FittsLaw/Assets/Oculus/VR/Scripts/Util/OVRGridCube.cs
2018-10-09 20:59:57 -04:00

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;
}
}
}