set
|
|
{
|
|
OVRPlugin.systemDisplayFrequency = value;
|
|
}
|
|
}
|
|
|
|
private void UpdateTextures()
|
|
{
|
|
ConfigureEyeDesc(Node.LeftEye);
|
|
ConfigureEyeDesc(Node.RightEye);
|
|
}
|
|
|
|
private void ConfigureEyeDesc(Node eye)
|
|
{
|
|
if (!OVRManager.isHmdPresent)
|
|
return;
|
|
|
|
int eyeTextureWidth = Settings.eyeTextureWidth;
|
|
int eyeTextureHeight = Settings.eyeTextureHeight;
|
|
|
|
eyeDescs[(int)eye] = new EyeRenderDesc();
|
|
eyeDescs[(int)eye].resolution = new Vector2(eyeTextureWidth, eyeTextureHeight);
|
|
|
|
OVRPlugin.Frustumf2 frust;
|
|
if (OVRPlugin.GetNodeFrustum2((OVRPlugin.Node)eye, out frust))
|
|
{
|
|
eyeDescs[(int)eye].fullFov.LeftFov = Mathf.Rad2Deg * Mathf.Atan(frust.Fov.LeftTan);
|
|
eyeDescs[(int)eye].fullFov.RightFov = Mathf.Rad2Deg * Mathf.Atan(frust.Fov.RightTan);
|
|
eyeDescs[(int)eye].fullFov.UpFov = Mathf.Rad2Deg * Mathf.Atan(frust.Fov.UpTan);
|
|
eyeDescs[(int)eye].fullFov.DownFov = Mathf.Rad2Deg * Mathf.Atan(frust.Fov.DownTan);
|
|
}
|
|
else
|
|
{
|
|
OVRPlugin.Frustumf frustOld = OVRPlugin.GetEyeFrustum((OVRPlugin.Eye)eye);
|
|
eyeDescs[(int)eye].fullFov.LeftFov = Mathf.Rad2Deg * frustOld.fovX * 0.5f;
|
|
eyeDescs[(int)eye].fullFov.RightFov = Mathf.Rad2Deg * frustOld.fovX * 0.5f;
|
|
eyeDescs[(int)eye].fullFov.UpFov = Mathf.Rad2Deg * frustOld.fovY * 0.5f;
|
|
eyeDescs[(int)eye].fullFov.DownFov = Mathf.Rad2Deg * frustOld.fovY * 0.5f;
|
|
}
|
|
|
|
// Symmetric Fov uses the maximum fov angle
|
|
float maxFovX = Mathf.Max(eyeDescs[(int)eye].fullFov.LeftFov, eyeDescs[(int)eye].fullFov.RightFov);
|
|
float maxFovY = Mathf.Max(eyeDescs[(int)eye].fullFov.UpFov, eyeDescs[(int)eye].fullFov.DownFov);
|
|
eyeDescs[(int)eye].fov.x = maxFovX * 2.0f;
|
|
eyeDescs[(int)eye].fov.y = maxFovY * 2.0f;
|
|
|
|
if (!OVRPlugin.AsymmetricFovEnabled)
|
|
{
|
|
eyeDescs[(int)eye].fullFov.LeftFov = maxFovX;
|
|
eyeDescs[(int)eye].fullFov.RightFov = maxFovX;
|
|
|
|
eyeDescs[(int)eye].fullFov.UpFov = maxFovY;
|
|
eyeDescs[(int)eye].fullFov.DownFov = maxFovY;
|
|
}
|
|
}
|
|
}
|