TwinTurbine/Assets/CoLocation/Scripts/CoLocatedPassthroughManager.cs
Abdul Mukheem Shaik a931e783a8 Initial commit
2024-05-03 20:29:08 +02:00

138 lines
4.4 KiB
C#

/*
* 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;
using UnityEditor;
public enum CoLocAvatarVisualization
{
AlwaysPassthrough,
DistancePassthrough,
MomentumPassthrough,
None
}
public class CoLocatedPassthroughManager : MonoBehaviour
{
public static CoLocatedPassthroughManager Instance;
[Space]
[Header("Local User")]
public GameObject passthroughSphere;
public Transform localHead;
public Transform localLeft;
public Transform localRight;
private Vector3 prevHeadPos, prevRightPos, prevLeftPos;
[HideInInspector]
public float localMomentum;
[HideInInspector]
public bool localized = false;
[Space]
[Tooltip("The inner distance at which the user will always be visible if not using momentum")]
public float distNear = 0.5f;
[Tooltip("The outer distance at which the user will never be visible if not using momentum")]
public float distFar = 2f;
[Tooltip("How should the other users be shown?")]
public CoLocAvatarVisualization visualization = CoLocAvatarVisualization.MomentumPassthrough;
[Space]
[Header("CoLocated User Object")]
[SerializeField] private AvatarPassthrough avatarPrefab;
public string location = "A";
public DirectionalPassthrough directionalPassthroughPrefab;
public bool directional = false;
[HideInInspector]
public float centerAngle = 20f, wideAngle = 150f, nearDistance = 1f, farDistance = 1.5f, multiplier = 2.8f, feather = 0.3f;
private List<AvatarPassthrough> localPassthroughCutouts = new List<AvatarPassthrough>();
private void Awake()
{
Instance = this;
localized = false;
}
public AvatarPassthrough AddCoLocalUser(Transform head, Transform left, Transform right)
{
AvatarPassthrough newAvatar = Instantiate(avatarPrefab);
newAvatar.SetTrackedObjects(head, left, right, this);
localPassthroughCutouts.Add(newAvatar);
DirectionalPassthrough newDirectional = Instantiate(directionalPassthroughPrefab);
newDirectional.Init(head, left, right);
return newAvatar;
}
public void RemoveCoLocalUser(Transform head)
{
for (int i = 0; i < localPassthroughCutouts.Count; i++)
{
if (localPassthroughCutouts[i] && localPassthroughCutouts[i].CheckHead(head))
{
Destroy(localPassthroughCutouts[i].gameObject);
localPassthroughCutouts.Remove(localPassthroughCutouts[i]);
}
}
}
public void InitSelf(Transform head, Transform left, Transform right)
{
this.localHead = head;
this.localLeft = left;
this.localRight = right;
}
void Update()
{
UpdateMomentum();
}
private void UpdateMomentum()
{
localMomentum *= 0.975f;
localMomentum += (localHead.position - prevHeadPos).magnitude * Time.deltaTime * 2;
prevHeadPos = localHead.position;
localMomentum += (localRight.position - prevRightPos).magnitude * Time.deltaTime;
prevRightPos = localRight.position;
localMomentum += (localLeft.position - prevLeftPos).magnitude * Time.deltaTime;
prevLeftPos = localLeft.position;
}
public void SessionStart()
{
passthroughSphere.SetActive(false);
localized = true;
for (int i = 0; i < localPassthroughCutouts.Count; i++)
{
localPassthroughCutouts[i].localized = true;
}
}
public void NextVisualization()
{
int i = (int)visualization;
i++;
if (i > 2)
{
i = 0;
}
visualization = (CoLocAvatarVisualization)i;
}
}