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- /************************************************************************************
- Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
- Licensed under the Oculus Utilities SDK License Version 1.31 (the "License"); you may not use
- the Utilities 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/utilities-1.31
- Unless required by applicable law or agreed to in writing, the Utilities 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;
- }
- }
- }
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