110 lines
4.6 KiB
C#
110 lines
4.6 KiB
C#
|
using UnityEngine;
|
|||
|
using System.Collections;
|
|||
|
using System.Collections.Generic;
|
|||
|
using System;
|
|||
|
using Oculus.Avatar;
|
|||
|
|
|||
|
public class OvrAvatarRenderComponent : MonoBehaviour {
|
|||
|
|
|||
|
private bool firstSkinnedUpdate = true;
|
|||
|
public SkinnedMeshRenderer mesh;
|
|||
|
public Transform[] bones;
|
|||
|
|
|||
|
protected void UpdateActive(OvrAvatar avatar, ovrAvatarVisibilityFlags mask)
|
|||
|
{
|
|||
|
bool active = avatar.ShowFirstPerson && (mask & ovrAvatarVisibilityFlags.FirstPerson) != 0;
|
|||
|
active |= avatar.ShowThirdPerson && (mask & ovrAvatarVisibilityFlags.ThirdPerson) != 0;
|
|||
|
this.gameObject.SetActive(active);
|
|||
|
}
|
|||
|
|
|||
|
protected SkinnedMeshRenderer CreateSkinnedMesh(ulong assetID, ovrAvatarVisibilityFlags visibilityMask, int thirdPersonLayer, int firstPersonLayer, int sortingOrder)
|
|||
|
{
|
|||
|
OvrAvatarAssetMesh meshAsset = (OvrAvatarAssetMesh)OvrAvatarSDKManager.Instance.GetAsset(assetID);
|
|||
|
if (meshAsset == null)
|
|||
|
{
|
|||
|
throw new Exception("Couldn't find mesh for asset " + assetID);
|
|||
|
}
|
|||
|
if ((visibilityMask & ovrAvatarVisibilityFlags.ThirdPerson) != 0)
|
|||
|
{
|
|||
|
this.gameObject.layer = thirdPersonLayer;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
this.gameObject.layer = firstPersonLayer;
|
|||
|
}
|
|||
|
SkinnedMeshRenderer renderer = meshAsset.CreateSkinnedMeshRendererOnObject(gameObject);
|
|||
|
renderer.quality = SkinQuality.Bone4;
|
|||
|
renderer.sortingOrder = sortingOrder;
|
|||
|
renderer.updateWhenOffscreen = true;
|
|||
|
if ((visibilityMask & ovrAvatarVisibilityFlags.SelfOccluding) == 0)
|
|||
|
{
|
|||
|
renderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
|
|||
|
}
|
|||
|
return renderer;
|
|||
|
}
|
|||
|
|
|||
|
protected void UpdateSkinnedMesh(OvrAvatar avatar, Transform[] bones, ovrAvatarTransform localTransform, ovrAvatarVisibilityFlags visibilityMask, IntPtr renderPart)
|
|||
|
{
|
|||
|
UpdateActive(avatar, visibilityMask);
|
|||
|
OvrAvatar.ConvertTransform(localTransform, this.transform);
|
|||
|
ovrAvatarRenderPartType type = CAPI.ovrAvatarRenderPart_GetType(renderPart);
|
|||
|
UInt64 dirtyJoints;
|
|||
|
switch (type)
|
|||
|
{
|
|||
|
case ovrAvatarRenderPartType.SkinnedMeshRender:
|
|||
|
dirtyJoints = CAPI.ovrAvatarSkinnedMeshRender_GetDirtyJoints(renderPart);
|
|||
|
break;
|
|||
|
case ovrAvatarRenderPartType.SkinnedMeshRenderPBS:
|
|||
|
dirtyJoints = CAPI.ovrAvatarSkinnedMeshRenderPBS_GetDirtyJoints(renderPart);
|
|||
|
break;
|
|||
|
case ovrAvatarRenderPartType.SkinnedMeshRenderPBS_V2:
|
|||
|
dirtyJoints = CAPI.ovrAvatarSkinnedMeshRenderPBSV2_GetDirtyJoints(renderPart);
|
|||
|
break;
|
|||
|
default:
|
|||
|
throw new Exception("Unhandled render part type: " + type);
|
|||
|
}
|
|||
|
for (UInt32 i = 0; i < 64; i++)
|
|||
|
{
|
|||
|
UInt64 dirtyMask = (ulong)1 << (int)i;
|
|||
|
// We need to make sure that we fully update the initial position of
|
|||
|
// Skinned mesh renderers, then, thereafter, we can only update dirty joints
|
|||
|
if ((firstSkinnedUpdate && i < bones.Length) ||
|
|||
|
(dirtyMask & dirtyJoints) != 0)
|
|||
|
{
|
|||
|
//This joint is dirty and needs to be updated
|
|||
|
Transform targetBone = bones[i];
|
|||
|
ovrAvatarTransform transform;
|
|||
|
switch (type)
|
|||
|
{
|
|||
|
case ovrAvatarRenderPartType.SkinnedMeshRender:
|
|||
|
transform = CAPI.ovrAvatarSkinnedMeshRender_GetJointTransform(renderPart, i);
|
|||
|
break;
|
|||
|
case ovrAvatarRenderPartType.SkinnedMeshRenderPBS:
|
|||
|
transform = CAPI.ovrAvatarSkinnedMeshRenderPBS_GetJointTransform(renderPart, i);
|
|||
|
break;
|
|||
|
case ovrAvatarRenderPartType.SkinnedMeshRenderPBS_V2:
|
|||
|
transform = CAPI.ovrAvatarSkinnedMeshRenderPBSV2_GetJointTransform(renderPart, i);
|
|||
|
break;
|
|||
|
default:
|
|||
|
throw new Exception("Unhandled render part type: " + type);
|
|||
|
}
|
|||
|
OvrAvatar.ConvertTransform(transform, targetBone);
|
|||
|
}
|
|||
|
}
|
|||
|
firstSkinnedUpdate = false;
|
|||
|
}
|
|||
|
|
|||
|
protected Material CreateAvatarMaterial(string name, Shader shader)
|
|||
|
{
|
|||
|
if (shader == null)
|
|||
|
{
|
|||
|
throw new Exception("No shader provided for avatar material.");
|
|||
|
}
|
|||
|
Material mat = new Material(shader);
|
|||
|
mat.name = name;
|
|||
|
return mat;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
}
|