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Overview

Oculus Rift support is now included in CRYENGINE. This article covers the programming side of interacting with a Rift headset. For information on basic use, see Oculus Rift.
 

 

Chapters:


Code

This section describes how to access VR in general, but specifically the Oculus from Game Code.

Check VR Setup

In order to check if the current VR setup is valid, you can check if the VR related pointers are set and valid:

C++
if (IHmdManager* pHmdManager = gEnv->pSystem->GetHmdManager()) // Check, if the HMD Manager exists
{
	if (IHmdDevice* pDevice = pHmdManager->GetHmdDevice()) // Check, if a valid HMD device is connected
	{
		if (pDevice->GetClass() == EHmdClass::eHmdClass_Oculus) // Check, if the connected device is an Oculus device)
		{
			//your code
		}
	}
}
C#
IHmdManager pHmdManager = Global.gEnv.pSystem.GetHmdManager ();
if (pHmdManager != null) { // Check, if the HMD Manager exists
	IHmdDevice pDevice = pHmdManager.GetHmdDevice ();
	if (pDevice != null && pDevice.GetClass() == EHmdClass.eHmdClass_Oculus) { // Check, if a valid Oculus device is connected
		// your code
	}
}

Get HMD Device Tracking State

You can retrieve the position and rotation of the HMD device. While the camera will usually be controlled by the ViewSystem directly, this might be useful to setup additional checks and game-play logic that takes the user's head position into consideration. In the following code samples we will assume pDevice to be set according to 'Check VR Support':

C++
// Get the current tracking state
HmdTrackingState state = pDevice->GetLocalTrackingState();
// Either use orientation and position directly, or build a TransformationMatrix from them
Matrix34 HMDtm = Matrix34(Vec3(1, 1, 1), state.pose.orientation, state.pose.position);
// You could not apply the values to an entity. For example, to position the entity 'pEntity' relative to the entity 'pReference':
pEntity->SetWorldTM(pReference->GetWorldTM() * HMDtm);
pEntity->InvalidateTM();
C#
HmdTrackingState state = pDevice.GetLocalTrackingState();
// Either use orientation and position directly, or build a TransformationMatrix from them
Matrix34 HMDtm = new Matrix34(new Vec3(1, 1, 1), state.pose.orientation, state.pose.position);
// You could not apply the values to an entity. For example, to position the entity 'pEntity' relative to the entity 'pReference':
pEntity.SetWorldTM(pReference.GetWorldTM() * HMDtm);
pEntity.InvalidateTM();

Get Controller Tracking State

You can get the controller's tracking states similar to the HMD's tracking state.

C++
// The IHmdController is handling all VR controllers associated with the current VR device.
const IHmdController* pController = pDevice->GetController();
// Make sure the desired controller is connected (the OpenVR implementation in CRYENGINE currently supports controller ID 1 and 2)
if (pController->IsConnected(eHmdController_OpenVR_1))
{
	// Get the current tracking state
	HmdTrackingState state = pController->GetLocalTrackingState(eHmdController_OpenVR_1);
	// either use orientation and position directly, or build a TransformationMatrix from them
	Matrix34 controllerTM = Matrix34(Vec3(1, 1, 1), state.pose.orientation, state.pose.position);
	// You could not apply the values to an entity. For example, to position the entity 'pEntity' relative to the entity 'pReference':
	pEntity->SetWorldTM(pReference->GetWorldTM() * controllerTM);
	pEntity->InvalidateTM();
}
C#
// The IHmdController is handling all VR controllers associated with the current VR device.
IHmdController pController = pDevice.GetController();
// Make sure the desired controller is connected (the OpenVR implementation in CRYENGINE currently supports controller ID 1 and 2)
if (pController.IsConnected(EHmdController.eHmdController_OpenVR_1))
{
	// Get the current tracking state
	HmdTrackingState state = pController.GetLocalTrackingState(EHmdController.eHmdController_OpenVR_1);
	// either use orientation and position directly, or build a TransformationMatrix from them
	Matrix34 controllerTM = new Matrix34(new Vec3(1, 1, 1), state.pose.orientation, state.pose.position);
	// You could not apply the values to an entity. For example, to position the entity 'pEntity' relative to the entity 'pReference':
	pEntity.SetWorldTM(pReference.GetWorldTM() * controllerTM);
	pEntity.InvalidateTM();
}

React to Controller Input

The Oculus Touch controller provides more than just tracking information. It has some buttons, a trigger and a touchpad, and you have several options should you want to react to inputs other than just tracking information:

 

NameTypeDescription
otouch_aButton 
otouch_bButton 
otouch_xButton 
otouch_yButton 
otouch_l3TriggerLeft thumb button (stick).
otouch_r3TriggerRight thumb button (stick).
otouch_triggerl_btnButtonLeft trigger button.
otouch_triggerr_btnButtonRight trigger button.
otouch_l1TriggerLeft index trigger.
otouch_r1TriggerRight index trigger.
otouch_l2TriggerLeft hand trigger.
otouch_r2TriggerRight hand trigger.
otouch_sticklyAxisLeft stick vertical motion.
otouch_stickryAxisRight stick vertical motion.
otouch_sticklxAxisLeft stick horizontal motion.
otouch_stickrxAxisRight stick horizontal motion.

 

  • InputListener: Please read CryInput. Check for DeviceType eIDT_Motion and KeyIds:
  • eKI_Motion_OculusTouch_A
  • eKI_Motion_OculusTouch_B
  • eKI_Motion_OculusTouch_X
  • eKI_Motion_OculusTouch_Y
  • eKI_Motion_OculusTouch_L3
  • eKI_Motion_OculusTouch_R3
  • eKI_Motion_OculusTouch_TriggerBtnL
  • eKI_Motion_OculusTouch_TriggerBtnR
  • eKI_Motion_OculusTouch_L1
  • eKI_Motion_OculusTouch_R1
  • eKI_Motion_OculusTouch_L2
  • eKI_Motion_OculusTouch_R2
  • eKI_Motion_OculusTouch_StickL_Y
  • eKI_Motion_OculusTouch_StickR_Y
  • eKI_Motion_OculusTouch_StickL_X
  • eKI_Motion_OculusTouch_StickR_X
  • eKI_Motion_OculusTouch_Gesture_ThumbUpL
  • eKI_Motion_OculusTouch_Gesture_ThumbUpR
  • eKI_Motion_OculusTouch_Gesture_IndexPointingL
  • eKI_Motion_OculusTouch_Gesture_IndexPointingR
  • Polling: Additionally, you can poll the current controller state. A nice bonus of this approach, is that you will not only get the information if a button is pressed, but also (in most cases) if the button is just touched:
C++
// The IHmdController is handling all VR controllers associated with the current VR device.
const IHmdController* pController = pDevice->GetController();
// Make sure the desired controller is connected (the OpenVR implementation in CRYENGINE currently supports controller ID 1 and 2)
if (pController->IsConnected(eHmdController_OpenVR_1))
{
	// Is the Application A button pressed?
	bool bAppMenuPressed = pController->IsButtonPressed(eHmdController_OculusLeftHand, eKI_Motion_OculusTouch_A);
	// or is it touched?
	bool bAppMenuTouched = pController->IsButtonTouched(eHmdController_OculusLeftHand, eKI_Motion_OculusTouch_A);
	// Is the L2 pressed?
	bool bGripPressed = pController->IsButtonPressed(eHmdController_OculusLeftHand, eKI_Motion_OculusTouch_L2);
	// or is it touched?
	bool bGripTouched = pController->IsButtonTouched(eHmdController_OculusLeftHand, eKI_Motion_OculusTouch_L2);
	// Get Trigger value
	float fTrigger = pController->GetTriggerValue(eHmdController_OculusRightHand, eKI_Motion_OculusTouch_TriggerBtnR);
	// Get the Gesture state
	Vec2 vTouchPad = pController->IsGestureTriggered(eHmdController_OculusRightHand, eKI_Motion_OculusTouch_Gesture_ThumbUpR);
}
C#
// The IHmdController is handling all VR controllers associated with the current VR device.
IHmdController pController = pDevice.GetController();
// Make sure the desired controller is connected (the OpenVR implementation in CRYENGINE currently supports controller ID 1 and 2)
if (pController.IsConnected(EHmdController.eHmdController_OpenVR_1))
{
	// Is the Application A button pressed?
	bool bAppMenuPressed = pController.IsButtonPressed(EHmdController.eHmdController_OculusLeftHand, EKeyId.eKI_Motion_OculusTouch_A);
	// or is it touched?
	bool bAppMenuTouched = pController.IsButtonTouched(EHmdController.eHmdController_OculusLeftHand, EKeyId.eKI_Motion_OculusTouch_A);
	// Is the L2 pressed?
	bool bGripPressed = pController.IsButtonPressed(EHmdController.eHmdController_OculusLeftHand, EKeyId.eKI_Motion_OculusTouch_L2);
	// or is it touched?
	bool bGripTouched = pController.IsButtonTouched(EHmdController.eHmdController_OculusLeftHand, EKeyId.eKI_Motion_OculusTouch_L2);
	// Get Trigger value
	float fTrigger = pController.GetTriggerValue(EHmdController.eHmdController_OculusRightHand, EKeyId.eKI_Motion_OculusTouch_TriggerBtnR);
	// Get the Gesture state
	Vec2 vTouchPad = pController.GetThumbStickValue(EHmdController.eHmdController_OculusRightHand, EKeyId.eKI_Motion_OculusTouch_Gesture_ThumbUpR);
}

Oculus HRTF Plugin Support in Wwise

To activate HRTF plugin support in Wwise,  set the AUDIO_HRTF option in CMake.

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