mirror of
https://github.com/Mukheem/TwinTurbine.git
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74 lines
2.7 KiB
C#
74 lines
2.7 KiB
C#
/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class DirectionalPassthrough : MonoBehaviour
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{
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public MeshRenderer mesh;
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private Material mat;
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public Transform head, left, right;
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public void Init(Transform head, Transform left, Transform right)
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{
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this.head = head;
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this.left = left;
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this.right = right;
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}
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private void Start()
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{
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transform.SetParent(Camera.main.transform);
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transform.localRotation = Quaternion.identity;
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transform.localPosition = Vector3.zero;
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mat = mesh.material;
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}
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private void Update()
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{
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Transform target = head;
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if(target == null || !CoLocatedPassthroughManager.Instance.directional)
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{
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//set all values to 0;
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mat.SetFloat("_MaskActivationRadians", 0);
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return;
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}
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if(Vector3.Distance(left.position, transform.position) < Vector3.Distance(target.position, transform.position))
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{
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target = left;
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}
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if(Vector3.Distance(right.position, transform.position) < Vector3.Distance(target.position, transform.position))
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{
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target = right;
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}
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Vector3 dir = target.position - transform.position;
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float forward = Vector3.Angle(dir.normalized, transform.forward);
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dir = transform.InverseTransformDirection(dir);
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float dist = dir.magnitude;
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forward = Mathf.Clamp01((forward - CoLocatedPassthroughManager.Instance.centerAngle) / CoLocatedPassthroughManager.Instance.wideAngle);
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dist = Mathf.Clamp01(CoLocatedPassthroughManager.Instance.farDistance / dist - CoLocatedPassthroughManager.Instance.nearDistance) * forward * CoLocatedPassthroughManager.Instance.multiplier;
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mat.SetVector("_MaskDirection", dir.normalized);
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mat.SetFloat("_MaskActivationRadians", dist);
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mat.SetFloat("_MaskFeatherRadians", CoLocatedPassthroughManager.Instance.feather);
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}
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}
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