VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.interaction/Runtime/Scripts/Unity/UnityCanvas/CanvasRect.cs
IonutMocanu 48cccc22ad Main2
2025-09-08 11:13:29 +03:00

82 lines
2.6 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.Generic;
using UnityEngine;
namespace Oculus.Interaction.UnityCanvas
{
public class CanvasRect : CanvasMesh
{
protected override Vector3 MeshInverseTransform(Vector3 localPosition)
{
return localPosition;
}
protected override void GenerateMesh(out List<Vector3> verts,
out List<int> tris,
out List<Vector2> uvs)
{
verts = new List<Vector3>();
tris = new List<int>();
uvs = new List<Vector2>();
var resolution = _canvasRenderTexture.GetBaseResolutionToUse();
Vector2 worldSize = new Vector2(
_canvasRenderTexture.PixelsToUnits(Mathf.RoundToInt(resolution.x)),
_canvasRenderTexture.PixelsToUnits(Mathf.RoundToInt(resolution.y))
) / transform.lossyScale;
float xPos = worldSize.x * 0.5f;
float xNeg = -xPos;
float yPos = worldSize.y * 0.5f;
float yNeg = -yPos;
verts.Add(new Vector3(xNeg, yNeg, 0));
verts.Add(new Vector3(xNeg, yPos, 0));
verts.Add(new Vector3(xPos, yPos, 0));
verts.Add(new Vector3(xPos, yNeg, 0));
tris.Add(0);
tris.Add(1);
tris.Add(2);
tris.Add(0);
tris.Add(2);
tris.Add(3);
uvs.Add(new Vector2(0, 0));
uvs.Add(new Vector2(0, 1));
uvs.Add(new Vector2(1, 1));
uvs.Add(new Vector2(1, 0));
}
#region Inject
public void InjectAllCanvasRect(CanvasRenderTexture canvasRenderTexture, MeshFilter meshFilter)
{
InjectAllCanvasMesh(canvasRenderTexture, meshFilter);
}
#endregion
}
}