422 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			422 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| /************************************************************************************
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| Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
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| 
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| Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
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| https://developer.oculus.com/licenses/oculussdk/
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| 
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| Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
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| under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
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| ANY KIND, either express or implied. See the License for the specific language governing
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| permissions and limitations under the License.
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| ************************************************************************************/
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| 
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| using UnityEngine;
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| using System.Collections;
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| using UnityEngine.UI;
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| 
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| //-------------------------------------------------------------------------------------
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| /// <summary>
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| /// Shows debug information on a heads-up display.
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| /// </summary>
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| public class OVRDebugInfo : MonoBehaviour
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| {
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|     #region GameObjects for Debug Information UIs
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|     GameObject debugUIManager;
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|     GameObject debugUIObject;
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|     GameObject riftPresent;
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|     GameObject fps;
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|     GameObject ipd;
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|     GameObject fov;
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|     GameObject height;
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| 	GameObject depth;
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| 	GameObject resolutionEyeTexture;
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|     GameObject latencies;
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|     GameObject texts;
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|     #endregion
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| 
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|     #region Debug strings
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| 	string strRiftPresent            = null; // "VR DISABLED"
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|     string strFPS                    = null; // "FPS: 0";
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|     string strIPD                    = null; // "IPD: 0.000";
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|     string strFOV                    = null; // "FOV: 0.0f";
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|     string strHeight                 = null; // "Height: 0.0f";
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| 	string strDepth                  = null; // "Depth: 0.0f";
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| 	string strResolutionEyeTexture   = null; // "Resolution : {0} x {1}"
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|     string strLatencies              = null; // "R: {0:F3} TW: {1:F3} PP: {2:F3} RE: {3:F3} TWE: {4:F3}"
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|     #endregion
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| 
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|     /// <summary>
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|     /// Variables for FPS
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|     /// </summary>
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|     float updateInterval = 0.5f;
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|     float accum          = 0.0f;
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|     int   frames         = 0;
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|     float timeLeft       = 0.0f;
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| 
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|     /// <summary>
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|     /// Managing for UI initialization
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|     /// </summary>
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|     bool  initUIComponent = false;
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|     bool  isInited        = false;
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| 
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|     /// <summary>
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|     /// UIs Y offset
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|     /// </summary>
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|     float offsetY = 55.0f;
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| 
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|     /// <summary>
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|     /// Managing for rift detection UI
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|     /// </summary>
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|     float riftPresentTimeout = 0.0f;
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| 
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|     /// <summary>
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|     /// Turn on / off VR variables
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|     /// </summary>
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|     bool showVRVars = false;
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| 
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|     #region MonoBehaviour handler
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| 
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|     /// <summary>
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|     /// Initialization
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|     /// </summary>
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|     void Awake()
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|     {
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|         // Create canvas for using new GUI
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|         debugUIManager = new GameObject();
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|         debugUIManager.name = "DebugUIManager";
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|         debugUIManager.transform.parent = GameObject.Find("LeftEyeAnchor").transform;
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| 
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|         RectTransform rectTransform = debugUIManager.AddComponent<RectTransform>();
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|         rectTransform.sizeDelta = new Vector2(100f, 100f);
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|         rectTransform.localScale = new Vector3(0.001f, 0.001f, 0.001f);
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|         rectTransform.localPosition = new Vector3(0.01f, 0.17f, 0.53f);
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|         rectTransform.localEulerAngles = Vector3.zero;
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| 
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|         Canvas canvas = debugUIManager.AddComponent<Canvas>();
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|         canvas.renderMode = RenderMode.WorldSpace;
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|         canvas.pixelPerfect = false;
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|     }
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| 
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|     /// <summary>
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|     /// Updating VR variables and managing UI present
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|     /// </summary>
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|     void Update()
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|     {
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|         if (initUIComponent && !isInited)
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|         {
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|             InitUIComponents();
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|         }
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| 
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| 		//todo: enable for Unity Input System
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| #if ENABLE_LEGACY_INPUT_MANAGER
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|         if (Input.GetKeyDown(KeyCode.Space) && riftPresentTimeout < 0.0f)
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|         {
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|             initUIComponent = true;
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|             showVRVars ^= true;
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|         }
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| #endif
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| 
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| 		UpdateDeviceDetection();
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| 
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|         // Presenting VR variables
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|         if (showVRVars)
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|         {
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|             debugUIManager.SetActive(true);
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|             UpdateVariable();
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|             UpdateStrings();
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|         }
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|         else
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|         {
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|             debugUIManager.SetActive(false);
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|         }
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|     }
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| 
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|     /// <summary>
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|     /// Initialize isInited value on OnDestroy
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|     /// </summary>
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|     void OnDestroy()
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|     {
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|         isInited = false;
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|     }
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| #endregion
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| 
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| #region Private Functions
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|     /// <summary>
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|     /// Initialize UI GameObjects
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|     /// </summary>
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|     void InitUIComponents()
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|     {
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|         float posY = 0.0f;
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|         int fontSize = 20;
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| 
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|         debugUIObject = new GameObject();
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|         debugUIObject.name = "DebugInfo";
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|         debugUIObject.transform.parent = GameObject.Find("DebugUIManager").transform;
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|         debugUIObject.transform.localPosition = new Vector3(0.0f, 100.0f, 0.0f);
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|         debugUIObject.transform.localEulerAngles = Vector3.zero;
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|         debugUIObject.transform.localScale = new Vector3(1.0f, 1.0f, 1.0f);
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| 
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|         // Print out for FPS
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|         if (!string.IsNullOrEmpty(strFPS))
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|         {
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|             fps = VariableObjectManager(fps, "FPS", posY -= offsetY, strFPS, fontSize);
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|         }
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| 
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|         // Print out for IPD
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|         if (!string.IsNullOrEmpty(strIPD))
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|         {
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|             ipd = VariableObjectManager(ipd, "IPD", posY -= offsetY, strIPD, fontSize);
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|         }
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| 
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|         // Print out for FOV
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|         if (!string.IsNullOrEmpty(strFOV))
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|         {
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|             fov = VariableObjectManager(fov, "FOV", posY -= offsetY, strFOV, fontSize);
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|         }
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| 
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|         // Print out for Height
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|         if (!string.IsNullOrEmpty(strHeight))
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|         {
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|             height = VariableObjectManager(height, "Height", posY -= offsetY, strHeight, fontSize);
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|         }
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| 
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| 		// Print out for Depth
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| 		if (!string.IsNullOrEmpty(strDepth))
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| 		{
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| 			depth = VariableObjectManager(depth, "Depth", posY -= offsetY, strDepth, fontSize);
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| 		}
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| 
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| 		// Print out for Resoulution of Eye Texture
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|         if (!string.IsNullOrEmpty(strResolutionEyeTexture))
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|         {
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|             resolutionEyeTexture = VariableObjectManager(resolutionEyeTexture, "Resolution", posY -= offsetY, strResolutionEyeTexture, fontSize);
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|         }
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| 
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|         // Print out for Latency
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|         if (!string.IsNullOrEmpty(strLatencies))
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|         {
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|             latencies = VariableObjectManager(latencies, "Latency", posY -= offsetY, strLatencies, 17);
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|             posY = 0.0f;
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|         }
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| 
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|         initUIComponent = false;
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|         isInited = true;
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| 
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|     }
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| 
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|     /// <summary>
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|     /// Update VR Variables
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|     /// </summary>
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|     void UpdateVariable()
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|     {
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|         UpdateIPD();
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|         UpdateEyeHeightOffset();
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| 		UpdateEyeDepthOffset();
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| 		UpdateFOV();
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|         UpdateResolutionEyeTexture();
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|         UpdateLatencyValues();
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|         UpdateFPS();
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|     }
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| 
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|     /// <summary>
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|     /// Update Strings
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|     /// </summary>
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|     void UpdateStrings()
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|     {
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|         if (debugUIObject == null)
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|             return;
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| 
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|         if (!string.IsNullOrEmpty(strFPS))
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|             fps.GetComponentInChildren<Text>().text = strFPS;
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|         if (!string.IsNullOrEmpty(strIPD))
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|             ipd.GetComponentInChildren<Text>().text = strIPD;
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|         if (!string.IsNullOrEmpty(strFOV))
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|             fov.GetComponentInChildren<Text>().text = strFOV;
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|         if (!string.IsNullOrEmpty(strResolutionEyeTexture))
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|             resolutionEyeTexture.GetComponentInChildren<Text>().text = strResolutionEyeTexture;
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|         if (!string.IsNullOrEmpty(strLatencies))
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| 		{
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|             latencies.GetComponentInChildren<Text>().text = strLatencies;
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| 			latencies.GetComponentInChildren<Text>().fontSize = 14;
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| 		}
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|         if (!string.IsNullOrEmpty(strHeight))
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|             height.GetComponentInChildren<Text>().text = strHeight;
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| 		if (!string.IsNullOrEmpty(strDepth))
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| 			depth.GetComponentInChildren<Text>().text = strDepth;
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| 	}
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| 
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| 	/// <summary>
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|     /// It's for rift present GUI
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|     /// </summary>
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|     void RiftPresentGUI(GameObject guiMainOBj)
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|     {
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|         riftPresent = ComponentComposition(riftPresent);
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|         riftPresent.transform.SetParent(guiMainOBj.transform);
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|         riftPresent.name = "RiftPresent";
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|         RectTransform rectTransform = riftPresent.GetComponent<RectTransform>();
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|         rectTransform.localPosition = new Vector3(0.0f, 0.0f, 0.0f);
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|         rectTransform.localScale = new Vector3(1.0f, 1.0f, 1.0f);
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|         rectTransform.localEulerAngles = Vector3.zero;
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| 
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|         Text text = riftPresent.GetComponentInChildren<Text>();
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|         text.text = strRiftPresent;
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|         text.fontSize = 20;
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|     }
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| 
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|     /// <summary>
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|     /// Updates the device detection.
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|     /// </summary>
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|     void UpdateDeviceDetection()
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|     {
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|         if (riftPresentTimeout >= 0.0f)
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|         {
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|             riftPresentTimeout -= Time.deltaTime;
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|         }
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|     }
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| 
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|     /// <summary>
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|     /// Object Manager for Variables
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|     /// </summary>
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|     /// <returns> gameobject for each Variable </returns>
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|     GameObject VariableObjectManager(GameObject gameObject, string name, float posY, string str, int fontSize)
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|     {
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|         gameObject = ComponentComposition(gameObject);
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|         gameObject.name = name;
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|         gameObject.transform.SetParent(debugUIObject.transform);
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| 
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|         RectTransform rectTransform = gameObject.GetComponent<RectTransform>();
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|         rectTransform.localPosition = new Vector3(0.0f, posY -= offsetY, 0.0f);
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| 
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|         Text text = gameObject.GetComponentInChildren<Text>();
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|         text.text = str;
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|         text.fontSize = fontSize;
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|         gameObject.transform.localEulerAngles = Vector3.zero;
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| 
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|         rectTransform.localScale = new Vector3(1.0f, 1.0f, 1.0f);
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| 
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|         return gameObject;
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|     }
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| 
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|     /// <summary>
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|     /// Component composition
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|     /// </summary>
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|     /// <returns> Composed gameobject. </returns>
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|     GameObject ComponentComposition(GameObject GO)
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|     {
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|         GO = new GameObject();
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|         GO.AddComponent<RectTransform>();
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|         GO.AddComponent<CanvasRenderer>();
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|         GO.AddComponent<Image>();
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|         GO.GetComponent<RectTransform>().sizeDelta = new Vector2(350f, 50f);
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|         GO.GetComponent<Image>().color = new Color(7f / 255f, 45f / 255f, 71f / 255f, 200f / 255f);
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| 
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|         texts = new GameObject();
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|         texts.AddComponent<RectTransform>();
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|         texts.AddComponent<CanvasRenderer>();
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|         texts.AddComponent<Text>();
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|         texts.GetComponent<RectTransform>().sizeDelta = new Vector2(350f, 50f);
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| 		texts.GetComponent<Text>().font = Resources.GetBuiltinResource(typeof(Font), "Arial.ttf") as Font;
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|         texts.GetComponent<Text>().alignment = TextAnchor.MiddleCenter;
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| 
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|         texts.transform.SetParent(GO.transform);
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|         texts.name = "TextBox";
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| 
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|         return GO;
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|     }
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| #endregion
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| 
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| #region Debugging variables handler
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|     /// <summary>
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|     /// Updates the IPD.
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|     /// </summary>
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|     void UpdateIPD()
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|     {
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|         strIPD = System.String.Format("IPD (mm): {0:F4}", OVRManager.profile.ipd * 1000.0f);
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|     }
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| 
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|     /// <summary>
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|     /// Updates the eye height offset.
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|     /// </summary>
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|     void UpdateEyeHeightOffset()
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|     {
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|         float eyeHeight = OVRManager.profile.eyeHeight;
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|         strHeight = System.String.Format("Eye Height (m): {0:F3}", eyeHeight);
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| 	}
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| 
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| 	/// <summary>
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| 	/// Updates the eye depth offset.
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| 	/// </summary>
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| 	void UpdateEyeDepthOffset()
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| 	{
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| 		float eyeDepth = OVRManager.profile.eyeDepth;
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| 		strDepth = System.String.Format("Eye Depth (m): {0:F3}", eyeDepth);
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| 	}
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| 
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| 	/// <summary>
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| 	/// Updates the FOV.
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|     /// </summary>
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|     void UpdateFOV()
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|     {
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|         OVRDisplay.EyeRenderDesc eyeDesc = OVRManager.display.GetEyeRenderDesc(UnityEngine.XR.XRNode.LeftEye);
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|         strFOV = System.String.Format("FOV (deg): {0:F3}", eyeDesc.fov.y);
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|     }
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| 
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|     /// <summary>
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|     /// Updates resolution of eye texture
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|     /// </summary>
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|     void UpdateResolutionEyeTexture()
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|     {
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| 		OVRDisplay.EyeRenderDesc leftEyeDesc = OVRManager.display.GetEyeRenderDesc(UnityEngine.XR.XRNode.LeftEye);
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| 		OVRDisplay.EyeRenderDesc rightEyeDesc = OVRManager.display.GetEyeRenderDesc(UnityEngine.XR.XRNode.RightEye);
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| 
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| 		float scale = UnityEngine.XR.XRSettings.renderViewportScale;
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|         float w = (int)(scale * (float)(leftEyeDesc.resolution.x + rightEyeDesc.resolution.x));
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|         float h = (int)(scale * (float)Mathf.Max(leftEyeDesc.resolution.y, rightEyeDesc.resolution.y));
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| 
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|         strResolutionEyeTexture = System.String.Format("Resolution : {0} x {1}", w, h);
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|     }
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| 
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|     /// <summary>
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|     /// Updates latency values
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|     /// </summary>
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|     void UpdateLatencyValues()
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|     {
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| #if !UNITY_ANDROID || UNITY_EDITOR
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|             OVRDisplay.LatencyData latency = OVRManager.display.latency;
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|             if (latency.render < 0.000001f && latency.timeWarp < 0.000001f && latency.postPresent < 0.000001f)
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|                 strLatencies = System.String.Format("Latency values are not available.");
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|             else
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|                 strLatencies = System.String.Format("Render: {0:F3} TimeWarp: {1:F3} Post-Present: {2:F3}\nRender Error: {3:F3} TimeWarp Error: {4:F3}",
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|                     latency.render,
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|                     latency.timeWarp,
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|                     latency.postPresent,
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|                     latency.renderError,
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|                     latency.timeWarpError);
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| #endif
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|     }
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| 
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|     /// <summary>
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|     /// Updates the FPS.
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|     /// </summary>
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|     void UpdateFPS()
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|     {
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|         timeLeft -= Time.unscaledDeltaTime;
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|         accum += Time.unscaledDeltaTime;
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|         ++frames;
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| 
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|         // Interval ended - update GUI text and start new interval
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|         if (timeLeft <= 0.0)
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|         {
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|             // display two fractional digits (f2 format)
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|             float fps = frames / accum;
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| 
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|             strFPS = System.String.Format("FPS: {0:F2}", fps);
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| 
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|             timeLeft += updateInterval;
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|             accum = 0.0f;
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|             frames = 0;
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|         }
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|     }
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| #endregion
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| }
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