campfire/Assets/SteamVR/Scripts/SteamVR_Utils.cs

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2020-04-29 19:40:05 +02:00
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: Utilities for working with SteamVR
//
//=============================================================================
using UnityEngine;
using System.Collections;
using System.Runtime.InteropServices;
using Valve.VR;
using System.IO;
public static class SteamVR_Utils
{
public class Event
{
public delegate void Handler(params object[] args);
public static void Listen(string message, Handler action)
{
var actions = listeners[message] as Handler;
if (actions != null)
{
listeners[message] = actions + action;
}
else
{
listeners[message] = action;
}
}
public static void Remove(string message, Handler action)
{
var actions = listeners[message] as Handler;
if (actions != null)
{
listeners[message] = actions - action;
}
}
public static void Send(string message, params object[] args)
{
var actions = listeners[message] as Handler;
if (actions != null)
{
actions(args);
}
}
private static Hashtable listeners = new Hashtable();
}
public static bool IsValid(Vector3 vector)
{
return (float.IsNaN(vector.x) == false && float.IsNaN(vector.y) == false && float.IsNaN(vector.z) == false);
}
public static bool IsValid(Quaternion rotation)
{
return (float.IsNaN(rotation.x) == false && float.IsNaN(rotation.y) == false && float.IsNaN(rotation.z) == false && float.IsNaN(rotation.w) == false) &&
(rotation.x != 0 || rotation.y != 0 || rotation.z != 0 || rotation.w != 0);
}
// this version does not clamp [0..1]
public static Quaternion Slerp(Quaternion A, Quaternion B, float t)
{
var cosom = Mathf.Clamp(A.x * B.x + A.y * B.y + A.z * B.z + A.w * B.w, -1.0f, 1.0f);
if (cosom < 0.0f)
{
B = new Quaternion(-B.x, -B.y, -B.z, -B.w);
cosom = -cosom;
}
float sclp, sclq;
if ((1.0f - cosom) > 0.0001f)
{
var omega = Mathf.Acos(cosom);
var sinom = Mathf.Sin(omega);
sclp = Mathf.Sin((1.0f - t) * omega) / sinom;
sclq = Mathf.Sin(t * omega) / sinom;
}
else
{
// "from" and "to" very close, so do linear interp
sclp = 1.0f - t;
sclq = t;
}
return new Quaternion(
sclp * A.x + sclq * B.x,
sclp * A.y + sclq * B.y,
sclp * A.z + sclq * B.z,
sclp * A.w + sclq * B.w);
}
public static Vector3 Lerp(Vector3 A, Vector3 B, float t)
{
return new Vector3(
Lerp(A.x, B.x, t),
Lerp(A.y, B.y, t),
Lerp(A.z, B.z, t));
}
public static float Lerp(float A, float B, float t)
{
return A + (B - A) * t;
}
public static double Lerp(double A, double B, double t)
{
return A + (B - A) * t;
}
public static float InverseLerp(Vector3 A, Vector3 B, Vector3 result)
{
return Vector3.Dot(result - A, B - A);
}
public static float InverseLerp(float A, float B, float result)
{
return (result - A) / (B - A);
}
public static double InverseLerp(double A, double B, double result)
{
return (result - A) / (B - A);
}
public static float Saturate(float A)
{
return (A < 0) ? 0 : (A > 1) ? 1 : A;
}
public static Vector2 Saturate(Vector2 A)
{
return new Vector2(Saturate(A.x), Saturate(A.y));
}
public static float Abs(float A)
{
return (A < 0) ? -A : A;
}
public static Vector2 Abs(Vector2 A)
{
return new Vector2(Abs(A.x), Abs(A.y));
}
private static float _copysign(float sizeval, float signval)
{
return Mathf.Sign(signval) == 1 ? Mathf.Abs(sizeval) : -Mathf.Abs(sizeval);
}
public static Quaternion GetRotation(this Matrix4x4 matrix)
{
Quaternion q = new Quaternion();
q.w = Mathf.Sqrt(Mathf.Max(0, 1 + matrix.m00 + matrix.m11 + matrix.m22)) / 2;
q.x = Mathf.Sqrt(Mathf.Max(0, 1 + matrix.m00 - matrix.m11 - matrix.m22)) / 2;
q.y = Mathf.Sqrt(Mathf.Max(0, 1 - matrix.m00 + matrix.m11 - matrix.m22)) / 2;
q.z = Mathf.Sqrt(Mathf.Max(0, 1 - matrix.m00 - matrix.m11 + matrix.m22)) / 2;
q.x = _copysign(q.x, matrix.m21 - matrix.m12);
q.y = _copysign(q.y, matrix.m02 - matrix.m20);
q.z = _copysign(q.z, matrix.m10 - matrix.m01);
return q;
}
public static Vector3 GetPosition(this Matrix4x4 matrix)
{
var x = matrix.m03;
var y = matrix.m13;
var z = matrix.m23;
return new Vector3(x, y, z);
}
public static Vector3 GetScale(this Matrix4x4 m)
{
var x = Mathf.Sqrt(m.m00 * m.m00 + m.m01 * m.m01 + m.m02 * m.m02);
var y = Mathf.Sqrt(m.m10 * m.m10 + m.m11 * m.m11 + m.m12 * m.m12);
var z = Mathf.Sqrt(m.m20 * m.m20 + m.m21 * m.m21 + m.m22 * m.m22);
return new Vector3(x, y, z);
}
public static float GetLossyScale(Transform t)
{
return t.lossyScale.x;
}
private const string secretKey = "foobar";
public static string GetBadMD5Hash(string usedString)
{
byte[] bytes = System.Text.Encoding.UTF8.GetBytes(usedString + secretKey);
return GetBadMD5Hash(bytes);
}
public static string GetBadMD5Hash(byte[] bytes)
{
System.Security.Cryptography.MD5CryptoServiceProvider md5 = new System.Security.Cryptography.MD5CryptoServiceProvider();
byte[] hash = md5.ComputeHash(bytes);
System.Text.StringBuilder sb = new System.Text.StringBuilder();
for (int i = 0; i < hash.Length; i++)
{
sb.Append(hash[i].ToString("x2"));
}
return sb.ToString();
}
public static string GetBadMD5HashFromFile(string filePath)
{
if (File.Exists(filePath) == false)
return null;
string data = File.ReadAllText(filePath);
return GetBadMD5Hash(data + secretKey);
}
public static string SanitizePath(string path, bool allowLeadingSlash = true)
{
if (path.Contains("\\\\"))
path = path.Replace("\\\\", "\\");
if (path.Contains("//"))
path = path.Replace("//", "/");
if (allowLeadingSlash == false)
{
if (path[0] == '/' || path[0] == '\\')
path = path.Substring(1);
}
return path;
}
[System.Serializable]
public struct RigidTransform
{
public Vector3 pos;
public Quaternion rot;
public static RigidTransform identity
{
get { return new RigidTransform(Vector3.zero, Quaternion.identity); }
}
public static RigidTransform FromLocal(Transform t)
{
return new RigidTransform(t.localPosition, t.localRotation);
}
public RigidTransform(Vector3 pos, Quaternion rot)
{
this.pos = pos;
this.rot = rot;
}
public RigidTransform(Transform t)
{
this.pos = t.position;
this.rot = t.rotation;
}
public RigidTransform(Transform from, Transform to)
{
var inv = Quaternion.Inverse(from.rotation);
rot = inv * to.rotation;
pos = inv * (to.position - from.position);
}
public RigidTransform(HmdMatrix34_t pose)
{
var m = Matrix4x4.identity;
m[0, 0] = pose.m0;
m[0, 1] = pose.m1;
m[0, 2] = -pose.m2;
m[0, 3] = pose.m3;
m[1, 0] = pose.m4;
m[1, 1] = pose.m5;
m[1, 2] = -pose.m6;
m[1, 3] = pose.m7;
m[2, 0] = -pose.m8;
m[2, 1] = -pose.m9;
m[2, 2] = pose.m10;
m[2, 3] = -pose.m11;
this.pos = m.GetPosition();
this.rot = m.GetRotation();
}
public RigidTransform(HmdMatrix44_t pose)
{
var m = Matrix4x4.identity;
m[0, 0] = pose.m0;
m[0, 1] = pose.m1;
m[0, 2] = -pose.m2;
m[0, 3] = pose.m3;
m[1, 0] = pose.m4;
m[1, 1] = pose.m5;
m[1, 2] = -pose.m6;
m[1, 3] = pose.m7;
m[2, 0] = -pose.m8;
m[2, 1] = -pose.m9;
m[2, 2] = pose.m10;
m[2, 3] = -pose.m11;
m[3, 0] = pose.m12;
m[3, 1] = pose.m13;
m[3, 2] = -pose.m14;
m[3, 3] = pose.m15;
this.pos = m.GetPosition();
this.rot = m.GetRotation();
}
public HmdMatrix44_t ToHmdMatrix44()
{
var m = Matrix4x4.TRS(pos, rot, Vector3.one);
var pose = new HmdMatrix44_t();
pose.m0 = m[0, 0];
pose.m1 = m[0, 1];
pose.m2 = -m[0, 2];
pose.m3 = m[0, 3];
pose.m4 = m[1, 0];
pose.m5 = m[1, 1];
pose.m6 = -m[1, 2];
pose.m7 = m[1, 3];
pose.m8 = -m[2, 0];
pose.m9 = -m[2, 1];
pose.m10 = m[2, 2];
pose.m11 = -m[2, 3];
pose.m12 = m[3, 0];
pose.m13 = m[3, 1];
pose.m14 = -m[3, 2];
pose.m15 = m[3, 3];
return pose;
}
public HmdMatrix34_t ToHmdMatrix34()
{
var m = Matrix4x4.TRS(pos, rot, Vector3.one);
var pose = new HmdMatrix34_t();
pose.m0 = m[0, 0];
pose.m1 = m[0, 1];
pose.m2 = -m[0, 2];
pose.m3 = m[0, 3];
pose.m4 = m[1, 0];
pose.m5 = m[1, 1];
pose.m6 = -m[1, 2];
pose.m7 = m[1, 3];
pose.m8 = -m[2, 0];
pose.m9 = -m[2, 1];
pose.m10 = m[2, 2];
pose.m11 = -m[2, 3];
return pose;
}
public override bool Equals(object o)
{
if (o is RigidTransform)
{
RigidTransform t = (RigidTransform)o;
return pos == t.pos && rot == t.rot;
}
return false;
}
public override int GetHashCode()
{
return pos.GetHashCode() ^ rot.GetHashCode();
}
public static bool operator ==(RigidTransform a, RigidTransform b)
{
return a.pos == b.pos && a.rot == b.rot;
}
public static bool operator !=(RigidTransform a, RigidTransform b)
{
return a.pos != b.pos || a.rot != b.rot;
}
public static RigidTransform operator *(RigidTransform a, RigidTransform b)
{
return new RigidTransform
{
rot = a.rot * b.rot,
pos = a.pos + a.rot * b.pos
};
}
public void Inverse()
{
rot = Quaternion.Inverse(rot);
pos = -(rot * pos);
}
public RigidTransform GetInverse()
{
var t = new RigidTransform(pos, rot);
t.Inverse();
return t;
}
public void Multiply(RigidTransform a, RigidTransform b)
{
rot = a.rot * b.rot;
pos = a.pos + a.rot * b.pos;
}
public Vector3 InverseTransformPoint(Vector3 point)
{
return Quaternion.Inverse(rot) * (point - pos);
}
public Vector3 TransformPoint(Vector3 point)
{
return pos + (rot * point);
}
public static Vector3 operator *(RigidTransform t, Vector3 v)
{
return t.TransformPoint(v);
}
public static RigidTransform Interpolate(RigidTransform a, RigidTransform b, float t)
{
return new RigidTransform(Vector3.Lerp(a.pos, b.pos, t), Quaternion.Slerp(a.rot, b.rot, t));
}
public void Interpolate(RigidTransform to, float t)
{
pos = SteamVR_Utils.Lerp(pos, to.pos, t);
rot = SteamVR_Utils.Slerp(rot, to.rot, t);
}
}
public delegate object SystemFn(CVRSystem system, params object[] args);
public static object CallSystemFn(SystemFn fn, params object[] args)
{
var initOpenVR = (!SteamVR.active && !SteamVR.usingNativeSupport);
if (initOpenVR)
{
var error = EVRInitError.None;
OpenVR.Init(ref error, EVRApplicationType.VRApplication_Utility);
}
var system = OpenVR.System;
var result = (system != null) ? fn(system, args) : null;
if (initOpenVR)
OpenVR.Shutdown();
return result;
}
public static void TakeStereoScreenshot(uint screenshotHandle, GameObject target, int cellSize, float ipd, ref string previewFilename, ref string VRFilename)
{
const int width = 4096;
const int height = width / 2;
const int halfHeight = height / 2;
var texture = new Texture2D(width, height * 2, TextureFormat.ARGB32, false);
var timer = new System.Diagnostics.Stopwatch();
Camera tempCamera = null;
timer.Start();
var camera = target.GetComponent<Camera>();
if (camera == null)
{
if (tempCamera == null)
tempCamera = new GameObject().AddComponent<Camera>();
camera = tempCamera;
}
// Render preview texture
const int previewWidth = 2048;
const int previewHeight = 2048;
var previewTexture = new Texture2D(previewWidth, previewHeight, TextureFormat.ARGB32, false);
var targetPreviewTexture = new RenderTexture(previewWidth, previewHeight, 24);
var oldTargetTexture = camera.targetTexture;
var oldOrthographic = camera.orthographic;
var oldFieldOfView = camera.fieldOfView;
var oldAspect = camera.aspect;
var oldstereoTargetEye = camera.stereoTargetEye;
camera.stereoTargetEye = StereoTargetEyeMask.None;
camera.fieldOfView = 60.0f;
camera.orthographic = false;
camera.targetTexture = targetPreviewTexture;
camera.aspect = 1.0f;
camera.Render();
// copy preview texture
RenderTexture.active = targetPreviewTexture;
previewTexture.ReadPixels(new Rect(0, 0, targetPreviewTexture.width, targetPreviewTexture.height), 0, 0);
RenderTexture.active = null;
camera.targetTexture = null;
Object.DestroyImmediate(targetPreviewTexture);
var fx = camera.gameObject.AddComponent<SteamVR_SphericalProjection>();
var oldPosition = target.transform.localPosition;
var oldRotation = target.transform.localRotation;
var basePosition = target.transform.position;
var baseRotation = Quaternion.Euler(0, target.transform.rotation.eulerAngles.y, 0);
var transform = camera.transform;
int vTotal = halfHeight / cellSize;
float dv = 90.0f / vTotal; // vertical degrees per segment
float dvHalf = dv / 2.0f;
var targetTexture = new RenderTexture(cellSize, cellSize, 24);
targetTexture.wrapMode = TextureWrapMode.Clamp;
targetTexture.antiAliasing = 8;
camera.fieldOfView = dv;
camera.orthographic = false;
camera.targetTexture = targetTexture;
camera.aspect = oldAspect;
camera.stereoTargetEye = StereoTargetEyeMask.None;
// Render sections of a sphere using a rectilinear projection
// and resample using a sphereical projection into a single panorama
// texture per eye. We break into sections in order to keep the eye
// separation similar around the sphere. Rendering alternates between
// top and bottom sections, sweeping horizontally around the sphere,
// alternating left and right eyes.
for (int v = 0; v < vTotal; v++)
{
var pitch = 90.0f - (v * dv) - dvHalf;
var uTotal = width / targetTexture.width;
var du = 360.0f / uTotal; // horizontal degrees per segment
var duHalf = du / 2.0f;
var vTarget = v * halfHeight / vTotal;
for (int i = 0; i < 2; i++) // top, bottom
{
if (i == 1)
{
pitch = -pitch;
vTarget = height - vTarget - cellSize;
}
for (int u = 0; u < uTotal; u++)
{
var yaw = -180.0f + (u * du) + duHalf;
var uTarget = u * width / uTotal;
var vTargetOffset = 0;
var xOffset = -ipd / 2 * Mathf.Cos(pitch * Mathf.Deg2Rad);
for (int j = 0; j < 2; j++) // left, right
{
if (j == 1)
{
vTargetOffset = height;
xOffset = -xOffset;
}
var offset = baseRotation * Quaternion.Euler(0, yaw, 0) * new Vector3(xOffset, 0, 0);
transform.position = basePosition + offset;
var direction = Quaternion.Euler(pitch, yaw, 0.0f);
transform.rotation = baseRotation * direction;
// vector pointing to center of this section
var N = direction * Vector3.forward;
// horizontal span of this section in degrees
var phi0 = yaw - (du / 2);
var phi1 = phi0 + du;
// vertical span of this section in degrees
var theta0 = pitch + (dv / 2);
var theta1 = theta0 - dv;
var midPhi = (phi0 + phi1) / 2;
var baseTheta = Mathf.Abs(theta0) < Mathf.Abs(theta1) ? theta0 : theta1;
// vectors pointing to corners of image closes to the equator
var V00 = Quaternion.Euler(baseTheta, phi0, 0.0f) * Vector3.forward;
var V01 = Quaternion.Euler(baseTheta, phi1, 0.0f) * Vector3.forward;
// vectors pointing to top and bottom midsection of image
var V0M = Quaternion.Euler(theta0, midPhi, 0.0f) * Vector3.forward;
var V1M = Quaternion.Euler(theta1, midPhi, 0.0f) * Vector3.forward;
// intersection points for each of the above
var P00 = V00 / Vector3.Dot(V00, N);
var P01 = V01 / Vector3.Dot(V01, N);
var P0M = V0M / Vector3.Dot(V0M, N);
var P1M = V1M / Vector3.Dot(V1M, N);
// calculate basis vectors for plane
var P00_P01 = P01 - P00;
var P0M_P1M = P1M - P0M;
var uMag = P00_P01.magnitude;
var vMag = P0M_P1M.magnitude;
var uScale = 1.0f / uMag;
var vScale = 1.0f / vMag;
var uAxis = P00_P01 * uScale;
var vAxis = P0M_P1M * vScale;
// update material constant buffer
fx.Set(N, phi0, phi1, theta0, theta1,
uAxis, P00, uScale,
vAxis, P0M, vScale);
camera.aspect = uMag / vMag;
camera.Render();
RenderTexture.active = targetTexture;
texture.ReadPixels(new Rect(0, 0, targetTexture.width, targetTexture.height), uTarget, vTarget + vTargetOffset);
RenderTexture.active = null;
}
// Update progress
var progress = (float)( v * ( uTotal * 2.0f ) + u + i*uTotal) / (float)(vTotal * ( uTotal * 2.0f ) );
OpenVR.Screenshots.UpdateScreenshotProgress(screenshotHandle, progress);
}
}
}
// 100% flush
OpenVR.Screenshots.UpdateScreenshotProgress(screenshotHandle, 1.0f);
// Save textures to disk.
// Add extensions
previewFilename += ".png";
VRFilename += ".png";
// Preview
previewTexture.Apply();
System.IO.File.WriteAllBytes(previewFilename, previewTexture.EncodeToPNG());
// VR
texture.Apply();
System.IO.File.WriteAllBytes(VRFilename, texture.EncodeToPNG());
// Cleanup.
if (camera != tempCamera)
{
camera.targetTexture = oldTargetTexture;
camera.orthographic = oldOrthographic;
camera.fieldOfView = oldFieldOfView;
camera.aspect = oldAspect;
camera.stereoTargetEye = oldstereoTargetEye;
target.transform.localPosition = oldPosition;
target.transform.localRotation = oldRotation;
}
else
{
tempCamera.targetTexture = null;
}
Object.DestroyImmediate(targetTexture);
Object.DestroyImmediate(fx);
timer.Stop();
Debug.Log(string.Format("Screenshot took {0} seconds.", timer.Elapsed));
if (tempCamera != null)
{
Object.DestroyImmediate(tempCamera.gameObject);
}
Object.DestroyImmediate(previewTexture);
Object.DestroyImmediate(texture);
}
}