//======= Copyright (c) Stereolabs Corporation, All rights reserved. =============== using UnityEngine; using System.Runtime.InteropServices; using UnityEngine.VR; using System.IO; /// /// In pass-through AR mode, handles the final output to the VR headset, positioning the final images /// to make the pass-through effect natural and comfortable. Also moves/rotates the images to /// compensate for the ZED image's latency using our Video Asynchronous Timewarp. /// ZEDManager attaches this component to a second stereo rig called "ZEDRigDisplayer" that it /// creates and hides in the editor at runtime; see ZEDManager.CreateZEDRigDisplayer() to see this process. /// /// The Timewarp effect is achieved by logging the pose of the headset each time it's available within the /// wrapper. Then, when a ZED image is available, the wrapper looks up the headset's position using the timestamp /// of the image, and moves the final viewing planes according to that position. In this way, the ZED's images /// line up with real-life, even after a ~60ms latency. /// public class ZEDMixedRealityPlugin : MonoBehaviour { #region DLL Calls const string nameDll = sl.ZEDCommon.NameDLL; [DllImport(nameDll, EntryPoint = "dllz_compute_size_plane_with_gamma")] private static extern System.IntPtr dllz_compute_size_plane_with_gamma(sl.Resolution resolution, float perceptionDistance, float eyeToZedDistance, float planeDistance, float HMDFocal, float zedFocal); [DllImport(nameDll, EntryPoint = "dllz_compute_hmd_focal")] private static extern float dllz_compute_hmd_focal(sl.Resolution r, float w, float h); /*****LATENCY CORRECTOR***/ [DllImport(nameDll, EntryPoint = "dllz_latency_corrector_add_key_pose")] private static extern void dllz_latency_corrector_add_key_pose(ref Vector3 translation, ref Quaternion rotation, ulong timeStamp); [DllImport(nameDll, EntryPoint = "dllz_latency_corrector_get_transform")] private static extern int dllz_latency_corrector_get_transform(ulong timeStamp, bool useLatency,out Vector3 translation, out Quaternion rotation); [DllImport(nameDll, EntryPoint = "dllz_latency_corrector_initialize")] private static extern void dllz_latency_corrector_initialize(int device); [DllImport(nameDll, EntryPoint = "dllz_latency_corrector_shutdown")] private static extern void dllz_latency_corrector_shutdown(); /****ANTI DRIFT ***/ [DllImport(nameDll, EntryPoint = "dllz_drift_corrector_initialize")] public static extern void dllz_drift_corrector_initialize(); [DllImport(nameDll, EntryPoint = "dllz_drift_corrector_shutdown")] public static extern void dllz_drift_corrector_shutdown(); [DllImport(nameDll, EntryPoint = "dllz_drift_corrector_get_tracking_data")] public static extern void dllz_drift_corrector_get_tracking_data(ref TrackingData trackingData, ref Pose HMDTransform, ref Pose latencyCorrectorTransform, int hasValidTrackingPosition,bool checkDrift); [DllImport(nameDll, EntryPoint = "dllz_drift_corrector_set_calibration_transform")] public static extern void dllz_drift_corrector_set_calibration_transform(ref Pose pose); [DllImport(nameDll, EntryPoint = "dllz_drift_corrector_set_calibration_const_offset_transform")] public static extern void dllz_drift_corrector_set_calibration_const_offset_transform(ref Pose pose); #endregion /// /// Container for storing historic pose information, used by the latency corrector. /// public struct KeyPose { public Quaternion Orientation; public Vector3 Translation; public ulong Timestamp; }; /// /// Container for position and rotation. Used when timestamps are not needed or have already /// been processed, such as setting the initial camera offset or updating the stereo rig's /// transform from data pulled from the wrapper. /// [StructLayout(LayoutKind.Sequential)] public struct Pose { public Vector3 translation; public Quaternion rotation; public Pose(Vector3 t, Quaternion q) { translation = t; rotation = q; } } /// /// /// [StructLayout(LayoutKind.Sequential)] public struct TrackingData { public Pose zedPathTransform; public Pose zedWorldTransform; public Pose offsetZedWorldTransform; public int trackingState; } /// /// Gameobject holding the left camera in the final ZEDRigDisplayer rig, which captures the final image sent to the left HMD screen. /// [Tooltip("")] public GameObject finalCameraLeft; /// /// GameObject holding the right camera in the final ZEDRigDisplayer rig, which captures the final image sent to the right HMD screen. /// [Tooltip("")] public GameObject finalCameraRight; /// /// 'Intermediate' left camera GameObject, which is the one on the regular, always-visible ZED stereo rig (ZED_Rig_Stereo), /// usually called 'Left_eye'. /// [Tooltip("'Intermediate' left camera GameObject, which is the one on the regular, always-visible ZED stereo rig (ZED_Rig_Stereo), " + "usually called 'Left_eye'. ")] public GameObject ZEDEyeLeft; /// /// 'Intermediate' right camera GameObject, which is the one on the regular, always-visible ZED stereo rig (ZED_Rig_Stereo), /// usually called 'Right_eye'. /// [Tooltip("'Intermediate' right camera GameObject, which is the one on the regular, always-visible ZED stereo rig (ZED_Rig_Stereo)," + "usually called 'Right_eye'. ")] public GameObject ZEDEyeRight; /// /// 'Intermediate' left screen/canvas object in the always-visible ZED stereo rig. /// [Tooltip("")] public ZEDRenderingPlane leftScreen; /// /// 'Intermediate' right screen/canvas object in the always-visible ZED stereo rig. /// [Tooltip("")] public ZEDRenderingPlane rightScreen; /// /// Final left viewing plane/canvas object in the final ZEDRigDisplayer rig. Displays the image from the left /// 'intermediate' camera (ZEDEyeLeft) and is offset for image comfort and moved each frame for the Timewarp effect. /// [Tooltip("")] public Transform quadLeft; /// /// Final right viewing plane/canvas object in the final ZEDRigDisplayer rig. Displays the image from the right /// 'intermediate' camera (ZEDEyeRight) and is offset for image comfort and moved each frame for the Timewarp effect. /// [Tooltip("")] public Transform quadRight; /// /// Camera object in 'finalCameraLeft', which captures the final image output to the headset's left screen. /// [Tooltip("")] public Camera finalLeftEye; /// /// Camera object in 'finalCameraRight', which captures the final image output to the headset's right screen. /// [Tooltip("")] public Camera finalRightEye; /// /// Material from the final left plane. Usually a new instance of Mat_ZED_Unlit. /// [Tooltip("Material from the final left plane. Usually a new instance of Mat_ZED_Unlit. ")] public Material leftMaterial; /// /// Material from the final right plane. Usually a new instance of Mat_ZED_Unlit. /// [Tooltip("Material from the final right plane. Usually a new instance of Mat_ZED_Unlit. ")] public Material rightMaterial; /// /// Base, pre-Timewarp offset between each final plane and its corresponding camera. /// [Tooltip("Offset between each final plane and its corresponding camera.")] public Vector3 offset = new Vector3(0, 0, (float)sl.Constant.PLANE_DISTANCE); /// /// Distance to set each intermediate camera from the point between them. This is half of the post-calibration /// distance between the ZED cameras, so X is usually very close to 0.0315m (63mm / 2). /// [Tooltip("")] public Vector3 halfBaselineOffset; /// /// Reference to the ZEDCamera instance, which communicates with the SDK. /// [Tooltip("Reference to the ZEDCamera instance, which communicates with the SDK.")] public sl.ZEDCamera zedCamera; /// /// Reference to the scene's ZEDManager instance, usually contained in ZED_Rig_Stereo. /// [Tooltip("Reference to the scene's ZEDManager instance, usually contained in ZED_Rig_Stereo.")] public ZEDManager manager; /// /// Flag set to true when the target textures from the ZEDRenderingPlane overlays are ready. /// [Tooltip("Flag set to true when the target textures from the ZEDRenderingPlane overlays are ready.")] public bool ready = false; /// /// Flag set to true when a grab is ready, used to collect a pose from the latest time possible. /// [Tooltip("Flag set to true when a grab is ready, used to collect a pose from the latest time possible.")] public bool grabSucceeded = false; /// /// Flag set to true when the ZED is ready (after ZEDManager.OnZEDReady is invoked). /// [Tooltip("Flag set to true when the ZED is ready (after ZEDManager.OnZEDReady is invoked).")] public bool zedReady = false; /// /// If a VR device is still detected. Updated each frame. Used to know if certain updates should still happen. /// private bool hasVRDevice = false; public bool HasVRDevice { get { return hasVRDevice; } } /// /// The current latency pose - the pose the headset was at when the last ZED frame was captured (based on its timestamp). /// private Pose latencyPose; /// /// The physical offset of the HMD to the ZED. Represents the offset from the approximate center of the user's /// head to the ZED's left sensor. /// private Pose hmdtozedCalibration; /// /// Public accessor for the physical offset of the HMD to the ZED. Represents the offset from the /// approximate center of the user's head to the ZED's left sensor. /// public Pose HmdToZEDCalibration { get { return hmdtozedCalibration; } } /// /// Whether the latency correction is ready. /// private bool latencyCorrectionReady = false; /// /// Contains the last position computed by the anti-drift. /// public TrackingData trackingData = new TrackingData(); /// /// Filename of the saved HMD to ZED calibration file loaded into hmdtozedCalibration. /// //If it doesn't exist, it's created with hard-coded values. /// [Tooltip("")] [SerializeField] private string calibrationFile = "CalibrationZEDHMD.ini"; /// /// Path of the saved HMD to ZED calibration file loaded into hmdtozedCalibration. /// By default, corresponds to C:/ProgramData/Stereolabs/mr. /// private string calibrationFilePath = @"Stereolabs\mr"; /// /// Delegate for the OnHMDCalibChanged event. /// public delegate void OnHmdCalibrationChanged(); /// /// Event invoked if the calibration file that sets the physical ZED offset is changed at runtime. /// Causes ZEDManger.CalibrationHasChanged() to get called, which re-initialized the ZED's position /// with ZEDManager.AdjustZEDRigCameraPosition() at the next tracking update. /// public static event OnHmdCalibrationChanged OnHmdCalibChanged; /// /// Cached property id for _MainTex. use the mainTexID property instead. /// private int? _maintexid; /// /// Property id for _MainTex, which is the main texture from the ZED. /// private int mainTexID { get { if (_maintexid == null) _maintexid = Shader.PropertyToID("_MainTex"); return (int)_maintexid; } } #if UNITY_2017_OR_NEWER List nodes = new List(); UnityEngine.VR.VRNodeState nodeState = new UnityEngine.VR.VRNodeState(); #endif private void Awake() { //Initialize the latency tracking only if a supported headset is detected. //You can force it to work for unsupported headsets by implementing your own logic for calling //dllz_latency_corrector_initialize. hasVRDevice = UnityEngine.XR.XRDevice.isPresent; if (hasVRDevice) { if (UnityEngine.XR.XRDevice.model.ToLower().Contains ("vive")) //Vive or Vive Pro dllz_latency_corrector_initialize (0); else if (UnityEngine.XR.XRDevice.model.ToLower().Contains ("oculus") || //Oculus Rift UnityEngine.XR.XRDevice.model.ToLower().Contains("windows") || //Most WMR headsets UnityEngine.XR.XRDevice.model.ToLower().Contains("visor") || //Dell Visor UnityEngine.XR.XRDevice.model.ToLower().Contains("explorer")) //Lenovo Explorer dllz_latency_corrector_initialize (1); else if (UnityEngine.XR.XRDevice.model.ToLower().Contains ("windows")) //Windows MR through SteamVR Only (Beta) dllz_latency_corrector_initialize (1); dllz_drift_corrector_initialize (); } #if UNITY_2017_OR_NEWER nodeState.nodeType = VRNode.Head; nodes.Add(nodeState); #endif } /// /// Sets references not set in ZEDManager.CreateZEDRigDisplayer(), sets materials, /// adjusts final plane scale, loads the ZED calibration offset and other misc. values. /// void Start() { hasVRDevice = UnityEngine.XR.XRDevice.isPresent; //iterate until we found the ZED Manager parent... Transform ObjParent = gameObject.transform; int tries = 0; while (manager == null && tries < 50) { if (ObjParent!=null) manager= ObjParent.GetComponent (); if (manager == null && ObjParent!=null) ObjParent = ObjParent.parent; tries++; } if (manager != null) { manager.OnZEDReady += ZEDReady; zedCamera = manager.zedCamera; } else return; leftScreen = ZEDEyeLeft.GetComponent(); rightScreen = ZEDEyeRight.GetComponent(); finalLeftEye = finalCameraLeft.GetComponent(); finalRightEye = finalCameraRight.GetComponent(); rightMaterial = quadRight.GetComponent().material; leftMaterial = quadLeft.GetComponent().material; finalLeftEye.SetReplacementShader(leftMaterial.shader, ""); finalRightEye.SetReplacementShader(rightMaterial.shader, ""); float plane_dist = (float)sl.Constant.PLANE_DISTANCE; scale(quadLeft.gameObject, new Vector2(1.78f*plane_dist, 1.0f*plane_dist)); scale(quadRight.gameObject, new Vector2(1.78f*plane_dist, 1.0f*plane_dist)); zedReady = false; Camera.onPreRender += PreRender; LoadHmdToZEDCalibration(); } /// /// Computes the size of the final planes. /// /// ZED's current resolution. Usually 1280x720. /// Typically 1. /// Distance from your eye to the camera. Estimated at 0.1m. /// Distance to final quad (quadLeft or quadRight). Arbitrary but set by offset.z. /// Focal length of the HMD, retrieved from the wrapper. /// Focal length of the ZED, retrieved from the camera's rectified calibration parameters. /// public Vector2 ComputeSizePlaneWithGamma(sl.Resolution resolution, float perceptionDistance, float eyeToZedDistance, float planeDistance, float HMDFocal, float zedFocal) { System.IntPtr p = dllz_compute_size_plane_with_gamma(resolution, perceptionDistance, eyeToZedDistance, planeDistance, HMDFocal, zedFocal); if (p == System.IntPtr.Zero) { return new Vector2(); } Vector2 parameters = (Vector2)Marshal.PtrToStructure(p, typeof(Vector2)); return parameters; } /// /// Compute the focal length of the HMD. /// /// Resolution of the headset's eye textures. /// public float ComputeFocal(sl.Resolution targetSize) { float focal_hmd = dllz_compute_hmd_focal(targetSize, finalLeftEye.projectionMatrix.m00,finalLeftEye.projectionMatrix.m11); return focal_hmd; } /// /// Called once the ZED is finished initializing. Subscribed to ZEDManager.OnZEDReady in OnEnable. /// Uses the newly-available ZED parameters to scale the final planes (quadLeft and quadRight) to appear /// properly in the currently-connected headset. /// void ZEDReady() { Vector2 scaleFromZED; halfBaselineOffset.x = zedCamera.Baseline / 2.0f; float perception_distance = 1.0f; float zed2eye_distance = 0.1f; //Estimating 10cm between your eye and physical location of the ZED Mini. hasVRDevice = UnityEngine.XR.XRDevice.isPresent; if (hasVRDevice) { sl.CalibrationParameters parameters = zedCamera.CalibrationParametersRectified; scaleFromZED = ComputeSizePlaneWithGamma (new sl.Resolution ((uint)zedCamera.ImageWidth, (uint)zedCamera.ImageHeight), perception_distance, zed2eye_distance, offset.z, ComputeFocal (new sl.Resolution ((uint)UnityEngine.XR.XRSettings.eyeTextureWidth, (uint)UnityEngine.XR.XRSettings.eyeTextureHeight)), parameters.leftCam.fx); scale (quadLeft.gameObject, scaleFromZED); scale (quadRight.gameObject, scaleFromZED); } ready = false; // If using Vive, change ZED's settings to compensate for different screen. if (UnityEngine.XR.XRDevice.model.ToLower().Contains ("vive")) { zedCamera.SetCameraSettings (sl.CAMERA_SETTINGS.CONTRAST, 3); zedCamera.SetCameraSettings (sl.CAMERA_SETTINGS.SATURATION, 3); } //Set eye layers to respective eyes. They were each set to Both during the loading screen to avoid one eye going blank at some rotations. finalLeftEye.stereoTargetEye = StereoTargetEyeMask.Left; finalRightEye.stereoTargetEye = StereoTargetEyeMask.Right; /// AR Passtrough is recommended in 1280x720 at 60, due to FoV, FPS, etc. /// If not set to this resolution, warn the user. if (zedCamera.ImageWidth != 1280 && zedCamera.ImageHeight != 720) Debug.LogWarning ("[ZED AR Passthrough] This resolution is not ideal for a proper AR passthrough experience. Recommended resolution is 1280x720."); zedReady = true; } public void OnEnable() { latencyCorrectionReady = false; if (manager !=null) manager.OnZEDReady += ZEDReady; } public void OnDisable() { latencyCorrectionReady = false; if (manager !=null) manager.OnZEDReady -= ZEDReady; } void OnGrab() { grabSucceeded = true; } /// /// Collects the position of the HMD with a timestamp, to be looked up later to correct for latency. /// public void CollectPose() { if (manager == null) return; KeyPose k = new KeyPose(); k.Orientation = UnityEngine.XR.InputTracking.GetLocalRotation(UnityEngine.XR.XRNode.Head); k.Translation = UnityEngine.XR.InputTracking.GetLocalPosition(UnityEngine.XR.XRNode.Head); if (manager.zedCamera.IsCameraReady) { k.Timestamp = manager.zedCamera.GetCurrentTimeStamp(); if (k.Timestamp >= 0) { dllz_latency_corrector_add_key_pose(ref k.Translation, ref k.Orientation, k.Timestamp); //Poses are handled by the wrapper. } } } /// /// Returns a pose at a specific time. /// /// Rotation of the latency pose. /// Translation/position of the latency pose. /// Timestamp for looking up the pose. /// Whether to use latency. public int LatencyCorrector(out Quaternion r, out Vector3 t, ulong cameraTimeStamp, bool useLatency) { return dllz_latency_corrector_get_transform(cameraTimeStamp, useLatency, out t, out r); } /// /// Sets the GameObject's 3D local scale based on a 2D resolution (Z scale is unchanged). /// Used for scaling quadLeft/quadRight. /// /// Target GameObject to scale. /// 2D scale factor. public void scale(GameObject screen, Vector2 s) { screen.transform.localScale = new Vector3(s.x, s.y, 1); } /// /// Set the planes/canvases to the proper position after accounting for latency. /// public void UpdateRenderPlane() { if (manager == null) return; if (!manager.IsStereoRig) return; //Make sure we're in pass-through AR mode. Quaternion r; r = latencyPose.rotation; //Plane's distance from the final camera never changes, but it's rotated around it based on the latency pose. quadLeft.localRotation = r; quadLeft.localPosition = finalLeftEye.transform.localPosition + r * (offset); quadRight.localRotation = r; quadRight.localPosition = finalRightEye.transform.localPosition + r * (offset); } /// /// Initialize the ZED's tracking with the current HMD position and HMD-ZED calibration. /// This causes the ZED's internal tracking to start where the HMD is, despite being initialized later than the HMD. /// /// Initial offset for the ZED's tracking. public Pose InitTrackingAR() { if (manager == null) return new Pose (); Transform tmpHMD = transform; tmpHMD.position = UnityEngine.XR.InputTracking.GetLocalPosition(UnityEngine.XR.XRNode.Head); tmpHMD.rotation = UnityEngine.XR.InputTracking.GetLocalRotation (UnityEngine.XR.XRNode.Head); Quaternion r = Quaternion.identity; Vector3 t = Vector3.zero; Pose const_offset = new Pose(t, r); dllz_drift_corrector_set_calibration_const_offset_transform(ref const_offset); zedCamera.ResetTrackingWithOffset(tmpHMD.rotation,tmpHMD.position,HmdToZEDCalibration.rotation,HmdToZEDCalibration.translation); return new Pose(tmpHMD.position, tmpHMD.rotation); } /// /// Sets latencyPose to the pose of the headset at a given timestamp and flags whether or not it's valid for use. /// /// Timestamp for looking up the pose. public void ExtractLatencyPose(ulong cameraTimeStamp) { Quaternion latency_rot; Vector3 latency_pos; if (LatencyCorrector (out latency_rot, out latency_pos, cameraTimeStamp, true) == 1) { latencyPose = new Pose (latency_pos, latency_rot); latencyCorrectionReady = true; } else latencyCorrectionReady = false; } /// /// Returns the most recently retrieved latency pose. /// /// /// Last retrieved latency pose. public Pose LatencyPose() { return latencyPose; } /// /// Gets the proper position of the ZED virtual camera, factoring in HMD offset, latency, and anti-drift. /// Used by ZEDManager to set the pose of Camera_eyes in the 'intermediate' rig (ZED_Rig_Stereo). /// /// Current position as returned by the ZED's tracking. /// Current rotation as returned by the ZED's tracking. /// Final rotation. /// Final translation/position. public void AdjustTrackingAR(Vector3 position, Quaternion orientation, out Quaternion r, out Vector3 t, bool setimuprior) { hasVRDevice = UnityEngine.XR.XRDevice.isPresent; Pose hmdTransform = new Pose(UnityEngine.XR.InputTracking.GetLocalPosition(UnityEngine.XR.XRNode.Head), UnityEngine.XR.InputTracking.GetLocalRotation(UnityEngine.XR.XRNode.Head)); //Current HMD position trackingData.trackingState = (int)manager.ZEDTrackingState; //Whether the ZED's tracking is currently valid (not off or unable to localize). trackingData.zedPathTransform = new Pose (position, orientation); if (zedReady && latencyCorrectionReady && setimuprior == true) { zedCamera.SetIMUOrientationPrior (ref latencyPose.rotation); } dllz_drift_corrector_get_tracking_data (ref trackingData, ref hmdTransform, ref latencyPose, 0, true); r = trackingData.offsetZedWorldTransform.rotation; t = trackingData.offsetZedWorldTransform.translation; } /// /// Close related ZED processes when the application ends. /// private void OnApplicationQuit() { dllz_latency_corrector_shutdown(); dllz_drift_corrector_shutdown(); } /// /// Collects poses for latency correction, and updates the position of the rendering plane. /// Also assigns textures from 'intermediate' cameras to the final quads' materials if ready and not done yet. /// Called from ZEDManager.LateUpdate() so that it happens each frame after other tracking processes have finished. /// public void LateUpdateHmdRendering() { if (!ready) //Make sure intermediate cameras are rendering to the quad's materials. { if (leftScreen.target != null && leftScreen.target.IsCreated()) { //leftMaterial.SetTexture("_MainTex", leftScreen.target); leftMaterial.SetTexture(mainTexID, leftScreen.target); ready = true; } else ready = false; if (rightScreen.target != null && rightScreen.target.IsCreated()) { rightMaterial.SetTexture(mainTexID, rightScreen.target); ready = true; } else ready = false; } if (hasVRDevice) //Do nothing if we no longer have a HMD connected. { CollectPose (); //File the current HMD pose into the latency poses to reference later. UpdateRenderPlane(); //Reposition the final quads based on the latency pose. } } /// /// Before the ZED is ready, lock the quads in front of the cameras as latency correction isn't available yet. /// This allows us to see the loading messages (and other virtual objects if desired) while the ZED is still loading. /// Called by Camera.OnPreRender anytime any camera renders. /// /// Cam. public void PreRender(Camera cam) { if (cam == finalLeftEye || cam == finalRightEye) { if ((!manager.IsZEDReady && manager.IsStereoRig)) { quadLeft.localRotation = UnityEngine.XR.InputTracking.GetLocalRotation(UnityEngine.XR.XRNode.Head); quadLeft.localPosition = UnityEngine.XR.InputTracking.GetLocalPosition(UnityEngine.XR.XRNode.Head) + quadLeft.localRotation * offset; quadRight.localRotation = UnityEngine.XR.InputTracking.GetLocalRotation(UnityEngine.XR.XRNode.Head); quadRight.localPosition = UnityEngine.XR.InputTracking.GetLocalPosition(UnityEngine.XR.XRNode.Head) + quadRight.localRotation * offset; } } } /// /// Loads the HMD to ZED calibration file and applies it to the hmdtozedCalibration offset. /// Note that the file it loads is created using hard-coded values /// and the ZED plugin doesn't ever change it. See CreateDefaultCalibrationFile(). /// public void LoadHmdToZEDCalibration() { if (hasVRDevice) { /// Default calibration (may be changed) hmdtozedCalibration.rotation = Quaternion.identity; hmdtozedCalibration.translation.x = 0.0315f;//-zedCamera.Baseline/2; hmdtozedCalibration.translation.y = 0.0f; hmdtozedCalibration.translation.z = 0.11f; //if a calibration exists then load it //should be in ProgramData/stereolabs/mr/calibration.ini string folder = System.Environment.GetFolderPath (System.Environment.SpecialFolder.CommonApplicationData); string specificFolder = Path.Combine (folder, @"Stereolabs\mr"); calibrationFilePath = Path.Combine (specificFolder, calibrationFile); // Check if folder exists and if not, create it if (!Directory.Exists (specificFolder)) { Directory.CreateDirectory (specificFolder); } // Check if file exist and if not, create a default one if (!ParseCalibrationFile (calibrationFilePath)) CreateDefaultCalibrationFile (calibrationFilePath); // Set the calibration in mr processing dllz_drift_corrector_set_calibration_transform (ref hmdtozedCalibration); // Create a file system watcher for online modifications CreateFileWatcher (specificFolder); } } /// /// Creates a FileSystemEventHandler to watch the HMD-ZED calibration file and update settings if /// it changes during runtime. If it does, calls OnChanged to fix tracking. /// /// public void CreateFileWatcher(string folder) { // Create a new FileSystemWatcher and set its properties. FileSystemWatcher watcher = new FileSystemWatcher(); watcher.Path = folder; /* Watch for changes in LastAccess and LastWrite times, and the renaming of files or directories. */ watcher.NotifyFilter = NotifyFilters.LastAccess | NotifyFilters.LastWrite | NotifyFilters.FileName | NotifyFilters.DirectoryName; // Only watch text files. watcher.Filter = calibrationFile; // Add event handlers. watcher.Changed += new FileSystemEventHandler(OnChanged); // Begin watching. watcher.EnableRaisingEvents = true; } /// /// Reloads ZED-HMD offset calibration file and resets calibration accordintly. /// Also calls OnHmdCalibChanged() which ZEDManager uses to run additional reset logic. /// /// /// private void OnChanged(object source, FileSystemEventArgs e) { if (hasVRDevice) { ParseCalibrationFile (calibrationFilePath); dllz_drift_corrector_set_calibration_transform (ref hmdtozedCalibration); OnHmdCalibChanged (); } } /// /// Creates and saves a text file with the default ZED-HMD offset calibration parameters, to be loaded anytime this class runs in the future. /// Values correspond to the distance from the center of the user's head to the ZED's left sensor. /// /// Path to save the file. private void CreateDefaultCalibrationFile(string path) { //Default Calibration: DO NOT CHANGE. hmdtozedCalibration.rotation = Quaternion.identity; hmdtozedCalibration.translation.x = -0.0315f; hmdtozedCalibration.translation.y = 0.0f; hmdtozedCalibration.translation.z = 0.115f; //Write calibration file using default calibration. using (System.IO.StreamWriter file = new System.IO.StreamWriter (path)) { string node = "[HMD]"; string tx = "tx=" + hmdtozedCalibration.translation.x.ToString (System.Globalization.CultureInfo.InvariantCulture) + " //Translation x"; string ty = "ty=" + hmdtozedCalibration.translation.y.ToString (System.Globalization.CultureInfo.InvariantCulture) + " //Translation y"; string tz = "tz=" + hmdtozedCalibration.translation.z.ToString (System.Globalization.CultureInfo.InvariantCulture) + " //Translation z"; string rx = "rx=" + hmdtozedCalibration.rotation.x.ToString (System.Globalization.CultureInfo.InvariantCulture) + " //Quaternion x"; string ry = "ry=" + hmdtozedCalibration.rotation.y.ToString (System.Globalization.CultureInfo.InvariantCulture) + " //Quaternion y"; string rz = "rz=" + hmdtozedCalibration.rotation.z.ToString (System.Globalization.CultureInfo.InvariantCulture) + " //Quaternion z"; string rw = "rw=" + hmdtozedCalibration.rotation.w.ToString (System.Globalization.CultureInfo.InvariantCulture) + " //Quaternion w"; file.WriteLine (node); file.WriteLine (tx); file.WriteLine (ty); file.WriteLine (tz); file.WriteLine (rx); file.WriteLine (ry); file.WriteLine (rz); file.WriteLine (rw); file.Close (); } } /// /// Reads the ZED-HMD offset calibration file, if it exists, and loads calibration values to be applied to the final cameras. /// Values correspond to the distance from the center of the user's head to the ZED's left sensor. /// /// Path to save the file. /// False if the file couldn't be loaded, whether empty, non-existant, etc. private bool ParseCalibrationFile(string path) { if (!System.IO.File.Exists(path)) return false; string[] lines = null; try { lines = System.IO.File.ReadAllLines(path); } catch (System.Exception) { return false; } if (lines.Length==0) return false; //Default to these values (which are the same ones put in the calibration file by default). hmdtozedCalibration.rotation = Quaternion.identity; hmdtozedCalibration.translation.x = -0.0315f; hmdtozedCalibration.translation.y = 0.0f; hmdtozedCalibration.translation.z = 0.115f; foreach (string line in lines) { string[] splittedLine = line.Split('='); if (splittedLine != null && splittedLine.Length >= 2) { string key = splittedLine[0]; string field = splittedLine[1].Split(' ')[0]; if (key == "tx") { hmdtozedCalibration.translation.x = float.Parse(field, System.Globalization.CultureInfo.InvariantCulture); } else if (key == "ty") { hmdtozedCalibration.translation.y = float.Parse(field, System.Globalization.CultureInfo.InvariantCulture); } else if (key == "tz") { hmdtozedCalibration.translation.z = float.Parse(field, System.Globalization.CultureInfo.InvariantCulture); } else if (key == "rx") { hmdtozedCalibration.rotation.x = float.Parse(field, System.Globalization.CultureInfo.InvariantCulture); } else if (key == "ry") { hmdtozedCalibration.rotation.y = float.Parse(field, System.Globalization.CultureInfo.InvariantCulture); } else if (key == "rz") { hmdtozedCalibration.rotation.z = float.Parse(field, System.Globalization.CultureInfo.InvariantCulture); } else if (key == "rw") { hmdtozedCalibration.rotation.w = float.Parse(field, System.Globalization.CultureInfo.InvariantCulture); } } } //Check if the calibration has values but they're all zeros. if (hmdtozedCalibration.translation.x == 0.0f && hmdtozedCalibration.translation.y == 0.0f && hmdtozedCalibration.translation.z == 0.0f) { CreateDefaultCalibrationFile (path); } return true; } }