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OculusRiftP5

Oculus Rift Library for Processing

OculusRift_BasicExample

The library is currently distributed by PDE format (OculusRift.pde). First, see and run OculusRift_BasicExample.

##Examples ###OculusRift_BasicExample This example shows simple scene that contains a wall, a floorboard, a cube, and stereo picture.

OculusRift_BasicExample


###OculusRift_PanoramaView It shows a spherical panorama view. The included picture was taken by RICOH THETA.

OculusRift_PanoramaView


###OculusRift_RadarExample It shows a radar denoting user's head direction.

OculusRift_RadarExample


###OculusRift_VideoSeeThrough

This is an example for making augmented reality. You need web camera for running it. This code uses sarxos's webcam-capture library instead of Processing's Capture class, because jna.jar used by Processing's Capture class conflicts with jna-4.1.0.jar used in OculusRift.pde.

OculusRift_VideoSeeThrough


##Environment It was checked that it worked in the following environment.

  • Oculus Rift DK2 (currently only for DK2)
  • Oculus Runtime V0.5.0.1-beta
  • Processing 2.2.1
  • Windows 8.1 and OS X Yosemite (v10.10.2)


How to use

Skeleton

OculusRift oculus;

void setup() {
  size( 1920, 1080, P3D );
  oculus = new OculusRift(this);
  oculus.enableHeadTracking();
}

void draw() {
  oculus.draw();
}

// Scene for OculusRift
void onDrawScene(int eye) {

}

Please make the function named "onDrawScene(int eye)" and write a code about 3D scene in it. In the function, the scale is approximately real scale and the unit is a millimeter. The default eye position is on the origin (0, 0, 0) in the scene. The parameter "eye" gives LEFT or RIGHT.

API

Method Description
boolean enableHeadTracking(); Enables head tracking.
void draw(); Draws a stereo image for Oculus Rift display.
void resetHeadState(); Resets the head state matrix by current state.
PMatrix3D getMatrix(); Gets the current head state matrix.

Acknowledgements

Thanks a lot for the following codes.

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Oculus Rift Library for Processing

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  • Processing 92.5%
  • GLSL 7.5%