campfire/Assets/SteamVR/Scripts/SteamVR_PlayArea.cs
2020-04-29 20:40:05 +03:00

278 lines
8.5 KiB
C#

//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: Draws different sized room-scale play areas for targeting content
//
//=============================================================================
using UnityEngine;
using UnityEngine.Rendering;
using System.Collections;
using Valve.VR;
namespace Valve.VR
{
[ExecuteInEditMode, RequireComponent(typeof(MeshRenderer), typeof(MeshFilter))]
public class SteamVR_PlayArea : MonoBehaviour
{
public float borderThickness = 0.15f;
public float wireframeHeight = 2.0f;
public bool drawWireframeWhenSelectedOnly = false;
public bool drawInGame = true;
public enum Size
{
Calibrated,
_400x300,
_300x225,
_200x150
}
public Size size;
public Color color = Color.cyan;
[HideInInspector]
public Vector3[] vertices;
public static bool GetBounds(Size size, ref HmdQuad_t pRect)
{
if (size == Size.Calibrated)
{
bool temporarySession = false;
if (Application.isEditor && Application.isPlaying == false)
temporarySession = SteamVR.InitializeTemporarySession();
var chaperone = OpenVR.Chaperone;
bool success = (chaperone != null) && chaperone.GetPlayAreaRect(ref pRect);
if (!success)
Debug.LogWarning("<b>[SteamVR]</b> Failed to get Calibrated Play Area bounds! Make sure you have tracking first, and that your space is calibrated.");
if (temporarySession)
SteamVR.ExitTemporarySession();
return success;
}
else
{
try
{
var str = size.ToString().Substring(1);
var arr = str.Split(new char[] { 'x' }, 2);
// convert to half size in meters (from cm)
var x = float.Parse(arr[0]) / 200;
var z = float.Parse(arr[1]) / 200;
pRect.vCorners0.v0 = x;
pRect.vCorners0.v1 = 0;
pRect.vCorners0.v2 = -z;
pRect.vCorners1.v0 = -x;
pRect.vCorners1.v1 = 0;
pRect.vCorners1.v2 = -z;
pRect.vCorners2.v0 = -x;
pRect.vCorners2.v1 = 0;
pRect.vCorners2.v2 = z;
pRect.vCorners3.v0 = x;
pRect.vCorners3.v1 = 0;
pRect.vCorners3.v2 = z;
return true;
}
catch { }
}
return false;
}
public void BuildMesh()
{
var rect = new HmdQuad_t();
if (!GetBounds(size, ref rect))
return;
var corners = new HmdVector3_t[] { rect.vCorners0, rect.vCorners1, rect.vCorners2, rect.vCorners3 };
vertices = new Vector3[corners.Length * 2];
for (int i = 0; i < corners.Length; i++)
{
var c = corners[i];
vertices[i] = new Vector3(c.v0, 0.01f, c.v2);
}
if (borderThickness == 0.0f)
{
GetComponent<MeshFilter>().mesh = null;
return;
}
for (int i = 0; i < corners.Length; i++)
{
int next = (i + 1) % corners.Length;
int prev = (i + corners.Length - 1) % corners.Length;
var nextSegment = (vertices[next] - vertices[i]).normalized;
var prevSegment = (vertices[prev] - vertices[i]).normalized;
var vert = vertices[i];
vert += Vector3.Cross(nextSegment, Vector3.up) * borderThickness;
vert += Vector3.Cross(prevSegment, Vector3.down) * borderThickness;
vertices[corners.Length + i] = vert;
}
var triangles = new int[]
{
0, 4, 1,
1, 4, 5,
1, 5, 2,
2, 5, 6,
2, 6, 3,
3, 6, 7,
3, 7, 0,
0, 7, 4
};
var uv = new Vector2[]
{
new Vector2(0.0f, 0.0f),
new Vector2(1.0f, 0.0f),
new Vector2(0.0f, 0.0f),
new Vector2(1.0f, 0.0f),
new Vector2(0.0f, 1.0f),
new Vector2(1.0f, 1.0f),
new Vector2(0.0f, 1.0f),
new Vector2(1.0f, 1.0f)
};
var colors = new Color[]
{
color,
color,
color,
color,
new Color(color.r, color.g, color.b, 0.0f),
new Color(color.r, color.g, color.b, 0.0f),
new Color(color.r, color.g, color.b, 0.0f),
new Color(color.r, color.g, color.b, 0.0f)
};
var mesh = new Mesh();
GetComponent<MeshFilter>().mesh = mesh;
mesh.vertices = vertices;
mesh.uv = uv;
mesh.colors = colors;
mesh.triangles = triangles;
var renderer = GetComponent<MeshRenderer>();
renderer.material = new Material(Shader.Find("Sprites/Default"));
renderer.reflectionProbeUsage = UnityEngine.Rendering.ReflectionProbeUsage.Off;
renderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
renderer.receiveShadows = false;
renderer.lightProbeUsage = LightProbeUsage.Off;
}
#if UNITY_EDITOR
Hashtable values;
void Update()
{
if (!Application.isPlaying)
{
var fields = GetType().GetFields(System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.Public);
bool rebuild = false;
if (values == null || (borderThickness != 0.0f && GetComponent<MeshFilter>().sharedMesh == null))
{
rebuild = true;
}
else
{
foreach (var f in fields)
{
if (!values.Contains(f) || !f.GetValue(this).Equals(values[f]))
{
rebuild = true;
break;
}
}
}
if (rebuild)
{
BuildMesh();
values = new Hashtable();
foreach (var f in fields)
values[f] = f.GetValue(this);
}
}
}
#endif
void OnDrawGizmos()
{
if (!drawWireframeWhenSelectedOnly)
DrawWireframe();
}
void OnDrawGizmosSelected()
{
if (drawWireframeWhenSelectedOnly)
DrawWireframe();
}
public void DrawWireframe()
{
if (vertices == null || vertices.Length == 0)
return;
var offset = transform.TransformVector(Vector3.up * wireframeHeight);
for (int i = 0; i < 4; i++)
{
int next = (i + 1) % 4;
var a = transform.TransformPoint(vertices[i]);
var b = a + offset;
var c = transform.TransformPoint(vertices[next]);
var d = c + offset;
Gizmos.DrawLine(a, b);
Gizmos.DrawLine(a, c);
Gizmos.DrawLine(b, d);
}
}
public void OnEnable()
{
if (Application.isPlaying)
{
GetComponent<MeshRenderer>().enabled = drawInGame;
// No need to remain enabled at runtime.
// Anyone that wants to change properties at runtime
// should call BuildMesh themselves.
enabled = false;
// If we want the configured bounds of the user,
// we need to wait for tracking.
if (drawInGame && size == Size.Calibrated)
StartCoroutine(UpdateBounds());
}
}
IEnumerator UpdateBounds()
{
GetComponent<MeshFilter>().mesh = null; // clear existing
var chaperone = OpenVR.Chaperone;
if (chaperone == null)
yield break;
while (chaperone.GetCalibrationState() != ChaperoneCalibrationState.OK)
yield return null;
BuildMesh();
}
}
}