Ejemplo n.º 1
0
    /**
     * Helper function for calibration setup.
     * This will perform the following procedures
     *
     *    1) Initialize eye tracking calibration
     *    2) Ensure Vive Tracker for Headset and Vive Controllers are connected
     *    3) Prompt to calibrate FOVE headset to Vive space (Press H)
     *    4) Load initial scene (Scene_000) if everything is completed
     */
    private void RunCalibrationSetup()
    {
        if (eyeTrackerCalibrationStarted == false)
        {
            FoveInterface.EnsureEyeTrackingCalibration();
            eyeTrackerCalibrationStarted = true;
        }

        if (RenderSettings.skybox != defaultSkyboxMaterial)
        {
            RenderSettings.skybox = defaultSkyboxMaterial;
        }

        bool eyeTrackerCalibrated        = (!FoveInterface.IsEyeTrackingCalibrating() && FoveInterface.IsEyeTrackingCalibrated());
        bool headsetCalibrated           = headsetLocalizationInstance.IsHeadsetCalibrated();
        bool viveTrackerHeadsetConnected = headsetLocalizationInstance.IsHeadsetPositionTracked();
        bool controllersConnected        = headsetLocalizationInstance.IsControllersConnected();

        string uiPromptMessage = "";

        if (viveTrackerHeadsetConnected == false)
        {
            uiPromptMessage += "Please turn on Vive Tracker for headset.\n";
        }
        if (controllersConnected == false)
        {
            uiPromptMessage += "Please connect both Vive controllers.\n";
        }
        if (eyeTrackerCalibrated == false)
        {
            uiPromptMessage += "Please calibrate eye tracking.\n";
        }
        if (headsetCalibrated == false)
        {
            uiPromptMessage += "Please calibrate headset and vive to world space [H]\n";
        }
        uiPrompt.SetUiPromptMessage(uiPromptMessage);
        uiPrompt.TurnOnUiPrompt();

        if (eyeTrackerCalibrated && headsetCalibrated)
        {
            systemCalibrated = true;
            uiPrompt.TurnOffUiPrompt();

            // Initialize a new scene
            headsetLocalizationInstance.ReCenterUser();
            eyeTrackerInstance.CreateNewScene(GenerateSceneName(currentSceneNumber));
            SceneManager.LoadSceneAsync(GenerateSceneName(currentSceneNumber), LoadSceneMode.Additive);
            ChangeSkybox(currentSceneNumber);
            currentSceneState = SCENE_CHANGE_STATE.Changing;
        }
    }
Ejemplo n.º 2
0
    // Currently does not support editing of multiple objects at once.
    // I do not anticipate any problems with this since you should only
    // ever really have one per scene anyway.
    public sealed override void OnInspectorGUI()
    {
        // A decent style.  Light grey text inside a border.
        helpStyle           = new GUIStyle(GUI.skin.box);
        helpStyle.wordWrap  = true;
        helpStyle.alignment = TextAnchor.UpperLeft;

        helpStyle.normal.textColor = Color.red;

        // Update the serializedobject
        serializedObject.Update();

        EditorGUILayout.PropertyField(_worldScale);

        // Cache the editor's playing state so we can prevent editing fields that shouldn't update during
        // a live play session.
        bool isPlaying = EditorApplication.isPlaying;

        EditorGUILayout.Space();
        EditorGUILayout.LabelField("Client uses...", EditorStyles.boldLabel);
        EditorGUI.BeginChangeCheck();
        {
            EditorGUI.indentLevel++;
            EditorGUILayout.PropertyField(_gaze);
            EditorGUILayout.PropertyField(_orientation);
            EditorGUILayout.PropertyField(_position);
            EditorGUI.indentLevel--;
        }
        if (EditorGUI.EndChangeCheck())
        {
            FoveInterfaceBase xface = target as FoveInterfaceBase;
            if (xface != null)
            {
                xface.ReloadFoveClient();
            }
        }

        EditorGUILayout.Space();
        EditorGUILayout.PropertyField(_skipAutoCalibrationCheck);

        EditorGUILayout.PropertyField(_oversamplingRatio);

        GUI.enabled    = true;
        _showOverrides = EditorGUILayout.Foldout(_showOverrides, "Headset Overrides");
        if (_showOverrides)
        {
            EditorGUI.indentLevel++;

            EditorGUILayout.PropertyField(_useCustomPositionScaling);
            GUI.enabled = _useCustomPositionScaling.boolValue;
            {
                EditorGUI.indentLevel++;
                EditorGUILayout.PropertyField(_posScales);
                EditorGUI.indentLevel--;
            }

            GUI.enabled = true;
            EditorGUILayout.PropertyField(_usesCustomPlacement);
            GUI.enabled = _usesCustomPlacement.boolValue;            // & !isPlaying;  // not modifiable in play mode
            {
                EditorGUI.indentLevel++;
                EditorGUILayout.PropertyField(_IOD);
                EditorGUILayout.PropertyField(_eyeHeight);
                EditorGUILayout.PropertyField(_eyeForward);
                EditorGUI.indentLevel--;
            }

            GUI.enabled = true;
            EditorGUILayout.PropertyField(_suppressProjectionUpdates);

            EditorGUI.indentLevel--;
        }

        GUI.enabled            = true;
        _showCompositorAttribs = EditorGUILayout.Foldout(_showCompositorAttribs, "Compositor options");
        if (_showCompositorAttribs)
        {
            GUI.enabled = !isPlaying;
            EditorGUI.indentLevel++;

            EditorGUILayout.PropertyField(_compositorLayerType);
            EditorGUILayout.PropertyField(_compositorDisableTimewarp);
            EditorGUILayout.PropertyField(_compositorDisableDistortion);

            EditorGUI.indentLevel--;
        }

        GUI.enabled = true;
        if (isPlaying && GUILayout.Button("Ensure calibration"))
        {
            Debug.Log("Manually triggering eye tracking calibration check from inspector...");
            FoveInterface.EnsureEyeTrackingCalibration();
        }

        if (Application.targetFrameRate != -1)
        {
            GUILayout.Label(
                "WARNING: Your target framerate is set to " + Application.targetFrameRate + ". Having a target framerate can artificially slow down FOVE frame submission. We recommend disabling this."
                , helpStyle
                , GUILayout.ExpandWidth(true));
        }

        DrawLocalGUIEditor();

        serializedObject.ApplyModifiedProperties();

        // Tell a live FoveInterfaceBase object to try to update itself
        if (isPlaying && GUI.changed)
        {
            FoveInterfaceBase xface = target as FoveInterfaceBase;
            if (xface != null)
            {
                xface.RefreshSetup();
            }
        }
    }