OculusVRDevice

Engine/source/platform/input/oculusVR/oculusVRDevice.h

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Public Static Attributes

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

Public Static Functions

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)

Public Static Functions

getSingletonName()

staticInit()