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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: Utilities for working with SteamVR
//
//=============================================================================
using UnityEngine;using System.Collections;using System.Runtime.InteropServices;using Valve.VR;using System.IO;
public static class SteamVR_Utils{ public class Event { public delegate void Handler(params object[] args);
public static void Listen(string message, Handler action) { var actions = listeners[message] as Handler; if (actions != null) { listeners[message] = actions + action; } else { listeners[message] = action; } }
public static void Remove(string message, Handler action) { var actions = listeners[message] as Handler; if (actions != null) { listeners[message] = actions - action; } }
public static void Send(string message, params object[] args) { var actions = listeners[message] as Handler; if (actions != null) { actions(args); } }
private static Hashtable listeners = new Hashtable(); }
public static bool IsValid(Vector3 vector) { return (float.IsNaN(vector.x) == false && float.IsNaN(vector.y) == false && float.IsNaN(vector.z) == false); } public static bool IsValid(Quaternion rotation) { return (float.IsNaN(rotation.x) == false && float.IsNaN(rotation.y) == false && float.IsNaN(rotation.z) == false && float.IsNaN(rotation.w) == false) && (rotation.x != 0 || rotation.y != 0 || rotation.z != 0 || rotation.w != 0); }
// this version does not clamp [0..1]
public static Quaternion Slerp(Quaternion A, Quaternion B, float t) { var cosom = Mathf.Clamp(A.x * B.x + A.y * B.y + A.z * B.z + A.w * B.w, -1.0f, 1.0f); if (cosom < 0.0f) { B = new Quaternion(-B.x, -B.y, -B.z, -B.w); cosom = -cosom; }
float sclp, sclq; if ((1.0f - cosom) > 0.0001f) { var omega = Mathf.Acos(cosom); var sinom = Mathf.Sin(omega); sclp = Mathf.Sin((1.0f - t) * omega) / sinom; sclq = Mathf.Sin(t * omega) / sinom; } else { // "from" and "to" very close, so do linear interp
sclp = 1.0f - t; sclq = t; }
return new Quaternion( sclp * A.x + sclq * B.x, sclp * A.y + sclq * B.y, sclp * A.z + sclq * B.z, sclp * A.w + sclq * B.w); }
public static Vector3 Lerp(Vector3 A, Vector3 B, float t) { return new Vector3( Lerp(A.x, B.x, t), Lerp(A.y, B.y, t), Lerp(A.z, B.z, t)); }
public static float Lerp(float A, float B, float t) { return A + (B - A) * t; }
public static double Lerp(double A, double B, double t) { return A + (B - A) * t; }
public static float InverseLerp(Vector3 A, Vector3 B, Vector3 result) { return Vector3.Dot(result - A, B - A); }
public static float InverseLerp(float A, float B, float result) { return (result - A) / (B - A); }
public static double InverseLerp(double A, double B, double result) { return (result - A) / (B - A); }
public static float Saturate(float A) { return (A < 0) ? 0 : (A > 1) ? 1 : A; }
public static Vector2 Saturate(Vector2 A) { return new Vector2(Saturate(A.x), Saturate(A.y)); }
public static float Abs(float A) { return (A < 0) ? -A : A; }
public static Vector2 Abs(Vector2 A) { return new Vector2(Abs(A.x), Abs(A.y)); }
private static float _copysign(float sizeval, float signval) { return Mathf.Sign(signval) == 1 ? Mathf.Abs(sizeval) : -Mathf.Abs(sizeval); }
public static Quaternion GetRotation(this Matrix4x4 matrix) { Quaternion q = new Quaternion(); q.w = Mathf.Sqrt(Mathf.Max(0, 1 + matrix.m00 + matrix.m11 + matrix.m22)) / 2; q.x = Mathf.Sqrt(Mathf.Max(0, 1 + matrix.m00 - matrix.m11 - matrix.m22)) / 2; q.y = Mathf.Sqrt(Mathf.Max(0, 1 - matrix.m00 + matrix.m11 - matrix.m22)) / 2; q.z = Mathf.Sqrt(Mathf.Max(0, 1 - matrix.m00 - matrix.m11 + matrix.m22)) / 2; q.x = _copysign(q.x, matrix.m21 - matrix.m12); q.y = _copysign(q.y, matrix.m02 - matrix.m20); q.z = _copysign(q.z, matrix.m10 - matrix.m01); return q; }
public static Vector3 GetPosition(this Matrix4x4 matrix) { var x = matrix.m03; var y = matrix.m13; var z = matrix.m23;
return new Vector3(x, y, z); }
public static Vector3 GetScale(this Matrix4x4 m) { var x = Mathf.Sqrt(m.m00 * m.m00 + m.m01 * m.m01 + m.m02 * m.m02); var y = Mathf.Sqrt(m.m10 * m.m10 + m.m11 * m.m11 + m.m12 * m.m12); var z = Mathf.Sqrt(m.m20 * m.m20 + m.m21 * m.m21 + m.m22 * m.m22);
return new Vector3(x, y, z); }
public static float GetLossyScale(Transform t) { return t.lossyScale.x; }
private const string secretKey = "foobar";
public static string GetBadMD5Hash(string usedString) { byte[] bytes = System.Text.Encoding.UTF8.GetBytes(usedString + secretKey);
return GetBadMD5Hash(bytes); } public static string GetBadMD5Hash(byte[] bytes) { System.Security.Cryptography.MD5CryptoServiceProvider md5 = new System.Security.Cryptography.MD5CryptoServiceProvider(); byte[] hash = md5.ComputeHash(bytes);
System.Text.StringBuilder sb = new System.Text.StringBuilder(); for (int i = 0; i < hash.Length; i++) { sb.Append(hash[i].ToString("x2")); }
return sb.ToString(); } public static string GetBadMD5HashFromFile(string filePath) { if (File.Exists(filePath) == false) return null;
string data = File.ReadAllText(filePath); return GetBadMD5Hash(data + secretKey); }
public static string SanitizePath(string path, bool allowLeadingSlash = true) { if (path.Contains("\\\\")) path = path.Replace("\\\\", "\\"); if (path.Contains("//")) path = path.Replace("//", "/");
if (allowLeadingSlash == false) { if (path[0] == '/' || path[0] == '\\') path = path.Substring(1); }
return path; }
public static System.Type FindType(string typeName) { var type = System.Type.GetType(typeName); if (type != null) return type; foreach (var a in System.AppDomain.CurrentDomain.GetAssemblies()) { type = a.GetType(typeName); if (type != null) return type; } return null; }
[System.Serializable] public struct RigidTransform { public Vector3 pos; public Quaternion rot;
public static RigidTransform identity { get { return new RigidTransform(Vector3.zero, Quaternion.identity); } }
public static RigidTransform FromLocal(Transform t) { return new RigidTransform(t.localPosition, t.localRotation); }
public RigidTransform(Vector3 pos, Quaternion rot) { this.pos = pos; this.rot = rot; }
public RigidTransform(Transform t) { this.pos = t.position; this.rot = t.rotation; }
public RigidTransform(Transform from, Transform to) { var inv = Quaternion.Inverse(from.rotation); rot = inv * to.rotation; pos = inv * (to.position - from.position); }
public RigidTransform(HmdMatrix34_t pose) { var m = Matrix4x4.identity;
m[0, 0] = pose.m0; m[0, 1] = pose.m1; m[0, 2] = -pose.m2; m[0, 3] = pose.m3;
m[1, 0] = pose.m4; m[1, 1] = pose.m5; m[1, 2] = -pose.m6; m[1, 3] = pose.m7;
m[2, 0] = -pose.m8; m[2, 1] = -pose.m9; m[2, 2] = pose.m10; m[2, 3] = -pose.m11;
this.pos = m.GetPosition(); this.rot = m.GetRotation(); }
public RigidTransform(HmdMatrix44_t pose) { var m = Matrix4x4.identity;
m[0, 0] = pose.m0; m[0, 1] = pose.m1; m[0, 2] = -pose.m2; m[0, 3] = pose.m3;
m[1, 0] = pose.m4; m[1, 1] = pose.m5; m[1, 2] = -pose.m6; m[1, 3] = pose.m7;
m[2, 0] = -pose.m8; m[2, 1] = -pose.m9; m[2, 2] = pose.m10; m[2, 3] = -pose.m11;
m[3, 0] = pose.m12; m[3, 1] = pose.m13; m[3, 2] = -pose.m14; m[3, 3] = pose.m15;
this.pos = m.GetPosition(); this.rot = m.GetRotation(); }
public HmdMatrix44_t ToHmdMatrix44() { var m = Matrix4x4.TRS(pos, rot, Vector3.one); var pose = new HmdMatrix44_t();
pose.m0 = m[0, 0]; pose.m1 = m[0, 1]; pose.m2 = -m[0, 2]; pose.m3 = m[0, 3];
pose.m4 = m[1, 0]; pose.m5 = m[1, 1]; pose.m6 = -m[1, 2]; pose.m7 = m[1, 3];
pose.m8 = -m[2, 0]; pose.m9 = -m[2, 1]; pose.m10 = m[2, 2]; pose.m11 = -m[2, 3];
pose.m12 = m[3, 0]; pose.m13 = m[3, 1]; pose.m14 = -m[3, 2]; pose.m15 = m[3, 3];
return pose; }
public HmdMatrix34_t ToHmdMatrix34() { var m = Matrix4x4.TRS(pos, rot, Vector3.one); var pose = new HmdMatrix34_t();
pose.m0 = m[0, 0]; pose.m1 = m[0, 1]; pose.m2 = -m[0, 2]; pose.m3 = m[0, 3];
pose.m4 = m[1, 0]; pose.m5 = m[1, 1]; pose.m6 = -m[1, 2]; pose.m7 = m[1, 3];
pose.m8 = -m[2, 0]; pose.m9 = -m[2, 1]; pose.m10 = m[2, 2]; pose.m11 = -m[2, 3];
return pose; }
public override bool Equals(object o) { if (o is RigidTransform) { RigidTransform t = (RigidTransform)o; return pos == t.pos && rot == t.rot; } return false; }
public override int GetHashCode() { return pos.GetHashCode() ^ rot.GetHashCode(); }
public static bool operator ==(RigidTransform a, RigidTransform b) { return a.pos == b.pos && a.rot == b.rot; }
public static bool operator !=(RigidTransform a, RigidTransform b) { return a.pos != b.pos || a.rot != b.rot; }
public static RigidTransform operator *(RigidTransform a, RigidTransform b) { return new RigidTransform { rot = a.rot * b.rot, pos = a.pos + a.rot * b.pos }; }
public void Inverse() { rot = Quaternion.Inverse(rot); pos = -(rot * pos); }
public RigidTransform GetInverse() { var t = new RigidTransform(pos, rot); t.Inverse(); return t; }
public void Multiply(RigidTransform a, RigidTransform b) { rot = a.rot * b.rot; pos = a.pos + a.rot * b.pos; }
public Vector3 InverseTransformPoint(Vector3 point) { return Quaternion.Inverse(rot) * (point - pos); }
public Vector3 TransformPoint(Vector3 point) { return pos + (rot * point); }
public static Vector3 operator *(RigidTransform t, Vector3 v) { return t.TransformPoint(v); }
public static RigidTransform Interpolate(RigidTransform a, RigidTransform b, float t) { return new RigidTransform(Vector3.Lerp(a.pos, b.pos, t), Quaternion.Slerp(a.rot, b.rot, t)); }
public void Interpolate(RigidTransform to, float t) { pos = SteamVR_Utils.Lerp(pos, to.pos, t); rot = SteamVR_Utils.Slerp(rot, to.rot, t); } }
public delegate object SystemFn(CVRSystem system, params object[] args);
public static object CallSystemFn(SystemFn fn, params object[] args) { var initOpenVR = (!SteamVR.active && !SteamVR.usingNativeSupport); if (initOpenVR) { var error = EVRInitError.None; OpenVR.Init(ref error, EVRApplicationType.VRApplication_Utility); }
var system = OpenVR.System; var result = (system != null) ? fn(system, args) : null;
if (initOpenVR) OpenVR.Shutdown();
return result; }
public static void TakeStereoScreenshot(uint screenshotHandle, GameObject target, int cellSize, float ipd, ref string previewFilename, ref string VRFilename) { const int width = 4096; const int height = width / 2; const int halfHeight = height / 2;
var texture = new Texture2D(width, height * 2, TextureFormat.ARGB32, false);
var timer = new System.Diagnostics.Stopwatch();
Camera tempCamera = null;
timer.Start();
var camera = target.GetComponent<Camera>(); if (camera == null) { if (tempCamera == null) tempCamera = new GameObject().AddComponent<Camera>(); camera = tempCamera; }
// Render preview texture
const int previewWidth = 2048; const int previewHeight = 2048; var previewTexture = new Texture2D(previewWidth, previewHeight, TextureFormat.ARGB32, false); var targetPreviewTexture = new RenderTexture(previewWidth, previewHeight, 24);
var oldTargetTexture = camera.targetTexture; var oldOrthographic = camera.orthographic; var oldFieldOfView = camera.fieldOfView; var oldAspect = camera.aspect; var oldstereoTargetEye = camera.stereoTargetEye; camera.stereoTargetEye = StereoTargetEyeMask.None; camera.fieldOfView = 60.0f; camera.orthographic = false; camera.targetTexture = targetPreviewTexture; camera.aspect = 1.0f; camera.Render();
// copy preview texture
RenderTexture.active = targetPreviewTexture; previewTexture.ReadPixels(new Rect(0, 0, targetPreviewTexture.width, targetPreviewTexture.height), 0, 0); RenderTexture.active = null; camera.targetTexture = null; Object.DestroyImmediate(targetPreviewTexture);
var fx = camera.gameObject.AddComponent<SteamVR_SphericalProjection>();
var oldPosition = target.transform.localPosition; var oldRotation = target.transform.localRotation; var basePosition = target.transform.position; var baseRotation = Quaternion.Euler(0, target.transform.rotation.eulerAngles.y, 0);
var transform = camera.transform;
int vTotal = halfHeight / cellSize; float dv = 90.0f / vTotal; // vertical degrees per segment
float dvHalf = dv / 2.0f;
var targetTexture = new RenderTexture(cellSize, cellSize, 24); targetTexture.wrapMode = TextureWrapMode.Clamp; targetTexture.antiAliasing = 8;
camera.fieldOfView = dv; camera.orthographic = false; camera.targetTexture = targetTexture; camera.aspect = oldAspect; camera.stereoTargetEye = StereoTargetEyeMask.None;
// Render sections of a sphere using a rectilinear projection
// and resample using a sphereical projection into a single panorama
// texture per eye. We break into sections in order to keep the eye
// separation similar around the sphere. Rendering alternates between
// top and bottom sections, sweeping horizontally around the sphere,
// alternating left and right eyes.
for (int v = 0; v < vTotal; v++) { var pitch = 90.0f - (v * dv) - dvHalf; var uTotal = width / targetTexture.width; var du = 360.0f / uTotal; // horizontal degrees per segment
var duHalf = du / 2.0f;
var vTarget = v * halfHeight / vTotal;
for (int i = 0; i < 2; i++) // top, bottom
{ if (i == 1) { pitch = -pitch; vTarget = height - vTarget - cellSize; }
for (int u = 0; u < uTotal; u++) { var yaw = -180.0f + (u * du) + duHalf;
var uTarget = u * width / uTotal;
var vTargetOffset = 0; var xOffset = -ipd / 2 * Mathf.Cos(pitch * Mathf.Deg2Rad);
for (int j = 0; j < 2; j++) // left, right
{ if (j == 1) { vTargetOffset = height; xOffset = -xOffset; }
var offset = baseRotation * Quaternion.Euler(0, yaw, 0) * new Vector3(xOffset, 0, 0); transform.position = basePosition + offset;
var direction = Quaternion.Euler(pitch, yaw, 0.0f); transform.rotation = baseRotation * direction;
// vector pointing to center of this section
var N = direction * Vector3.forward;
// horizontal span of this section in degrees
var phi0 = yaw - (du / 2); var phi1 = phi0 + du;
// vertical span of this section in degrees
var theta0 = pitch + (dv / 2); var theta1 = theta0 - dv;
var midPhi = (phi0 + phi1) / 2; var baseTheta = Mathf.Abs(theta0) < Mathf.Abs(theta1) ? theta0 : theta1;
// vectors pointing to corners of image closes to the equator
var V00 = Quaternion.Euler(baseTheta, phi0, 0.0f) * Vector3.forward; var V01 = Quaternion.Euler(baseTheta, phi1, 0.0f) * Vector3.forward;
// vectors pointing to top and bottom midsection of image
var V0M = Quaternion.Euler(theta0, midPhi, 0.0f) * Vector3.forward; var V1M = Quaternion.Euler(theta1, midPhi, 0.0f) * Vector3.forward;
// intersection points for each of the above
var P00 = V00 / Vector3.Dot(V00, N); var P01 = V01 / Vector3.Dot(V01, N); var P0M = V0M / Vector3.Dot(V0M, N); var P1M = V1M / Vector3.Dot(V1M, N);
// calculate basis vectors for plane
var P00_P01 = P01 - P00; var P0M_P1M = P1M - P0M;
var uMag = P00_P01.magnitude; var vMag = P0M_P1M.magnitude;
var uScale = 1.0f / uMag; var vScale = 1.0f / vMag;
var uAxis = P00_P01 * uScale; var vAxis = P0M_P1M * vScale;
// update material constant buffer
fx.Set(N, phi0, phi1, theta0, theta1, uAxis, P00, uScale, vAxis, P0M, vScale);
camera.aspect = uMag / vMag; camera.Render();
RenderTexture.active = targetTexture; texture.ReadPixels(new Rect(0, 0, targetTexture.width, targetTexture.height), uTarget, vTarget + vTargetOffset); RenderTexture.active = null; }
// Update progress
var progress = (float)(v * (uTotal * 2.0f) + u + i * uTotal) / (float)(vTotal * (uTotal * 2.0f)); OpenVR.Screenshots.UpdateScreenshotProgress(screenshotHandle, progress); } } }
// 100% flush
OpenVR.Screenshots.UpdateScreenshotProgress(screenshotHandle, 1.0f);
// Save textures to disk.
// Add extensions
previewFilename += ".png"; VRFilename += ".png";
// Preview
previewTexture.Apply(); System.IO.File.WriteAllBytes(previewFilename, previewTexture.EncodeToPNG());
// VR
texture.Apply(); System.IO.File.WriteAllBytes(VRFilename, texture.EncodeToPNG());
// Cleanup.
if (camera != tempCamera) { camera.targetTexture = oldTargetTexture; camera.orthographic = oldOrthographic; camera.fieldOfView = oldFieldOfView; camera.aspect = oldAspect; camera.stereoTargetEye = oldstereoTargetEye;
target.transform.localPosition = oldPosition; target.transform.localRotation = oldRotation; } else { tempCamera.targetTexture = null; }
Object.DestroyImmediate(targetTexture); Object.DestroyImmediate(fx);
timer.Stop(); Debug.Log(string.Format("Screenshot took {0} seconds.", timer.Elapsed));
if (tempCamera != null) { Object.DestroyImmediate(tempCamera.gameObject); }
Object.DestroyImmediate(previewTexture); Object.DestroyImmediate(texture); }}
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