Cardboard.cs
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// Copyright 2014 Google Inc. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// 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;
using System.Collections;
using System.Collections.Generic;
/// @ingroup Scripts
/// This class is the main Cardboard SDK object.
///
/// The Cardboard object communicates with the head-mounted display in order to:
/// - Query the device for viewing parameters
/// - Retrieve the latest head tracking data
/// - Provide the rendered scene to the device for distortion correction (optional)
///
/// There should only be one of these in a scene. An instance will be generated automatically
/// by this script at runtime, or you can add one via the Editor if you wish to customize
/// its starting properties.
[AddComponentMenu("Cardboard/Cardboard")]
public class Cardboard : MonoBehaviour {
// Cardboard SDK Version
public const string CARDBOARD_SDK_VERSION = "0.6";
/// The singleton instance of the Cardboard class.
public static Cardboard SDK {
get {
if (sdk == null) {
if (Application.isEditor && !Application.isPlaying) {
// Let the editor scripts access the object through this property.
sdk = UnityEngine.Object.FindObjectOfType<Cardboard>();
} else {
Debug.LogError("No Cardboard instance found. Ensure one exists in the scene, or call"
+ "Cardboard.Create() at startup to generate one.\n"
+ "If one does exist but hasn't called Awake() yet, "
+ "then this error is due to order-of-initialization.\n"
+ "In that case, consider moving "
+ "your first reference to Cardboard.SDK to a later point in time.\n"
+ "If exiting the scene, this indicates that the Cardboard object has already "
+ "been destroyed.");
}
}
return sdk;
}
}
private static Cardboard sdk = null;
/// Generate a Cardboard instance. Takes no action if one already exists.
public static void Create() {
if (sdk == null && UnityEngine.Object.FindObjectOfType<Cardboard>() == null) {
Debug.Log("Creating Cardboard object");
var go = new GameObject("Cardboard", typeof(Cardboard));
go.transform.localPosition = Vector3.zero;
// sdk will be set by Cardboard.Awake().
}
}
/// The StereoController instance attached to the main camera, or null if there is none.
/// @note Cached for performance.
public static StereoController Controller {
get {
Camera camera = Camera.main;
// Cache for performance, if possible.
if (camera != currentMainCamera || currentController == null) {
currentMainCamera = camera;
currentController = camera.GetComponent<StereoController>();
}
return currentController;
}
}
private static Camera currentMainCamera;
private static StereoController currentController;
/// @cond
public bool UILayerEnabled {
get {
return uiLayerEnabled;
}
private set {
if (value != uiLayerEnabled && device != null) {
device.SetUILayerEnabled(value);
}
uiLayerEnabled = value;
}
}
// Not serialized.
private bool uiLayerEnabled = false;
/// @endcond
/// Determine whether the scene renders in stereo or mono.
/// _True_ means to render in stereo, and _false_ means to render in mono.
public bool VRModeEnabled {
get {
return vrModeEnabled;
}
set {
if (value != vrModeEnabled && device != null) {
device.SetVRModeEnabled(value);
}
vrModeEnabled = value;
}
}
[SerializeField]
private bool vrModeEnabled = true;
/// Methods for performing lens distortion correction.
public enum DistortionCorrectionMethod {
None, /// No distortion correction
Native, /// Use the native C++ plugin
Unity, /// Perform distortion correction in Unity (recommended)
}
/// Determines the distortion correction method used by the SDK to render the
/// #StereoScreen texture on the phone. If _Native_ is selected but not supported
/// by the device, the _Unity_ method will be used instead.
public DistortionCorrectionMethod DistortionCorrection {
get {
return distortionCorrection;
}
set {
if (value != distortionCorrection && device != null) {
device.SetDistortionCorrectionEnabled(value == DistortionCorrectionMethod.Native
&& NativeDistortionCorrectionSupported);
device.UpdateScreenData();
}
distortionCorrection = value;
}
}
[SerializeField]
private DistortionCorrectionMethod distortionCorrection = DistortionCorrectionMethod.Unity;
/// Enables or disables the vertical line rendered between the stereo views to
/// help the user align the Cardboard to the phone's screen.
public bool EnableAlignmentMarker {
get {
return enableAlignmentMarker;
}
set {
if (value != enableAlignmentMarker && device != null) {
device.SetAlignmentMarkerEnabled(value);
}
enableAlignmentMarker = value;
}
}
[SerializeField]
private bool enableAlignmentMarker = true;
/// Enables or disables the Cardboard settings button. It appears as a gear icon
/// in the blank space between the stereo views. The settings button opens the
/// Google Cardboard app to allow the user to configure their individual settings
/// and Cardboard headset parameters.
public bool EnableSettingsButton {
get {
return enableSettingsButton;
}
set {
if (value != enableSettingsButton && device != null) {
device.SetSettingsButtonEnabled(value);
}
enableSettingsButton = value;
}
}
[SerializeField]
private bool enableSettingsButton = true;
/// Display modes for the VR "Back Button".
public enum BackButtonModes {
Off, /// Always off
OnlyInVR, /// On in VR Mode, otherwise off
On /// Always on
}
/// Whether to show the onscreen analog of the (Android) Back Button.
public BackButtonModes BackButtonMode {
get {
return backButtonMode;
}
set {
if (value != backButtonMode && device != null) {
device.SetVRBackButtonEnabled(value != BackButtonModes.Off);
device.SetShowVrBackButtonOnlyInVR(value == BackButtonModes.OnlyInVR);
}
backButtonMode = value;
}
}
[SerializeField]
private BackButtonModes backButtonMode = BackButtonModes.OnlyInVR;
/// When enabled, Cardboard treats a screen tap the same as a trigger pull.
public bool TapIsTrigger {
get {
return tapIsTrigger;
}
set {
if (value != tapIsTrigger && device != null) {
device.SetTapIsTrigger(value);
}
tapIsTrigger = value;
}
}
[SerializeField]
private bool tapIsTrigger = true;
/// The native SDK will apply a neck offset to the head tracking, resulting in
/// a more realistic model of a person's head position. This control determines
/// the scale factor of the offset. To turn off the neck model, set it to 0, and
/// to turn it all on, set to 1. Intermediate values can be used to animate from
/// on to off or vice versa.
public float NeckModelScale {
get {
return neckModelScale;
}
set {
value = Mathf.Clamp01(value);
if (!Mathf.Approximately(value, neckModelScale) && device != null) {
device.SetNeckModelScale(value);
}
neckModelScale = value;
}
}
[SerializeField]
private float neckModelScale = 0.0f;
/// When enabled, drift in the gyro readings is estimated and removed.
public bool AutoDriftCorrection {
get {
return autoDriftCorrection;
}
set {
if (value != autoDriftCorrection && device != null) {
device.SetAutoDriftCorrectionEnabled(value);
}
autoDriftCorrection = value;
}
}
[SerializeField]
private bool autoDriftCorrection = true;
/// @cond
public bool ElectronicDisplayStabilization {
get {
return electronicDisplayStabilization;
}
set {
if (value != electronicDisplayStabilization && device != null) {
device.SetElectronicDisplayStabilizationEnabled(value);
}
electronicDisplayStabilization = value;
}
}
[SerializeField]
private bool electronicDisplayStabilization = false;
/// @endcond
#if UNITY_IOS
/// @deprecated Whether to show an option to sync settings with the Cardboard App in the
/// settings dialogue for iOS devices.
public bool SyncWithCardboardApp {
get {
return syncWithCardboardApp;
}
set {
if (value && value != syncWithCardboardApp) {
Debug.LogWarning("Remember to enable iCloud capability in Xcode, "
+ "and set the 'iCloud Documents' checkbox. "
+ "Not doing this may cause the app to crash if the user tries to sync.");
}
syncWithCardboardApp = value;
}
}
[SerializeField]
private bool syncWithCardboardApp = false;
#endif
#if UNITY_EDITOR
/// Restores level head tilt in when playing in the Unity Editor after you
/// release the Ctrl key.
public bool autoUntiltHead = true;
/// @cond
/// Use unity remote as the input source.
[HideInInspector]
public bool UseUnityRemoteInput = false;
/// @endcond
/// The screen size to emulate when testing in the Unity Editor.
public CardboardProfile.ScreenSizes ScreenSize {
get {
return screenSize;
}
set {
if (value != screenSize) {
screenSize = value;
if (device != null) {
device.UpdateScreenData();
}
}
}
}
[SerializeField]
private CardboardProfile.ScreenSizes screenSize = CardboardProfile.ScreenSizes.Nexus5;
/// The device type to emulate when testing in the Unity Editor.
public CardboardProfile.DeviceTypes DeviceType {
get {
return deviceType;
}
set {
if (value != deviceType) {
deviceType = value;
if (device != null) {
device.UpdateScreenData();
}
}
}
}
[SerializeField]
private CardboardProfile.DeviceTypes deviceType = CardboardProfile.DeviceTypes.CardboardMay2015;
#endif
// The VR device that will be providing input data.
private static BaseVRDevice device;
/// Whether native distortion correction functionality is supported by the VR device.
public bool NativeDistortionCorrectionSupported { get; private set; }
/// Whether the VR device supports showing a native UI layer, for example for settings.
public bool NativeUILayerSupported { get; private set; }
/// Scales the resolution of the #StereoScreen. Set to less than 1.0 to increase
/// rendering speed while decreasing sharpness, or greater than 1.0 to do the
/// opposite.
public float StereoScreenScale {
get {
return stereoScreenScale;
}
set {
value = Mathf.Clamp(value, 0.1f, 10.0f); // Sanity.
if (stereoScreenScale != value) {
stereoScreenScale = value;
StereoScreen = null;
}
}
}
[SerializeField]
private float stereoScreenScale = 1;
/// The texture that Unity renders the scene to. After the frame has been rendered,
/// this texture is drawn to the screen with a lens distortion correction effect.
/// The texture size is based on the size of the screen, the lens distortion
/// parameters, and the #StereoScreenScale factor.
public RenderTexture StereoScreen {
get {
// Don't need it except for distortion correction.
if (distortionCorrection == DistortionCorrectionMethod.None || !vrModeEnabled) {
return null;
}
if (stereoScreen == null) {
// Create on demand.
StereoScreen = device.CreateStereoScreen(); // Note: uses set{}
}
return stereoScreen;
}
set {
if (value == stereoScreen) {
return;
}
if (!SystemInfo.supportsRenderTextures && value != null) {
Debug.LogError("Can't set StereoScreen: RenderTextures are not supported.");
return;
}
if (stereoScreen != null) {
stereoScreen.Release();
}
stereoScreen = value;
if (device != null) {
if (stereoScreen != null) {
stereoScreen.Create();
}
device.SetStereoScreen(stereoScreen);
}
if (OnStereoScreenChanged != null) {
OnStereoScreenChanged(stereoScreen);
}
}
}
private static RenderTexture stereoScreen = null;
/// A callback for notifications that the StereoScreen property has changed.
public delegate void StereoScreenChangeDelegate(RenderTexture newStereoScreen);
/// Emitted when the StereoScreen property has changed.
public event StereoScreenChangeDelegate OnStereoScreenChanged;
/// Describes the current device, including phone screen.
public CardboardProfile Profile {
get {
return device.Profile;
}
}
/// Distinguish the stereo eyes.
public enum Eye {
Left, /// The left eye
Right, /// The right eye
Center /// The "center" eye (unused)
}
/// When retrieving the #Projection and #Viewport properties, specifies
/// whether you want the values as seen through the Cardboard lenses (`Distorted`) or
/// as if no lenses were present (`Undistorted`).
public enum Distortion {
Distorted, /// Viewing through the lenses
Undistorted /// No lenses
}
/// The transformation of head from origin in the tracking system.
public Pose3D HeadPose {
get {
return device.GetHeadPose();
}
}
/// The transformation from head to eye.
public Pose3D EyePose(Eye eye) {
return device.GetEyePose(eye);
}
/// The projection matrix for a given eye.
/// This matrix is an off-axis perspective projection with near and far
/// clipping planes of 1m and 1000m, respectively. The CardboardEye script
/// takes care of adjusting the matrix for its particular camera.
public Matrix4x4 Projection(Eye eye, Distortion distortion = Distortion.Distorted) {
return device.GetProjection(eye, distortion);
}
/// The screen space viewport that the camera for the specified eye should render into.
/// In the _Distorted_ case, this will be either the left or right half of the `StereoScreen`
/// render texture. In the _Undistorted_ case, it refers to the actual rectangle on the
/// screen that the eye can see.
public Rect Viewport(Eye eye, Distortion distortion = Distortion.Distorted) {
return device.GetViewport(eye, distortion);
}
/// The distance range from the viewer in user-space meters where objects may be viewed
/// comfortably in stereo. If the center of interest falls outside this range, the stereo
/// eye separation should be adjusted to keep the onscreen disparity within the limits set
/// by this range. StereoController will handle this if the _checkStereoComfort_ is
/// enabled.
public Vector2 ComfortableViewingRange {
get {
return defaultComfortableViewingRange;
}
}
private readonly Vector2 defaultComfortableViewingRange = new Vector2(0.4f, 100000.0f);
/// @cond
// Optional. Set to a URI obtained from the Google Cardboard profile generator at
// https://www.google.com/get/cardboard/viewerprofilegenerator/
// Example: Cardboard I/O 2015 viewer profile
//public Uri DefaultDeviceProfile = new Uri("http://google.com/cardboard/cfg?p=CgZHb29nbGUSEkNhcmRib2FyZCBJL08gMjAxNR0J-SA9JQHegj0qEAAAcEIAAHBCAABwQgAAcEJYADUpXA89OghX8as-YrENP1AAYAM");
public Uri DefaultDeviceProfile = null;
/// @endcond
private void InitDevice() {
if (device != null) {
device.Destroy();
}
device = BaseVRDevice.GetDevice();
device.Init();
List<string> diagnostics = new List<string>();
NativeDistortionCorrectionSupported = device.SupportsNativeDistortionCorrection(diagnostics);
if (diagnostics.Count > 0) {
Debug.LogWarning("Built-in distortion correction disabled. Causes: ["
+ String.Join("; ", diagnostics.ToArray()) + "]");
}
diagnostics.Clear();
NativeUILayerSupported = device.SupportsNativeUILayer(diagnostics);
if (diagnostics.Count > 0) {
Debug.LogWarning("Built-in UI layer disabled. Causes: ["
+ String.Join("; ", diagnostics.ToArray()) + "]");
}
if (DefaultDeviceProfile != null) {
device.SetDefaultDeviceProfile(DefaultDeviceProfile);
}
device.SetAlignmentMarkerEnabled(enableAlignmentMarker);
device.SetSettingsButtonEnabled(enableSettingsButton);
device.SetVRBackButtonEnabled(backButtonMode != BackButtonModes.Off);
device.SetShowVrBackButtonOnlyInVR(backButtonMode == BackButtonModes.OnlyInVR);
device.SetDistortionCorrectionEnabled(distortionCorrection == DistortionCorrectionMethod.Native
&& NativeDistortionCorrectionSupported);
device.SetTapIsTrigger(tapIsTrigger);
device.SetNeckModelScale(neckModelScale);
device.SetAutoDriftCorrectionEnabled(autoDriftCorrection);
device.SetElectronicDisplayStabilizationEnabled(electronicDisplayStabilization);
device.SetVRModeEnabled(vrModeEnabled);
device.UpdateScreenData();
}
/// @note Each scene load causes an OnDestroy of the current SDK, followed
/// by and Awake of a new one. That should not cause the underlying native
/// code to hiccup. Exception: developer may call Application.DontDestroyOnLoad
/// on the SDK if they want it to survive across scene loads.
void Awake() {
if (sdk == null) {
sdk = this;
}
if (sdk != this) {
Debug.LogError("There must be only one Cardboard object in a scene.");
UnityEngine.Object.DestroyImmediate(this);
return;
}
#if UNITY_IOS
Application.targetFrameRate = 60;
#endif
// Prevent the screen from dimming / sleeping
Screen.sleepTimeout = SleepTimeout.NeverSleep;
InitDevice();
StereoScreen = null;
AddCardboardCamera();
}
void Start() {
UILayerEnabled = true;
}
void AddCardboardCamera() {
var preRender = UnityEngine.Object.FindObjectOfType<CardboardPreRender>();
if (preRender == null) {
var go = new GameObject("PreRender", typeof(CardboardPreRender));
go.SendMessage("Reset");
go.transform.parent = transform;
}
var postRender = UnityEngine.Object.FindObjectOfType<CardboardPostRender>();
if (postRender == null) {
var go = new GameObject("PostRender", typeof(CardboardPostRender));
go.SendMessage("Reset");
go.transform.parent = transform;
}
}
/// Emitted whenever a trigger pull occurs. If #TapIsTrigger is set, then it is also
/// emitted when a screen tap occurs.
public event Action OnTrigger;
/// Emitted whenever the viewer is tilted on its side.
public event Action OnTilt;
/// Emitted whenever the app should respond to a possible change in the device viewer
/// profile, that is, the QR code scanned by the user.
public event Action OnProfileChange;
/// Emitted whenever the user presses the "VR Back Button". If #TapIsTrigger is set, the
/// Escape key issues this as well.
/// @note On Android, if #TapIsTrigger is off, a back button press is received as an Escape
/// key. (Unity also sees the System Back button as an Escape key.)
public event Action OnBackButton;
/// Whether the Cardboard trigger was pulled. True for exactly one complete frame
/// after each pull.
public bool Triggered { get; private set; }
/// Whether the Cardboard viewer was tilted on its side. True for exactly one complete frame
/// after each tilt. Whether and how to respond to this event is up to the app.
public bool Tilted { get; private set; }
/// Whether the Cardboard device profile has possibly changed. This is meant to indicate
/// that a new QR code has been scanned, although currently it is actually set any time the
/// application is unpaused, whether it was due to a profile change or not. True for one
/// frame.
public bool ProfileChanged { get; private set; }
/// Whether the user has pressed the "VR Back Button", which on Android should be treated the
/// same as the normal system Back Button, although you can respond to either however you want
/// in your app.
public bool BackButtonPressed { get; private set; }
// Only call device.UpdateState() once per frame.
private int updatedToFrame = 0;
/// Reads the latest tracking data from the phone. This must be
/// called before accessing any of the poses and matrices above.
///
/// Multiple invocations per frame are OK: Subsequent calls merely yield the
/// cached results of the first call. To minimize latency, it should be first
/// called later in the frame (for example, in `LateUpdate`) if possible.
public void UpdateState() {
if (updatedToFrame != Time.frameCount) {
updatedToFrame = Time.frameCount;
device.UpdateState();
DispatchEvents();
}
}
private void DispatchEvents() {
// Update flags first by copying from device and other inputs.
Triggered = device.triggered || Input.GetMouseButtonDown(0);
Tilted = device.tilted;
ProfileChanged = device.profileChanged;
BackButtonPressed = device.backButtonPressed || Input.GetKeyDown(KeyCode.Escape);
// Reset device flags.
device.triggered = false;
device.tilted = false;
device.profileChanged = false;
device.backButtonPressed = false;
// All flags updated. Now emit events.
if (Tilted && OnTilt != null) {
OnTilt();
}
if (Triggered && OnTrigger != null) {
OnTrigger();
}
if (ProfileChanged && OnProfileChange != null) {
OnProfileChange();
}
if (BackButtonPressed && OnBackButton != null) {
OnBackButton();
}
}
/// Presents the #StereoScreen to the device for distortion correction and display.
/// @note This function is only used if #DistortionCorrection is set to _Native_,
/// and it only has an effect if the device supports it.
public void PostRender() {
if (NativeDistortionCorrectionSupported) {
device.PostRender();
}
}
/// Resets the tracker so that the user's current direction becomes forward.
public void Recenter() {
device.Recenter();
}
/// @deprecated Sets the coordinates of the mouse/touch event in screen space.
public void SetTouchCoordinates(int x, int y) {
device.SetTouchCoordinates(x, y);
}
/// Launch the device pairing and setup dialog.
public void ShowSettingsDialog() {
device.ShowSettingsDialog();
}
void OnEnable() {
#if UNITY_EDITOR
// This can happen if you edit code while the editor is in Play mode.
if (device == null) {
InitDevice();
}
#endif
device.OnPause(false);
}
void OnDisable() {
device.OnPause(true);
}
void OnApplicationPause(bool pause) {
device.OnPause(pause);
}
void OnApplicationFocus(bool focus) {
device.OnFocus(focus);
}
void OnLevelWasLoaded(int level) {
device.OnLevelLoaded(level);
}
void OnApplicationQuit() {
device.OnApplicationQuit();
}
void OnDestroy() {
VRModeEnabled = false;
UILayerEnabled = false;
if (device != null) {
device.Destroy();
}
if (sdk == this) {
sdk = null;
}
}
/// @deprecated Use #DistortionCorrection instead.
[System.Obsolete("Use DistortionCorrection instead.")]
public bool nativeDistortionCorrection {
// Attempt to replicate original behavior of this property.
get { return DistortionCorrection == DistortionCorrectionMethod.Native; }
set { DistortionCorrection = value ? DistortionCorrectionMethod.Native
: DistortionCorrectionMethod.None; }
}
/// @deprecated
[System.Obsolete("InCardboard is deprecated.")]
public bool InCardboard { get { return true; } }
/// @deprecated Use #Triggered instead.
[System.Obsolete("Use Triggered instead.")]
public bool CardboardTriggered { get { return Triggered; } }
/// @deprecated Use #HeadPose instead.
[System.Obsolete("Use HeadPose instead.")]
public Matrix4x4 HeadView { get { return HeadPose.Matrix; } }
/// @deprecated Use #HeadPose instead.
[System.Obsolete("Use HeadPose instead.")]
public Quaternion HeadRotation { get { return HeadPose.Orientation; } }
/// @deprecated Use #HeadPose instead.
[System.Obsolete("Use HeadPose instead.")]
public Vector3 HeadPosition { get { return HeadPose.Position; } }
/// @deprecated Use #EyePose instead.
[System.Obsolete("Use EyePose() instead.")]
public Matrix4x4 EyeView(Eye eye) {
return EyePose(eye).Matrix;
}
/// @deprecated Use #EyePose instead.
[System.Obsolete("Use EyePose() instead.")]
public Vector3 EyeOffset(Eye eye) {
return EyePose(eye).Position;
}
/// @deprecated Use #Projection instead.
[System.Obsolete("Use Projection() instead.")]
public Matrix4x4 UndistortedProjection(Eye eye) {
return Projection(eye, Distortion.Undistorted);
}
/// @deprecated Use #Viewport instead.
[System.Obsolete("Use Viewport() instead.")]
public Rect EyeRect(Eye eye) {
return Viewport(eye, Distortion.Distorted);
}
/// @deprecated Use #ComfortableViewingRange instead.
[System.Obsolete("Use ComfortableViewingRange instead.")]
public float MinimumComfortDistance { get { return ComfortableViewingRange.x; } }
/// @deprecated Use #ComfortableViewingRange instead.
[System.Obsolete("Use ComfortableViewingRange instead.")]
public float MaximumComfortDistance { get { return ComfortableViewingRange.y; } }
}