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comparison Orchestland/Assets/OVR/Scripts/OVRCommon.cs @ 1:f7675884f2a1
Add Orchestland project
author | Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp> |
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date | Fri, 17 Jul 2015 23:09:20 +0900 |
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0:347d21cdfc22 | 1:f7675884f2a1 |
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1 /************************************************************************************ | |
2 | |
3 Copyright : Copyright 2014 Oculus VR, LLC. All Rights reserved. | |
4 | |
5 Licensed under the Oculus VR Rift SDK License Version 3.2 (the "License"); | |
6 you may not use the Oculus VR Rift SDK except in compliance with the License, | |
7 which is provided at the time of installation or download, or which | |
8 otherwise accompanies this software in either electronic or hard copy form. | |
9 | |
10 You may obtain a copy of the License at | |
11 | |
12 http://www.oculusvr.com/licenses/LICENSE-3.2 | |
13 | |
14 Unless required by applicable law or agreed to in writing, the Oculus VR SDK | |
15 distributed under the License is distributed on an "AS IS" BASIS, | |
16 WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | |
17 See the License for the specific language governing permissions and | |
18 limitations under the License. | |
19 | |
20 ************************************************************************************/ | |
21 | |
22 using UnityEngine; | |
23 using System.Collections.Generic; | |
24 using Ovr; | |
25 | |
26 /// <summary> | |
27 /// Miscellaneous extension methods that any script can use. | |
28 /// </summary> | |
29 public static class OVRExtensions | |
30 { | |
31 /// <summary> | |
32 /// Converts a plain C# matrix to a Unity matrix. | |
33 /// </summary> | |
34 /// <returns>The matrix as a Unity Matrix4x4.</returns> | |
35 /// <param name="ovrMat">The matrix as a Matrix4f.</param> | |
36 public static Matrix4x4 ToMatrix4x4(this Matrix4f ovrMat) | |
37 { | |
38 Matrix4x4 mat = new Matrix4x4(); | |
39 | |
40 mat[0, 0] = ovrMat.m[0, 0]; | |
41 mat[0, 1] = ovrMat.m[0, 1]; | |
42 mat[0, 2] = ovrMat.m[0, 2]; | |
43 mat[0, 3] = ovrMat.m[0, 3]; | |
44 mat[1, 0] = ovrMat.m[1, 0]; | |
45 mat[1, 1] = ovrMat.m[1, 1]; | |
46 mat[1, 2] = ovrMat.m[1, 2]; | |
47 mat[1, 3] = ovrMat.m[1, 3]; | |
48 mat[2, 0] = ovrMat.m[2, 0]; | |
49 mat[2, 1] = ovrMat.m[2, 1]; | |
50 mat[2, 2] = ovrMat.m[2, 2]; | |
51 mat[2, 3] = ovrMat.m[2, 3]; | |
52 mat[3, 0] = ovrMat.m[3, 0]; | |
53 mat[3, 1] = ovrMat.m[3, 1]; | |
54 mat[3, 2] = ovrMat.m[3, 2]; | |
55 mat[3, 3] = ovrMat.m[3, 3]; | |
56 | |
57 return mat; | |
58 } | |
59 | |
60 /// <summary> | |
61 /// Converts a plain C# Sizei to a Unity Vector2. | |
62 /// </summary> | |
63 /// <returns>The size as a Unity Vector2.</returns> | |
64 /// <param name="size">The size as a C# Sizei.</param> | |
65 public static Vector2 ToVector2(this Sizei size) | |
66 { | |
67 return new Vector2(size.w, size.h); | |
68 } | |
69 | |
70 /// <summary> | |
71 /// Converts a plain C# Vector2i to a Unity Vector2. | |
72 /// </summary> | |
73 /// <returns>The vector as a Unity Vector2.</returns> | |
74 /// <param name="size">The vector as a C# Vector2i.</param> | |
75 public static Vector2 ToVector2(this Vector2i vec) | |
76 { | |
77 return new Vector2(vec.x, vec.y); | |
78 } | |
79 | |
80 /// <summary> | |
81 /// Converts a plain C# Vector2 to a Unity Vector2. | |
82 /// </summary> | |
83 /// <returns>The vector as a Unity Vector2.</returns> | |
84 /// <param name="size">The vector as a C# Vector2.</param> | |
85 public static Vector2 ToVector2(this Vector2f vec) | |
86 { | |
87 return new Vector2(vec.x, vec.y); | |
88 } | |
89 | |
90 /// <summary> | |
91 /// Converts a plain C# Vector3 to a Unity Vector3. | |
92 /// </summary> | |
93 /// <returns>The vector as a Unity Vector3.</returns> | |
94 /// <param name="size">The vector as a C# Vector3.</param> | |
95 public static Vector3 ToVector3(this Vector3f vec, bool rhToLh = true) | |
96 { | |
97 Vector3 v = new Vector3(vec.x, vec.y, vec.z); | |
98 | |
99 if (rhToLh) | |
100 v.z = -v.z; | |
101 | |
102 return v; | |
103 } | |
104 | |
105 /// <summary> | |
106 /// Converts a plain C# Quatf to a Unity Quaternion. | |
107 /// </summary> | |
108 /// <returns>The quaternion as a Unity Quaternion.</returns> | |
109 /// <param name="size">The quaternion as a C# Quatf.</param> | |
110 public static Quaternion ToQuaternion(this Quatf quat, bool rhToLh = true) | |
111 { | |
112 Quaternion q = new Quaternion(quat.x, quat.y, quat.z, quat.w); | |
113 | |
114 if (rhToLh) | |
115 { | |
116 q.x = -q.x; | |
117 q.y = -q.y; | |
118 } | |
119 | |
120 return q; | |
121 } | |
122 | |
123 /// <summary> | |
124 /// Converts a plain C# Posef to a Unity OVRPose. | |
125 /// </summary> | |
126 /// <returns>The pose as a Unity OVRPose.</returns> | |
127 /// <param name="size">The pose as a C# Posef.</param> | |
128 public static OVRPose ToPose(this Posef pose, bool rhToLh = true) | |
129 { | |
130 return new OVRPose | |
131 { | |
132 position = pose.Position.ToVector3(rhToLh), | |
133 orientation = pose.Orientation.ToQuaternion(rhToLh) | |
134 }; | |
135 } | |
136 } | |
137 | |
138 /// <summary> | |
139 /// An affine transformation built from a Unity position and orientation. | |
140 /// </summary> | |
141 public struct OVRPose | |
142 { | |
143 /// <summary> | |
144 /// The position. | |
145 /// </summary> | |
146 public Vector3 position; | |
147 | |
148 /// <summary> | |
149 /// The orientation. | |
150 /// </summary> | |
151 public Quaternion orientation; | |
152 } | |
153 | |
154 /// <summary> | |
155 /// Selects a human eye. | |
156 /// </summary> | |
157 public enum OVREye | |
158 { | |
159 Center = -1, | |
160 Left = Ovr.Eye.Left, | |
161 Right = Ovr.Eye.Right, | |
162 Count = Ovr.Eye.Count, | |
163 } |