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86 lines
3.3 KiB
C#

//======= Copyright (c) Valve Corporation, All rights reserved. ===============
using UnityEngine;
namespace Valve.VR.Extras
{
public class SteamVR_TestTrackedCamera : MonoBehaviour
{
public Material material;
public Transform target;
public bool undistorted = true;
public bool cropped = true;
private void OnEnable()
{
// The video stream must be symmetrically acquired and released in
// order to properly disable the stream once there are no consumers.
SteamVR_TrackedCamera.VideoStreamTexture source = SteamVR_TrackedCamera.Source(undistorted);
source.Acquire();
// Auto-disable if no camera is present.
if (!source.hasCamera)
enabled = false;
}
private void OnDisable()
{
// Clear the texture when no longer active.
material.mainTexture = null;
// The video stream must be symmetrically acquired and released in
// order to properly disable the stream once there are no consumers.
SteamVR_TrackedCamera.VideoStreamTexture source = SteamVR_TrackedCamera.Source(undistorted);
source.Release();
}
private void Update()
{
SteamVR_TrackedCamera.VideoStreamTexture source = SteamVR_TrackedCamera.Source(undistorted);
Texture2D texture = source.texture;
if (texture == null)
{
return;
}
// Apply the latest texture to the material. This must be performed
// every frame since the underlying texture is actually part of a ring
// buffer which is updated in lock-step with its associated pose.
// (You actually really only need to call any of the accessors which
// internally call Update on the SteamVR_TrackedCamera.VideoStreamTexture).
material.mainTexture = texture;
// Adjust the height of the quad based on the aspect to keep the texels square.
float aspect = (float)texture.width / texture.height;
// The undistorted video feed has 'bad' areas near the edges where the original
// square texture feed is stretched to undo the fisheye from the lens.
// Therefore, you'll want to crop it to the specified frameBounds to remove this.
if (cropped)
{
VRTextureBounds_t bounds = source.frameBounds;
material.mainTextureOffset = new Vector2(bounds.uMin, bounds.vMin);
float du = bounds.uMax - bounds.uMin;
float dv = bounds.vMax - bounds.vMin;
material.mainTextureScale = new Vector2(du, dv);
aspect *= Mathf.Abs(du / dv);
}
else
{
material.mainTextureOffset = Vector2.zero;
material.mainTextureScale = new Vector2(1, -1);
}
target.localScale = new Vector3(1, 1.0f / aspect, 1);
// Apply the pose that this frame was recorded at.
if (source.hasTracking)
{
SteamVR_Utils.RigidTransform rigidTransform = source.transform;
target.localPosition = rigidTransform.pos;
target.localRotation = rigidTransform.rot;
}
}
}
}