Example #1
0
    /// <summary>
    /// Enables the yaw correction.
    /// </summary>
    void EnableYawCorrection()
    {
        OVRDevice.EnableMagYawCorrection(true);

        Quaternion q = Quaternion.identity;

        if ((CameraController != null) && (CameraController.PredictionOn == true))
        {
            OVRDevice.GetPredictedOrientation(ref q);
        }
        else
        {
            OVRDevice.GetOrientation(ref q);
        }

        CurEulerRef = q.eulerAngles;
    }
Example #2
0
    // UpdateGeometry
    public void UpdateGeometry()
    {
        if (MagShowGeometry == false)
        {
            return;
        }
        if (CameraController == null)
        {
            return;
        }
        if ((GeometryReference == null) || (GeometryCompass == null))
        {
            return;
        }

        // All set, we can update the geometry with camera and positon values
        Quaternion q = Quaternion.identity;

        if ((CameraController != null) && (CameraController.PredictionOn == true))
        {
            OVRDevice.GetPredictedOrientation(0, ref q);
        }
        else
        {
            OVRDevice.GetOrientation(0, ref q);
        }

        Vector3 v = GeometryCompass.transform.localEulerAngles;

        v.y = -q.eulerAngles.y + CurEulerRef.y;
        GeometryCompass.transform.localEulerAngles = v;

        // Set the color of the marker to red if we are calibrating
        if (GeometryReferenceMarkMat != null)
        {
            Color c = Color.green;

            if (OVRDevice.IsMagYawCorrectionInProgress(0) == true)
            {
                c = Color.red;
            }

            GeometryReferenceMarkMat.SetColor("_Color", c);
        }
    }
Example #3
0
    // UpdateMagYawDriftCorrection
    public void UpdateMagYawDriftCorrection()
    {
        if (Input.GetKeyDown(KeyCode.Z) == true)
        {
            if (MagCalState == MagCalibrationState.MagDisabled)
            {
                // Start calibration process
                if (MagAutoCalibrate == true)
                {
                    OVRDevice.BeginMagAutoCalibration(0);
                    MagCalState = MagCalibrationState.MagCalibrating;
                }
                else
                {
                    // Go to pre-manual calibration state (to allow for
                    // setting refrence point)
                    MagCalState = MagCalibrationState.MagManualGetReady;
                    return;
                }
            }
            else if (MagCalState == MagCalibrationState.MagManualGetReady)
            {
                OVRDevice.SetMagReference(0);
                OVRDevice.EnableMagYawCorrection(0, true);

                Quaternion q = Quaternion.identity;
                if ((CameraController != null) && (CameraController.PredictionOn == true))
                {
                    OVRDevice.GetPredictedOrientation(0, ref q);
                }
                else
                {
                    OVRDevice.GetOrientation(0, ref q);
                }

                CurEulerRef = q.eulerAngles;

                // Begin manual calibration
                OVRDevice.BeginMagManualCalibration(0);
                MagCalState = MagCalibrationState.MagCalibrating;
            }
            else
            {
                // Reset calibration process
                if (MagAutoCalibrate == true)
                {
                    OVRDevice.StopMagAutoCalibration(0);
                }
                else
                {
                    OVRDevice.StopMagManualCalibration(0);
                }

                OVRDevice.EnableMagYawCorrection(0, false);

                MagCalState = MagCalibrationState.MagDisabled;

                // Do not show geometry
                MagShowGeometry = false;
                ShowGeometry(MagShowGeometry);

                return;
            }
        }


        // Check to see if calibration is completed
        if (MagCalState == MagCalibrationState.MagCalibrating)
        {
            if (MagAutoCalibrate == true)
            {
                OVRDevice.UpdateMagAutoCalibration(0);
            }
            else
            {
                OVRDevice.UpdateMagManualCalibration(0);
            }

            if (OVRDevice.IsMagCalibrated(0) == true)
            {
                if (MagAutoCalibrate == true)
                {
                    MagCalState = MagCalibrationState.MagCalibrated;
                }
                else
                {
                    // Manual Calibration take account of having set the
                    // reference orientation.
                    MagCalState = MagCalibrationState.MagReady;
                }
            }
        }

        // If we are calibrated, we will set mag reference and
        // enable yaw correction on a buton press
        if ((MagCalState == MagCalibrationState.MagCalibrated) ||
            (MagCalState == MagCalibrationState.MagReady))
        {
            if (Input.GetKeyDown(KeyCode.X) == true)
            {
                OVRDevice.SetMagReference(0);
                OVRDevice.EnableMagYawCorrection(0, true);
                MagCalState = MagCalibrationState.MagReady;

                Quaternion q = Quaternion.identity;
                if ((CameraController != null) && (CameraController.PredictionOn == true))
                {
                    OVRDevice.GetPredictedOrientation(0, ref q);
                }
                else
                {
                    OVRDevice.GetOrientation(0, ref q);
                }

                CurEulerRef = q.eulerAngles;
            }

            if ((MagCalState == MagCalibrationState.MagReady) &&
                (Input.GetKeyDown(KeyCode.F6)))
            {
                // Toggle showing geometry either on or off
                if (MagShowGeometry == false)
                {
                    MagShowGeometry = true;
                    ShowGeometry(MagShowGeometry);
                }
                else
                {
                    MagShowGeometry = false;
                    ShowGeometry(MagShowGeometry);
                }
            }

            UpdateGeometry();
        }
    }
Example #4
0
    // SetCameraOrientation
    void SetCameraOrientation()
    {
        Quaternion q   = Quaternion.identity;
        Vector3    dir = Vector3.forward;

        // Main camera has a depth of 0, so it will be rendered first
        if (gameObject.camera.depth == 0.0f)
        {
            // If desired, update parent transform y rotation here
            // This is useful if we want to track the current location of
            // of the head.
            // TODO: Future support for x and z, and possibly change to a quaternion
            // NOTE: This calculation is one frame behind
            if (CameraController.TrackerRotatesY == true)
            {
                Vector3 a = gameObject.camera.transform.rotation.eulerAngles;
                a.x = 0;
                a.z = 0;
                gameObject.transform.parent.transform.eulerAngles = a;
            }

            /*
             * else
             * {
             *      // We will still rotate the CameraController in the y axis
             *      // based on the fact that we have a Y rotation being passed
             *      // in from above that still needs to take place (this functionality
             *      // may be better suited to be calculated one level up)
             *      Vector3 a = Vector3.zero;
             *      float y = 0.0f;
             *      CameraController.GetYRotation(ref y);
             *      a.y = y;
             *      gameObject.transform.parent.transform.eulerAngles = a;
             * }
             */
            // Read shared data from CameraController
            if (CameraController != null)
            {
                // Read sensor here (prediction on or off)
                if (CameraController.PredictionOn == false)
                {
                    OVRDevice.GetOrientation(0, ref CameraOrientation);
                }
                else
                {
                    OVRDevice.GetPredictedOrientation(0, ref CameraOrientation);
                }
            }

            // This needs to go as close to reading Rift orientation inputs
            OVRDevice.ProcessLatencyInputs();
        }

        // Calculate the rotation Y offset that is getting updated externally
        // (i.e. like a controller rotation)
        float yRotation = 0.0f;

        CameraController.GetYRotation(ref yRotation);
        q   = Quaternion.Euler(0.0f, yRotation, 0.0f);
        dir = q * Vector3.forward;
        q.SetLookRotation(dir, Vector3.up);

        // Multiply the camera controllers offset orientation (allow follow of orientation offset)
        Quaternion orientationOffset = Quaternion.identity;

        CameraController.GetOrientationOffset(ref orientationOffset);
        q = orientationOffset * q;

        // Multiply in the current HeadQuat (q is now the latest best rotation)
        if (CameraController != null)
        {
            q = q * CameraOrientation;
        }

        // * * *
        // Update camera rotation
        gameObject.camera.transform.rotation = q;

        // * * *
        // Update camera position (first add Offset to parent transform)
        gameObject.camera.transform.position =
            gameObject.camera.transform.parent.transform.position + NeckPosition;

        // Adjust neck by taking eye position and transforming through q
        gameObject.camera.transform.position += q * EyePosition;
    }
Example #5
0
    private void doYawFiltering(float deltaT)
    {
        switch (driftingSensor)
        {
        case DriftingRotation.OculusRift:
            if (OVRDevice.IsSensorPresent(oculusID))
            {
                OVRDevice.GetOrientation(oculusID, ref driftingRot);
                if (oculusCamController)
                {
                    // In the future OVR SDK oculusCamController will have oculusID?
                    oculusCamController.SetYRotation(-finalYawDifference.eulerAngles.y);
                }
            }
            break;

        case DriftingRotation.RazerHydra:
            // TODO
            //driftingRot = hydraRotation;
            break;

        case DriftingRotation.InputTransform:
            if (driftingTransform)
            {
                driftingRot = driftingTransform.rotation;
            }
            break;
        }

        if (driftingDirectionVisualizer != null)
        {
            driftingDirectionVisualizer.transform.rotation = driftingRot;
        }

        driftingEuler = driftingRot.eulerAngles;

        switch (compass)
        {
        case CompassSource.Kinect:
            if (!skeletonManager || !skeletonManager.skeletons[kinectPlayerID].isTracking)
            {
                break;
            }
            else
            {
                compassData = skeletonManager.GetJointData(compassJoint, kinectPlayerID);

                // First check for high confidence value
                if (compassData != null && compassData.rotationConfidence >= 1.0f)
                {
                    updateDifferenceKalman(compassData.rotation.eulerAngles,
                                           driftingEuler, deltaT);
                }
            }
            break;

        case CompassSource.PSMove:

            if (inputManager)
            {
                compassMove = inputManager.GetMoveWand(PSMoveID);
                if (compassMove)
                {
                    updateDifferenceKalman(compassMove.localRotation.eulerAngles,
                                           driftingEuler, deltaT);
                }
            }
            break;

        case CompassSource.InputTransform:
            if (compassTransform != null)
            {
                updateDifferenceKalman(compassTransform.rotation.eulerAngles,
                                       driftingEuler, deltaT);
            }
            break;
        }

        float normalizedT = Mathf.Clamp01(deltaT * driftCorrectionRate);

        if (normalizedT != 0)
        {
            finalYawDifference = Quaternion.Lerp(finalYawDifference, filteredYawDifference,
                                                 normalizedT);
        }

        if (correctedDirectionVisualizer != null)
        {
            correctedDirectionVisualizer.transform.rotation = Quaternion.Euler(
                new Vector3(driftingEuler.x,
                            (360 + driftingEuler.y
                             - finalYawDifference.eulerAngles.y) % 360,
                            driftingEuler.z));
        }
        //driftingRotation*Quaternion.Inverse(finalDifference);
        if (correctedDirectionVisualizer != null && driftVisualizerPosition != null)
        {
            correctedDirectionVisualizer.transform.position = driftVisualizerPosition.position;
        }
    }
Example #6
0
    // Update is called once per frame
    void Update()
    {
//		Vector3 currW = new Vector3();
//		OVRDevice.GetAngularVelocity(0, ref currW.x, ref currW.y, ref currW.z);

        Quaternion currO = new Quaternion();

        OVRDevice.GetOrientation(0, ref currO);

//		print ("x: " + currO.x + " y: "+ currO.y + " z: " + currO.z + " w: " + currO.w);

//		print ("angular velocity: " + "x: " + currW.x + " y: " + currW.y + " z: " + currW.z);
        rightFlick = false;
        leftFlick  = false;

        //print("t: " + (Time.time - lastFlickAt) + " currW: " + currO.z);

//		print ("dt: " + (Time.time - lastFlickAt) + " min: " + minSecsBetweenFlicks + " cO: " + currO.z + " pO: " + prevO.z );
        if ((Time.time - lastFlickAt) > minSecsBetweenFlicks)
        {
            rightFlick = (currO.z < -flickThreshold); // && (prevO.z >= -flickThreshold);
            leftFlick  = (currO.z > flickThreshold);  // && (prevO.z <= flickThreshold);
        }
        if (leftFlick || rightFlick)
        {
//			print ("x: " + currW.x + " left: " + leftFlick + " right: " + rightFlick);
            print("HIT l: " + leftFlick + " r: " + rightFlick);
            lastFlickAt = Time.time;
        }

        prevO = currO;
//		prevW = currW;

//		print (gameObject.transform.position.z);
        if (gameObject.transform.position.z >= exit.transform.position.z)
        {
            Application.LoadLevel("mollyLevel");
//
        }

        if (Input.GetKeyDown(KeyCode.Escape))
        {
            Application.LoadLevel(Application.loadedLevel);
        }

        Vector3 p = lead.transform.position;

        bool clickedThisTurn = false;

        if (Input.GetKeyDown(KeyCode.RightArrow) || rightFlick)
        {
            p.x            += gridDistance;
            clickedThisTurn = true;
            soundManager.GetComponents <AudioSource>()[1].Play();
        }

        if (Input.GetKeyDown(KeyCode.LeftArrow) || leftFlick)
        {
            p.x            -= gridDistance;
            clickedThisTurn = true;
            soundManager.GetComponents <AudioSource>()[1].Play();
        }


        if (clickedThisTurn)
        {
            print("clickedThisTurn: " + p.x);
            lead.transform.position = new Vector3(p.x, p.y, p.z);
        }

        if (Input.GetKeyDown(KeyCode.Space))
        {
            print("here");
            lead.rigidbody.velocity = new Vector3(0, 0, 0);
        }
    }
Example #7
0
    // SetCameraOrientation
    void SetCameraOrientation()
    {
        Quaternion q   = Quaternion.identity;
        Vector3    dir = Vector3.forward;

        // Main camera has a depth of 0, so it will be rendered first
        if (gameObject.camera.depth == 0.0f)
        {
            // If desired, update parent transform y rotation here
            // This is useful if we want to track the current location of
            // of the head.
            // TODO: Future support for x and z, and possibly change to a quaternion
            if (CameraController.TrackerRotatesY == true)
            {
                Vector3 a = gameObject.camera.transform.rotation.eulerAngles;
                a.x = 0;
                a.z = 0;
                gameObject.transform.parent.transform.eulerAngles = a;
            }

            // Read shared data from CameraController
            if (CameraController != null)
            {
                Quaternion DirQ = Quaternion.identity;

                // Read sensor here (prediction on or off)
                if (CameraController.PredictionOn == false)
                {
                    OVRDevice.GetOrientation(ref DirQ);
                }
                else
                {
                    OVRDevice.GetPredictedOrientation(ref DirQ);
                }

                CameraController.SetSharedOrientation(DirQ);
            }

            // This needs to go as close to reading Rift orientation inputs
            OVRDevice.ProcessLatencyInputs();
        }

        // Calculate the rotation Y offset that is getting updated externally
        // (i.e. like a controller rotation)
        float yRotation = 0.0f;

        CameraController.GetYRotation(ref yRotation);
        q   = Quaternion.Euler(0.0f, yRotation, 0.0f);
        dir = q * Vector3.forward;
        q.SetLookRotation(dir, Vector3.up);

        // Multiply the camera controllers offset orientation (allow follow of orientation offset)
        Quaternion orientationOffset = Quaternion.identity;

        CameraController.GetOrientationOffset(ref orientationOffset);
        q = orientationOffset * q;

        // Multiply in the current HeadQuat (q is now the latest best rotation)
        if (CameraController != null)
        {
            Quaternion DirQ = Quaternion.identity;
            CameraController.GetSharedOrientation(ref DirQ);
            q = q * DirQ;
        }

        // * * *
        // Update camera rotation
        gameObject.camera.transform.rotation = q;

        // * * *
        // Update camera position (first add Offset to parent transform)
        gameObject.camera.transform.position =
            gameObject.camera.transform.parent.transform.position + NeckPosition;

        // Adjust neck by taking eye position and transforming through q
        gameObject.camera.transform.position += q * EyePosition;
    }
Example #8
0
 // Update is called once per frame
 void Update()
 {
     OVRDevice.GetOrientation(0, ref riftOrientation);
     Debug.Log(riftOrientation);
     groundController.rotation = riftOrientation;
 }
Example #9
0
 // Use this for initialization
 void Start()
 {
     OVRDevice.GetOrientation(0, ref riftOrientation);
 }
Example #10
0
    // SetCameraOrientation
    void SetCameraOrientation()
    {
        Quaternion q   = Quaternion.identity;
        Vector3    dir = Vector3.forward;

        // Main camera has a depth of 0, so it will be rendered first
        if (gameObject.camera.depth == 0.0f)
        {
            // If desired, update parent transform y rotation here
            // This is useful if we want to track the current location of
            // of the head.
            // TODO: Future support for x and z, and possibly change to a quaternion
            if (SetParentYRotation == true)
            {
                Vector3 a = gameObject.camera.transform.rotation.eulerAngles;
                a.x = 0;
                a.z = 0;
                gameObject.transform.parent.transform.eulerAngles = a;
            }

            // Read sensor here (prediction on or off)
            if (PredictionOn == false)
            {
                OVRDevice.GetOrientation(ref DirQ);
            }
            else
            {
                OVRDevice.GetPredictedOrientation(ref DirQ);
            }

            // This needs to go as close to reading Rift orientation inputs
            OVRDevice.ProcessLatencyInputs();
        }

        // Calculate the rotation Y offset that is getting updated externally
        // (i.e. like a controller rotation)
        q   = Quaternion.Euler(0.0f, YRotation, 0.0f);
        dir = q * Vector3.forward;
        q.SetLookRotation(dir, Vector3.up);

        // Multiply the offset orientation first
        q = OrientationOffset * q;

        // Multiply in the current HeadQuat (q is now the latest best rotation)
        q = q * DirQ;

        // * * *
        // Update camera rotation
        gameObject.camera.transform.rotation = q;

        // * * *
        // Update camera position (first add Offset to parent transform)
        gameObject.camera.transform.position =
            gameObject.camera.transform.parent.transform.position + NeckPosition;

        // Adjust neck by taking eye position and transforming through q
        gameObject.camera.transform.position += q * EyePosition;

        // PGG Alternate calculation for above...
        //Vector3 EyePositionNoX = EyePosition; EyePositionNoX.x = 0.0f;
        //gameObject.camera.transform.position += q * EyePositionNoX;
        //gameObject.camera.ResetWorldToCameraMatrix();
        //Matrix4x4 m = camera.worldToCameraMatrix;
        //Matrix4x4 tm = Matrix4x4.identity;
        //tm.SetColumn (3, new Vector4 (-EyePosition.x, 0.0f, 0.0f, 1));
        //gameObject.camera.worldToCameraMatrix  = tm * m;
    }