mirror of
https://github.com/xiaopeng12138/MaiDXR.git
synced 2024-12-19 12:25:53 +01:00
200 lines
5.1 KiB
C#
200 lines
5.1 KiB
C#
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/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using UnityEngine;
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using System.Collections;
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/// <summary>
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/// Diagnostic display with a regular grid of cubes for visual testing of
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/// tracking and distortion.
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/// </summary>
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public class OVRGridCube : MonoBehaviour
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{
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/// <summary>
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/// The key that toggles the grid of cubes.
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/// </summary>
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public KeyCode GridKey = KeyCode.G;
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private GameObject CubeGrid = null;
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private bool CubeGridOn = false;
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private bool CubeSwitchColorOld = false;
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private bool CubeSwitchColor = false;
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private int gridSizeX = 6;
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private int gridSizeY = 4;
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private int gridSizeZ = 6;
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private float gridScale = 0.3f;
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private float cubeScale = 0.03f;
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// Handle to OVRCameraRig
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private OVRCameraRig CameraController = null;
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/// <summary>
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/// Update this instance.
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/// </summary>
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void Update ()
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{
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UpdateCubeGrid();
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}
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/// <summary>
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/// Sets the OVR camera controller.
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/// </summary>
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/// <param name="cameraController">Camera controller.</param>
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public void SetOVRCameraController(ref OVRCameraRig cameraController)
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{
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CameraController = cameraController;
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}
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void UpdateCubeGrid()
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{
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//todo: enable for Unity Input System
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#if ENABLE_LEGACY_INPUT_MANAGER
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// Toggle the grid cube display on 'G'
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if(Input.GetKeyDown(GridKey))
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{
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if(CubeGridOn == false)
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{
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CubeGridOn = true;
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Debug.LogWarning("CubeGrid ON");
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if(CubeGrid != null)
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CubeGrid.SetActive(true);
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else
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CreateCubeGrid();
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}
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else
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{
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CubeGridOn = false;
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Debug.LogWarning("CubeGrid OFF");
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if(CubeGrid != null)
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CubeGrid.SetActive(false);
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}
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}
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#endif
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if (CubeGrid != null)
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{
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// Set cube colors to let user know if camera is tracking
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CubeSwitchColor = !OVRManager.tracker.isPositionTracked;
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if(CubeSwitchColor != CubeSwitchColorOld)
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CubeGridSwitchColor(CubeSwitchColor);
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CubeSwitchColorOld = CubeSwitchColor;
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}
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}
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void CreateCubeGrid()
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{
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Debug.LogWarning("Create CubeGrid");
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// Create the visual cube grid
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CubeGrid = new GameObject("CubeGrid");
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// Set a layer to target a specific camera
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CubeGrid.layer = CameraController.gameObject.layer;
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for (int x = -gridSizeX; x <= gridSizeX; x++)
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for (int y = -gridSizeY; y <= gridSizeY; y++)
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for (int z = -gridSizeZ; z <= gridSizeZ; z++)
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{
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// Set the cube type:
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// 0 = non-axis cube
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// 1 = axis cube
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// 2 = center cube
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int CubeType = 0;
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if ((x == 0 && y == 0) || (x == 0 && z == 0) || (y == 0 && z == 0))
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{
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if((x == 0) && (y == 0) && (z == 0))
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CubeType = 2;
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else
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CubeType = 1;
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}
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GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
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BoxCollider bc = cube.GetComponent<BoxCollider>();
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bc.enabled = false;
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cube.layer = CameraController.gameObject.layer;
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// No shadows
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Renderer r = cube.GetComponent<Renderer>();
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#if UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_5 || UNITY_4_6
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// Renderer.castShadows was deprecated starting in Unity 5.0
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r.castShadows = false;
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#else
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r.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
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#endif
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r.receiveShadows = false;
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// Cube line is white down the middle
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if (CubeType == 0)
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r.material.color = Color.red;
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else if (CubeType == 1)
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r.material.color = Color.white;
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else
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r.material.color = Color.yellow;
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cube.transform.position =
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new Vector3(((float)x * gridScale),
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((float)y * gridScale),
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((float)z * gridScale));
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float s = 0.7f;
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// Axis cubes are bigger
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if(CubeType == 1)
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s = 1.0f;
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// Center cube is the largest
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if(CubeType == 2)
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s = 2.0f;
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cube.transform.localScale =
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new Vector3(cubeScale * s, cubeScale * s, cubeScale * s);
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cube.transform.parent = CubeGrid.transform;
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}
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}
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/// <summary>
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/// Switch the Cube grid color.
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/// </summary>
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/// <param name="CubeSwitchColor">If set to <c>true</c> cube switch color.</param>
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void CubeGridSwitchColor(bool CubeSwitchColor)
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{
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Color c = Color.red;
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if(CubeSwitchColor == true)
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c = Color.blue;
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var cachedTransform = CubeGrid.transform;
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for (int i = 0; i < cachedTransform.childCount; i++)
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{
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var child = cachedTransform.GetChild(i);
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Material m = child.GetComponent<Renderer>().material;
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// Cube line is white down the middle
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if(m.color == Color.red || m.color == Color.blue)
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m.color = c;
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}
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}
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}
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