InstantPreview.cs
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//-----------------------------------------------------------------------
// <copyright file="InstantPreview.cs" company="Google Inc.">
// Copyright 2017 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.
// </copyright>
//-----------------------------------------------------------------------
using UnityEngine;
using System.Runtime.InteropServices;
using System;
using System.Text;
using System.Collections.Generic;
using System.IO;
using System.Threading;
using System.Text.RegularExpressions;
namespace Gvr.Internal
{
/// <summary>A class module for handling Instant Preview.</summary>
/// <remarks><para>
/// Handles connecting to the Instant Preview Unity plugin.
/// </para><para>
/// Serves as an interface for retrieving many headset-oriented fields.
/// </para><para>
/// Streams video data to the Instant Preview Unity plugin.
/// </para></remarks>
[HelpURL("https://developers.google.com/vr/unity/reference/class/InstantPreview")]
public class InstantPreview : MonoBehaviour
{
/// <summary>
/// Gets whether Instant Preview is currently connected to and running on a remote device.
/// </summary>
public static bool IsActive
{
get
{
#if UNITY_EDITOR
return Gvr.Internal.InstantPreview.Instance != null
&& Gvr.Internal.InstantPreview.Instance.enabled
&& Gvr.Internal.InstantPreview.Instance.IsCurrentlyConnected;
#else
return false;
#endif // UNITY_EDITOR
}
}
private const string NoDevicesFoundAdbResult = "error: no devices/emulators found";
/// <summary>Gets or sets this singleton's instance.</summary>
internal static InstantPreview Instance { get; set; }
/// <summary>The .dll filename of the Instant Preview Unity plugin.</summary>
internal const string dllName = "instant_preview_unity_plugin";
/// <summary>Video resolutions for streaming to the connected device.</summary>
public enum Resolutions : int
{
/// A high-resolution image.
Big,
/// A regular-resolution image.
Regular,
/// A window-sized image.
WindowSized,
}
struct ResolutionSize
{
public int width;
public int height;
}
/// <summary>Resolution of video stream.</summary>
/// <remarks>Higher = more expensive / better visual quality.</remarks>
[Tooltip("Resolution of video stream. Higher = more expensive / better visual quality.")]
public Resolutions OutputResolution = Resolutions.Big;
/// <summary>Options for anti-aliasing sampling.</summary>
public enum MultisampleCounts
{
/// <summary>Take one sample per frame.</summary>
One,
/// <summary>Take two samples per frame.</summary>
Two,
/// <summary>Take four samples per frame.</summary>
Four,
/// <summary>Take eight samples per frame.</summary>
Eight,
}
/// <summary>Anti-aliasing for video preview.</summary>
/// <remarks>Higher = more expensive / better visual quality.</remarks>
[Tooltip("Anti-aliasing for video preview. Higher = more expensive / better visual quality.")]
public MultisampleCounts MultisampleCount = MultisampleCounts.One;
/// <summary>Bit rates for video codec streaming.</summary>
public enum BitRates
{
/// <summary>A bit rate of 2000kb/s. The lowest available bit rate.</summary>
_2000,
/// <summary>A bit rate of 4000kb/s.</summary>
_4000,
/// <summary>A bit rate of 8000kb/s.</summary>
_8000,
/// <summary>A bit rate of 16000kb/s.</summary>
_16000,
/// <summary>A bit rate of 24000kb/s.</summary>
_24000,
/// <summary>A bit rate of 32000kb/s. The highest available bit rate</summary>
_32000,
}
/// <summary>Video codec streaming bit rate.</summary>
/// <remarks>Higher = more expensive / better visual quality.</remarks>
[Tooltip("Video codec streaming bit rate. Higher = more expensive / better visual quality.")]
public BitRates BitRate = BitRates._16000;
/// <summary>
/// If true, installs the Instant Preview app if it isn't found on the connected device.
/// </summary>
[Tooltip("Installs the Instant Preview app if it isn't found on the connected device.")]
public bool InstallApkOnRun = true;
/// <summary>An .apk file containing the Instant Preview app.</summary>
/// <remarks>
/// Will be installed on connected devices which don't already have it, or which have an
/// out-of-date version.
/// </remarks>
public UnityEngine.Object InstantPreviewApk;
struct UnityRect
{
public float right;
public float left;
public float top;
public float bottom;
}
struct UnityEyeViews
{
public Matrix4x4 leftEyePose;
public Matrix4x4 rightEyePose;
public UnityRect leftEyeViewSize;
public UnityRect rightEyeViewSize;
}
/// <summary>A Unity C#-compliant wrapper for a boolean.</summary>
/// <remarks><para>
/// This is also defined on the Instant Preview plugin in native C++.
/// </para><para>
/// If `isValid` is `false`, `value` should be ignored.
/// </para></remarks>
public struct UnityBoolAtom
{
[MarshalAs(UnmanagedType.I1)]
public bool value;
[MarshalAs(UnmanagedType.I1)]
public bool isValid;
}
/// <summary>A Unity C#-compliant wrapper for a float.</summary>
/// <remarks><para>
/// This is also defined on the Instant Preview plugin in native C++.
/// </para><para>
/// If `isValid` is `false`, `value` should be ignored.
/// </para></remarks>
public struct UnityFloatAtom
{
public float value;
[MarshalAs(UnmanagedType.I1)]
public bool isValid;
}
/// <summary>A Unity C#-compliant wrapper for an integer.</summary>
/// <remarks><para>
/// This is also defined on the Instant Preview plugin in native C++.
/// </para><para>
/// If `isValid` is `false`, `value` should be ignored.
/// </para></remarks>
public struct UnityIntAtom
{
public int value;
[MarshalAs(UnmanagedType.I1)]
public bool isValid;
}
/// <summary>A Unity C#-compliant wrapper for a 4x4 matrix.</summary>
/// <remarks><para>
/// This is also defined on the Instant Preview plugin in native C++.
/// </para><para>
/// If `isValid` is `false`, `value` should be ignored.
/// </para></remarks>
public struct UnityGvrMat4fAtom
{
public Matrix4x4 value;
[MarshalAs(UnmanagedType.I1)]
public bool isValid;
}
struct UnityGlobalGvrProperties
{
internal UnityBoolAtom supportsPositionalHeadTracking;
internal UnityBoolAtom supportsSeeThrough;
internal UnityFloatAtom floorHeight;
internal UnityGvrMat4fAtom recenterTransform;
internal UnityIntAtom safetyRegionType;
internal UnityFloatAtom safetyCylinderEnterRadius;
internal UnityFloatAtom safetyCylinderExitRadius;
}
/// <summary>GVR Event Types. Associated with ephemeral (one-frame-long) events.</summary>
public enum GvrEventType
{
/// <summary>A default value. If this is seen, something has gone wrong.</summary>
GVR_EVENT_NONE,
/// <summary>Indicates a recenter event.</summary>
/// <remarks>
/// This should always be accompanied by a`GvrRecenterEventType` providing additional
/// details.
/// </remarks>
GVR_EVENT_RECENTER,
/// <summary>Indicates that the safety region has been exited.</summary>
GVR_EVENT_SAFETY_REGION_EXIT,
/// <summary>Indicates that the safety region has been entered.</summary>
GVR_EVENT_SAFETY_REGION_ENTER,
/// <summary>Indicates that head tracking has resumed.</summary>
GVR_EVENT_HEAD_TRACKING_RESUMED,
/// <summary>Indicates that head tracking has paused.</summary>
GVR_EVENT_HEAD_TRACKING_PAUSED,
}
/// <summary>
/// GVR Recenter Event Types. Provides details for `GvrEventType.GVR_EVENT_RECENTER`.
/// </summary>
public enum GvrRecenterEventType
{
/// <summary>A default value. If this is seen, something has gone wrong.</summary>
GVR_RECENTER_EVENT_NONE,
/// <summary>Indicates that the recenter event occurred because of a restart.</summary>
GVR_RECENTER_EVENT_RESTART,
/// <summary>Indicates that the recenter event occurred because of a realign.</summary>
GVR_RECENTER_EVENT_ALIGNED,
/// <summary>
/// Indicates that the recenter event occurred because the headset was donned.
/// </summary>
GVR_RECENTER_EVENT_DON,
}
/// <summary>
/// Accompanies a `GvrEventType.GVR_EVENT_RECENTER`. Provides additional details about
/// the recenter event.
/// </summary>
internal struct UnityGvrRecenterEventData
{
/// <summary>The type of recenter event.</summary>
internal GvrRecenterEventType recenter_type;
/// <summary>Recenter event flags.</summary>
internal uint recenter_event_flags;
/// <summary>The offset from the initial start-space.</summary>
/// <remarks>
/// Allows the app to continue to stream from the same point of reference, while keeping
/// the post-recenter orientation consistent.
/// </summary>
internal Matrix4x4 start_space_from_tracking_space_transform;
}
/// <summary>GVR event details, received any time an event occurs.</summary>
/// <remarks>This is also defined on the Instant Preview plugin in native C++.</remarks>
internal struct UnityGvrEvent
{
/// <summary>Timestamp in nanoseconds.</summary>
internal long timestamp;
/// <summary>The event type.</summary>
internal GvrEventType type;
/// <summary>The event's flags.</summary>
internal uint flags;
/// <summary>Additional details on recenter events.</summary>
/// <remarks>Not null if and only if event type is `GVR_EVENT_RECENTER`.</remarks>
internal UnityGvrRecenterEventData gvr_recenter_event_data;
}
/// <summary>GVR User Preferences.</summary>
/// <remarks>
/// Associated with options set by the user in the Daydream app.</remarks>
[System.Serializable]
public struct UnityGvrUserPreferences
{
/// <summary>The user's handedness preference.</summary>
public GvrSettings.UserPrefsHandedness handedness;
}
/// <summary>If `true`, overrides user preferences received from remote device with those
/// set in the InstantPreview editor inspector.</summary>
[Tooltip("Override user preferences from remote device with Editor preferences.")]
public bool overrideDeviceUserPrefs = false;
[HideInInspector]
/// <summary>The User Preferences to use if `overrideDeviceUserPrefs` is `true`.</summary>
public UnityGvrUserPreferences editorUserPrefs;
/// <summary>The User Preferences to use if `overrideDeviceUserPrefs` is `false`.</summary>
public UnityGvrUserPreferences deviceUserPrefs { get; private set; }
#if UNITY_EDITOR
private readonly string[] RequiredAndroidFeatures = {
"feature:android.software.vr.mode",
"feature:android.hardware.vr.high_performance",
};
static ResolutionSize[] resolutionSizes = new ResolutionSize[]
{
new ResolutionSize()
{
// ResolutionSize.Big
width = 2560, height = 1440,
},
new ResolutionSize()
{
// ResolutionSize.Regular
width = 1920, height = 1080,
},
// ResolutionSize.WindowSized
new ResolutionSize(),
};
private static readonly int[] multisampleCounts = new int[]
{
1, // MultisampleCounts.One
2, // MultisampleCounts.Two
4, // MultisampleCounts.Four
8, // MultisampleCounts.Eight
};
private static readonly int[] bitRates = new int[]
{
2000, // BitRates._2000
4000, // BitRates._4000
8000, // BitRates._8000
16000, // BitRates._16000
24000, // BitRates._24000
32000, // BitRates._32000
};
[DllImport(dllName)]
private static extern bool IsConnected();
[DllImport(dllName)]
private static extern bool GetHeadPose(out Matrix4x4 pose, out double timestamp);
[DllImport(dllName)]
private static extern bool GetEyeViews(out UnityEyeViews outputEyeViews);
[DllImport(dllName)]
private static extern bool GetGlobalGvrProperties(ref UnityGlobalGvrProperties outputProperties);
[DllImport(dllName)]
private static extern bool GetGvrEvent(ref UnityGvrEvent outputEvent);
[DllImport(dllName)]
private static extern bool GetGvrUserPreferences(ref UnityGvrUserPreferences outputUserPrefs);
[DllImport(dllName)]
private static extern IntPtr GetRenderEventFunc();
[DllImport(dllName)]
private static extern void SendFrame(IntPtr renderTexture, ref Matrix4x4 pose, double timestamp, int bitRate);
[DllImport(dllName)]
private static extern void GetVersionString(StringBuilder dest, uint n);
/// <summary>
/// Gets whether this module is currently connected to a running Instant Preview app.
/// </summary>
/// <value>
/// Value `true` if this module is currently connected to a running Instant Preview app,
/// `false` otherwise.
/// </value>
public bool IsCurrentlyConnected
{
get { return connected; }
}
private IntPtr renderEventFunc;
private RenderTexture renderTexture;
private Matrix4x4 headPose = Matrix4x4.identity;
private double timestamp;
private class EyeCamera
{
public Camera leftEyeCamera = null;
public Camera rightEyeCamera = null;
}
Dictionary<Camera, EyeCamera> eyeCameras = new Dictionary<Camera, EyeCamera>();
List<Camera> camerasLastFrame = new List<Camera>();
private bool connected;
/// <summary>Gets whether the connected device supports positional tracking.</summary>
public UnityBoolAtom supportsPositionalHeadTracking { get; private set; }
/// <summary>Gets whether the connected device supports see-through mode.</summary>
public UnityBoolAtom supportsSeeThrough { get; private set; }
/// <summary>Gets the current height the headset is off its perceived floor.</summary>
/// <remarks>The `value` is valid only if `floorHeight.isValid == true`.</remarks>
public UnityFloatAtom floorHeight { get; private set; }
/// <summary>Gets the last recenter's offset transform.</summary>
/// <remarks>The `value` is valid only if `recenterTransform.isValid == true`.</remarks>
public UnityGvrMat4fAtom recenterTransform { get; private set; }
/// <summary>Gets the type of the safety region.</summary>
/// <remarks>The `value` is valid only if `safetyRegionType.isValid == true`.</remarks>
public UnityIntAtom safetyRegionType { get; private set; }
/// <summary>Gets the reentry radius of a cylindrical safety region.</summary>
/// <remarks><para>
/// Entering the safety cylinder means stepping close enough to its center to suppress an
/// active warning.
/// </para><para>
/// The `value` is valid only if `safetyCylinderEnterRadius.isValid == true`.
/// </para></remarks>
public UnityFloatAtom safetyCylinderEnterRadius { get; private set; }
/// <summary>Gets the exit radius of a cylindrical safety region.</summary>
/// <remarks><para>
/// Exiting the safety cylinder means stepping far enough from its center to prompt a
/// warning.
/// </para><para>
/// The `value` is valid only if `safetyCylinderExitRadius.isValid == true`.
/// </para></remarks>
public UnityFloatAtom safetyCylinderExitRadius { get; private set; }
/// <summary>Gets the user's handedness preference.</summary>
public GvrSettings.UserPrefsHandedness handedness
{
get
{
if (overrideDeviceUserPrefs)
{
return editorUserPrefs.handedness;
}
else
{
return deviceUserPrefs.handedness;
}
}
}
/// <summary>A queue for active GVR events.</summary>
/// <remarks>
/// This is used because events only trigger for one frame, and in some high-CPU edge cases
/// the Instant Preview stream may run at a different speed than the Unity player.
/// Because they are stored on a queue, the Unity player can guarantee it will eventually
/// trigger them all.</remarks>
internal Queue<UnityGvrEvent> events = new Queue<UnityGvrEvent>();
void Awake()
{
renderEventFunc = GetRenderEventFunc();
if (Instance != null)
{
Destroy(gameObject);
gameObject.SetActive(false);
return;
}
Instance = this;
DontDestroyOnLoad(gameObject);
}
void Start()
{
// Gets local version name and prints it out.
var sb = new StringBuilder(256);
GetVersionString(sb, (uint)sb.Capacity);
var pluginIPVersionName = sb.ToString();
// Tries to install Instant Preview apk if set to do so.
if (InstallApkOnRun)
{
// Early outs if set to install but the apk can't be found.
if (InstantPreviewApk == null)
{
Debug.LogError("Trying to install Instant Preview apk but reference to InstantPreview.apk is broken.");
return;
}
// Gets the apk path and installs it on a separate thread.
var apkPath = Path.GetFullPath(UnityEditor.AssetDatabase.GetAssetPath(InstantPreviewApk));
if (File.Exists(apkPath))
{
new Thread(
() =>
{
string output;
string errors;
string deviceIPVersionName = null;
string unityAPKVersionName = null;
// Gets version of apk installed on device (to remove, if dated).
RunCommand(InstantPreviewHelper.adbPath,
"shell dumpsys package com.google.instantpreview | grep versionName",
out output, out errors);
// Early outs if no device is connected.
if (string.Compare(errors, NoDevicesFoundAdbResult) == 0)
{
return;
}
if (!string.IsNullOrEmpty(output) && string.IsNullOrEmpty(errors))
{
deviceIPVersionName = output.Substring(output.IndexOf('=') + 1);
}
// Ensures connected device is Daydream-compatible before continuing.
RunCommand(InstantPreviewHelper.adbPath,
"shell pm list features", out output, out errors);
foreach (string feature in RequiredAndroidFeatures)
{
if (output.IndexOf(feature) == -1)
{
Debug.Log(
"Instant Preview disabled; device is not Daydream-compatible.");
return;
}
}
// Prints errors and exits on failure.
if (!string.IsNullOrEmpty(errors))
{
Debug.LogError(errors);
return;
}
Debug.Log("Instant Preview Version: " + pluginIPVersionName);
// Gets version of Unity's local .apk version (to install, if needed).
RunCommand(InstantPreviewHelper.aaptPath,
string.Format("dump badging {0}", apkPath),
out output, out errors);
if (!string.IsNullOrEmpty(output) && string.IsNullOrEmpty(errors))
{
string unityAPKVersionInfoDump = output;
// Finds (versionName='), captures any alphaNumerics separated by periods, and selects them until (').
System.Text.RegularExpressions.Match unityAPKVersionNameRegex = Regex.Match(
unityAPKVersionInfoDump, "versionName=\'([^']*)\'");
if (unityAPKVersionNameRegex.Groups.Count > 1)
{
unityAPKVersionName = unityAPKVersionNameRegex.Groups[1].Value;
}
else
{
Debug.Log(string.Format("Failed to extract version from: {0}", unityAPKVersionInfoDump));
}
}
else
{
Debug.Log(string.Format("Failed to run: {0} dump badging {1}", InstantPreviewHelper.aaptPath, apkPath));
}
// Determines if Unity plugin and Unity's local .apk IP file are the same version, and exits if not.
if (pluginIPVersionName != unityAPKVersionName)
{
Debug.LogWarning(string.Format(
"Unity Instant Preview plugin version ({0}) does not match Unity Instant Preview .apk version ({1})."
+ " This may cause unpredictable behavior.",
pluginIPVersionName, unityAPKVersionName));
}
// Determines if app is installed, and installs it if not.
if (deviceIPVersionName != unityAPKVersionName)
{
if (deviceIPVersionName == null)
{
Debug.Log(string.Format(
"Instant Preview: app not found on device, attempting to install it from {0}.",
apkPath));
}
else
{
Debug.Log(string.Format(
"Instant Preview: installed version \"{0}\" does not match local version \"{1}\", attempting upgrade.",
deviceIPVersionName, unityAPKVersionName));
}
RunCommand(InstantPreviewHelper.adbPath,
string.Format("uninstall com.google.instantpreview", apkPath),
out output, out errors);
RunCommand(InstantPreviewHelper.adbPath,
string.Format("install \"{0}\"", apkPath),
out output, out errors);
// Prints any output from trying to install.
if (!string.IsNullOrEmpty(output))
{
Debug.Log(output);
}
if (!string.IsNullOrEmpty(errors))
{
if (string.Equals(errors.Trim(), "Success"))
{
Debug.Log("Successfully installed Instant Preview app.");
}
else
{
Debug.LogError(errors);
}
}
}
StartInstantPreviewActivity(InstantPreviewHelper.adbPath);
}).Start();
}
}
else
{
Debug.Log("Instant Preview Version: " + pluginIPVersionName);
new Thread(() =>
{
StartInstantPreviewActivity(InstantPreviewHelper.adbPath);
}).Start();
}
}
void UpdateCamera(Camera camera)
{
EyeCamera eyeCamera;
if (!eyeCameras.TryGetValue(camera, out eyeCamera))
{
return;
}
if (connected)
{
if (GetHeadPose(out headPose, out timestamp))
{
SetEditorEmulatorsEnabled(false);
camera.transform.localRotation =
Quaternion.LookRotation(headPose.GetColumn(2), headPose.GetColumn(1)) *
EditorCameraOriginDict.Get(camera).rotation;
camera.transform.localPosition =
camera.transform.localRotation * headPose.GetRow(3) * -1 +
EditorCameraOriginDict.Get(camera).position;
}
else
{
SetEditorEmulatorsEnabled(true);
}
var eyeViews = new UnityEyeViews();
if (GetEyeViews(out eyeViews))
{
SetTransformFromMatrix(eyeCamera.leftEyeCamera.gameObject.transform, eyeViews.leftEyePose);
SetTransformFromMatrix(eyeCamera.rightEyeCamera.gameObject.transform, eyeViews.rightEyePose);
var near = Camera.main.nearClipPlane;
var far = Camera.main.farClipPlane;
eyeCamera.leftEyeCamera.projectionMatrix =
PerspectiveMatrixFromUnityRect(eyeViews.leftEyeViewSize, near, far);
eyeCamera.rightEyeCamera.projectionMatrix =
PerspectiveMatrixFromUnityRect(eyeViews.rightEyeViewSize, near, far);
bool multisampleChanged = multisampleCounts[(int)MultisampleCount] != renderTexture.antiAliasing;
// Adjusts render texture size.
if (OutputResolution != Resolutions.WindowSized)
{
var selectedResolutionSize = resolutionSizes[(int)OutputResolution];
if (selectedResolutionSize.width != renderTexture.width ||
selectedResolutionSize.height != renderTexture.height ||
multisampleChanged)
{
ResizeRenderTexture(selectedResolutionSize.width, selectedResolutionSize.height);
}
}
else
{
// OutputResolution == Resolutions.WindowSized
var screenAspectRatio = (float)Screen.width / Screen.height;
var eyeViewsWidth =
-eyeViews.leftEyeViewSize.left +
eyeViews.leftEyeViewSize.right +
-eyeViews.rightEyeViewSize.left +
eyeViews.rightEyeViewSize.right;
var eyeViewsHeight =
eyeViews.leftEyeViewSize.top +
-eyeViews.leftEyeViewSize.bottom;
if (eyeViewsHeight > 0f)
{
int renderTextureHeight;
int renderTextureWidth;
var eyeViewsAspectRatio = eyeViewsWidth / eyeViewsHeight;
if (screenAspectRatio > eyeViewsAspectRatio)
{
renderTextureHeight = Screen.height;
renderTextureWidth = (int)(Screen.height * eyeViewsAspectRatio);
}
else
{
renderTextureWidth = Screen.width;
renderTextureHeight = (int)(Screen.width / eyeViewsAspectRatio);
}
renderTextureWidth = renderTextureWidth & ~0x3;
renderTextureHeight = renderTextureHeight & ~0x3;
if (multisampleChanged ||
renderTexture.width != renderTextureWidth ||
renderTexture.height != renderTextureHeight)
{
ResizeRenderTexture(renderTextureWidth, renderTextureHeight);
}
}
}
}
}
else
{
// !connected
SetEditorEmulatorsEnabled(true);
if (renderTexture.width != Screen.width || renderTexture.height != Screen.height)
{
ResizeRenderTexture(Screen.width, Screen.height);
}
}
}
void UpdateProperties()
{
UnityGlobalGvrProperties unityGlobalGvrProperties = new UnityGlobalGvrProperties();
if (GetGlobalGvrProperties(ref unityGlobalGvrProperties))
{
supportsPositionalHeadTracking
= unityGlobalGvrProperties.supportsPositionalHeadTracking;
supportsSeeThrough = unityGlobalGvrProperties.supportsSeeThrough;
floorHeight = unityGlobalGvrProperties.floorHeight;
recenterTransform = unityGlobalGvrProperties.recenterTransform;
safetyRegionType = unityGlobalGvrProperties.safetyRegionType;
safetyCylinderEnterRadius = unityGlobalGvrProperties.safetyCylinderEnterRadius;
safetyCylinderExitRadius = unityGlobalGvrProperties.safetyCylinderExitRadius;
}
}
void UpdateEvents()
{
UnityGvrEvent unityGvrEvent = new UnityGvrEvent();
while (GetGvrEvent(ref unityGvrEvent))
{
events.Enqueue(unityGvrEvent);
}
}
void UpdateUserPreferences()
{
UnityGvrUserPreferences unityGvrUserPreferences = new UnityGvrUserPreferences();
if (GetGvrUserPreferences(ref unityGvrUserPreferences))
{
deviceUserPrefs = unityGvrUserPreferences;
}
}
void Update()
{
if (!EnsureCameras())
{
return;
}
var newConnectionState = IsConnected();
if (connected && !newConnectionState)
{
Debug.Log("Disconnected from Instant Preview.");
}
else if (!connected && newConnectionState)
{
Debug.Log("Connected to Instant Preview.");
}
connected = newConnectionState;
foreach (KeyValuePair<Camera, EyeCamera> eyeCamera in eyeCameras)
{
UpdateCamera(eyeCamera.Key);
}
UpdateProperties();
UpdateEvents();
UpdateUserPreferences();
}
void OnPostRender()
{
if (connected && renderTexture != null)
{
var nativeTexturePtr = renderTexture.GetNativeTexturePtr();
SendFrame(nativeTexturePtr, ref headPose, timestamp, bitRates[(int)BitRate]);
GL.IssuePluginEvent(renderEventFunc, 69);
}
}
void EnsureCamera(Camera camera)
{
// renderTexture might still be null so this creates and assigns it.
if (renderTexture == null)
{
if (OutputResolution != Resolutions.WindowSized)
{
var selectedResolutionSize = resolutionSizes[(int)OutputResolution];
ResizeRenderTexture(selectedResolutionSize.width, selectedResolutionSize.height);
}
else
{
ResizeRenderTexture(Screen.width, Screen.height);
}
}
EyeCamera eyeCamera;
if (!eyeCameras.TryGetValue(camera, out eyeCamera))
{
eyeCamera = new EyeCamera();
eyeCameras.Add(camera, eyeCamera);
}
EnsureEyeCamera(camera, ":Instant Preview Left", new Rect(0.0f, 0.0f, 0.5f, 1.0f), ref eyeCamera.leftEyeCamera);
EnsureEyeCamera(camera, ":Instant Preview Right", new Rect(0.5f, 0.0f, 0.5f, 1.0f), ref eyeCamera.rightEyeCamera);
}
private void CheckRemoveCameras(List<Camera> cameras)
{
// Any cameras that were here last frame and not here this frame need removing from eyeCameras.
foreach (Camera oldCamera in camerasLastFrame)
{
if (!cameras.Contains(oldCamera))
{
// Destroys the eye cameras.
EyeCamera curEyeCamera;
if (eyeCameras.TryGetValue(oldCamera, out curEyeCamera))
{
if (curEyeCamera.leftEyeCamera != null)
{
Destroy(curEyeCamera.leftEyeCamera.gameObject);
}
if (curEyeCamera.rightEyeCamera != null)
{
Destroy(curEyeCamera.rightEyeCamera.gameObject);
}
}
// Removes eye camera entry from dictionary.
eyeCameras.Remove(oldCamera);
}
}
camerasLastFrame = cameras;
}
bool EnsureCameras()
{
var mainCamera = Camera.main;
if (!mainCamera)
{
// If the main camera doesn't exist, destroys a remaining render texture and exits.
if (renderTexture != null)
{
Destroy(renderTexture);
renderTexture = null;
}
return false;
}
// Find all the cameras and make sure any non-Instant Preview cameras have left/right eyes attached.
var cameras = new List<Camera>(ValidCameras());
CheckRemoveCameras(cameras);
// Now go and make sure that all cameras that are to be driven by Instant Preview have the correct setup.
foreach (Camera camera in cameras)
{
// Skips the Instant Preview camera, which is used for a
// convenience preview.
if (camera.gameObject == gameObject)
{
continue;
}
EnsureCamera(camera);
}
return true;
}
void EnsureEyeCamera(Camera mainCamera, String eyeCameraName, Rect rect, ref Camera eyeCamera)
{
// Creates eye camera object if it doesn't exist.
if (eyeCamera == null)
{
var eyeCameraObject = new GameObject(mainCamera.gameObject.name + eyeCameraName);
eyeCamera = eyeCameraObject.AddComponent<Camera>();
eyeCameraObject.transform.SetParent(mainCamera.gameObject.transform, false);
}
eyeCamera.CopyFrom(mainCamera);
eyeCamera.rect = rect;
eyeCamera.targetTexture = renderTexture;
// Match child camera's skyboxes to main camera.
Skybox monoCameraSkybox = mainCamera.gameObject.GetComponent<Skybox>();
Skybox customSkybox = eyeCamera.GetComponent<Skybox>();
if (monoCameraSkybox != null)
{
if (customSkybox == null)
{
customSkybox = eyeCamera.gameObject.AddComponent<Skybox>();
}
customSkybox.material = monoCameraSkybox.material;
}
else if (customSkybox != null)
{
Destroy(customSkybox);
}
}
void ResizeRenderTexture(int width, int height)
{
var newRenderTexture = new RenderTexture(width, height, 16);
newRenderTexture.antiAliasing = multisampleCounts[(int)MultisampleCount];
if (renderTexture != null)
{
foreach (KeyValuePair<Camera, EyeCamera> camera in eyeCameras)
{
if (camera.Value.leftEyeCamera != null)
{
camera.Value.leftEyeCamera.targetTexture = null;
}
if (camera.Value.rightEyeCamera != null)
{
camera.Value.rightEyeCamera.targetTexture = null;
}
}
Destroy(renderTexture);
}
renderTexture = newRenderTexture;
}
private static void SetEditorEmulatorsEnabled(bool enabled)
{
foreach (var editorEmulator in FindObjectsOfType<GvrEditorEmulator>())
{
editorEmulator.enabled = enabled;
}
}
private static Matrix4x4 PerspectiveMatrixFromUnityRect(UnityRect rect, float near, float far)
{
if (rect.left == rect.right || rect.bottom == rect.top || near == far ||
near <= 0f || far <= 0f)
{
return Matrix4x4.identity;
}
rect.left *= near;
rect.right *= near;
rect.top *= near;
rect.bottom *= near;
var X = (2 * near) / (rect.right - rect.left);
var Y = (2 * near) / (rect.top - rect.bottom);
var A = (rect.right + rect.left) / (rect.right - rect.left);
var B = (rect.top + rect.bottom) / (rect.top - rect.bottom);
var C = (near + far) / (near - far);
var D = (2 * near * far) / (near - far);
var perspectiveMatrix = new Matrix4x4();
perspectiveMatrix[0, 0] = X;
perspectiveMatrix[0, 2] = A;
perspectiveMatrix[1, 1] = Y;
perspectiveMatrix[1, 2] = B;
perspectiveMatrix[2, 2] = C;
perspectiveMatrix[2, 3] = D;
perspectiveMatrix[3, 2] = -1f;
return perspectiveMatrix;
}
private static void SetTransformFromMatrix(Transform transform, Matrix4x4 matrix)
{
var position = matrix.GetRow(3);
position.x *= -1;
transform.localPosition = position;
transform.localRotation = Quaternion.LookRotation(matrix.GetColumn(2), matrix.GetColumn(1));
}
private static void StartInstantPreviewActivity(string adbPath)
{
string output;
string errors;
RunCommand(adbPath,
"shell am start -n com.google.instantpreview/.InstantPreviewActivity",
out output,
out errors);
// Early outs if no device is connected.
if (string.Compare(errors, NoDevicesFoundAdbResult) == 0)
{
return;
}
}
private static void RunCommand(string fileName, string arguments, out string output, out string errors)
{
using (var process = new System.Diagnostics.Process())
{
System.Diagnostics.ProcessStartInfo startInfo = new System.Diagnostics.ProcessStartInfo(fileName, arguments);
startInfo.UseShellExecute = false;
startInfo.RedirectStandardError = true;
startInfo.RedirectStandardOutput = true;
startInfo.CreateNoWindow = true;
process.StartInfo = startInfo;
var outputBuilder = new StringBuilder();
var errorBuilder = new StringBuilder();
process.OutputDataReceived += (o, ef) => outputBuilder.AppendLine(ef.Data);
process.ErrorDataReceived += (o, ef) => errorBuilder.AppendLine(ef.Data);
process.Start();
process.BeginOutputReadLine();
process.BeginErrorReadLine();
process.WaitForExit();
process.Close();
// Trims the output strings to make comparison easier.
output = outputBuilder.ToString().Trim();
errors = errorBuilder.ToString().Trim();
}
}
// Gets active, stereo, non-eye cameras in the scene.
private IEnumerable<Camera> ValidCameras()
{
foreach (var camera in Camera.allCameras)
{
if (!camera.enabled || camera.stereoTargetEye == StereoTargetEyeMask.None)
{
continue;
}
// Skips camera if it is determined to be an eye camera.
var parent = camera.transform.parent;
if (parent != null)
{
var parentCamera = parent.GetComponent<Camera>();
if (parentCamera != null)
{
EyeCamera parentEyeCamera;
if (eyeCameras.TryGetValue(parentCamera, out parentEyeCamera))
{
if (camera == parentEyeCamera.leftEyeCamera || camera == parentEyeCamera.rightEyeCamera)
{
continue;
}
}
}
}
yield return camera;
}
}
#else
/// <summary>
/// Gets whether this module is currently connected to a running Instant Preview app.
/// </summary>
/// <value>
/// Value `true` if this module is currently connected to a running Instant Preview app,
/// `false` otherwise.
/// </value>
public bool IsCurrentlyConnected
{
get { return false; }
}
#endif
}
}