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VRDevice.cs
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VRDevice.cs
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// Copyright (c) Xenko contributors (https://xenko.com) and Silicon Studio Corp. (https://www.siliconstudio.co.jp)
// Distributed under the MIT license. See the LICENSE.md file in the project root for more information.
using System;
using Xenko.Core.Mathematics;
using Xenko.Games;
using Xenko.Graphics;
namespace Xenko.VirtualReality
{
public abstract class VRDevice : IDisposable
{
public GameBase Game { get; internal set; }
protected VRDevice()
{
ViewScaling = 1.0f;
}
public abstract Size2 OptimalRenderFrameSize { get; }
public abstract Size2 ActualRenderFrameSize { get; protected set; }
public abstract Texture MirrorTexture { get; protected set; }
public abstract float RenderFrameScaling { get; set; }
public abstract DeviceState State { get; }
public abstract Vector3 HeadPosition { get; }
public abstract Quaternion HeadRotation { get; }
public abstract Vector3 HeadLinearVelocity { get; }
public abstract Vector3 HeadAngularVelocity { get; }
public abstract TouchController LeftHand { get; }
public abstract TouchController RightHand { get; }
public abstract TrackedItem[] TrackedItems { get; }
public VRApi VRApi { get; protected set; }
/// <summary>
/// Allows you to scale the view, effectively it will change the size of the player in respect to the world, turning it into a giant or a tiny ant.
/// </summary>
/// <remarks>This will reduce the near clip plane of the cameras, it might induce depth issues.</remarks>
public float ViewScaling { get; set; }
public abstract bool CanInitialize { get; }
public bool SupportsOverlays { get; protected set; } = false;
public virtual VROverlay CreateOverlay(int width, int height, int mipLevels, int sampleCount)
{
return null;
}
public virtual void ReleaseOverlay(VROverlay overlay)
{
}
public abstract void Enable(GraphicsDevice device, GraphicsDeviceManager graphicsDeviceManager, bool requireMirror, int mirrorWidth, int mirrorHeight);
public virtual void Recenter()
{
}
public virtual void SetTrackingSpace(TrackingSpace space)
{
}
public abstract void ReadEyeParameters(Eyes eye, float near, float far, ref Vector3 cameraPosition, ref Matrix cameraRotation, bool ignoreHeadRotation, bool ignoreHeadPosition, out Matrix view, out Matrix projection);
public abstract void Commit(CommandList commandList, Texture renderFrame);
public virtual void Dispose()
{
}
public abstract void Update(GameTime gameTime);
public abstract void Draw(GameTime gameTime);
}
}