private void CreateEye(Pvr_UnitySDKAPI.Eye eyeSide)
    {
        string     nm = name + (eyeSide == Pvr_UnitySDKAPI.Eye.LeftEye ? " LeftEye" : " RightEye");
        GameObject go = new GameObject(nm);

        go.transform.parent = transform;
        go.AddComponent <Camera>().enabled = true;

        var picovrEye = go.AddComponent <Pvr_UnitySDKEye>();

        picovrEye.eyeSide = eyeSide;
    }
    private void CreateEye(Pvr_UnitySDKAPI.Eye eye)
    {
        string     nm = name + (eye == Pvr_UnitySDKAPI.Eye.LeftEye ? " LeftEye" : " RightEye");
        GameObject go = new GameObject(nm);

        go.transform.parent = transform;
        go.AddComponent <Camera>().enabled = true;
#if !UNITY_5
        if (GetComponent <GUILayer>() != null)
        {
            go.AddComponent <GUILayer>();
        }
        if (GetComponent("FlareLayer") != null)
        {
            go.AddComponent <FlareLayer>();
        }
#endif
        var picovrEye = go.AddComponent <Pvr_UnitySDKEye>();
        picovrEye.eye = eye;
    }
예제 #3
0
    private void RecordEnableLayers(Pvr_UnitySDKAPI.Eye eyeSide, int layerIndex, ref List <int> lEnableLayers, ref List <int> rEnableLayers)
    {
        switch (eyeSide)
        {
        case Pvr_UnitySDKAPI.Eye.LeftEye:
            if (lEnableLayers.Contains(layerIndex))
            {
                Debug.LogError(string.Format("LeftEye layerIndex:{0} is already exist! Don't add the same layerIndex more than once!", layerIndex));
                return;
            }
            lEnableLayers.Add(layerIndex);
            break;

        case Pvr_UnitySDKAPI.Eye.RightEye:
            if (rEnableLayers.Contains(layerIndex))
            {
                Debug.LogError(string.Format("RightEye layerIndex:{0} is already exist!  Don't add the same layerIndex more than once!", layerIndex));
                return;
            }
            rEnableLayers.Add(layerIndex);
            break;
        }
    }
예제 #4
0
 /// <summary>
 /// 左右眼投影矩阵(Unity Editor 模拟)
 /// </summary>
 public Matrix4x4 Projection(Pvr_UnitySDKAPI.Eye eye)
 {
     return(eye == Pvr_UnitySDKAPI.Eye.LeftEye ? leftEyeProj : rightEyeProj);
 }