224 lines
8.2 KiB
C#
224 lines
8.2 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;
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using Meta.XR.Util;
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using UnityEngine;
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/// <summary>
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/// A <see cref="OVRSceneAnchor"/> that has a 3D bounds associated with it.
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/// </summary>
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/// <remarks>
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/// Typically, this component is associated with furnishings including Couch, Table, or Chair.
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///
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/// <see cref="OVRSceneManager"/> and associated classes are deprecated (v65), please use [MR Utility Kit](https://developer.oculus.com/documentation/unity/unity-mr-utility-kit-overview)" instead.
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/// </remarks>
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[DisallowMultipleComponent]
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[RequireComponent(typeof(OVRSceneAnchor))]
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[HelpURL("https://developer.oculus.com/documentation/unity/unity-scene-use-scene-anchors/#further-scene-model-unity-components")]
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[Obsolete(OVRSceneManager.DeprecationMessage)]
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[Feature(Feature.Scene)]
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public class OVRSceneVolume : MonoBehaviour, IOVRSceneComponent
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{
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/// <summary>
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/// The width (in the local X-direction), in meters.
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/// </summary>
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public float Width { get; private set; }
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/// <summary>
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/// The height (in the local Y-direction), in meters.
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/// </summary>
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public float Height { get; private set; }
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/// <summary>
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/// The depth (in the local Z-direction), in meters.
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/// </summary>
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public float Depth { get; private set; }
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/// <summary>
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/// The dimensions of the volume as a Vector3.
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/// </summary>
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/// <remarks>
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/// This property corresponds to a Vector whose components are
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/// (<see cref="Width"/>, <see cref="Height"/>, <see cref="Depth"/>).
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/// </remarks>
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public Vector3 Dimensions => new Vector3(Width, Height, Depth);
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/// <summary>
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/// The offset of the volume with respect to the anchor's pivot as a Vector3.
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/// </summary>
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/// <remarks>
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/// The offset is mostly zero, as most objects have the anchor's pivot
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/// aligned with the top face of the volume.
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///
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/// The offset is not zero in cases where the anchor's pivot point is
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/// aligned with another element, such as the seated area for a couch,
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/// defined as a plane.
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///
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/// The Offset is provided in the local coordinate space of the
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/// children. See <seealso cref="OVRSceneAnchor"/> to see the
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/// transformation of Unity and OpenXR coordinate systems.
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public Vector3 Offset { get; private set; }
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/// <summary>
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/// Whether the child transforms will be scaled according to the dimensions of this volume.
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/// </summary>
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/// <remarks>
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/// If set to `true`, all the child transforms will be scaled to the dimensions of this volume immediately.
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/// And, if it's set to False, dimensions of this volume will no longer affect the child transforms, and child
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/// transforms will retain their current scale. This can be controlled further by using a
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/// <seealso cref="OVRSceneObjectTransformType"/>.
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/// </remarks>
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public bool ScaleChildren
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{
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get => _scaleChildren;
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set
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{
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_scaleChildren = value;
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if (_scaleChildren && _sceneAnchor.Space.Valid)
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{
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SetChildScale();
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}
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}
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}
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/// <summary>
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/// Whether the child transforms will be offset according to the offset of this volume.
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/// </summary>
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/// <remarks>If set to True, all the child transforms will be offset to the offset of this volume immediately.
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/// And, if it's set to False, offsets of this volume will no longer affect the child transforms, and child
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/// transforms will retain their current offset. This can be controlled further by using a
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/// <seealso cref="OVRSceneObjectTransformType"/>.</remarks>
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public bool OffsetChildren
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{
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get => _offsetChildren;
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set
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{
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_offsetChildren = value;
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if (_offsetChildren && _sceneAnchor.Space.Valid)
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{
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SetChildOffset();
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}
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}
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}
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/// <summary>This is an internal member.</summary>
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[Tooltip("When enabled, scales the child transforms according to the dimensions of this volume. " +
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"If both Volume and Plane components exist on the game object, the volume takes precedence.")]
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[SerializeField]
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internal bool _scaleChildren = true;
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/// <summary>This is an internal member.</summary>
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[Tooltip("When enabled, offsets the child transforms according to the offset of this volume. " +
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"If both Volume and Plane components exist on the game object, the volume takes precedence.")]
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[SerializeField]
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internal bool _offsetChildren = false;
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private OVRSceneAnchor _sceneAnchor;
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private void Awake()
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{
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_sceneAnchor = GetComponent<OVRSceneAnchor>();
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if (_sceneAnchor.Space.Valid)
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{
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((IOVRSceneComponent)this).Initialize();
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}
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}
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/// <summary>This is an internal member.</summary>
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void IOVRSceneComponent.Initialize()
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{
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UpdateTransform();
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}
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private void SetChildScale()
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{
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// this will scale all children unless they specifically ask not to
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// be scaled, using a TransformType that is not Volume.
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for (var i = 0; i < transform.childCount; i++)
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{
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var child = transform.GetChild(i);
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if (child.TryGetComponent<OVRSceneObjectTransformType>(out var transformType))
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{
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if (transformType.TransformType != OVRSceneObjectTransformType.Transformation.Volume)
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continue;
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}
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child.localScale = Dimensions;
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}
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}
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private void SetChildOffset()
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{
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// this will offset all children unless they specifically ask not to
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// be offset, using a TransformType that is not Volume.
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for (var i = 0; i < transform.childCount; i++)
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{
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var child = transform.GetChild(i);
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if (child.TryGetComponent<OVRSceneObjectTransformType>(out var transformType))
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{
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if (transformType.TransformType != OVRSceneObjectTransformType.Transformation.Volume)
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continue;
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}
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child.localPosition = Offset;
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}
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}
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internal void UpdateTransform()
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{
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if (OVRPlugin.GetSpaceBoundingBox3D(_sceneAnchor.Space, out var bounds))
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{
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Width = bounds.Size.w;
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Height = bounds.Size.h;
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Depth = bounds.Size.d;
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// calculate the offset as the difference between the
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// volume pivot and anchor pivot, in Unity coordinate system
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var anchorPivot = transform.position;
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var maxPoint = transform.TransformPoint(
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bounds.Pos.FromVector3f() + bounds.Size.FromSize3f());
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var volumePivot = transform.TransformPoint(
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bounds.Pos.FromVector3f() + (bounds.Size.FromSize3f() / 2));
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volumePivot.y = maxPoint.y;
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Offset = new Vector3(
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volumePivot.x - anchorPivot.x,
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volumePivot.z - anchorPivot.z,
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volumePivot.y - anchorPivot.y);
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OVRSceneManager.Development.Log(nameof(OVRSceneVolume),
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$"[{_sceneAnchor.Uuid}] Volume has dimensions {Dimensions} " +
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$"and offset {Offset}.", gameObject);
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if (ScaleChildren)
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SetChildScale();
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if (OffsetChildren)
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SetChildOffset();
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}
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else
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{
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OVRSceneManager.Development.LogError(nameof(OVRSceneVolume),
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$"[{_sceneAnchor.Space}] Failed to retrieve volume's information.",
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gameObject);
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}
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}
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}
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