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comparison Orchestland/Assets/OVR/Scripts/Util/OVRGridCube.cs @ 1:f7675884f2a1
Add Orchestland project
author | Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp> |
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date | Fri, 17 Jul 2015 23:09:20 +0900 |
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0:347d21cdfc22 | 1:f7675884f2a1 |
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1 /************************************************************************************ | |
2 | |
3 Copyright : Copyright 2014 Oculus VR, LLC. All Rights reserved. | |
4 | |
5 Licensed under the Oculus VR Rift SDK License Version 3.2 (the "License"); | |
6 you may not use the Oculus VR Rift SDK except in compliance with the License, | |
7 which is provided at the time of installation or download, or which | |
8 otherwise accompanies this software in either electronic or hard copy form. | |
9 | |
10 You may obtain a copy of the License at | |
11 | |
12 http://www.oculusvr.com/licenses/LICENSE-3.2 | |
13 | |
14 Unless required by applicable law or agreed to in writing, the Oculus VR SDK | |
15 distributed under the License is distributed on an "AS IS" BASIS, | |
16 WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | |
17 See the License for the specific language governing permissions and | |
18 limitations under the License. | |
19 | |
20 ************************************************************************************/ | |
21 | |
22 using UnityEngine; | |
23 using System.Collections; | |
24 | |
25 /// <summary> | |
26 /// Diagnostic display with a regular grid of cubes for visual testing of | |
27 /// tracking and distortion. | |
28 /// </summary> | |
29 public class OVRGridCube : MonoBehaviour | |
30 { | |
31 /// <summary> | |
32 /// The key that toggles the grid of cubes. | |
33 /// </summary> | |
34 public KeyCode GridKey = KeyCode.G; | |
35 | |
36 private GameObject CubeGrid = null; | |
37 | |
38 private bool CubeGridOn = false; | |
39 private bool CubeSwitchColorOld = false; | |
40 private bool CubeSwitchColor = false; | |
41 | |
42 private int gridSizeX = 6; | |
43 private int gridSizeY = 4; | |
44 private int gridSizeZ = 6; | |
45 private float gridScale = 0.3f; | |
46 private float cubeScale = 0.03f; | |
47 | |
48 // Handle to OVRCameraRig | |
49 private OVRCameraRig CameraController = null; | |
50 | |
51 /// <summary> | |
52 /// Update this instance. | |
53 /// </summary> | |
54 void Update () | |
55 { | |
56 UpdateCubeGrid(); | |
57 } | |
58 | |
59 /// <summary> | |
60 /// Sets the OVR camera controller. | |
61 /// </summary> | |
62 /// <param name="cameraController">Camera controller.</param> | |
63 public void SetOVRCameraController(ref OVRCameraRig cameraController) | |
64 { | |
65 CameraController = cameraController; | |
66 } | |
67 | |
68 void UpdateCubeGrid() | |
69 { | |
70 // Toggle the grid cube display on 'G' | |
71 if(Input.GetKeyDown(GridKey)) | |
72 { | |
73 if(CubeGridOn == false) | |
74 { | |
75 CubeGridOn = true; | |
76 Debug.LogWarning("CubeGrid ON"); | |
77 if(CubeGrid != null) | |
78 CubeGrid.SetActive(true); | |
79 else | |
80 CreateCubeGrid(); | |
81 } | |
82 else | |
83 { | |
84 CubeGridOn = false; | |
85 Debug.LogWarning("CubeGrid OFF"); | |
86 | |
87 if(CubeGrid != null) | |
88 CubeGrid.SetActive(false); | |
89 } | |
90 } | |
91 | |
92 if(CubeGrid != null) | |
93 { | |
94 // Set cube colors to let user know if camera is tracking | |
95 CubeSwitchColor = !OVRManager.tracker.isPositionTracked; | |
96 | |
97 if(CubeSwitchColor != CubeSwitchColorOld) | |
98 CubeGridSwitchColor(CubeSwitchColor); | |
99 CubeSwitchColorOld = CubeSwitchColor; | |
100 } | |
101 } | |
102 | |
103 void CreateCubeGrid() | |
104 { | |
105 Debug.LogWarning("Create CubeGrid"); | |
106 | |
107 // Create the visual cube grid | |
108 CubeGrid = new GameObject("CubeGrid"); | |
109 // Set a layer to target a specific camera | |
110 CubeGrid.layer = CameraController.gameObject.layer; | |
111 | |
112 for (int x = -gridSizeX; x <= gridSizeX; x++) | |
113 for (int y = -gridSizeY; y <= gridSizeY; y++) | |
114 for (int z = -gridSizeZ; z <= gridSizeZ; z++) | |
115 { | |
116 // Set the cube type: | |
117 // 0 = non-axis cube | |
118 // 1 = axis cube | |
119 // 2 = center cube | |
120 int CubeType = 0; | |
121 if ((x == 0 && y == 0) || (x == 0 && z == 0) || (y == 0 && z == 0)) | |
122 { | |
123 if((x == 0) && (y == 0) && (z == 0)) | |
124 CubeType = 2; | |
125 else | |
126 CubeType = 1; | |
127 } | |
128 | |
129 GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube); | |
130 | |
131 BoxCollider bc = cube.GetComponent<BoxCollider>(); | |
132 bc.enabled = false; | |
133 | |
134 cube.layer = CameraController.gameObject.layer; | |
135 | |
136 // No shadows | |
137 Renderer r = cube.GetComponent<Renderer>(); | |
138 r.castShadows = false; | |
139 r.receiveShadows = false; | |
140 | |
141 // Cube line is white down the middle | |
142 if (CubeType == 0) | |
143 r.material.color = Color.red; | |
144 else if (CubeType == 1) | |
145 r.material.color = Color.white; | |
146 else | |
147 r.material.color = Color.yellow; | |
148 | |
149 cube.transform.position = | |
150 new Vector3(((float)x * gridScale), | |
151 ((float)y * gridScale), | |
152 ((float)z * gridScale)); | |
153 | |
154 float s = 0.7f; | |
155 | |
156 // Axis cubes are bigger | |
157 if(CubeType == 1) | |
158 s = 1.0f; | |
159 // Center cube is the largest | |
160 if(CubeType == 2) | |
161 s = 2.0f; | |
162 | |
163 cube.transform.localScale = | |
164 new Vector3(cubeScale * s, cubeScale * s, cubeScale * s); | |
165 | |
166 cube.transform.parent = CubeGrid.transform; | |
167 } | |
168 } | |
169 | |
170 /// <summary> | |
171 /// Switch the Cube grid color. | |
172 /// </summary> | |
173 /// <param name="CubeSwitchColor">If set to <c>true</c> cube switch color.</param> | |
174 void CubeGridSwitchColor(bool CubeSwitchColor) | |
175 { | |
176 Color c = Color.red; | |
177 if(CubeSwitchColor == true) | |
178 c = Color.blue; | |
179 | |
180 foreach(Transform child in CubeGrid.transform) | |
181 { | |
182 Material m = child.GetComponent<Renderer>().material; | |
183 // Cube line is white down the middle | |
184 if(m.color == Color.red || m.color == Color.blue) | |
185 m.color = c; | |
186 } | |
187 } | |
188 } |