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C# OVREye类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中OVREye的典型用法代码示例。如果您正苦于以下问题:C# OVREye类的具体用法?C# OVREye怎么用?C# OVREye使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



OVREye类属于命名空间,在下文中一共展示了OVREye类的16个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: ConfigureCamera

    private Camera ConfigureCamera(OVREye eye)
    {
        Transform anchor = (eye == OVREye.Left) ? leftEyeAnchor : rightEyeAnchor;
        Camera cam = anchor.GetComponent<Camera>();

        OVRDisplay.EyeRenderDesc eyeDesc = OVRManager.display.GetEyeRenderDesc(eye);

        cam.fieldOfView = eyeDesc.fov.y;
        cam.aspect = eyeDesc.resolution.x / eyeDesc.resolution.y;
        cam.rect = new Rect(0f, 0f, OVRManager.instance.virtualTextureScale, OVRManager.instance.virtualTextureScale);
        cam.targetTexture = OVRManager.display.GetEyeTexture(eye);

        // AA is documented to have no effect in deferred, but it causes black screens.
        if (cam.actualRenderingPath == RenderingPath.DeferredLighting)
            QualitySettings.antiAliasing = 0;

        #if !UNITY_ANDROID || UNITY_EDITOR
        #if OVR_USE_PROJ_MATRIX
        cam.projectionMatrix = OVRManager.display.GetProjection((int)eye, cam.nearClipPlane, cam.farClipPlane);
        #endif
        #endif

        return cam;
    }
开发者ID:medchedli,项目名称:VRUIDemo,代码行数:24,代码来源:OVRHydraCameraRig.cs


示例2: ConfigureEyeAnchor

	private Transform ConfigureEyeAnchor(OVREye eye)
	{
		string name = eye.ToString() + "EyeAnchor";
		Transform anchor = transform.Find(name);

		if (anchor == null)
		{
			string oldName = "Camera" + eye.ToString();
			anchor = transform.Find(oldName);
		}

		if (anchor == null)
			anchor = new GameObject(name).transform;

		anchor.parent = transform;
		anchor.localScale = Vector3.one;
		anchor.localPosition = Vector3.zero;
		anchor.localRotation = Quaternion.identity;

		return anchor;
	}
开发者ID:Groad,项目名称:OvrTouchDefender,代码行数:21,代码来源:OVRCameraRig.cs


示例3: EndEye

    public static void EndEye(OVREye eye)
    {
#if UNITY_ANDROID && !UNITY_EDITOR
		RenderEventType eventType = (eye == OVREye.Left) ?
			RenderEventType.LeftEyeEndFrame :
			RenderEventType.RightEyeEndFrame;
		int eyeTextureId = display.GetEyeTextureId(eye);

		OVRPluginEvent.IssueWithData(eventType, eyeTextureId);
#endif
    }
开发者ID:edisonzhao,项目名称:OculusEDU,代码行数:11,代码来源:OVRManager.cs


示例4: ConfigureCamera

	private Camera ConfigureCamera(OVREye eye)
	{
		Transform anchor = (eye == OVREye.Left) ? leftEyeAnchor : rightEyeAnchor;
		Camera cam = anchor.GetComponent<Camera>();

		OVRDisplay.EyeRenderDesc eyeDesc = OVRManager.display.GetEyeRenderDesc(eye);

		cam.fieldOfView = eyeDesc.fov.y;
		cam.aspect = eyeDesc.resolution.x / eyeDesc.resolution.y;
		cam.rect = new Rect(0f, 0f, OVRManager.instance.virtualTextureScale, OVRManager.instance.virtualTextureScale);
		cam.targetTexture = OVRManager.display.GetEyeTexture(eye);
		cam.hdr = OVRManager.instance.hdr;

#if UNITY_ANDROID && !UNITY_EDITOR
		// Enforce camera render order
		cam.depth = (eye == OVREye.Left) ?
				(int)RenderEventType.LeftEyeEndFrame :
				(int)RenderEventType.RightEyeEndFrame;

		// If we don't clear the color buffer with a glClear, tiling GPUs
		// will be forced to do an "unresolve" and read back the color buffer information.
		// The clear is free on PowerVR, and possibly Mali, but it is a performance cost
		// on Adreno, and we would be better off if we had the ability to discard/invalidate
		// the color buffer instead of clearing.

		// NOTE: The color buffer is not being invalidated in skybox mode, forcing an additional,
		// wasted color buffer read before the skybox is drawn.
		bool hasSkybox = ((cam.clearFlags == CameraClearFlags.Skybox) &&
		                 ((cam.gameObject.GetComponent<Skybox>() != null) || (RenderSettings.skybox != null)));
		cam.clearFlags = (hasSkybox) ? CameraClearFlags.Skybox : CameraClearFlags.SolidColor;
#endif

		// When rendering monoscopic, we will use the left camera render for both eyes.
		if (eye == OVREye.Right)
		{
			cam.enabled = !OVRManager.instance.monoscopic;
		}

		// AA is documented to have no effect in deferred, but it causes black screens.
		if (cam.actualRenderingPath == RenderingPath.DeferredLighting)
			QualitySettings.antiAliasing = 0;

#if !UNITY_ANDROID || UNITY_EDITOR
#if OVR_USE_PROJ_MATRIX
		cam.projectionMatrix = OVRManager.display.GetProjection((int)eye, cam.nearClipPlane, cam.farClipPlane);
#endif
#endif

		return cam;
	}
开发者ID:Lisy09Personal,项目名称:BlockTest,代码行数:50,代码来源:OVRCameraRig.cs


示例5: ConfigureEyeAnchor

	private Transform ConfigureEyeAnchor(Transform root, OVREye eye)
	{
		string name = eye.ToString() + eyeAnchorName;
		Transform anchor = transform.Find(root.name + "/" + name);

		if (anchor == null)
		{
			anchor = transform.Find(name);
		}

		if (anchor == null)
		{
			string legacyName = legacyEyeAnchorName + eye.ToString();
			anchor = transform.Find(legacyName);
		}

		if (anchor == null)
		{
			anchor = new GameObject(name).transform;
		}

		anchor.name = name;
		anchor.parent = root;
		anchor.localScale = Vector3.one;
		anchor.localPosition = Vector3.zero;
		anchor.localRotation = Quaternion.identity;

		return anchor;
	}
开发者ID:Lisy09Personal,项目名称:BlockTest,代码行数:29,代码来源:OVRCameraRig.cs


示例6: ConfigureEyeTexture

    private void ConfigureEyeTexture(int eyeBufferIndex, OVREye eye)
    {
        int eyeIndex = eyeBufferIndex + (int)eye;
        EyeRenderDesc eyeDesc = eyeDescs[(int)eye];

        eyeTextures[eyeIndex] = new RenderTexture(
            (int)eyeDesc.resolution.x,
            (int)eyeDesc.resolution.y,
            (int)OVRManager.instance.eyeTextureDepth,
            OVRManager.instance.eyeTextureFormat);

        eyeTextures[eyeIndex].antiAliasing = (int)OVRManager.instance.eyeTextureAntiAliasing;

        eyeTextures[eyeIndex].Create();
        eyeTextureIds[eyeIndex] = eyeTextures[eyeIndex].GetNativeTextureID();
    }
开发者ID:panzoid,项目名称:Solar-System,代码行数:16,代码来源:OVRDisplay.cs


示例7: ConfigureEyeDesc

    private void ConfigureEyeDesc(OVREye eye)
    {
        Vector2 texSize = Vector2.zero;
        Vector2 fovSize = Vector2.zero;

        #if !UNITY_ANDROID || UNITY_EDITOR
        FovPort fovPort = OVRManager.capiHmd.GetDesc().DefaultEyeFov[(int)eye];
        fovPort.LeftTan = fovPort.RightTan = Mathf.Max(fovPort.LeftTan, fovPort.RightTan);
        fovPort.UpTan = fovPort.DownTan = Mathf.Max(fovPort.UpTan, fovPort.DownTan);

        texSize = OVRManager.capiHmd.GetFovTextureSize((Ovr.Eye)eye, fovPort, OVRManager.instance.nativeTextureScale).ToVector2();
        fovSize = new Vector2(2f * Mathf.Rad2Deg * Mathf.Atan(fovPort.LeftTan), 2f * Mathf.Rad2Deg * Mathf.Atan(fovPort.UpTan));
        #else
        texSize = new Vector2(1024, 1024) * OVRManager.instance.nativeTextureScale;
        fovSize = new Vector2(90, 90);
        #endif

        eyeDescs[(int)eye] = new EyeRenderDesc()
        {
            resolution = texSize,
            fov = fovSize
        };
    }
开发者ID:panzoid,项目名称:Solar-System,代码行数:23,代码来源:OVRDisplay.cs


示例8: GetEyeTextureId

 /// <summary>
 /// Gets the currently active render texture's native ID for the given eye.
 /// </summary>
 public int GetEyeTextureId(OVREye eye)
 {
     return eyeTextureIds[currEyeTextureIdx + (int)eye];
 }
开发者ID:panzoid,项目名称:Solar-System,代码行数:7,代码来源:OVRDisplay.cs


示例9: GetEyeTexture

 /// <summary>
 /// Gets the currently active render texture for the given eye.
 /// </summary>
 public RenderTexture GetEyeTexture(OVREye eye)
 {
     return eyeTextures[currEyeTextureIdx + (int)eye];
 }
开发者ID:panzoid,项目名称:Solar-System,代码行数:7,代码来源:OVRDisplay.cs


示例10: GetEyeRenderDesc

 /// <summary>
 /// Gets the resolution and field of view for the given eye.
 /// </summary>
 public EyeRenderDesc GetEyeRenderDesc(OVREye eye)
 {
     return eyeDescs[(int)eye];
 }
开发者ID:panzoid,项目名称:Solar-System,代码行数:7,代码来源:OVRDisplay.cs


示例11: GetEyePose

    /// <summary>
    /// Gets the pose of the given eye, predicted for the time when the current frame will scan out.
    /// </summary>
    public OVRPose GetEyePose(OVREye eye)
    {
        #if !UNITY_ANDROID || UNITY_EDITOR
        bool updateEyePose = !(OVRManager.instance.timeWarp && OVRManager.instance.freezeTimeWarp);
        if (updateEyePose)
        {
            eyePoses[(int)eye] = OVR_GetRenderPose(frameCount, (int)eye).ToPose();
        }

        return eyePoses[(int)eye];
        #else
        if (eye == OVREye.Left)
            OVR_GetSensorState(
                    OVRManager.instance.monoscopic,
                   	ref w,
                   	ref x,
                   	ref y,
                   	ref z,
                   	ref fov,
                   	ref OVRManager.timeWarpViewNumber);

        Quaternion rot = new Quaternion(-x, -y, z, w);

        float eyeOffsetX = 0.5f * OVRManager.profile.ipd;
        eyeOffsetX = (eye == OVREye.Left) ? -eyeOffsetX : eyeOffsetX;

        float neckToEyeHeight = OVRManager.profile.eyeHeight - OVRManager.profile.neckHeight;
        Vector3 headNeckModel = new Vector3(0.0f, neckToEyeHeight, OVRManager.profile.eyeDepth);
        Vector3 pos = rot * (new Vector3(eyeOffsetX, 0.0f, 0.0f) + headNeckModel);

        // Subtract the HNM pivot to avoid translating the camera when level
        pos -= headNeckModel;

        return new OVRPose
        {
            position = pos,
            orientation = rot,
        };
        #endif
    }
开发者ID:panzoid,项目名称:Solar-System,代码行数:43,代码来源:OVRDisplay.cs


示例12: ConfigureEyeTexture

	private void ConfigureEyeTexture(int eyeBufferIndex, OVREye eye, float scale)
	{
		int eyeIndex = eyeBufferIndex + (int)eye;
			
		EyeRenderDesc eyeDesc = eyeDescs[(int)eye];

		int w = (int)(eyeDesc.resolution.x * scale);
		int h = (int)(eyeDesc.resolution.y * scale);

		eyeTextures[eyeIndex] = new RenderTexture(w, h, OVRManager.instance.eyeTextureDepth, OVRManager.instance.eyeTextureFormat);
		eyeTextures[eyeIndex].antiAliasing = (QualitySettings.antiAliasing == 0) ? 1 : QualitySettings.antiAliasing;
		eyeTextures[eyeIndex].Create();
		eyeTextureIds[eyeIndex] = eyeTextures[eyeIndex].GetNativeTextureID();
	}
开发者ID:Nindustrialist,项目名称:VRBreadboarding,代码行数:14,代码来源:OVRDisplay.cs


示例13: ConfigureEyeDesc

	private void ConfigureEyeDesc(OVREye eye)
	{
#if !UNITY_ANDROID || UNITY_EDITOR
		HmdDesc desc = OVRManager.capiHmd.GetDesc();
		FovPort fov = desc.DefaultEyeFov[(int)eye];
		fov.LeftTan = fov.RightTan = Mathf.Max(fov.LeftTan, fov.RightTan);
		fov.UpTan = fov.DownTan = Mathf.Max(fov.UpTan, fov.DownTan);

		// Configure Stereo settings. Default pixel density is one texel per pixel.
		float desiredPixelDensity = 1f;
		Sizei texSize = OVRManager.capiHmd.GetFovTextureSize((Ovr.Eye)eye, fov, desiredPixelDensity);

		float fovH = 2f * Mathf.Rad2Deg * Mathf.Atan(fov.LeftTan);
		float fovV = 2f * Mathf.Rad2Deg * Mathf.Atan(fov.UpTan);

		eyeDescs[(int)eye] = new EyeRenderDesc()
		{
			resolution = texSize.ToVector2(),
					   fov = new Vector2(fovH, fovV)
		};
#else
		eyeDescs[(int)eye] = new EyeRenderDesc()
		{
			resolution = new Vector2(1024, 1024),
					   fov = new Vector2(90, 90)
		};
#endif
	}
开发者ID:Nindustrialist,项目名称:VRBreadboarding,代码行数:28,代码来源:OVRDisplay.cs


示例14: GetEyePose

	/// <summary>
	/// Gets the pose of the given eye, predicted for the time when the current frame will scan out.
	/// </summary>
	public OVRPose GetEyePose(OVREye eye)
	{
#if !UNITY_ANDROID || UNITY_EDITOR
		bool updateEyePose = !(OVRManager.instance.timeWarp && OVRManager.instance.freezeTimeWarp);
		if (updateEyePose)
		{
			eyePoses[(int)eye] = OVR_GetRenderPose(frameCount, (int)eye).ToPose();
		}

		return eyePoses[(int)eye];
#else
		if (eye == OVREye.Left)
			OVR_GetSensorState(
					false,
				   	ref w,
				   	ref x,
				   	ref y,
				   	ref z,
				   	ref fov,
				   	ref OVRManager.timeWarpViewNumber);

		Quaternion rot = new Quaternion(-x, -y, z, w);

		float eyeOffsetX = 0.5f * OVRManager.profile.ipd;
		eyeOffsetX = (eye == OVREye.Left) ? -eyeOffsetX : eyeOffsetX;
		Vector3 pos = rot * new Vector3(eyeOffsetX, 0.0f, 0.0f);

		return new OVRPose
		{
			position = pos,
			orientation = rot,
		};
#endif
	}
开发者ID:Nindustrialist,项目名称:VRBreadboarding,代码行数:37,代码来源:OVRDisplay.cs


示例15: ConfigureEyeDesc

    private void ConfigureEyeDesc(OVREye eye)
    {
        Vector2 texSize = Vector2.zero;
        Vector2 fovSize = Vector2.zero;

        #if !UNITY_ANDROID || UNITY_EDITOR
        if (!OVRManager.instance.isVRPresent)
            return;

        OVRPlugin.Sizei size = OVRPlugin.GetEyeTextureSize((OVRPlugin.Eye)eye);
        OVRPlugin.Frustumf frustum = OVRPlugin.GetEyeFrustum((OVRPlugin.Eye)eye);

        texSize = new Vector2(size.w, size.h);
        fovSize = Mathf.Rad2Deg * new Vector2(frustum.fovX, frustum.fovY);
        #else
        texSize = new Vector2(1024, 1024) * OVRManager.instance.nativeTextureScale;
        fovSize = new Vector2(90, 90);
        #endif

        eyeDescs[(int)eye] = new EyeRenderDesc()
        {
            resolution = texSize,
            fov = fovSize
        };
    }
开发者ID:kkmProjects,项目名称:arachnophobia,代码行数:25,代码来源:OVRDisplay.cs


示例16: ConfigureCamera

    private Camera ConfigureCamera(OVREye eye)
    {
        Transform anchor = (eye == OVREye.Left) ? leftEyeAnchor : rightEyeAnchor;
        Camera cam = anchor.GetComponent<Camera>();

        OVRDisplay.EyeRenderDesc eyeDesc = OVRManager.display.GetEyeRenderDesc(eye);

        cam.fieldOfView = eyeDesc.fov.y;
        cam.aspect = eyeDesc.resolution.x / eyeDesc.resolution.y;
        cam.rect = new Rect(0f, 0f, OVRManager.instance.virtualTextureScale, OVRManager.instance.virtualTextureScale);
        cam.targetTexture = OVRManager.display.GetEyeTexture(eye);

        #if !UNITY_ANDROID || UNITY_EDITOR
        #if OVR_USE_PROJ_MATRIX
        cam.projectionMatrix = OVRManager.display.GetProjection((int)eye, cam.nearClipPlane, cam.farClipPlane);
        #endif
        #endif

        return cam;
    }
开发者ID:yayshine,项目名称:DreamController,代码行数:20,代码来源:OVRCameraRig.cs



注:本文中的OVREye类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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