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

74 lines
2.7 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;
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);
}
}