Remove useless files, add hands

This commit is contained in:
Toomas Tamm 2021-01-23 17:52:42 +02:00
parent 925d7f3b8a
commit 39ef3951cd
1378 changed files with 12541 additions and 195278 deletions

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Rendering UV GBuffer for Main_scene_LMA2 50
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Rendering UV GBuffer for Main_scene_LMA1 50
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Rendering UV GBuffer for Main_scene_LM0 50
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Rendering UV GBuffer for Main_scene_LMA9 50
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Rendering smooth UV pos...
Rendering UV GBuffer for probes 256
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
Done
Done
Running ftrace lodselect "C:\Users\tooma\AppData\Local\Temp\frender" "lodselect" 2 0 22
Running ftrace fixpos12 "C:\Users\tooma\AppData\Local\Temp\frender" "uvpos_Main_scene_LMA10.lz4" 34 0 0 0
Running ftrace lodselect "C:\Users\tooma\AppData\Local\Temp\frender" "lodselect" 2 0 0
Running ftrace fixpos12 "C:\Users\tooma\AppData\Local\Temp\frender" "uvpos_Main_scene_LMA6.lz4" 34 0 14 0
Running ftrace lodselect "C:\Users\tooma\AppData\Local\Temp\frender" "lodselect" 2 0 14
Running ftrace fixpos12 "C:\Users\tooma\AppData\Local\Temp\frender" "uvpos_Main_scene_LMA7.lz4" 34 0 13 0
Running ftrace lodselect "C:\Users\tooma\AppData\Local\Temp\frender" "lodselect" 2 0 13
Running ftrace fixpos12 "C:\Users\tooma\AppData\Local\Temp\frender" "uvpos_Main_scene_LMA1.lz4" 34 0 19 0
Running ftrace lodselect "C:\Users\tooma\AppData\Local\Temp\frender" "lodselect" 2 0 19
Running ftrace fixpos12 "C:\Users\tooma\AppData\Local\Temp\frender" "uvpos_Main_scene_LMA20.lz4" 34 0 10 0
Running ftrace lodselect "C:\Users\tooma\AppData\Local\Temp\frender" "lodselect" 2 0 10
Running ftrace fixpos12 "C:\Users\tooma\AppData\Local\Temp\frender" "uvpos_Main_scene_LMA8.lz4" 34 0 12 0
Running ftrace lodselect "C:\Users\tooma\AppData\Local\Temp\frender" "lodselect" 2 0 12
Running ftrace fixpos12 "C:\Users\tooma\AppData\Local\Temp\frender" "uvpos_Main_scene_LMA21.lz4" 34 0 11 0
Running ftrace lodselect "C:\Users\tooma\AppData\Local\Temp\frender" "lodselect" 2 0 11
Running ftrace fixpos12 "C:\Users\tooma\AppData\Local\Temp\frender" "uvpos_Main_scene_LMA12.lz4" 34 0 8 0
Running ftrace lodselect "C:\Users\tooma\AppData\Local\Temp\frender" "lodselect" 2 0 8
Running ftrace fixpos12 "C:\Users\tooma\AppData\Local\Temp\frender" "uvpos_Main_scene_LMA4.lz4" 34 0 16 0
Running ftrace lodselect "C:\Users\tooma\AppData\Local\Temp\frender" "lodselect" 2 0 16
Running ftrace fixpos12 "C:\Users\tooma\AppData\Local\Temp\frender" "uvpos_Main_scene_LMA13.lz4" 34 0 7 0
Running ftrace lodselect "C:\Users\tooma\AppData\Local\Temp\frender" "lodselect" 2 0 7
Running ftraceRTX.exe /sun hwtestdata light 4 0 0 direct0.bin
Running ftrace.exe /sun hwtestdata light 4 0 0 direct0.bin
Running denoiserLegacy c hwtestdata/image.lz4 hwtestdata/image.lz4 16 0
Running denoiser c hwtestdata/image.lz4 hwtestdata/image.lz4 16 0
Running denoiser72 c hwtestdata/image.lz4 hwtestdata/image.lz4 16 0
Running denoiserOIDN c hwtestdata/image.lz4 hwtestdata/image.lz4 16 0
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Loaded pixel shader: skyOutput.pso
Loaded pixel shader: cookieOutput.pso
initShaders done
initScene done
Done
Loaded vertex shader: quad.vso
Loaded pixel shader: skyOutput.pso
Loaded pixel shader: cookieOutput.pso
initShaders done
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Done
Done
Running ftrace lodselect "C:\Users\tooma\AppData\Local\Temp\frender" "lodselect" 2 0 22
Running ftrace fixpos12 "C:\Users\tooma\AppData\Local\Temp\frender" "uvpos_Main_scene_LMA10.lz4" 34 0 0 0
Running ftrace lodselect "C:\Users\tooma\AppData\Local\Temp\frender" "lodselect" 2 0 0
Running ftrace fixpos12 "C:\Users\tooma\AppData\Local\Temp\frender" "uvpos_Main_scene_LMA6.lz4" 34 0 14 0
Running ftrace lodselect "C:\Users\tooma\AppData\Local\Temp\frender" "lodselect" 2 0 14
Running ftrace fixpos12 "C:\Users\tooma\AppData\Local\Temp\frender" "uvpos_Main_scene_LMA7.lz4" 34 0 13 0
Running ftrace lodselect "C:\Users\tooma\AppData\Local\Temp\frender" "lodselect" 2 0 13
Running ftrace fixpos12 "C:\Users\tooma\AppData\Local\Temp\frender" "uvpos_Main_scene_LMA1.lz4" 34 0 19 0
Running ftrace lodselect "C:\Users\tooma\AppData\Local\Temp\frender" "lodselect" 2 0 19
Running ftrace fixpos12 "C:\Users\tooma\AppData\Local\Temp\frender" "uvpos_Main_scene_LMA20.lz4" 34 0 10 0
Running ftrace lodselect "C:\Users\tooma\AppData\Local\Temp\frender" "lodselect" 2 0 10
Waiting on threads to park on joinable thread list timed out.
2021-1-5
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Done
Done
Running ftrace lodselect "C:\Users\tooma\AppData\Local\Temp\frender" "lodselect" 2 0 22
Running ftrace fixpos12 "C:\Users\tooma\AppData\Local\Temp\frender" "uvpos_Main_scene_LM0.lz4" 34 0 20 0
Running ftrace lodselect "C:\Users\tooma\AppData\Local\Temp\frender" "lodselect" 2 0 20
Running ftrace fixpos12 "C:\Users\tooma\AppData\Local\Temp\frender" "uvpos_Main_scene_LMA18.lz4" 34 0 2 0
Running ftrace lodselect "C:\Users\tooma\AppData\Local\Temp\frender" "lodselect" 2 0 2
Running ftrace fixpos12 "C:\Users\tooma\AppData\Local\Temp\frender" "uvpos_Main_scene_LMA1.lz4" 34 0 19 0
Running ftrace lodselect "C:\Users\tooma\AppData\Local\Temp\frender" "lodselect" 2 0 19
Running ftrace fixpos12 "C:\Users\tooma\AppData\Local\Temp\frender" "uvpos_Main_scene_LMA15.lz4" 34 0 5 0
Running ftrace lodselect "C:\Users\tooma\AppData\Local\Temp\frender" "lodselect" 2 0 5
Running ftrace fixpos12 "C:\Users\tooma\AppData\Local\Temp\frender" "uvpos_Main_scene_LMA6.lz4" 34 0 14 0
Running ftrace lodselect "C:\Users\tooma\AppData\Local\Temp\frender" "lodselect" 2 0 14
Running ftrace fixpos12 "C:\Users\tooma\AppData\Local\Temp\frender" "uvpos_Main_scene_LMA13.lz4" 34 0 7 0
Running ftrace lodselect "C:\Users\tooma\AppData\Local\Temp\frender" "lodselect" 2 0 7
Running ftrace fixpos12 "C:\Users\tooma\AppData\Local\Temp\frender" "uvpos_Main_scene_LMA21.lz4" 34 0 11 0
Running ftrace lodselect "C:\Users\tooma\AppData\Local\Temp\frender" "lodselect" 2 0 11
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Copyright 2011 The Montserrat Project Authors (https://github.com/JulietaUla/Montserrat)
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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/************************************************************************************
Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
See SampleFramework license.txt for license terms. Unless required by applicable law
or agreed to in writing, the sample code is provided AS IS WITHOUT WARRANTIES OR
CONDITIONS OF ANY KIND, either express or implied. See the license for specific
language governing permissions and limitations under the license.
************************************************************************************/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
#if UNITY_EDITOR
using UnityEngine.SceneManagement;
#endif
public class DebugUIBuilder : MonoBehaviour
{
// room for extension:
// support update funcs
// fix bug where it seems to appear at a random offset
// support remove
// Convenience consts for clarity when using multiple debug panes.
// But note that you can an arbitrary number of panes if you add them in the inspector.
public const int DEBUG_PANE_CENTER = 0;
public const int DEBUG_PANE_RIGHT = 1;
public const int DEBUG_PANE_LEFT = 2;
[SerializeField]
private RectTransform buttonPrefab = null;
[SerializeField]
private RectTransform labelPrefab = null;
[SerializeField]
private RectTransform sliderPrefab = null;
[SerializeField]
private RectTransform dividerPrefab = null;
[SerializeField]
private RectTransform togglePrefab = null;
[SerializeField]
private RectTransform radioPrefab = null;
[SerializeField]
private GameObject uiHelpersToInstantiate = null;
[SerializeField]
private Transform[] targetContentPanels = null;
private bool[] reEnable;
[SerializeField]
private List<GameObject> toEnable = null;
[SerializeField]
private List<GameObject> toDisable = null;
public static DebugUIBuilder instance;
public delegate void OnClick();
public delegate void OnToggleValueChange(Toggle t);
public delegate void OnSlider(float f);
public delegate bool ActiveUpdate();
private const float elementSpacing = 16.0f;
private const float marginH = 16.0f;
private const float marginV = 16.0f;
private Vector2[] insertPositions;
private List<RectTransform>[] insertedElements;
private Vector3 menuOffset;
OVRCameraRig rig;
private Dictionary<string, ToggleGroup> radioGroups = new Dictionary<string, ToggleGroup>();
LaserPointer lp;
LineRenderer lr;
public LaserPointer.LaserBeamBehavior laserBeamBehavior;
public void Awake()
{
Debug.Assert(instance == null);
instance = this;
menuOffset = transform.position; // TODO: this is unpredictable/busted
gameObject.SetActive(false);
rig = FindObjectOfType<OVRCameraRig>();
for (int i = 0; i < toEnable.Count; ++i)
{
toEnable[i].SetActive(false);
}
insertPositions = new Vector2[targetContentPanels.Length];
for (int i = 0; i < insertPositions.Length; ++i)
{
insertPositions[i].x = marginH;
insertPositions[i].y = -marginV;
}
insertedElements = new List<RectTransform>[targetContentPanels.Length];
for (int i = 0; i < insertedElements.Length; ++i)
{
insertedElements[i] = new List<RectTransform>();
}
if (uiHelpersToInstantiate)
{
GameObject.Instantiate(uiHelpersToInstantiate);
}
lp = FindObjectOfType<LaserPointer>();
if (!lp)
{
Debug.LogError("Debug UI requires use of a LaserPointer and will not function without it. Add one to your scene, or assign the UIHelpers prefab to the DebugUIBuilder in the inspector.");
return;
}
lp.laserBeamBehavior = laserBeamBehavior;
if (!toEnable.Contains(lp.gameObject))
{
toEnable.Add(lp.gameObject);
}
GetComponent<OVRRaycaster>().pointer = lp.gameObject;
lp.gameObject.SetActive(false);
#if UNITY_EDITOR
string scene = SceneManager.GetActiveScene().name;
OVRPlugin.SendEvent("debug_ui_builder",
((scene == "DebugUI") ||
(scene == "DistanceGrab") ||
(scene == "OVROverlay") ||
(scene == "Locomotion")).ToString(),
"sample_framework");
#endif
}
public void Show()
{
Relayout();
gameObject.SetActive(true);
transform.position = rig.transform.TransformPoint(menuOffset);
Vector3 newEulerRot = rig.transform.rotation.eulerAngles;
newEulerRot.x = 0.0f;
newEulerRot.z = 0.0f;
transform.eulerAngles = newEulerRot;
if (reEnable == null || reEnable.Length < toDisable.Count) reEnable = new bool[toDisable.Count];
reEnable.Initialize();
int len = toDisable.Count;
for (int i = 0; i < len; ++i)
{
if (toDisable[i])
{
reEnable[i] = toDisable[i].activeSelf;
toDisable[i].SetActive(false);
}
}
len = toEnable.Count;
for (int i = 0; i < len; ++i)
{
toEnable[i].SetActive(true);
}
int numPanels = targetContentPanels.Length;
for (int i = 0; i < numPanels; ++i)
{
targetContentPanels[i].gameObject.SetActive(insertedElements[i].Count > 0);
}
}
public void Hide()
{
gameObject.SetActive(false);
for (int i = 0; i < reEnable.Length; ++i)
{
if (toDisable[i] && reEnable[i])
{
toDisable[i].SetActive(true);
}
}
int len = toEnable.Count;
for (int i = 0; i < len; ++i)
{
toEnable[i].SetActive(false);
}
}
// Currently a slow brute-force method that lays out every element.
// As this is intended as a debug UI, it might be fine, but there are many simple optimizations we can make.
private void Relayout()
{
for (int panelIdx = 0; panelIdx < targetContentPanels.Length; ++panelIdx)
{
RectTransform canvasRect = targetContentPanels[panelIdx].GetComponent<RectTransform>();
List<RectTransform> elems = insertedElements[panelIdx];
int elemCount = elems.Count;
float x = marginH;
float y = -marginV;
float maxWidth = 0.0f;
for (int elemIdx = 0; elemIdx < elemCount; ++elemIdx)
{
RectTransform r = elems[elemIdx];
r.anchoredPosition = new Vector2(x, y);
y -= (r.rect.height + elementSpacing);
maxWidth = Mathf.Max(r.rect.width + 2 * marginH, maxWidth);
}
canvasRect.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, maxWidth);
canvasRect.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, -y + marginV);
}
}
private void AddRect(RectTransform r, int targetCanvas)
{
if (targetCanvas > targetContentPanels.Length)
{
Debug.LogError("Attempted to add debug panel to canvas " + targetCanvas + ", but only " + targetContentPanels.Length + " panels were provided. Fix in the inspector or pass a lower value for target canvas.");
return;
}
r.transform.SetParent(targetContentPanels[targetCanvas], false);
insertedElements[targetCanvas].Add(r);
if (gameObject.activeInHierarchy)
{
Relayout();
}
}
public RectTransform AddButton(string label, OnClick handler, int targetCanvas = 0)
{
RectTransform buttonRT = GameObject.Instantiate(buttonPrefab).GetComponent<RectTransform>();
Button button = buttonRT.GetComponentInChildren<Button>();
button.onClick.AddListener(delegate { handler(); });
((Text)(buttonRT.GetComponentsInChildren(typeof(Text), true)[0])).text = label;
AddRect(buttonRT, targetCanvas);
return buttonRT;
}
public RectTransform AddLabel(string label, int targetCanvas = 0)
{
RectTransform rt = GameObject.Instantiate(labelPrefab).GetComponent<RectTransform>();
rt.GetComponent<Text>().text = label;
AddRect(rt, targetCanvas);
return rt;
}
public RectTransform AddSlider(string label, float min, float max, OnSlider onValueChanged, bool wholeNumbersOnly = false, int targetCanvas = 0)
{
RectTransform rt = (RectTransform)GameObject.Instantiate(sliderPrefab);
Slider s = rt.GetComponentInChildren<Slider>();
s.minValue = min;
s.maxValue = max;
s.onValueChanged.AddListener(delegate (float f) { onValueChanged(f); });
s.wholeNumbers = wholeNumbersOnly;
AddRect(rt, targetCanvas);
return rt;
}
public RectTransform AddDivider(int targetCanvas = 0)
{
RectTransform rt = (RectTransform)GameObject.Instantiate(dividerPrefab);
AddRect(rt, targetCanvas);
return rt;
}
public RectTransform AddToggle(string label, OnToggleValueChange onValueChanged, int targetCanvas = 0)
{
RectTransform rt = (RectTransform)GameObject.Instantiate(togglePrefab);
AddRect(rt, targetCanvas);
Text buttonText = rt.GetComponentInChildren<Text>();
buttonText.text = label;
Toggle t = rt.GetComponentInChildren<Toggle>();
t.onValueChanged.AddListener(delegate { onValueChanged(t); });
return rt;
}
public RectTransform AddToggle(string label, OnToggleValueChange onValueChanged, bool defaultValue, int targetCanvas = 0)
{
RectTransform rt = (RectTransform)GameObject.Instantiate(togglePrefab);
AddRect(rt, targetCanvas);
Text buttonText = rt.GetComponentInChildren<Text>();
buttonText.text = label;
Toggle t = rt.GetComponentInChildren<Toggle>();
t.isOn = defaultValue;
t.onValueChanged.AddListener(delegate { onValueChanged(t); });
return rt;
}
public RectTransform AddRadio(string label, string group, OnToggleValueChange handler, int targetCanvas = 0)
{
RectTransform rt = (RectTransform)GameObject.Instantiate(radioPrefab);
AddRect(rt, targetCanvas);
Text buttonText = rt.GetComponentInChildren<Text>();
buttonText.text = label;
Toggle tb = rt.GetComponentInChildren<Toggle>();
if (group == null) group = "default";
ToggleGroup tg = null;
bool isFirst = false;
if (!radioGroups.ContainsKey(group))
{
tg = tb.gameObject.AddComponent<ToggleGroup>();
radioGroups[group] = tg;
isFirst = true;
}
else
{
tg = radioGroups[group];
}
tb.group = tg;
tb.isOn = isFirst;
tb.onValueChanged.AddListener(delegate { handler(tb); });
return rt;
}
public void ToggleLaserPointer(bool isOn)
{
if (lp)
{
if (isOn)
{
lp.enabled = true;
}
else
{
lp.enabled = false;
}
}
}
}

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/************************************************************************************
Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
See SampleFramework license.txt for license terms. Unless required by applicable law
or agreed to in writing, the sample code is provided AS IS WITHOUT WARRANTIES OR
CONDITIONS OF ANY KIND, either express or implied. See the license for specific
language governing permissions and limitations under the license.
************************************************************************************/
using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using System;
public class HandedInputSelector : MonoBehaviour
{
OVRCameraRig m_CameraRig;
OVRInputModule m_InputModule;
void Start()
{
m_CameraRig = FindObjectOfType<OVRCameraRig>();
m_InputModule = FindObjectOfType<OVRInputModule>();
}
void Update()
{
if(OVRInput.GetActiveController() == OVRInput.Controller.LTouch)
{
SetActiveController(OVRInput.Controller.LTouch);
}
else
{
SetActiveController(OVRInput.Controller.RTouch);
}
}
void SetActiveController(OVRInput.Controller c)
{
Transform t;
if(c == OVRInput.Controller.LTouch)
{
t = m_CameraRig.leftHandAnchor;
}
else
{
t = m_CameraRig.rightHandAnchor;
}
m_InputModule.rayTransform = t;
}
}

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/************************************************************************************
Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
See SampleFramework license.txt for license terms. Unless required by applicable law
or agreed to in writing, the sample code is provided AS IS WITHOUT WARRANTIES OR
CONDITIONS OF ANY KIND, either express or implied. See the license for specific
language governing permissions and limitations under the license.
************************************************************************************/
using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using System;
public class LaserPointer : OVRCursor
{
public enum LaserBeamBehavior
{
On, // laser beam always on
Off, // laser beam always off
OnWhenHitTarget, // laser beam only activates when hit valid target
}
public GameObject cursorVisual;
public float maxLength = 10.0f;
private LaserBeamBehavior _laserBeamBehavior;
bool m_restoreOnInputAcquired = false;
public LaserBeamBehavior laserBeamBehavior
{
set
{
_laserBeamBehavior = value;
if (laserBeamBehavior == LaserBeamBehavior.Off || laserBeamBehavior == LaserBeamBehavior.OnWhenHitTarget)
{
lineRenderer.enabled = false;
}
else
{
lineRenderer.enabled = true;
}
}
get
{
return _laserBeamBehavior;
}
}
private Vector3 _startPoint;
private Vector3 _forward;
private Vector3 _endPoint;
private bool _hitTarget;
private LineRenderer lineRenderer;
private void Awake()
{
lineRenderer = GetComponent<LineRenderer>();
}
private void Start()
{
if (cursorVisual) cursorVisual.SetActive(false);
OVRManager.InputFocusAcquired += OnInputFocusAcquired;
OVRManager.InputFocusLost += OnInputFocusLost;
}
public override void SetCursorStartDest(Vector3 start, Vector3 dest, Vector3 normal)
{
_startPoint = start;
_endPoint = dest;
_hitTarget = true;
}
public override void SetCursorRay(Transform t)
{
_startPoint = t.position;
_forward = t.forward;
_hitTarget = false;
}
private void LateUpdate()
{
lineRenderer.SetPosition(0, _startPoint);
if (_hitTarget)
{
lineRenderer.SetPosition(1, _endPoint);
UpdateLaserBeam(_startPoint, _endPoint);
if (cursorVisual)
{
cursorVisual.transform.position = _endPoint;
cursorVisual.SetActive(true);
}
}
else
{
UpdateLaserBeam(_startPoint, _startPoint + maxLength * _forward);
lineRenderer.SetPosition(1, _startPoint + maxLength * _forward);
if (cursorVisual) cursorVisual.SetActive(false);
}
}
// make laser beam a behavior with a prop that enables or disables
private void UpdateLaserBeam(Vector3 start, Vector3 end)
{
if (laserBeamBehavior == LaserBeamBehavior.Off)
{
return;
}
else if (laserBeamBehavior == LaserBeamBehavior.On)
{
lineRenderer.SetPosition(0, start);
lineRenderer.SetPosition(1, end);
}
else if (laserBeamBehavior == LaserBeamBehavior.OnWhenHitTarget)
{
if (_hitTarget)
{
if (!lineRenderer.enabled)
{
lineRenderer.enabled = true;
lineRenderer.SetPosition(0, start);
lineRenderer.SetPosition(1, end);
}
}
else
{
if (lineRenderer.enabled)
{
lineRenderer.enabled = false;
}
}
}
}
void OnDisable()
{
if (cursorVisual) cursorVisual.SetActive(false);
}
public void OnInputFocusLost()
{
if (gameObject && gameObject.activeInHierarchy)
{
m_restoreOnInputAcquired = true;
gameObject.SetActive(false);
}
}
public void OnInputFocusAcquired()
{
if (m_restoreOnInputAcquired && gameObject)
{
m_restoreOnInputAcquired = false;
gameObject.SetActive(true);
}
}
private void OnDestroy()
{
OVRManager.InputFocusAcquired -= OnInputFocusAcquired;
OVRManager.InputFocusLost -= OnInputFocusLost;
}
}

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