196 lines
5.4 KiB
C#
196 lines
5.4 KiB
C#
/************************************************************************************
|
|
|
|
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
|
|
|
|
Licensed under the Oculus SDK License Version 3.4.1 (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/sdk-3.4.1
|
|
|
|
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 UnityEngine;
|
|
using System.Collections;
|
|
|
|
/// <summary>
|
|
/// Diagnostic display with a regular grid of cubes for visual testing of
|
|
/// tracking and distortion.
|
|
/// </summary>
|
|
public class OVRGridCube : MonoBehaviour
|
|
{
|
|
/// <summary>
|
|
/// The key that toggles the grid of cubes.
|
|
/// </summary>
|
|
public KeyCode GridKey = KeyCode.G;
|
|
|
|
private GameObject CubeGrid = null;
|
|
|
|
private bool CubeGridOn = false;
|
|
private bool CubeSwitchColorOld = false;
|
|
private bool CubeSwitchColor = false;
|
|
|
|
private int gridSizeX = 6;
|
|
private int gridSizeY = 4;
|
|
private int gridSizeZ = 6;
|
|
private float gridScale = 0.3f;
|
|
private float cubeScale = 0.03f;
|
|
|
|
// Handle to OVRCameraRig
|
|
private OVRCameraRig CameraController = null;
|
|
|
|
/// <summary>
|
|
/// Update this instance.
|
|
/// </summary>
|
|
void Update ()
|
|
{
|
|
UpdateCubeGrid();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the OVR camera controller.
|
|
/// </summary>
|
|
/// <param name="cameraController">Camera controller.</param>
|
|
public void SetOVRCameraController(ref OVRCameraRig cameraController)
|
|
{
|
|
CameraController = cameraController;
|
|
}
|
|
|
|
void UpdateCubeGrid()
|
|
{
|
|
// Toggle the grid cube display on 'G'
|
|
if(Input.GetKeyDown(GridKey))
|
|
{
|
|
if(CubeGridOn == false)
|
|
{
|
|
CubeGridOn = true;
|
|
Debug.LogWarning("CubeGrid ON");
|
|
if(CubeGrid != null)
|
|
CubeGrid.SetActive(true);
|
|
else
|
|
CreateCubeGrid();
|
|
}
|
|
else
|
|
{
|
|
CubeGridOn = false;
|
|
Debug.LogWarning("CubeGrid OFF");
|
|
|
|
if(CubeGrid != null)
|
|
CubeGrid.SetActive(false);
|
|
}
|
|
}
|
|
|
|
if(CubeGrid != null)
|
|
{
|
|
// Set cube colors to let user know if camera is tracking
|
|
CubeSwitchColor = !OVRManager.tracker.isPositionTracked;
|
|
|
|
if(CubeSwitchColor != CubeSwitchColorOld)
|
|
CubeGridSwitchColor(CubeSwitchColor);
|
|
CubeSwitchColorOld = CubeSwitchColor;
|
|
}
|
|
}
|
|
|
|
void CreateCubeGrid()
|
|
{
|
|
Debug.LogWarning("Create CubeGrid");
|
|
|
|
// Create the visual cube grid
|
|
CubeGrid = new GameObject("CubeGrid");
|
|
// Set a layer to target a specific camera
|
|
CubeGrid.layer = CameraController.gameObject.layer;
|
|
|
|
for (int x = -gridSizeX; x <= gridSizeX; x++)
|
|
for (int y = -gridSizeY; y <= gridSizeY; y++)
|
|
for (int z = -gridSizeZ; z <= gridSizeZ; z++)
|
|
{
|
|
// Set the cube type:
|
|
// 0 = non-axis cube
|
|
// 1 = axis cube
|
|
// 2 = center cube
|
|
int CubeType = 0;
|
|
if ((x == 0 && y == 0) || (x == 0 && z == 0) || (y == 0 && z == 0))
|
|
{
|
|
if((x == 0) && (y == 0) && (z == 0))
|
|
CubeType = 2;
|
|
else
|
|
CubeType = 1;
|
|
}
|
|
|
|
GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
|
|
|
|
BoxCollider bc = cube.GetComponent<BoxCollider>();
|
|
bc.enabled = false;
|
|
|
|
cube.layer = CameraController.gameObject.layer;
|
|
|
|
// No shadows
|
|
Renderer r = cube.GetComponent<Renderer>();
|
|
|
|
#if UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_5 || UNITY_4_6
|
|
// Renderer.castShadows was deprecated starting in Unity 5.0
|
|
r.castShadows = false;
|
|
#else
|
|
r.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
|
|
#endif
|
|
|
|
r.receiveShadows = false;
|
|
|
|
// Cube line is white down the middle
|
|
if (CubeType == 0)
|
|
r.material.color = Color.red;
|
|
else if (CubeType == 1)
|
|
r.material.color = Color.white;
|
|
else
|
|
r.material.color = Color.yellow;
|
|
|
|
cube.transform.position =
|
|
new Vector3(((float)x * gridScale),
|
|
((float)y * gridScale),
|
|
((float)z * gridScale));
|
|
|
|
float s = 0.7f;
|
|
|
|
// Axis cubes are bigger
|
|
if(CubeType == 1)
|
|
s = 1.0f;
|
|
// Center cube is the largest
|
|
if(CubeType == 2)
|
|
s = 2.0f;
|
|
|
|
cube.transform.localScale =
|
|
new Vector3(cubeScale * s, cubeScale * s, cubeScale * s);
|
|
|
|
cube.transform.parent = CubeGrid.transform;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Switch the Cube grid color.
|
|
/// </summary>
|
|
/// <param name="CubeSwitchColor">If set to <c>true</c> cube switch color.</param>
|
|
void CubeGridSwitchColor(bool CubeSwitchColor)
|
|
{
|
|
Color c = Color.red;
|
|
if(CubeSwitchColor == true)
|
|
c = Color.blue;
|
|
|
|
foreach(Transform child in CubeGrid.transform)
|
|
{
|
|
Material m = child.GetComponent<Renderer>().material;
|
|
// Cube line is white down the middle
|
|
if(m.color == Color.red || m.color == Color.blue)
|
|
m.color = c;
|
|
}
|
|
}
|
|
}
|