162 lines
5.4 KiB
C#
162 lines
5.4 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.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Profiling;
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namespace Oculus.Interaction.UnityCanvas
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{
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/// <summary>
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/// Dynamically creates and resizes a mesh to fit a Unity canvas. There are two types of CanvasMesh components included in the Interaction SDK, <cref="CanvasCylinder" /> and <cref="CanvasRect" />.
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/// </summary>
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[DisallowMultipleComponent]
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public abstract class CanvasMesh : MonoBehaviour
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{
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/// <summary>
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/// Mesh construction will be driven by this texture.
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/// </summary>
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[Tooltip("Mesh construction will be driven by this texture.")]
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[SerializeField]
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protected CanvasRenderTexture _canvasRenderTexture;
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/// <summary>
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/// The mesh filter that will be driven.
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/// </summary>
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[Tooltip("The mesh filter that will be driven.")]
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[SerializeField]
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protected MeshFilter _meshFilter;
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/// <summary>
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/// Optional mesh collider that will be driven.
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/// </summary>
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[Tooltip("Optional mesh collider that will be driven.")]
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[SerializeField, Optional]
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protected MeshCollider _meshCollider = null;
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protected bool _started = false;
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protected abstract Vector3 MeshInverseTransform(Vector3 localPosition);
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protected abstract void GenerateMesh(out List<Vector3> verts, out List<int> tris, out List<Vector2> uvs);
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/// <summary>
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/// Transform a position in world space relative to the imposter to an associated position relative
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/// to the original canvas in world space.
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/// </summary>
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public Vector3 ImposterToCanvasTransformPoint(Vector3 worldPosition)
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{
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Vector3 localToImposter =
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_meshFilter.transform.InverseTransformPoint(worldPosition);
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Vector3 canvasLocalPosition = MeshInverseTransform(localToImposter) /
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_canvasRenderTexture.transform.localScale.x;
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Vector3 transformedWorldPosition = _canvasRenderTexture.transform.TransformPoint(canvasLocalPosition);
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return transformedWorldPosition;
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}
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protected virtual void Start()
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{
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this.BeginStart(ref _started);
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this.AssertField(_meshFilter, nameof(_meshFilter));
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this.AssertField(_canvasRenderTexture, nameof(_canvasRenderTexture));
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this.EndStart(ref _started);
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}
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protected virtual void OnEnable()
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{
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if (_started)
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{
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UpdateImposter();
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_canvasRenderTexture.OnUpdateRenderTexture += HandleUpdateRenderTexture;
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if (_canvasRenderTexture.Texture != null)
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{
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HandleUpdateRenderTexture(_canvasRenderTexture.Texture);
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}
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}
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}
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protected virtual void OnDisable()
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{
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if (_started)
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{
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_canvasRenderTexture.OnUpdateRenderTexture -= HandleUpdateRenderTexture;
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}
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}
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protected virtual void HandleUpdateRenderTexture(Texture texture)
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{
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UpdateImposter();
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}
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protected virtual void UpdateImposter()
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{
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Profiler.BeginSample("InterfaceRenderer.UpdateImposter");
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try
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{
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GenerateMesh(out List<Vector3> verts, out List<int> tris, out List<Vector2> uvs);
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Mesh mesh = new Mesh();
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mesh.SetVertices(verts);
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mesh.SetUVs(0, uvs);
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mesh.SetTriangles(tris, 0);
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mesh.RecalculateBounds();
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mesh.RecalculateNormals();
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_meshFilter.mesh = mesh;
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if (_meshCollider != null)
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{
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_meshCollider.sharedMesh = _meshFilter.sharedMesh;
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}
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}
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finally
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{
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Profiler.EndSample();
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}
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}
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#region Inject
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public void InjectAllCanvasMesh(CanvasRenderTexture canvasRenderTexture, MeshFilter meshFilter)
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{
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InjectCanvasRenderTexture(canvasRenderTexture);
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InjectMeshFilter(meshFilter);
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}
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public void InjectCanvasRenderTexture(CanvasRenderTexture canvasRenderTexture)
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{
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_canvasRenderTexture = canvasRenderTexture;
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}
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public void InjectMeshFilter(MeshFilter meshFilter)
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{
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_meshFilter = meshFilter;
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}
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public void InjectOptionalMeshCollider(MeshCollider meshCollider)
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{
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_meshCollider = meshCollider;
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}
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#endregion
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}
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}
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