zed-ar-headfree-passthrough/Assets/ZED/SDK/Helpers/Scripts/Interactions/ZEDControllerTracker.cs

740 lines
No EOL
32 KiB
C#

using UnityEngine;
using UnityEngine.VR;
using System.Collections.Generic;
#if ZED_STEAM_VR
using Valve.VR;
#endif
#if UNITY_EDITOR
using UnityEditor;
#endif
/// <summary>
/// Causes the GameObject it's attached to to position itself where a tracked VR object is, such as
/// a Touch controller or Vive Tracker, but compensates for the ZED's latency. This way, virtual
/// controllers don't move ahead of its real-world image.
/// This is done by logging position data from the VR SDK in use (Oculus or OpenVR/SteamVR) each frame, but only
/// applying that position data to this transform after the delay in the latencyCompensation field.
/// Used in the ZED GreenScreen, Drone Shooter, Movie Screen, Planetarium and VR Plane Detection example scenes.
/// </summary>
public class ZEDControllerTracker : MonoBehaviour
{
/// <summary>
/// Type of VR SDK loaded. 'Oculus', 'OpenVR' or empty.
/// </summary>
private string loadeddevice = "";
#if ZED_STEAM_VR //Only enabled if the SteamVR Unity plugin is detected.
/// <summary>
/// OpenVR System class that lets us get inputs straight from the API, bypassing SteamVR.
/// This is necessary because different versions of SteamVR use completely different input systems.
/// </summary>
protected CVRSystem openvrsystem = OpenVR.System;
/// <summary>
/// State of the controller's buttons and axes. Used to check inputs.
/// </summary>
protected VRControllerState_t controllerstate;
/// <summary>
/// State of the controller's buttons and axes last frame. Used to check if buttons just went down or up.
/// </summary>
protected VRControllerState_t lastcontrollerstate;
/// <summary>
/// Size of VRControllerState_t class in bytes. Used to call GetControllerState from the OpenVR API.
/// </summary>
protected const uint controllerstatesize = 64;
/// <summary>
/// Enumerated version of the uint index SteamVR assigns to each device.
/// Converted from OpenVR.GetTrackedDeviceIndexForControllerRole(ETrackedControllerRole).
/// </summary>
public enum EIndex
{
None = -1,
Hmd = (int)OpenVR.k_unTrackedDeviceIndex_Hmd,
Device1,
Device2,
Device3,
Device4,
Device5,
Device6,
Device7,
Device8,
Device9,
Device10,
Device11,
Device12,
Device13,
Device14,
Device15
}
[HideInInspector]
public EIndex index = EIndex.None;
/// <summary>
/// How long since we've last checked OpenVR for the specified device.
/// Incremented by Time.deltaTime each frame and reset when it reached timerMaxSteamVR.
/// </summary>
private float timerSteamVR = 0.0f;
/// <summary>
/// How many seconds to wait between checking if the specified device is present in OpenVR.
/// The check is performed when timerSteamVR reaches this number, unless we've already retrieved the device index.
/// </summary>
private float timerMaxSteamVR = 0.25f;
private Devices oldDevice;
/// <summary>
/// If true, will use a direct API check to OpenVR's API to check if a button is down.
/// Does not work if using the SteamVR plugin 2.0 or higher as well as the action system it includes.
/// </summary>
[Tooltip("If true, will use a direct API check to OpenVR's API to check if a button is down.\r\n" +
"Does not work if using the SteamVR plugin 2.0 or higher as well as the action system it includes. ")]
public bool useLegacySteamVRInput = false;
#endif
/// <summary>
/// Per each tracked object ID, contains a list of their recent positions.
/// Used to look up where OpenVR says a tracked object was in the past, for latency compensation.
/// </summary>
public Dictionary<int, List<TimedPoseData>> poseData = new Dictionary<int, List<TimedPoseData>>();
/// <summary>
/// Types of tracked devices.
/// </summary>
public enum Devices
{
RightController,
LeftController,
#if ZED_STEAM_VR
ViveTracker,
#endif
Hmd,
};
/// <summary>
/// Type of trackable device that should be tracked.
/// </summary>
[Tooltip("Type of trackable device that should be tracked.")]
public Devices deviceToTrack;
/// <summary>
/// Latency in milliseconds to be applied on the movement of this tracked object, so that virtual controllers don't
/// move ahead of their real-world image.
/// </summary>
[Tooltip("Latency in milliseconds to be applied on the movement of this tracked object, so that virtual controllers don't" +
" move ahead of their real-world image.")]
[Range(0, 200)]
public int latencyCompensation = 78;
/// <summary>
/// If true, and this is a controller, will offset controller's position by the difference between
/// the VR headset and the ZED's tracked position. This keeps controller's position relative to the ZED.
/// </summary>
[Tooltip("If true, and this is a controller, will offset controller's position by the difference between " +
"the VR headset and the ZED's tracked position. This keeps controller's position relative to the ZED. ")]
[LabelOverride("Enable Controller Drift Fix")]
public bool correctControllerDrift = true;
/// <summary>
/// The Serial number of the controller/tracker to be tracked.
/// If specified, it will override the device returned using the 'Device to Track' selection.
/// Useful for forcing a specific device to be tracked, instead of the first left/right/Tracker object found.
/// If Null, then there's no calibration to be applied to this script.
/// If NONE, the ZEDControllerOffset failed to find any calibration file.
/// If S/N is present, then this script will calibrate itself to track the correct device, if that's not the case already.
/// Note that ZEDOffsetController will load this number from a GreenScreen calibration file, if present.
/// </summary>
[Tooltip("The Serial number of the controller/tracker to be tracked." +
" If specified, overrides the 'Device to Track' selection.")]
public string SNHolder = "";
/// <summary>
/// Cached transform that represents the ZED's head, retrieved from ZEDManager.GetZedRootTransform().
/// Used to find the offset between the HMD and tracked transform to compensate for drift.
/// </summary>
protected Transform zedRigRoot;
/// <summary>
/// Reference to the scene's ZEDManager component. Used for compensating for headset drift when this is on a controller.
/// </summary>
[Tooltip("Reference to the scene's ZEDManager component. Used for compensating for headset drift when this is on a controller. " +
"If left blank, will be set to the first available ZEDManager.")]
public ZEDManager zedManager = null;
/// <summary>
/// Sets up the timed pose dictionary and identifies the VR SDK being used.
/// </summary>
protected virtual void Awake()
{
poseData.Clear(); //Reset the dictionary.
poseData.Add(1, new List<TimedPoseData>()); //Create the list within the dictionary with its key and value.
//Looking for the loaded device
loadeddevice = UnityEngine.XR.XRSettings.loadedDeviceName;
if (!zedManager)
{
zedManager = FindObjectOfType<ZEDManager>();
//If there are multiple cameras in a scene, this arbitrary assignment could be bad. Warn the user.
if (ZEDManager.GetInstances().Count > 1)
{
//Using Log instead of LogWarning because most users don't enable warnings but this is actually important.
Debug.Log("Warning: ZEDController automatically set itself to first available ZED (" + zedManager.cameraID + ") because zedManager " +
"value wasn't set, but there are multiple ZEDManagers in the scene. Assign a reference directly to ensure no unexpected behavior.");
}
}
if (zedManager) zedRigRoot = zedManager.GetZedRootTansform();
}
/// <summary>
/// Update is called every frame.
/// For SteamVR plugin this is where the device Index is set up.
/// For Oculus plugin this is where the tracking is done.
/// </summary>
protected virtual void Update()
{
#if ZED_OCULUS //Used only if the Oculus Integration plugin is detected.
//Check if the VR headset is connected.
if (OVRManager.isHmdPresent && loadeddevice == "Oculus")
{
if (OVRInput.GetConnectedControllers().ToString().ToLower().Contains("touch"))
{
//Depending on which tracked device we are looking for, start tracking it.
if (deviceToTrack == Devices.LeftController) //Track the Left Oculus Controller.
RegisterPosition(1, OVRInput.GetLocalControllerPosition(OVRInput.Controller.LTouch), OVRInput.GetLocalControllerRotation(OVRInput.Controller.LTouch));
if (deviceToTrack == Devices.RightController) //Track the Right Oculus Controller.
RegisterPosition(1, OVRInput.GetLocalControllerPosition(OVRInput.Controller.RTouch), OVRInput.GetLocalControllerRotation(OVRInput.Controller.RTouch));
if (deviceToTrack == Devices.Hmd) //Track the Oculus Hmd.
RegisterPosition(1, UnityEngine.XR.InputTracking.GetLocalPosition(UnityEngine.XR.XRNode.CenterEye), UnityEngine.XR.InputTracking.GetLocalRotation(UnityEngine.XR.XRNode.CenterEye));
//Use our saved positions to apply a delay before assigning it to this object's Transform.
if (poseData.Count > 0)
{
sl.Pose p;
//Delay the saved values inside GetValuePosition() by a factor of latencyCompensation in milliseconds.
p = GetValuePosition(1, (float)(latencyCompensation / 1000.0f));
transform.position = p.translation; //Assign new delayed Position
transform.rotation = p.rotation; //Assign new delayed Rotation.
}
}
}
//Enable updating the internal state of OVRInput.
OVRInput.Update();
#endif
#if ZED_STEAM_VR
UpdateControllerState(); //Get the button states so we can check if buttons are down or not.
timerSteamVR += Time.deltaTime; //Increment timer for checking on devices
if (timerSteamVR <= timerMaxSteamVR)
return;
timerSteamVR = 0f;
//Checks if a device has been assigned
if (index == EIndex.None && loadeddevice == "OpenVR")
{
//We look for any device that has "tracker" in its 3D model mesh name.
//We're doing this since the device ID changes based on how many devices are connected to SteamVR.
//This way, if there's no controllers or just one, it's going to get the right ID for the Tracker.
if (deviceToTrack == Devices.ViveTracker)
{
var error = ETrackedPropertyError.TrackedProp_Success;
for (uint i = 0; i < 16; i++)
{
var result = new System.Text.StringBuilder((int)64);
OpenVR.System.GetStringTrackedDeviceProperty(i, ETrackedDeviceProperty.Prop_RenderModelName_String, result, 64, ref error);
if (result.ToString().Contains("tracker"))
{
index = (EIndex)i;
break; //We break out of the loop, but we can use this to set up multiple Vive Trackers if we want to.
}
}
}
//Looks for a device with the role of a Right Hand.
if (deviceToTrack == Devices.RightController)
{
index = (EIndex)OpenVR.System.GetTrackedDeviceIndexForControllerRole(ETrackedControllerRole.RightHand);
}
//Looks for a device with the role of a Left Hand.
if (deviceToTrack == Devices.LeftController)
{
index = (EIndex)OpenVR.System.GetTrackedDeviceIndexForControllerRole(ETrackedControllerRole.LeftHand);
}
//Assigns the HMD.
if (deviceToTrack == Devices.Hmd)
{
index = EIndex.Hmd;
}
//Display a warning if there was supposed to be a calibration file, and none was found.
if (SNHolder.Equals("NONE"))
{
Debug.LogWarning(ZEDLogMessage.Error2Str(ZEDLogMessage.ERROR.PAD_CAMERA_CALIBRATION_NOT_FOUND));
}
else if (SNHolder != null && index != EIndex.None) //
{
//If the Serial number of the Calibrated device isn't the same as the current tracked device by this script...
var snerror = ETrackedPropertyError.TrackedProp_Success;
var snresult = new System.Text.StringBuilder((int)64);
OpenVR.System.GetStringTrackedDeviceProperty((uint)index, ETrackedDeviceProperty.Prop_SerialNumber_String, snresult, 64, ref snerror);
if (!snresult.ToString().Contains(SNHolder))
{
Debug.LogWarning(ZEDLogMessage.Error2Str(ZEDLogMessage.ERROR.PAD_CAMERA_CALIBRATION_MISMATCH) + " Serial Number: " + SNHolder);
//... then look for that device through all the connected devices.
for (int i = 0; i < 16; i++)
{
//If a device with the same Serial Number is found, then change the device to track of this script.
var chsnresult = new System.Text.StringBuilder((int)64);
OpenVR.System.GetStringTrackedDeviceProperty((uint)i, ETrackedDeviceProperty.Prop_SerialNumber_String, chsnresult, 64, ref snerror);
if (snresult.ToString().Contains(SNHolder))
{
index = (EIndex)i;
string deviceRole = OpenVR.System.GetControllerRoleForTrackedDeviceIndex((uint)index).ToString();
if (deviceRole.Equals("RightHand"))
deviceToTrack = Devices.RightController;
else if (deviceRole.Equals("LeftHand"))
deviceToTrack = Devices.LeftController;
else if (deviceRole.Equals("Invalid"))
{
var error = ETrackedPropertyError.TrackedProp_Success;
var result = new System.Text.StringBuilder((int)64);
OpenVR.System.GetStringTrackedDeviceProperty((uint)index, ETrackedDeviceProperty.Prop_RenderModelName_String, result, 64, ref error);
if (result.ToString().Contains("tracker"))
deviceToTrack = Devices.ViveTracker;
}
Debug.Log("A connected device with the correct Serial Number was found, and assigned to " + this + " the correct device to track.");
break;
}
}
}
}
oldDevice = deviceToTrack;
}
if (deviceToTrack != oldDevice)
index = EIndex.None;
#endif
}
#if ZED_STEAM_VR
/// <summary>
/// Whether a given set of poses is currently valid - contains at least one pose and attached to an actual device.
/// </summary>
public bool isValid { get; private set; }
/// <summary>
/// Track the devices for SteamVR and applying a delay.
/// <summary>
protected void OnNewPoses(TrackedDevicePose_t newpose)
{
if (index == EIndex.None)
return;
var i = (int)index;
isValid = false;
if (!newpose.bDeviceIsConnected)
return;
if (!newpose.bPoseIsValid)
return;
isValid = true;
//Get the position and rotation of our tracked device.
var pose = new SteamVR_Utils.RigidTransform(newpose.mDeviceToAbsoluteTracking);
//Saving those values.
RegisterPosition(1, pose.pos, pose.rot);
//Delay the saved values inside GetValuePosition() by a factor of latencyCompensation in milliseconds.
sl.Pose p = GetValuePosition(1, (float)(latencyCompensation / 1000.0f));
transform.localPosition = p.translation;
transform.localRotation = p.rotation;
}
protected void OnEnable()
{
if (openvrsystem == null)
{
enabled = false;
return;
}
}
protected void OnDisable()
{
isValid = false;
}
protected virtual void UpdateControllerState()
{
lastcontrollerstate = controllerstate;
//Update position.
if (index > EIndex.Hmd)
{
ETrackingUniverseOrigin tracktype = OpenVR.Compositor.GetTrackingSpace();
TrackedDevicePose_t[] absoluteposes = new TrackedDevicePose_t[16];
openvrsystem.GetDeviceToAbsoluteTrackingPose(tracktype, 0, absoluteposes);
TrackedDevicePose_t newposes = absoluteposes[(int)index];
OnNewPoses(newposes);
}
//We need to check for this always in case the user uses the deprecated GetVRButton methods.
if (useLegacySteamVRInput)
{
openvrsystem.GetControllerState((uint)index, ref controllerstate, controllerstatesize);
}
}
/// <summary>
/// Returns if the VR controller button with the given ID was pressed for the first time this frame.
/// </summary>
/// <param name="buttonid">EVR ID of the button as listed in OpenVR.</param>
[System.ObsoleteAttribute("ZEDControllerTracker's GetVRButton methods are deprecated.\r\n " +
"Use ZEDControllerTracker_DemoInputs.GetVRButtonDown_Legacy instead., false")]
public bool GetVRButtonDown(EVRButtonId buttonid)
{
if (openvrsystem == null) return false; //If VR isn't running, we can't check.
bool washeldlastupdate = (lastcontrollerstate.ulButtonPressed & (1UL << (int)buttonid)) > 0L;
if (washeldlastupdate == true) return false; //If the key was held last check, it can't be pressed for the first time now.
bool isheld = (controllerstate.ulButtonPressed & (1UL << (int)buttonid)) > 0L;
return isheld; //If we got here, we know it was not down last frame.
}
/// <summary>
/// Returns if the VR controller button with the given ID is currently held.
/// </summary>
/// <param name="buttonid">EVR ID of the button as listed in OpenVR.</param>
[System.ObsoleteAttribute("ZEDControllerTracker's GetVRButton methods are deprecated.\r\n " +
"Use ZEDControllerTracker_DemoInputs.GetVRButtonHeld_Legacy instead.", false)]
public bool GetVRButtonHeld(EVRButtonId buttonid)
{
if (openvrsystem == null) return false; //If VR isn't running, we can't check.
bool isheld = (controllerstate.ulButtonPressed & (1UL << (int)buttonid)) > 0L;
return isheld;
}
/// <summary>
/// Returns if the VR controller button with the given ID was held last frame, but released this frame.
/// </summary>
/// <param name="buttonid">EVR ID of the button as listed in OpenVR.</param>
[System.ObsoleteAttribute("ZEDControllerTracker's GetVRButton methods are deprecated.\r\n " +
"Use ZEDControllerTracker_DemoInputs.GetVRButtonReleased_Legacy instead.", false)]
public bool GetVRButtonReleased(EVRButtonId buttonid)
{
if (openvrsystem == null) return false; //If VR isn't running, we can't check.
bool washeldlastupdate = (lastcontrollerstate.ulButtonPressed & (1UL << (int)buttonid)) > 0L;
if (washeldlastupdate == false) return false; //If the key was held last check, it can't be released now.
bool isheld = (controllerstate.ulButtonPressed & (1UL << (int)buttonid)) > 0L;
return !isheld; //If we got here, we know it was not up last frame.
}
/// <summary>
/// Returns the value of an axis with the provided ID.
/// Note that for single-value axes, the relevant value will be the X in the returned Vector2 (the Y is unused).
/// </summary>
/// <param name="buttonid"></param>
[System.ObsoleteAttribute("ZEDControllerTracker.GetAxis is deprecated.\r\n " +
"Use ZEDControllerTracker_DemoInputs.GetVRAxis_Legacy instead.", false)]
public Vector2 GetAxis(EVRButtonId buttonid)
{
//Convert the EVRButtonID enum to the axis number and check if it's not an axis.
uint axis = (uint)buttonid - (uint)EVRButtonId.k_EButton_Axis0;
if (axis < 0 || axis > 4)
{
Debug.LogError("Called GetAxis with " + buttonid + ", which is not an axis.");
return Vector2.zero;
}
switch (axis)
{
case 0: return new Vector2(controllerstate.rAxis0.x, controllerstate.rAxis0.y);
case 1: return new Vector2(controllerstate.rAxis1.x, controllerstate.rAxis1.y);
case 2: return new Vector2(controllerstate.rAxis2.x, controllerstate.rAxis2.y);
case 3: return new Vector2(controllerstate.rAxis3.x, controllerstate.rAxis3.y);
case 4: return new Vector2(controllerstate.rAxis4.x, controllerstate.rAxis4.y);
default: return Vector2.zero;
}
}
#endif
/// <summary>
/// Compute the delayed position and rotation from the history stored in the poseData dictionary.
/// </summary>
/// <param name="keyindex"></param>
/// <param name="timeDelay"></param>
/// <returns></returns>
private sl.Pose GetValuePosition(int keyindex, float timeDelay)
{
sl.Pose p = new sl.Pose();
if (poseData.ContainsKey(keyindex))
{
//Get the saved position & rotation.
p.translation = poseData[keyindex][poseData[keyindex].Count - 1].position;
p.rotation = poseData[keyindex][poseData[keyindex].Count - 1].rotation;
float idealTS = (Time.time - timeDelay);
for (int i = 0; i < poseData[keyindex].Count; ++i)
{
if (poseData[keyindex][i].timestamp > idealTS)
{
int currentIndex = i;
if (currentIndex > 0)
{
//Calculate the time between the pose and the delayed pose.
float timeBetween = poseData[keyindex][currentIndex].timestamp - poseData[keyindex][currentIndex - 1].timestamp;
float alpha = ((Time.time - poseData[keyindex][currentIndex - 1].timestamp) - timeDelay) / timeBetween;
//Lerp to the next position based on the time determined above.
Vector3 pos = Vector3.Lerp(poseData[keyindex][currentIndex - 1].position, poseData[keyindex][currentIndex].position, alpha);
Quaternion rot = Quaternion.Lerp(poseData[keyindex][currentIndex - 1].rotation, poseData[keyindex][currentIndex].rotation, alpha);
//Apply new values.
p = new sl.Pose();
p.translation = pos;
p.rotation = rot;
//Add drift correction, but only if the user hasn't disabled it, it's on an actual controller, and the zedRigRoot position won't be affected.
if (correctControllerDrift == true &&
(deviceToTrack == Devices.LeftController || deviceToTrack == Devices.RightController) &&
(zedManager != null && zedManager.IsStereoRig == true && !zedManager.transform.IsChildOf(transform)))
{
//Compensate for positional drift by measuring the distance between HMD and ZED rig root (the head's center).
Vector3 zedhmdposoffset = zedRigRoot.position - UnityEngine.XR.InputTracking.GetLocalPosition(UnityEngine.XR.XRNode.Head);
p.translation += zedhmdposoffset;
}
//Removes used elements from the dictionary.
poseData[keyindex].RemoveRange(0, currentIndex - 1);
}
return p;
}
}
}
return p;
}
/// <summary>
/// Set the current tracking to a container (TimedPoseData) to be stored in poseData and retrieved/applied after the latency period.
/// </summary>
/// <param name="index">Key value in the dictionary.</param>
/// <param name="position">Tracked object's position from the VR SDK.</param>
/// <param name="rot">Tracked object's rotation from the VR SDK.</param>
private void RegisterPosition(int keyindex, Vector3 position, Quaternion rot)
{
TimedPoseData currentPoseData = new TimedPoseData();
currentPoseData.timestamp = Time.time;
currentPoseData.rotation = rot;
currentPoseData.position = position;
poseData[keyindex].Add(currentPoseData);
}
/// <summary>
/// Structure used to hold the pose of a controller at a given timestamp.
/// This is stored in poseData with RegisterPosition() each time the VR SDK makes poses available.
/// It's retrieved with GetValuePosition() in Update() each frame.
/// </summary>
public struct TimedPoseData
{
/// <summary>
/// Value from Time.time when the pose was collected.
/// </summary>
public float timestamp;
/// <summary>
/// Rotation of the tracked object as provided by the VR SDK.
/// </summary>
public Quaternion rotation;
/// <summary>
/// Position of the tracked object as provided by the VR SDK.
/// </summary>
public Vector3 position;
}
}
#if UNITY_EDITOR
/// <summary>
/// Custom editor for ZEDControllerTracker.
/// If no VR Unity plugin (Oculus Integration or SteamVR plugin) has been loaded by the ZED plugin but one is found,
/// presents a button to create project defines that tell ZED scripts that this plugin is loaded.
/// These defines (ZED_STEAM_VR and ZED_OCULUS) are used to allow compiling parts of ZED scripts that depend on scripts in these VR plugins.
/// Note that this detection will also be attempted any time an asset has been imported. See nested class AssetPostProcessZEDVR.
/// </summary>
[CustomEditor(typeof(ZEDControllerTracker)), CanEditMultipleObjects]
public class ZEDVRDependencies : Editor
{
[SerializeField]
static string defineName;
static string packageName;
public override void OnInspectorGUI() //Called when the Inspector is visible.
{
//if (CheckPackageExists("OpenVR"))
if (CheckPackageExists("SteamVR_Camera.cs"))
{
defineName = "ZED_STEAM_VR";
packageName = "SteamVR";
}
//else if (CheckPackageExists("Oculus") || CheckPackageExists("OVR"))
else if (CheckPackageExists("OVRManager"))
{
defineName = "ZED_OCULUS";
packageName = "Oculus";
}
if (EditorPrefs.GetBool(packageName)) //Has it been set?
{
DrawDefaultInspector();
}
else //No package loaded, but one has been detected. Present a button to load it.
{
GUILayout.Space(20);
if (GUILayout.Button("Load " + packageName + " data"))
{
if (CheckPackageExists(packageName))
{
ActivateDefine();
}
}
if (packageName == "SteamVR")
EditorGUILayout.HelpBox(ZEDLogMessage.Error2Str(ZEDLogMessage.ERROR.STEAMVR_NOT_INSTALLED), MessageType.Warning);
else if (packageName == "Oculus")
EditorGUILayout.HelpBox(ZEDLogMessage.Error2Str(ZEDLogMessage.ERROR.OVR_NOT_INSTALLED), MessageType.Warning);
}
}
/// <summary>
/// Finds if a folder in the project exists with the specified name.
/// Used to check if a plugin has been imported, as the relevant plugins are placed
/// in a folder named after the package. Example: "Assets/Oculus".
/// </summary>
/// <param name="name">Package name.</param>
/// <returns></returns>
public static bool CheckPackageExists(string name)
{
string[] packages = AssetDatabase.FindAssets(name);
return packages.Length != 0;
}
/// <summary>
/// Activates a define tag in the project. Used to enable compiling sections of scripts with that tag enabled.
/// For instance, parts of this script under a #if ZED_STEAM_VR statement will be ignored by the compiler unless ZED_STEAM_VR is enabled.
/// </summary>
public static void ActivateDefine()
{
EditorPrefs.SetBool(packageName, true);
string defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(BuildTargetGroup.Standalone);
if (defines.Length != 0)
{
if (!defines.Contains(defineName))
{
defines += ";" + defineName;
}
}
else
{
if (!defines.Contains(defineName))
{
defines += defineName;
}
}
PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.Standalone, defines);
}
/// <summary>
/// Removes a define tag from the project.
/// Called whenever a package is checked for but not found.
/// Removing the define tags will prevent compilation of code marked with that tag, like #if ZED_OCULUS.
/// </summary>
public static void DeactivateDefine(string packagename)
{
EditorPrefs.SetBool(packagename, false);
string defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(BuildTargetGroup.Standalone);
if (defines.Length != 0)
{
if (defineName != null && defines.Contains(defineName))
{
defines = defines.Remove(defines.IndexOf(defineName), defineName.Length);
if (defines.LastIndexOf(";") == defines.Length - 1 && defines.Length != 0)
{
defines.Remove(defines.LastIndexOf(";"), 1);
}
}
}
PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.Standalone, defines);
}
/// <summary>
/// Inherits from UnityEditor.AssetPostProcessor to run ZED plugin-specific code whenever an asset is imported.
/// This code checks for the Oculus and SteamVR Unity packages, to activate or deactivate project define tags accordingly.
/// </summary>
public class AssetPostProcessZEDVR : AssetPostprocessor
{
static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
{
if (CheckPackageExists("OVRManager"))
{
defineName = "ZED_OCULUS";
packageName = "Oculus";
ActivateDefine();
}
else
{
defineName = "ZED_OCULUS";
DeactivateDefine("Oculus");
}
//if (CheckPackageExists("OpenVR"))
if (CheckPackageExists("SteamVR_Camera")) //"OpenVR" and "SteamVR" exist in script names in the Oculus plugin.
{
defineName = "ZED_STEAM_VR";
packageName = "SteamVR";
ActivateDefine();
}
else
{
defineName = "ZED_STEAM_VR";
DeactivateDefine("SteamVR");
}
if (CheckPackageExists("SteamVR_Input_Sources"))
{
defineName = "ZED_SVR_2_0_INPUT";
//packageName = "SteamVR";
ActivateDefine();
}
else
{
defineName = "ZED_SVR_2_0_INPUT";
DeactivateDefine("SteamVR");
}
}
}
}
#endif