OculusVRDevice
Engine/source/platform/input/oculusVR/oculusVRDevice.h
Public Static Attributes
Determines desired pixel density for render target.
bool
bool
bool
Determined if the window is moved to the oculus display.
Protected Attributes
bool
Is the device active.
Which HMD is the active one.
ovrGraphicsLuid
Device id we need to use to hook up with oculus.
Protected Functions
addHMDDevice(ovrHmd hmd, ovrGraphicsLuid luid)
Build out the codes used for controller actions with the Input Event Manager.
Public Functions
dumpMetrics(U32 idx)
bool
enable()
bool
getEyeOffsets(Point3F * dest)
Returns eye offset not taking into account any position tracking info.
getFovPorts(FovPort * out)
getFrameEyePose(DisplayPose * outPose, U32 eyeId)
getHMDCurrentIPD(U32 index)
getHMDDevice(U32 index)
Returns a texture handle representing a preview of the composited VR view.
getSensorAcceleration(U32 index)
getSensorAngularVelocity(U32 index)
getSensorDevice(U32 index)
getSensorEulerRotation(U32 index)
bool
bool
getSensorYawCorrection(U32 index)
getStereoTargets(GFXTextureTarget ** out)
getStereoViewports(RectI * out)
bool
bool
process()
bool
bool
bool
bool
setCurrentConnection(GameConnection * connection)
setDrawCanvas(GuiCanvas * canvas)
setHMDCurrentIPD(U32 index, F32 ipd)
setOptimalDisplaySize(U32 idx, GuiCanvas * canvas)
setSensorYawCorrection(U32 index, bool state)
Public Static Functions
const char *
Detailed Description
Public Static Attributes
F32 smDesiredPixelDensity
Determines desired pixel density for render target.
bool smEnableDevice
bool smGenerateAngleAxisRotationEvents
bool smGenerateEulerRotationEvents
bool smGeneratePositionEvents
bool smGenerateRotationAsAxisEvents
bool smGenerateSensorRawEvents
bool smGenerateWholeFrameEvents
F32 smMaximumAxisAngle
F32 smPositionTrackingScale
bool smSimulateHMD
bool smWindowDebug
Determined if the window is moved to the oculus display.
Protected Attributes
bool mActive
Is the device active.
U32 mActiveDeviceId
Which HMD is the active one.
Vector< OculusVRHMDDevice * > mHMDDevices
ovrGraphicsLuid mLuid
Device id we need to use to hook up with oculus.
Protected Functions
addHMDDevice(ovrHmd hmd, ovrGraphicsLuid luid)
buildCodeTable()
Build out the codes used for controller actions with the Input Event Manager.
cleanUp()
createSimulatedHMD()
Public Functions
OculusVRDevice()
~OculusVRDevice()
_handleDeviceEvent(GFXDevice::GFXDeviceEventType evt)
disable()
dismissWarning()
dumpMetrics(U32 idx)
enable()
getActive()
getCurrentConnection()
Reimplemented from: IDisplayDevice
getEyeOffsets(Point3F * dest)
Reimplemented from: IDisplayDevice
getFovPorts(FovPort * out)
Reimplemented from: IDisplayDevice
getFrameEyePose(DisplayPose * outPose, U32 eyeId)
getHMDCount()
getHMDCurrentIPD(U32 index)
getHMDDevice(U32 index)
getPreviewTexture()
Reimplemented from: IDisplayDevice
getProjectionOffset()
getSensorAcceleration(U32 index)
getSensorAngularVelocity(U32 index)
getSensorCount()
getSensorDevice(U32 index)
getSensorEulerRotation(U32 index)
getSensorMagnetometerCalibrated(U32 index)
getSensorYawCorrection(U32 index)
getStereoTargets(GFXTextureTarget ** out)
Reimplemented from: IDisplayDevice
getStereoViewports(RectI * out)
Reimplemented from: IDisplayDevice
isDiplayingWarning()
onStartFrame()
Reimplemented from: IDisplayDevice
process()
Reimplemented from: IInputDevice
providesEyeOffsets()
Reimplemented from: IDisplayDevice
providesFovPorts()
Reimplemented from: IDisplayDevice
providesFrameEyePose()
Reimplemented from: IDisplayDevice
providesProjectionOffset()
resetAllSensors()
setActive(bool state)
setCurrentConnection(GameConnection * connection)
Reimplemented from: IDisplayDevice
setDrawCanvas(GuiCanvas * canvas)
Reimplemented from: IDisplayDevice
setHMDCurrentIPD(U32 index, F32 ipd)
setOptimalDisplaySize(U32 idx, GuiCanvas * canvas)
setSensorYawCorrection(U32 index, bool state)