Initial Commit
This commit is contained in:
@@ -0,0 +1,443 @@
|
||||
/*
|
||||
* Copyright (c) Meta Platforms, Inc. and affiliates.
|
||||
* All rights reserved.
|
||||
*
|
||||
* Licensed under the Oculus SDK License Agreement (the "License");
|
||||
* you may not use the Oculus SDK except in compliance with the License,
|
||||
* which is provided at the time of installation or download, or which
|
||||
* otherwise accompanies this software in either electronic or hard copy form.
|
||||
*
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* https://developer.oculus.com/licenses/oculussdk/
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, the Oculus SDK
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using UnityEngine.UI;
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
/// <summary>
|
||||
/// Shows debug information on a heads-up display.
|
||||
/// </summary>
|
||||
[HelpURL("https://developer.oculus.com/reference/unity/latest/class_o_v_r_debug_info")]
|
||||
public class OVRDebugInfo : MonoBehaviour
|
||||
{
|
||||
#region GameObjects for Debug Information UIs
|
||||
|
||||
GameObject debugUIManager;
|
||||
GameObject debugUIObject;
|
||||
GameObject riftPresent;
|
||||
GameObject fps;
|
||||
GameObject ipd;
|
||||
GameObject fov;
|
||||
GameObject height;
|
||||
GameObject depth;
|
||||
GameObject resolutionEyeTexture;
|
||||
GameObject latencies;
|
||||
GameObject texts;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Debug strings
|
||||
|
||||
string strRiftPresent = null; // "VR DISABLED"
|
||||
string strFPS = null; // "FPS: 0";
|
||||
string strIPD = null; // "IPD: 0.000";
|
||||
string strFOV = null; // "FOV: 0.0f";
|
||||
string strHeight = null; // "Height: 0.0f";
|
||||
string strDepth = null; // "Depth: 0.0f";
|
||||
string strResolutionEyeTexture = null; // "Resolution : {0} x {1}"
|
||||
string strLatencies = null; // "R: {0:F3} TW: {1:F3} PP: {2:F3} RE: {3:F3} TWE: {4:F3}"
|
||||
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Variables for FPS
|
||||
/// </summary>
|
||||
float updateInterval = 0.5f;
|
||||
|
||||
float accum = 0.0f;
|
||||
int frames = 0;
|
||||
float timeLeft = 0.0f;
|
||||
|
||||
/// <summary>
|
||||
/// Managing for UI initialization
|
||||
/// </summary>
|
||||
bool initUIComponent = false;
|
||||
|
||||
bool isInited = false;
|
||||
|
||||
/// <summary>
|
||||
/// UIs Y offset
|
||||
/// </summary>
|
||||
float offsetY = 55.0f;
|
||||
|
||||
/// <summary>
|
||||
/// Managing for rift detection UI
|
||||
/// </summary>
|
||||
float riftPresentTimeout = 0.0f;
|
||||
|
||||
/// <summary>
|
||||
/// Turn on / off VR variables
|
||||
/// </summary>
|
||||
bool showVRVars = false;
|
||||
|
||||
#region MonoBehaviour handler
|
||||
|
||||
/// <summary>
|
||||
/// Initialization
|
||||
/// </summary>
|
||||
void Awake()
|
||||
{
|
||||
// Create canvas for using new GUI
|
||||
debugUIManager = new GameObject();
|
||||
debugUIManager.name = "DebugUIManager";
|
||||
debugUIManager.transform.parent = GameObject.Find("LeftEyeAnchor").transform;
|
||||
|
||||
RectTransform rectTransform = debugUIManager.AddComponent<RectTransform>();
|
||||
rectTransform.sizeDelta = new Vector2(100f, 100f);
|
||||
rectTransform.localScale = new Vector3(0.001f, 0.001f, 0.001f);
|
||||
rectTransform.localPosition = new Vector3(0.01f, 0.17f, 0.53f);
|
||||
rectTransform.localEulerAngles = Vector3.zero;
|
||||
|
||||
Canvas canvas = debugUIManager.AddComponent<Canvas>();
|
||||
canvas.renderMode = RenderMode.WorldSpace;
|
||||
canvas.pixelPerfect = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updating VR variables and managing UI present
|
||||
/// </summary>
|
||||
void Update()
|
||||
{
|
||||
if (initUIComponent && !isInited)
|
||||
{
|
||||
InitUIComponents();
|
||||
}
|
||||
|
||||
//todo: enable for Unity Input System
|
||||
#if ENABLE_LEGACY_INPUT_MANAGER
|
||||
if (Input.GetKeyDown(KeyCode.Space) && riftPresentTimeout < 0.0f)
|
||||
{
|
||||
initUIComponent = true;
|
||||
showVRVars ^= true;
|
||||
}
|
||||
#endif
|
||||
|
||||
UpdateDeviceDetection();
|
||||
|
||||
// Presenting VR variables
|
||||
if (showVRVars)
|
||||
{
|
||||
debugUIManager.SetActive(true);
|
||||
UpdateVariable();
|
||||
UpdateStrings();
|
||||
}
|
||||
else
|
||||
{
|
||||
debugUIManager.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initialize isInited value on OnDestroy
|
||||
/// </summary>
|
||||
void OnDestroy()
|
||||
{
|
||||
isInited = false;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Private Functions
|
||||
|
||||
/// <summary>
|
||||
/// Initialize UI GameObjects
|
||||
/// </summary>
|
||||
void InitUIComponents()
|
||||
{
|
||||
float posY = 0.0f;
|
||||
int fontSize = 20;
|
||||
|
||||
debugUIObject = new GameObject();
|
||||
debugUIObject.name = "DebugInfo";
|
||||
debugUIObject.transform.parent = GameObject.Find("DebugUIManager").transform;
|
||||
debugUIObject.transform.localPosition = new Vector3(0.0f, 100.0f, 0.0f);
|
||||
debugUIObject.transform.localEulerAngles = Vector3.zero;
|
||||
debugUIObject.transform.localScale = new Vector3(1.0f, 1.0f, 1.0f);
|
||||
|
||||
// Print out for FPS
|
||||
if (!string.IsNullOrEmpty(strFPS))
|
||||
{
|
||||
fps = VariableObjectManager(fps, "FPS", posY -= offsetY, strFPS, fontSize);
|
||||
}
|
||||
|
||||
// Print out for IPD
|
||||
if (!string.IsNullOrEmpty(strIPD))
|
||||
{
|
||||
ipd = VariableObjectManager(ipd, "IPD", posY -= offsetY, strIPD, fontSize);
|
||||
}
|
||||
|
||||
// Print out for FOV
|
||||
if (!string.IsNullOrEmpty(strFOV))
|
||||
{
|
||||
fov = VariableObjectManager(fov, "FOV", posY -= offsetY, strFOV, fontSize);
|
||||
}
|
||||
|
||||
// Print out for Height
|
||||
if (!string.IsNullOrEmpty(strHeight))
|
||||
{
|
||||
height = VariableObjectManager(height, "Height", posY -= offsetY, strHeight, fontSize);
|
||||
}
|
||||
|
||||
// Print out for Depth
|
||||
if (!string.IsNullOrEmpty(strDepth))
|
||||
{
|
||||
depth = VariableObjectManager(depth, "Depth", posY -= offsetY, strDepth, fontSize);
|
||||
}
|
||||
|
||||
// Print out for Resoulution of Eye Texture
|
||||
if (!string.IsNullOrEmpty(strResolutionEyeTexture))
|
||||
{
|
||||
resolutionEyeTexture = VariableObjectManager(resolutionEyeTexture, "Resolution", posY -= offsetY,
|
||||
strResolutionEyeTexture, fontSize);
|
||||
}
|
||||
|
||||
// Print out for Latency
|
||||
if (!string.IsNullOrEmpty(strLatencies))
|
||||
{
|
||||
latencies = VariableObjectManager(latencies, "Latency", posY -= offsetY, strLatencies, 17);
|
||||
posY = 0.0f;
|
||||
}
|
||||
|
||||
initUIComponent = false;
|
||||
isInited = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update VR Variables
|
||||
/// </summary>
|
||||
void UpdateVariable()
|
||||
{
|
||||
UpdateIPD();
|
||||
UpdateEyeHeightOffset();
|
||||
UpdateEyeDepthOffset();
|
||||
UpdateFOV();
|
||||
UpdateResolutionEyeTexture();
|
||||
UpdateLatencyValues();
|
||||
UpdateFPS();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update Strings
|
||||
/// </summary>
|
||||
void UpdateStrings()
|
||||
{
|
||||
if (debugUIObject == null)
|
||||
return;
|
||||
|
||||
if (!string.IsNullOrEmpty(strFPS))
|
||||
fps.GetComponentInChildren<Text>().text = strFPS;
|
||||
if (!string.IsNullOrEmpty(strIPD))
|
||||
ipd.GetComponentInChildren<Text>().text = strIPD;
|
||||
if (!string.IsNullOrEmpty(strFOV))
|
||||
fov.GetComponentInChildren<Text>().text = strFOV;
|
||||
if (!string.IsNullOrEmpty(strResolutionEyeTexture))
|
||||
resolutionEyeTexture.GetComponentInChildren<Text>().text = strResolutionEyeTexture;
|
||||
if (!string.IsNullOrEmpty(strLatencies))
|
||||
{
|
||||
latencies.GetComponentInChildren<Text>().text = strLatencies;
|
||||
latencies.GetComponentInChildren<Text>().fontSize = 14;
|
||||
}
|
||||
|
||||
if (!string.IsNullOrEmpty(strHeight))
|
||||
height.GetComponentInChildren<Text>().text = strHeight;
|
||||
if (!string.IsNullOrEmpty(strDepth))
|
||||
depth.GetComponentInChildren<Text>().text = strDepth;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// It's for rift present GUI
|
||||
/// </summary>
|
||||
void RiftPresentGUI(GameObject guiMainOBj)
|
||||
{
|
||||
riftPresent = ComponentComposition(riftPresent);
|
||||
riftPresent.transform.SetParent(guiMainOBj.transform);
|
||||
riftPresent.name = "RiftPresent";
|
||||
RectTransform rectTransform = riftPresent.GetComponent<RectTransform>();
|
||||
rectTransform.localPosition = new Vector3(0.0f, 0.0f, 0.0f);
|
||||
rectTransform.localScale = new Vector3(1.0f, 1.0f, 1.0f);
|
||||
rectTransform.localEulerAngles = Vector3.zero;
|
||||
|
||||
Text text = riftPresent.GetComponentInChildren<Text>();
|
||||
text.text = strRiftPresent;
|
||||
text.fontSize = 20;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the device detection.
|
||||
/// </summary>
|
||||
void UpdateDeviceDetection()
|
||||
{
|
||||
if (riftPresentTimeout >= 0.0f)
|
||||
{
|
||||
riftPresentTimeout -= Time.deltaTime;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Object Manager for Variables
|
||||
/// </summary>
|
||||
/// <returns> gameobject for each Variable </returns>
|
||||
GameObject VariableObjectManager(GameObject gameObject, string name, float posY, string str, int fontSize)
|
||||
{
|
||||
gameObject = ComponentComposition(gameObject);
|
||||
gameObject.name = name;
|
||||
gameObject.transform.SetParent(debugUIObject.transform);
|
||||
|
||||
RectTransform rectTransform = gameObject.GetComponent<RectTransform>();
|
||||
rectTransform.localPosition = new Vector3(0.0f, posY -= offsetY, 0.0f);
|
||||
|
||||
Text text = gameObject.GetComponentInChildren<Text>();
|
||||
text.text = str;
|
||||
text.fontSize = fontSize;
|
||||
gameObject.transform.localEulerAngles = Vector3.zero;
|
||||
|
||||
rectTransform.localScale = new Vector3(1.0f, 1.0f, 1.0f);
|
||||
|
||||
return gameObject;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Component composition
|
||||
/// </summary>
|
||||
/// <returns> Composed gameobject. </returns>
|
||||
GameObject ComponentComposition(GameObject GO)
|
||||
{
|
||||
GO = new GameObject();
|
||||
GO.AddComponent<RectTransform>();
|
||||
GO.AddComponent<CanvasRenderer>();
|
||||
GO.AddComponent<Image>();
|
||||
GO.GetComponent<RectTransform>().sizeDelta = new Vector2(350f, 50f);
|
||||
GO.GetComponent<Image>().color = new Color(7f / 255f, 45f / 255f, 71f / 255f, 200f / 255f);
|
||||
|
||||
texts = new GameObject();
|
||||
texts.AddComponent<RectTransform>();
|
||||
texts.AddComponent<CanvasRenderer>();
|
||||
texts.AddComponent<Text>();
|
||||
texts.GetComponent<RectTransform>().sizeDelta = new Vector2(350f, 50f);
|
||||
texts.GetComponent<Text>().font = Resources.GetBuiltinResource(typeof(Font), "Arial.ttf") as Font;
|
||||
texts.GetComponent<Text>().alignment = TextAnchor.MiddleCenter;
|
||||
|
||||
texts.transform.SetParent(GO.transform);
|
||||
texts.name = "TextBox";
|
||||
|
||||
return GO;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Debugging variables handler
|
||||
|
||||
/// <summary>
|
||||
/// Updates the IPD.
|
||||
/// </summary>
|
||||
void UpdateIPD()
|
||||
{
|
||||
strIPD = System.String.Format("IPD (mm): {0:F4}", OVRManager.profile.ipd * 1000.0f);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the eye height offset.
|
||||
/// </summary>
|
||||
void UpdateEyeHeightOffset()
|
||||
{
|
||||
float eyeHeight = OVRManager.profile.eyeHeight;
|
||||
strHeight = System.String.Format("Eye Height (m): {0:F3}", eyeHeight);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the eye depth offset.
|
||||
/// </summary>
|
||||
void UpdateEyeDepthOffset()
|
||||
{
|
||||
float eyeDepth = OVRManager.profile.eyeDepth;
|
||||
strDepth = System.String.Format("Eye Depth (m): {0:F3}", eyeDepth);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the FOV.
|
||||
/// </summary>
|
||||
void UpdateFOV()
|
||||
{
|
||||
OVRDisplay.EyeRenderDesc eyeDesc = OVRManager.display.GetEyeRenderDesc(UnityEngine.XR.XRNode.LeftEye);
|
||||
strFOV = System.String.Format("FOV (deg): {0:F3}", eyeDesc.fov.y);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates resolution of eye texture
|
||||
/// </summary>
|
||||
void UpdateResolutionEyeTexture()
|
||||
{
|
||||
OVRDisplay.EyeRenderDesc leftEyeDesc = OVRManager.display.GetEyeRenderDesc(UnityEngine.XR.XRNode.LeftEye);
|
||||
OVRDisplay.EyeRenderDesc rightEyeDesc = OVRManager.display.GetEyeRenderDesc(UnityEngine.XR.XRNode.RightEye);
|
||||
|
||||
float scale = UnityEngine.XR.XRSettings.renderViewportScale;
|
||||
float w = (int)(scale * (float)(leftEyeDesc.resolution.x + rightEyeDesc.resolution.x));
|
||||
float h = (int)(scale * (float)Mathf.Max(leftEyeDesc.resolution.y, rightEyeDesc.resolution.y));
|
||||
|
||||
strResolutionEyeTexture = System.String.Format("Resolution : {0} x {1}", w, h);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates latency values
|
||||
/// </summary>
|
||||
void UpdateLatencyValues()
|
||||
{
|
||||
#if !UNITY_ANDROID || UNITY_EDITOR
|
||||
OVRDisplay.LatencyData latency = OVRManager.display.latency;
|
||||
if (latency.render < 0.000001f && latency.timeWarp < 0.000001f && latency.postPresent < 0.000001f)
|
||||
strLatencies = System.String.Format("Latency values are not available.");
|
||||
else
|
||||
strLatencies = System.String.Format(
|
||||
"Render: {0:F3} TimeWarp: {1:F3} Post-Present: {2:F3}\nRender Error: {3:F3} TimeWarp Error: {4:F3}",
|
||||
latency.render,
|
||||
latency.timeWarp,
|
||||
latency.postPresent,
|
||||
latency.renderError,
|
||||
latency.timeWarpError);
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the FPS.
|
||||
/// </summary>
|
||||
void UpdateFPS()
|
||||
{
|
||||
timeLeft -= Time.unscaledDeltaTime;
|
||||
accum += Time.unscaledDeltaTime;
|
||||
++frames;
|
||||
|
||||
// Interval ended - update GUI text and start new interval
|
||||
if (timeLeft <= 0.0)
|
||||
{
|
||||
// display two fractional digits (f2 format)
|
||||
float fps = frames / accum;
|
||||
|
||||
strFPS = System.String.Format("FPS: {0:F2}", fps);
|
||||
|
||||
timeLeft += updateInterval;
|
||||
accum = 0.0f;
|
||||
frames = 0;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
Reference in New Issue
Block a user