684 lines
17 KiB
C#
684 lines
17 KiB
C#
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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//
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// Purpose: Utilities for working with SteamVR
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//
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//=============================================================================
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using UnityEngine;
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using System.Collections;
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using System.Runtime.InteropServices;
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using Valve.VR;
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using System.IO;
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public static class SteamVR_Utils
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{
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public class Event
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{
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public delegate void Handler(params object[] args);
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public static void Listen(string message, Handler action)
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{
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var actions = listeners[message] as Handler;
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if (actions != null)
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{
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listeners[message] = actions + action;
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}
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else
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{
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listeners[message] = action;
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}
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}
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public static void Remove(string message, Handler action)
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{
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var actions = listeners[message] as Handler;
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if (actions != null)
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{
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listeners[message] = actions - action;
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}
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}
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public static void Send(string message, params object[] args)
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{
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var actions = listeners[message] as Handler;
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if (actions != null)
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{
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actions(args);
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}
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}
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private static Hashtable listeners = new Hashtable();
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}
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public static bool IsValid(Vector3 vector)
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{
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return (float.IsNaN(vector.x) == false && float.IsNaN(vector.y) == false && float.IsNaN(vector.z) == false);
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}
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public static bool IsValid(Quaternion rotation)
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{
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return (float.IsNaN(rotation.x) == false && float.IsNaN(rotation.y) == false && float.IsNaN(rotation.z) == false && float.IsNaN(rotation.w) == false) &&
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(rotation.x != 0 || rotation.y != 0 || rotation.z != 0 || rotation.w != 0);
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}
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// this version does not clamp [0..1]
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public static Quaternion Slerp(Quaternion A, Quaternion B, float t)
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{
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var cosom = Mathf.Clamp(A.x * B.x + A.y * B.y + A.z * B.z + A.w * B.w, -1.0f, 1.0f);
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if (cosom < 0.0f)
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{
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B = new Quaternion(-B.x, -B.y, -B.z, -B.w);
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cosom = -cosom;
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}
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float sclp, sclq;
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if ((1.0f - cosom) > 0.0001f)
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{
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var omega = Mathf.Acos(cosom);
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var sinom = Mathf.Sin(omega);
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sclp = Mathf.Sin((1.0f - t) * omega) / sinom;
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sclq = Mathf.Sin(t * omega) / sinom;
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}
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else
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{
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// "from" and "to" very close, so do linear interp
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sclp = 1.0f - t;
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sclq = t;
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}
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return new Quaternion(
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sclp * A.x + sclq * B.x,
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sclp * A.y + sclq * B.y,
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sclp * A.z + sclq * B.z,
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sclp * A.w + sclq * B.w);
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}
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public static Vector3 Lerp(Vector3 A, Vector3 B, float t)
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{
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return new Vector3(
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Lerp(A.x, B.x, t),
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Lerp(A.y, B.y, t),
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Lerp(A.z, B.z, t));
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}
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public static float Lerp(float A, float B, float t)
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{
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return A + (B - A) * t;
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}
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public static double Lerp(double A, double B, double t)
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{
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return A + (B - A) * t;
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}
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public static float InverseLerp(Vector3 A, Vector3 B, Vector3 result)
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{
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return Vector3.Dot(result - A, B - A);
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}
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public static float InverseLerp(float A, float B, float result)
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{
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return (result - A) / (B - A);
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}
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public static double InverseLerp(double A, double B, double result)
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{
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return (result - A) / (B - A);
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}
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public static float Saturate(float A)
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{
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return (A < 0) ? 0 : (A > 1) ? 1 : A;
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}
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public static Vector2 Saturate(Vector2 A)
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{
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return new Vector2(Saturate(A.x), Saturate(A.y));
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}
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public static float Abs(float A)
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{
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return (A < 0) ? -A : A;
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}
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public static Vector2 Abs(Vector2 A)
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{
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return new Vector2(Abs(A.x), Abs(A.y));
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}
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private static float _copysign(float sizeval, float signval)
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{
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return Mathf.Sign(signval) == 1 ? Mathf.Abs(sizeval) : -Mathf.Abs(sizeval);
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}
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public static Quaternion GetRotation(this Matrix4x4 matrix)
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{
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Quaternion q = new Quaternion();
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q.w = Mathf.Sqrt(Mathf.Max(0, 1 + matrix.m00 + matrix.m11 + matrix.m22)) / 2;
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q.x = Mathf.Sqrt(Mathf.Max(0, 1 + matrix.m00 - matrix.m11 - matrix.m22)) / 2;
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q.y = Mathf.Sqrt(Mathf.Max(0, 1 - matrix.m00 + matrix.m11 - matrix.m22)) / 2;
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q.z = Mathf.Sqrt(Mathf.Max(0, 1 - matrix.m00 - matrix.m11 + matrix.m22)) / 2;
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q.x = _copysign(q.x, matrix.m21 - matrix.m12);
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q.y = _copysign(q.y, matrix.m02 - matrix.m20);
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q.z = _copysign(q.z, matrix.m10 - matrix.m01);
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return q;
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}
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public static Vector3 GetPosition(this Matrix4x4 matrix)
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{
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var x = matrix.m03;
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var y = matrix.m13;
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var z = matrix.m23;
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return new Vector3(x, y, z);
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}
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public static Vector3 GetScale(this Matrix4x4 m)
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{
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var x = Mathf.Sqrt(m.m00 * m.m00 + m.m01 * m.m01 + m.m02 * m.m02);
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var y = Mathf.Sqrt(m.m10 * m.m10 + m.m11 * m.m11 + m.m12 * m.m12);
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var z = Mathf.Sqrt(m.m20 * m.m20 + m.m21 * m.m21 + m.m22 * m.m22);
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return new Vector3(x, y, z);
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}
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public static float GetLossyScale(Transform t)
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{
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return t.lossyScale.x;
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}
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private const string secretKey = "foobar";
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public static string GetBadMD5Hash(string usedString)
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{
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byte[] bytes = System.Text.Encoding.UTF8.GetBytes(usedString + secretKey);
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return GetBadMD5Hash(bytes);
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}
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public static string GetBadMD5Hash(byte[] bytes)
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{
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System.Security.Cryptography.MD5CryptoServiceProvider md5 = new System.Security.Cryptography.MD5CryptoServiceProvider();
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byte[] hash = md5.ComputeHash(bytes);
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System.Text.StringBuilder sb = new System.Text.StringBuilder();
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for (int i = 0; i < hash.Length; i++)
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{
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sb.Append(hash[i].ToString("x2"));
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}
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return sb.ToString();
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}
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public static string GetBadMD5HashFromFile(string filePath)
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{
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if (File.Exists(filePath) == false)
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return null;
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string data = File.ReadAllText(filePath);
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return GetBadMD5Hash(data + secretKey);
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}
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[System.Serializable]
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public struct RigidTransform
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{
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public Vector3 pos;
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public Quaternion rot;
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public static RigidTransform identity
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{
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get { return new RigidTransform(Vector3.zero, Quaternion.identity); }
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}
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public static RigidTransform FromLocal(Transform t)
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{
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return new RigidTransform(t.localPosition, t.localRotation);
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}
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public RigidTransform(Vector3 pos, Quaternion rot)
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{
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this.pos = pos;
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this.rot = rot;
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}
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public RigidTransform(Transform t)
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{
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this.pos = t.position;
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this.rot = t.rotation;
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}
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public RigidTransform(Transform from, Transform to)
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{
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var inv = Quaternion.Inverse(from.rotation);
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rot = inv * to.rotation;
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pos = inv * (to.position - from.position);
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}
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public RigidTransform(HmdMatrix34_t pose)
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{
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var m = Matrix4x4.identity;
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m[0, 0] = pose.m0;
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m[0, 1] = pose.m1;
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m[0, 2] = -pose.m2;
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m[0, 3] = pose.m3;
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m[1, 0] = pose.m4;
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m[1, 1] = pose.m5;
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m[1, 2] = -pose.m6;
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m[1, 3] = pose.m7;
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m[2, 0] = -pose.m8;
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m[2, 1] = -pose.m9;
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m[2, 2] = pose.m10;
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m[2, 3] = -pose.m11;
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this.pos = m.GetPosition();
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this.rot = m.GetRotation();
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}
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public RigidTransform(HmdMatrix44_t pose)
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{
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var m = Matrix4x4.identity;
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m[0, 0] = pose.m0;
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m[0, 1] = pose.m1;
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m[0, 2] = -pose.m2;
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m[0, 3] = pose.m3;
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m[1, 0] = pose.m4;
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m[1, 1] = pose.m5;
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m[1, 2] = -pose.m6;
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m[1, 3] = pose.m7;
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m[2, 0] = -pose.m8;
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m[2, 1] = -pose.m9;
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m[2, 2] = pose.m10;
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m[2, 3] = -pose.m11;
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m[3, 0] = pose.m12;
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m[3, 1] = pose.m13;
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m[3, 2] = -pose.m14;
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m[3, 3] = pose.m15;
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this.pos = m.GetPosition();
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this.rot = m.GetRotation();
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}
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public HmdMatrix44_t ToHmdMatrix44()
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{
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var m = Matrix4x4.TRS(pos, rot, Vector3.one);
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var pose = new HmdMatrix44_t();
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pose.m0 = m[0, 0];
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pose.m1 = m[0, 1];
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pose.m2 = -m[0, 2];
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pose.m3 = m[0, 3];
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pose.m4 = m[1, 0];
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pose.m5 = m[1, 1];
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pose.m6 = -m[1, 2];
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pose.m7 = m[1, 3];
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pose.m8 = -m[2, 0];
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pose.m9 = -m[2, 1];
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pose.m10 = m[2, 2];
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pose.m11 = -m[2, 3];
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pose.m12 = m[3, 0];
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pose.m13 = m[3, 1];
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pose.m14 = -m[3, 2];
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pose.m15 = m[3, 3];
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return pose;
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}
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public HmdMatrix34_t ToHmdMatrix34()
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{
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var m = Matrix4x4.TRS(pos, rot, Vector3.one);
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var pose = new HmdMatrix34_t();
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pose.m0 = m[0, 0];
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pose.m1 = m[0, 1];
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pose.m2 = -m[0, 2];
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pose.m3 = m[0, 3];
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pose.m4 = m[1, 0];
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pose.m5 = m[1, 1];
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pose.m6 = -m[1, 2];
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pose.m7 = m[1, 3];
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pose.m8 = -m[2, 0];
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pose.m9 = -m[2, 1];
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pose.m10 = m[2, 2];
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pose.m11 = -m[2, 3];
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return pose;
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}
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public override bool Equals(object o)
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{
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if (o is RigidTransform)
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{
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RigidTransform t = (RigidTransform)o;
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return pos == t.pos && rot == t.rot;
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}
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return false;
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}
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public override int GetHashCode()
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{
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return pos.GetHashCode() ^ rot.GetHashCode();
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}
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public static bool operator ==(RigidTransform a, RigidTransform b)
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{
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return a.pos == b.pos && a.rot == b.rot;
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}
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public static bool operator !=(RigidTransform a, RigidTransform b)
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{
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return a.pos != b.pos || a.rot != b.rot;
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}
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public static RigidTransform operator *(RigidTransform a, RigidTransform b)
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{
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return new RigidTransform
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{
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rot = a.rot * b.rot,
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pos = a.pos + a.rot * b.pos
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};
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}
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public void Inverse()
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{
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rot = Quaternion.Inverse(rot);
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pos = -(rot * pos);
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}
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public RigidTransform GetInverse()
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{
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var t = new RigidTransform(pos, rot);
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t.Inverse();
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return t;
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}
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public void Multiply(RigidTransform a, RigidTransform b)
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{
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rot = a.rot * b.rot;
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pos = a.pos + a.rot * b.pos;
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}
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public Vector3 InverseTransformPoint(Vector3 point)
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{
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return Quaternion.Inverse(rot) * (point - pos);
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}
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public Vector3 TransformPoint(Vector3 point)
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{
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return pos + (rot * point);
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}
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public static Vector3 operator *(RigidTransform t, Vector3 v)
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{
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return t.TransformPoint(v);
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}
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public static RigidTransform Interpolate(RigidTransform a, RigidTransform b, float t)
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{
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return new RigidTransform(Vector3.Lerp(a.pos, b.pos, t), Quaternion.Slerp(a.rot, b.rot, t));
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}
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public void Interpolate(RigidTransform to, float t)
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{
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pos = SteamVR_Utils.Lerp(pos, to.pos, t);
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rot = SteamVR_Utils.Slerp(rot, to.rot, t);
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}
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}
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public delegate object SystemFn(CVRSystem system, params object[] args);
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public static object CallSystemFn(SystemFn fn, params object[] args)
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{
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var initOpenVR = (!SteamVR.active && !SteamVR.usingNativeSupport);
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if (initOpenVR)
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{
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var error = EVRInitError.None;
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OpenVR.Init(ref error, EVRApplicationType.VRApplication_Utility);
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}
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var system = OpenVR.System;
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var result = (system != null) ? fn(system, args) : null;
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if (initOpenVR)
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OpenVR.Shutdown();
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return result;
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}
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public static void TakeStereoScreenshot(uint screenshotHandle, GameObject target, int cellSize, float ipd, ref string previewFilename, ref string VRFilename)
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{
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const int width = 4096;
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const int height = width / 2;
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const int halfHeight = height / 2;
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var texture = new Texture2D(width, height * 2, TextureFormat.ARGB32, false);
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var timer = new System.Diagnostics.Stopwatch();
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Camera tempCamera = null;
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timer.Start();
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var camera = target.GetComponent<Camera>();
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if (camera == null)
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{
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if (tempCamera == null)
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tempCamera = new GameObject().AddComponent<Camera>();
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camera = tempCamera;
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}
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// Render preview texture
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const int previewWidth = 2048;
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const int previewHeight = 2048;
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var previewTexture = new Texture2D(previewWidth, previewHeight, TextureFormat.ARGB32, false);
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var targetPreviewTexture = new RenderTexture(previewWidth, previewHeight, 24);
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var oldTargetTexture = camera.targetTexture;
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var oldOrthographic = camera.orthographic;
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var oldFieldOfView = camera.fieldOfView;
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var oldAspect = camera.aspect;
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var oldstereoTargetEye = camera.stereoTargetEye;
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camera.stereoTargetEye = StereoTargetEyeMask.None;
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camera.fieldOfView = 60.0f;
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camera.orthographic = false;
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camera.targetTexture = targetPreviewTexture;
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camera.aspect = 1.0f;
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camera.Render();
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// copy preview texture
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RenderTexture.active = targetPreviewTexture;
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previewTexture.ReadPixels(new Rect(0, 0, targetPreviewTexture.width, targetPreviewTexture.height), 0, 0);
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RenderTexture.active = null;
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camera.targetTexture = null;
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Object.DestroyImmediate(targetPreviewTexture);
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var fx = camera.gameObject.AddComponent<SteamVR_SphericalProjection>();
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var oldPosition = target.transform.localPosition;
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var oldRotation = target.transform.localRotation;
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var basePosition = target.transform.position;
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var baseRotation = Quaternion.Euler(0, target.transform.rotation.eulerAngles.y, 0);
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var transform = camera.transform;
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int vTotal = halfHeight / cellSize;
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float dv = 90.0f / vTotal; // vertical degrees per segment
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float dvHalf = dv / 2.0f;
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var targetTexture = new RenderTexture(cellSize, cellSize, 24);
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targetTexture.wrapMode = TextureWrapMode.Clamp;
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targetTexture.antiAliasing = 8;
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camera.fieldOfView = dv;
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camera.orthographic = false;
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camera.targetTexture = targetTexture;
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camera.aspect = oldAspect;
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camera.stereoTargetEye = StereoTargetEyeMask.None;
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// Render sections of a sphere using a rectilinear projection
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// and resample using a sphereical projection into a single panorama
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// texture per eye. We break into sections in order to keep the eye
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// separation similar around the sphere. Rendering alternates between
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// top and bottom sections, sweeping horizontally around the sphere,
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// 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);
|
|
}
|
|
}
|
|
|