/*
* 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;
using Meta.XR.Util;
using UnityEngine;
///
/// A that has a 3D bounds associated with it.
///
///
/// Typically, this component is associated with furnishings including Couch, Table, or Chair.
///
/// and associated classes are deprecated (v65), please use [MR Utility Kit](https://developer.oculus.com/documentation/unity/unity-mr-utility-kit-overview)" instead.
///
[DisallowMultipleComponent]
[RequireComponent(typeof(OVRSceneAnchor))]
[HelpURL("https://developer.oculus.com/documentation/unity/unity-scene-use-scene-anchors/#further-scene-model-unity-components")]
[Obsolete(OVRSceneManager.DeprecationMessage)]
[Feature(Feature.Scene)]
public class OVRSceneVolume : MonoBehaviour, IOVRSceneComponent
{
///
/// The width (in the local X-direction), in meters.
///
public float Width { get; private set; }
///
/// The height (in the local Y-direction), in meters.
///
public float Height { get; private set; }
///
/// The depth (in the local Z-direction), in meters.
///
public float Depth { get; private set; }
///
/// The dimensions of the volume as a Vector3.
///
///
/// This property corresponds to a Vector whose components are
/// (, , ).
///
public Vector3 Dimensions => new Vector3(Width, Height, Depth);
///
/// The offset of the volume with respect to the anchor's pivot as a Vector3.
///
///
/// The offset is mostly zero, as most objects have the anchor's pivot
/// aligned with the top face of the volume.
///
/// The offset is not zero in cases where the anchor's pivot point is
/// aligned with another element, such as the seated area for a couch,
/// defined as a plane.
///
/// The Offset is provided in the local coordinate space of the
/// children. See to see the
/// transformation of Unity and OpenXR coordinate systems.
public Vector3 Offset { get; private set; }
///
/// Whether the child transforms will be scaled according to the dimensions of this volume.
///
///
/// If set to `true`, all the child transforms will be scaled to the dimensions of this volume immediately.
/// And, if it's set to False, dimensions of this volume will no longer affect the child transforms, and child
/// transforms will retain their current scale. This can be controlled further by using a
/// .
///
public bool ScaleChildren
{
get => _scaleChildren;
set
{
_scaleChildren = value;
if (_scaleChildren && _sceneAnchor.Space.Valid)
{
SetChildScale();
}
}
}
///
/// Whether the child transforms will be offset according to the offset of this volume.
///
/// If set to True, all the child transforms will be offset to the offset of this volume immediately.
/// And, if it's set to False, offsets of this volume will no longer affect the child transforms, and child
/// transforms will retain their current offset. This can be controlled further by using a
/// .
public bool OffsetChildren
{
get => _offsetChildren;
set
{
_offsetChildren = value;
if (_offsetChildren && _sceneAnchor.Space.Valid)
{
SetChildOffset();
}
}
}
/// This is an internal member.
[Tooltip("When enabled, scales the child transforms according to the dimensions of this volume. " +
"If both Volume and Plane components exist on the game object, the volume takes precedence.")]
[SerializeField]
internal bool _scaleChildren = true;
/// This is an internal member.
[Tooltip("When enabled, offsets the child transforms according to the offset of this volume. " +
"If both Volume and Plane components exist on the game object, the volume takes precedence.")]
[SerializeField]
internal bool _offsetChildren = false;
private OVRSceneAnchor _sceneAnchor;
private void Awake()
{
_sceneAnchor = GetComponent();
if (_sceneAnchor.Space.Valid)
{
((IOVRSceneComponent)this).Initialize();
}
}
/// This is an internal member.
void IOVRSceneComponent.Initialize()
{
UpdateTransform();
}
private void SetChildScale()
{
// this will scale all children unless they specifically ask not to
// be scaled, using a TransformType that is not Volume.
for (var i = 0; i < transform.childCount; i++)
{
var child = transform.GetChild(i);
if (child.TryGetComponent(out var transformType))
{
if (transformType.TransformType != OVRSceneObjectTransformType.Transformation.Volume)
continue;
}
child.localScale = Dimensions;
}
}
private void SetChildOffset()
{
// this will offset all children unless they specifically ask not to
// be offset, using a TransformType that is not Volume.
for (var i = 0; i < transform.childCount; i++)
{
var child = transform.GetChild(i);
if (child.TryGetComponent(out var transformType))
{
if (transformType.TransformType != OVRSceneObjectTransformType.Transformation.Volume)
continue;
}
child.localPosition = Offset;
}
}
internal void UpdateTransform()
{
if (OVRPlugin.GetSpaceBoundingBox3D(_sceneAnchor.Space, out var bounds))
{
Width = bounds.Size.w;
Height = bounds.Size.h;
Depth = bounds.Size.d;
// calculate the offset as the difference between the
// volume pivot and anchor pivot, in Unity coordinate system
var anchorPivot = transform.position;
var maxPoint = transform.TransformPoint(
bounds.Pos.FromVector3f() + bounds.Size.FromSize3f());
var volumePivot = transform.TransformPoint(
bounds.Pos.FromVector3f() + (bounds.Size.FromSize3f() / 2));
volumePivot.y = maxPoint.y;
Offset = new Vector3(
volumePivot.x - anchorPivot.x,
volumePivot.z - anchorPivot.z,
volumePivot.y - anchorPivot.y);
OVRSceneManager.Development.Log(nameof(OVRSceneVolume),
$"[{_sceneAnchor.Uuid}] Volume has dimensions {Dimensions} " +
$"and offset {Offset}.", gameObject);
if (ScaleChildren)
SetChildScale();
if (OffsetChildren)
SetChildOffset();
}
else
{
OVRSceneManager.Development.LogError(nameof(OVRSceneVolume),
$"[{_sceneAnchor.Space}] Failed to retrieve volume's information.",
gameObject);
}
}
}