//======= 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); } [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(); if (camera == null) { if (tempCamera == null) tempCamera = new GameObject().AddComponent(); 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(); 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); } }