/* * Copyright (c) Meta Platforms, Inc. and affiliates. * All rights reserved. * * Licensed under the Oculus SDK License Agreement (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/oculussdk/ * * 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 System.Collections; using System.Collections.Generic; using UnityEngine; public class DirectionalPassthrough : MonoBehaviour { public MeshRenderer mesh; private Material mat; public Transform head, left, right; public void Init(Transform head, Transform left, Transform right) { this.head = head; this.left = left; this.right = right; } private void Start() { transform.SetParent(Camera.main.transform); transform.localRotation = Quaternion.identity; transform.localPosition = Vector3.zero; mat = mesh.material; } private void Update() { Transform target = head; if(target == null || !CoLocatedPassthroughManager.Instance.directional) { //set all values to 0; mat.SetFloat("_MaskActivationRadians", 0); return; } if(Vector3.Distance(left.position, transform.position) < Vector3.Distance(target.position, transform.position)) { target = left; } if(Vector3.Distance(right.position, transform.position) < Vector3.Distance(target.position, transform.position)) { target = right; } Vector3 dir = target.position - transform.position; float forward = Vector3.Angle(dir.normalized, transform.forward); dir = transform.InverseTransformDirection(dir); float dist = dir.magnitude; forward = Mathf.Clamp01((forward - CoLocatedPassthroughManager.Instance.centerAngle) / CoLocatedPassthroughManager.Instance.wideAngle); dist = Mathf.Clamp01(CoLocatedPassthroughManager.Instance.farDistance / dist - CoLocatedPassthroughManager.Instance.nearDistance) * forward * CoLocatedPassthroughManager.Instance.multiplier; mat.SetVector("_MaskDirection", dir.normalized); mat.SetFloat("_MaskActivationRadians", dist); mat.SetFloat("_MaskFeatherRadians", CoLocatedPassthroughManager.Instance.feather); } }