/* * Copyright (c) Meta Platforms, Inc. and affiliates. * All rights reserved. * * Licensed under the Oculus SDK License Agreement (the "License"); * you may not use the Oculus SDK except in compliance with the License, * which is provided at the time of installation or download, or which * otherwise accompanies this software in either electronic or hard copy form. * * You may obtain a copy of the License at * * https://developer.oculus.com/licenses/oculussdk/ * * Unless required by applicable law or agreed to in writing, the Oculus SDK * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ using System.Collections; using System.Collections.Generic; using UnityEngine; /// /// When attached to a GameObject with an OVROverlay component, OVROverlayMeshGenerator will use a mesh renderer /// to preview the appearance of the OVROverlay as it would appear as a TimeWarp overlay on a headset. /// [RequireComponent(typeof(MeshFilter))] [RequireComponent(typeof(MeshRenderer))] [ExecuteInEditMode] public class OVROverlayMeshGenerator : MonoBehaviour { private Mesh _Mesh; private List _Verts = new List(); private List _UV = new List(); private List _Tris = new List(); private OVROverlay _Overlay; private MeshFilter _MeshFilter; private MeshCollider _MeshCollider; private MeshRenderer _MeshRenderer; private Transform _CameraRoot; private Transform _Transform; private OVROverlay.OverlayShape _LastShape; private Vector3 _LastPosition; private Quaternion _LastRotation; private Vector3 _LastScale; private Rect _LastDestRectLeft; private Rect _LastDestRectRight; private Rect _LastSrcRectLeft; private Texture _LastTexture; private bool _Awake = false; protected void Awake() { _MeshFilter = GetComponent(); _MeshCollider = GetComponent(); _MeshRenderer = GetComponent(); _Transform = transform; if (Camera.main && Camera.main.transform.parent) { _CameraRoot = Camera.main.transform.parent; } _Awake = true; } public void SetOverlay(OVROverlay overlay) { _Overlay = overlay; } private Rect GetBoundingRect(Rect a, Rect b) { float xMin = Mathf.Min(a.x, b.x); float xMax = Mathf.Max(a.x + a.width, b.x + b.width); float yMin = Mathf.Min(a.y, b.y); float yMax = Mathf.Max(a.y + a.height, b.y + b.height); return new Rect(xMin, yMin, xMax - xMin, yMax - yMin); } protected void OnEnable() { #if UNITY_EDITOR UnityEditor.EditorApplication.update += Update; #endif } protected void OnDisable() { #if UNITY_EDITOR UnityEditor.EditorApplication.update -= Update; #endif } private void Update() { if (!Application.isEditor) { return; } if (!_Awake) { Awake(); } if (_Overlay) { OVROverlay.OverlayShape shape = _Overlay.currentOverlayShape; Vector3 position = _CameraRoot ? (_Transform.position - _CameraRoot.position) : _Transform.position; Quaternion rotation = _Transform.rotation; Vector3 scale = _Transform.lossyScale; Rect destRectLeft = _Overlay.overrideTextureRectMatrix ? _Overlay.destRectLeft : new Rect(0, 0, 1, 1); Rect destRectRight = _Overlay.overrideTextureRectMatrix ? _Overlay.destRectRight : new Rect(0, 0, 1, 1); Rect srcRectLeft = _Overlay.overrideTextureRectMatrix ? _Overlay.srcRectLeft : new Rect(0, 0, 1, 1); Texture texture = _Overlay.textures[0]; // Re-generate the mesh if necessary if (_Mesh == null || _LastShape != shape || _LastPosition != position || _LastRotation != rotation || _LastScale != scale || _LastDestRectLeft != destRectLeft || _LastDestRectRight != destRectRight) { UpdateMesh(shape, position, rotation, scale, GetBoundingRect(destRectLeft, destRectRight)); _LastShape = shape; _LastPosition = position; _LastRotation = rotation; _LastScale = scale; _LastDestRectLeft = destRectLeft; _LastDestRectRight = destRectRight; } // Generate the material and update textures if necessary if (_MeshRenderer.sharedMaterial == null) { Material previewMat = new Material(Shader.Find("Unlit/Transparent")); _MeshRenderer.sharedMaterial = previewMat; } if (_MeshRenderer.sharedMaterial.mainTexture != texture && !_Overlay.isExternalSurface) { _MeshRenderer.sharedMaterial.mainTexture = texture; } if (_LastSrcRectLeft != srcRectLeft) { _MeshRenderer.sharedMaterial.mainTextureOffset = srcRectLeft.position; _MeshRenderer.sharedMaterial.mainTextureScale = srcRectLeft.size; _LastSrcRectLeft = srcRectLeft; } } } private void UpdateMesh(OVROverlay.OverlayShape shape, Vector3 position, Quaternion rotation, Vector3 scale, Rect rect) { if (_MeshFilter) { if (_Mesh == null) { _Mesh = new Mesh() { name = "Overlay" }; _Mesh.hideFlags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor; } _Mesh.Clear(); _Verts.Clear(); _UV.Clear(); _Tris.Clear(); GenerateMesh(_Verts, _UV, _Tris, shape, position, rotation, scale, rect); _Mesh.SetVertices(_Verts); _Mesh.SetUVs(0, _UV); _Mesh.SetTriangles(_Tris, 0); _Mesh.UploadMeshData(false); _MeshFilter.sharedMesh = _Mesh; if (_MeshCollider) { _MeshCollider.sharedMesh = _Mesh; } } } public static void GenerateMesh(List verts, List uvs, List tris, OVROverlay.OverlayShape shape, Vector3 position, Quaternion rotation, Vector3 scale, Rect rect) { switch (shape) { case OVROverlay.OverlayShape.Equirect: BuildSphere(verts, uvs, tris, position, rotation, scale, rect); break; case OVROverlay.OverlayShape.Cubemap: case OVROverlay.OverlayShape.OffcenterCubemap: BuildCube(verts, uvs, tris, position, rotation, scale); break; case OVROverlay.OverlayShape.Quad: BuildQuad(verts, uvs, tris, rect); break; case OVROverlay.OverlayShape.Cylinder: BuildHemicylinder(verts, uvs, tris, scale, rect); break; } } private static Vector2 GetSphereUV(float theta, float phi, float expand_coef) { float thetaU = ((theta / (2 * Mathf.PI) - 0.5f) / expand_coef) + 0.5f; float phiV = ((phi / Mathf.PI) / expand_coef) + 0.5f; return new Vector2(thetaU, phiV); } private static Vector3 GetSphereVert(float theta, float phi) { return new Vector3(-Mathf.Sin(theta) * Mathf.Cos(phi), Mathf.Sin(phi), -Mathf.Cos(theta) * Mathf.Cos(phi)); } public static void BuildSphere(List verts, List uv, List triangles, Vector3 position, Quaternion rotation, Vector3 scale, Rect rect, float worldScale = 800, int latitudes = 128, int longitudes = 128, float expand_coef = 1.0f) { position = Quaternion.Inverse(rotation) * position; latitudes = Mathf.CeilToInt(latitudes * rect.height); longitudes = Mathf.CeilToInt(longitudes * rect.width); float minTheta = Mathf.PI * 2 * ( rect.x); float minPhi = Mathf.PI * (0.5f - rect.y - rect.height); float thetaScale = Mathf.PI * 2 * rect.width / longitudes; float phiScale = Mathf.PI * rect.height / latitudes; for (int j = 0; j < latitudes + 1; j += 1) { for (int k = 0; k < longitudes + 1; k++) { float theta = minTheta + k * thetaScale; float phi = minPhi + j * phiScale; Vector2 suv = GetSphereUV(theta, phi, expand_coef); uv.Add(new Vector2((suv.x - rect.x) / rect.width, (suv.y - rect.y) / rect.height)); Vector3 vert = GetSphereVert(theta, phi); vert.x = (worldScale * vert.x - position.x) / scale.x; vert.y = (worldScale * vert.y - position.y) / scale.y; vert.z = (worldScale * vert.z - position.z) / scale.z; verts.Add(vert); } } for (int j = 0; j < latitudes; j++) { for (int k = 0; k < longitudes; k++) { triangles.Add((j * (longitudes + 1)) + k); triangles.Add(((j + 1) * (longitudes + 1)) + k); triangles.Add(((j + 1) * (longitudes + 1)) + k + 1); triangles.Add(((j + 1) * (longitudes + 1)) + k + 1); triangles.Add((j * (longitudes + 1)) + k + 1); triangles.Add((j * (longitudes + 1)) + k); } } } private enum CubeFace { Right, Left, Top, Bottom, Front, Back, COUNT } private static readonly Vector3[] BottomLeft = new Vector3[] { new Vector3(-0.5f, -0.5f, -0.5f), new Vector3(0.5f, -0.5f, 0.5f), new Vector3(0.5f, 0.5f, -0.5f), new Vector3(0.5f, -0.5f, 0.5f), new Vector3(0.5f, -0.5f, -0.5f), new Vector3(-0.5f, -0.5f, 0.5f) }; private static readonly Vector3[] RightVector = new Vector3[] { Vector3.forward, Vector3.back, Vector3.left, Vector3.left, Vector3.left, Vector3.right }; private static readonly Vector3[] UpVector = new Vector3[] { Vector3.up, Vector3.up, Vector3.forward, Vector3.back, Vector3.up, Vector3.up }; private static Vector2 GetCubeUV(CubeFace face, Vector2 sideUV, float expand_coef) { sideUV = (sideUV - 0.5f * Vector2.one) / expand_coef + 0.5f * Vector2.one; switch (face) { case CubeFace.Bottom: return new Vector2(sideUV.x / 3, sideUV.y / 2); case CubeFace.Front: return new Vector2((1 + sideUV.x) / 3, sideUV.y / 2); case CubeFace.Back: return new Vector2((2 + sideUV.x) / 3, sideUV.y / 2); case CubeFace.Right: return new Vector2(sideUV.x / 3, (1 + sideUV.y) / 2); case CubeFace.Left: return new Vector2((1 + sideUV.x) / 3, (1 + sideUV.y) / 2); case CubeFace.Top: return new Vector2((2 + sideUV.x) / 3, (1 + sideUV.y) / 2); default: return Vector2.zero; } } private static Vector3 GetCubeVert(CubeFace face, Vector2 sideUV, float expand_coef) { return BottomLeft[(int)face] + sideUV.x * RightVector[(int)face] + sideUV.y * UpVector[(int)face]; } public static void BuildCube(List verts, List uv, List triangles, Vector3 position, Quaternion rotation, Vector3 scale, float worldScale = 800, int subQuads = 1, float expand_coef = 1.01f) { position = Quaternion.Inverse(rotation) * position; int vertsPerSide = (subQuads + 1) * (subQuads + 1); for (int i = 0; i < (int)CubeFace.COUNT; i++) { for(int j = 0; j < subQuads + 1; j++) { for(int k = 0; k < subQuads + 1; k++) { float u = j / (float)subQuads; float v = k / (float)subQuads; uv.Add(GetCubeUV((CubeFace)i, new Vector2(u, v), expand_coef)); Vector3 vert = GetCubeVert((CubeFace)i, new Vector2(u, v), expand_coef); vert.x = (worldScale * vert.x - position.x) / scale.x; vert.y = (worldScale * vert.y - position.y) / scale.y; vert.z = (worldScale * vert.z - position.z) / scale.z; verts.Add(vert); } } for(int j = 0; j < subQuads; j++) { for(int k = 0; k < subQuads; k++) { triangles.Add(vertsPerSide * i + ((j + 1) * (subQuads + 1)) + k); triangles.Add(vertsPerSide * i + (j * (subQuads + 1)) + k); triangles.Add(vertsPerSide * i + ((j + 1) * (subQuads + 1)) + k + 1); triangles.Add(vertsPerSide * i + ((j + 1) * (subQuads + 1)) + k + 1); triangles.Add(vertsPerSide * i + (j * (subQuads + 1)) + k); triangles.Add(vertsPerSide * i + (j * (subQuads + 1)) + k + 1); } } } } public static void BuildQuad(List verts, List uv, List triangles, Rect rect) { verts.Add(new Vector3(rect.x - 0.5f, (1 - rect.y - rect.height) - 0.5f, 0)); verts.Add(new Vector3(rect.x - 0.5f, (1 - rect.y) - 0.5f, 0)); verts.Add(new Vector3(rect.x + rect.width - 0.5f, (1 - rect.y) - 0.5f, 0)); verts.Add(new Vector3(rect.x + rect.width - 0.5f, (1 - rect.y - rect.height) - 0.5f, 0)); uv.Add(new Vector2(0, 0)); uv.Add(new Vector2(0, 1)); uv.Add(new Vector2(1, 1)); uv.Add(new Vector2(1, 0)); triangles.Add(0); triangles.Add(1); triangles.Add(2); triangles.Add(2); triangles.Add(3); triangles.Add(0); } public static void BuildHemicylinder(List verts, List uv, List triangles, Vector3 scale, Rect rect, int longitudes = 128) { float height = Mathf.Abs(scale.y) * rect.height; float radius = scale.z; float arcLength = scale.x * rect.width; float arcAngle = arcLength / radius; float minAngle = scale.x * (-0.5f + rect.x) / radius; int columns = Mathf.CeilToInt(longitudes * arcAngle / (2 * Mathf.PI)); // we don't want super tall skinny triangles because that can lead to artifacting. // make triangles no more than 2x taller than wide float triangleWidth = arcLength / columns; float ratio = height / triangleWidth; int rows = Mathf.CeilToInt(ratio / 2); for (int j = 0; j < rows + 1; j += 1) { for (int k = 0; k < columns + 1; k++) { uv.Add(new Vector2((k / (float)columns), 1 - (j / (float)rows))); Vector3 vert = Vector3.zero; // because the scale is used to control the parameters, we need // to reverse multiply by scale to appear correctly vert.x = (Mathf.Sin(minAngle + (k * arcAngle / columns)) * radius) / scale.x; vert.y = (0.5f - rect.y - rect.height + rect.height * (1 - j / (float)rows)); vert.z = (Mathf.Cos(minAngle + (k * arcAngle / columns)) * radius) / scale.z; verts.Add(vert); } } for (int j = 0; j < rows; j++) { for (int k = 0; k < columns; k++) { triangles.Add((j * (columns + 1)) + k); triangles.Add(((j + 1) * (columns + 1)) + k + 1); triangles.Add(((j + 1) * (columns + 1)) + k); triangles.Add(((j + 1) * (columns + 1)) + k + 1); triangles.Add((j * (columns + 1)) + k); triangles.Add((j * (columns + 1)) + k + 1); } } } }