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Unigine::InputVRHead Class

Header: #include <UnigineInput.h>
Inherits from: InputVRDevice

The class handles head-mounted display (HMD) input.

InputVRHead Class

Перечисления (Enums)

MODEL_TYPE#

ИмяОписание
MODEL_TYPE_UNKNOWN = 0Unknown HMD.
MODEL_TYPE_OCULUS_BEGIN = 1The first element to be used for iteration through the model types of the Oculus Rift HMD.
MODEL_TYPE_OCULUS_DK2 = 1Oculus Rift DK2
MODEL_TYPE_OCULUS_CB = 2Oculus Rift CB
MODEL_TYPE_OCULUS_OTHER = 3Other model of the Oculus Rift HMD.
MODEL_TYPE_OCULUS_E3_2015 = 4Oculus Rift E3 2015
MODEL_TYPE_OCULUS_ES06 = 5Oculus Rift ES06
MODEL_TYPE_OCULUS_ES09 = 6Oculus Rift ES09
MODEL_TYPE_OCULUS_ES11 = 7Oculus Rift ES11
MODEL_TYPE_OCULUS_RIFT = 8Oculus Rift CV1
MODEL_TYPE_OCULUS_RIFT_S = 9Oculus Rift Rift S
MODEL_TYPE_OCULUS_END = 9The last element to be used for iteration through the model types of the Oculus Rift HMD.
MODEL_TYPE_VARJO_BEGIN = 10The first element to be used for iteration through the model types of the Varjo HMD.
MODEL_TYPE_VARJO_VR_1 = 10Varjo VR-1
MODEL_TYPE_VARJO_XR_1 = 11Varjo XR-1
MODEL_TYPE_VARJO_VR_2 = 12Varjo VR-2
MODEL_TYPE_VARJO_VR_2_PRO = 13Varjo VR-2 Pro
MODEL_TYPE_VARJO_VR_3 = 14Varjo VR-3
MODEL_TYPE_VARJO_XR_3 = 15Varjo XR-3
MODEL_TYPE_VARJO_AERO = 16Varjo AERO
MODEL_TYPE_VARJO_END = 16The last element to be used for iteration through the model types of the Varjo HMD.
MODEL_TYPE_OPENVR_BEGIN = 17The first element to be used for iteration through the model types of the HMD.
MODEL_TYPE_OPENVR_HTC_VIVE = 17HTC Vive
MODEL_TYPE_OPENVR_HTC_VIVE_PRO = 18HTC Vive Pro MV
MODEL_TYPE_OPENVR_HTC_FOCUS = 19HTC Vive Focus
MODEL_TYPE_OPENVR_VALVE_INDEX = 20Valve Index
MODEL_TYPE_OPENVR_END = 20The last element to be used for iteration through the model types of the HMD.
NUM_MODEL_TYPES = 21Total number of HMD model types.

Members


InputVRHead::MODEL_TYPE getModelType ( ) const#

Returns the model type of the HMD.

Return value

HMD model type.

bool hasButtons ( ) const#

Returns a value indicating if the HMD has buttons.

Return value

true if there are buttons; otherwise, false.

Vector<float> getSupportedRefreshRates ( ) const#

Returns an array of supported display refresh rates, in Hz, with at least one supported refresh rate.

Return value

The vector of supported display refresh rates, in Hz.

void setRefreshRate ( float rate ) #

Sets the display refresh rate, if supported.

Arguments

  • float rate - The display refresh rate, in Hz.

float getRefreshRate ( ) const#

Returns the current display refresh rate, in Hz.

Return value

The display refresh rate, in Hz.

void setTrackingPositionEnabled ( bool enabled ) #

Sets the value indicating if head position tracking is enabled.

Arguments

  • bool enabled - true to enable position tracking; false to disable it.

bool isTrackingPositionEnabled ( ) const#

Returns a value indicating if head position tracking is enabled.

Return value

true if position tracking is enabled; otherwise, false.

void setTrackingRotationEnabled ( bool enabled ) #

Sets the value indicating if head rotation tracking is enabled.

Arguments

  • bool enabled - true to enable rotation tracking; false to disable it.

bool isTrackingRotationEnabled ( ) const#

Returns a value indicating if head rotation tracking is enabled.

Return value

true if rotation tracking is enabled; otherwise, false.

bool isButtonPressed ( Input::VR_BUTTON button ) const#

Returns a value indicating if the specified button is pressed. Check this value to perform continuous actions.

Arguments

Return value

true if the button is pressed; otherwise, false.

bool isButtonDown ( Input::VR_BUTTON button ) const#

Returns a value indicating if the specified button was pressed during the current frame.

Arguments

Return value

true if the button was pressed; otherwise, false.

bool isButtonUp ( Input::VR_BUTTON button ) const#

Returns a value indicating if the specified button was released during the current frame.

Arguments

Return value

true if the button was released; otherwise, false.

Ptr<InputEventVRButton> getButtonEvent ( Input::VR_BUTTON button ) const#

Returns the currently processed HMD button input event.

Arguments

Return value

HMD button input event, or nullptr if there are no events for the specified button in the current frame.

int getButtonEvents ( Input::VR_BUTTON button, Vector<Ptr<InputEventVRButton>> & OUT_events ) #

Returns the number of input events for the specified HMD button and puts the events to the specified output buffer.

Arguments

Return value

Number of input events for the specified HMD button.
Last update: 16.08.2024
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