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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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
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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 <20>AS IS<49> 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 <20>AS IS<49> 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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/************************************************************************************
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 <20>AS IS<49> 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;
namespace OculusSampleFramework
{
// Simple component that changes color based on grab state.
public class ColorGrabbable : OVRGrabbable
{
public static readonly Color COLOR_GRAB = new Color(1.0f, 0.5f, 0.0f, 1.0f);
public static readonly Color COLOR_HIGHLIGHT = new Color(1.0f, 0.0f, 1.0f, 1.0f);
private Color m_color = Color.black;
private MeshRenderer[] m_meshRenderers = null;
private bool m_highlight;
public bool Highlight
{
get { return m_highlight; }
set
{
m_highlight = value;
UpdateColor();
}
}
protected void UpdateColor()
{
if (isGrabbed) SetColor(COLOR_GRAB);
else if (Highlight) SetColor(COLOR_HIGHLIGHT);
else SetColor(m_color);
}
override public void GrabBegin(OVRGrabber hand, Collider grabPoint)
{
base.GrabBegin(hand, grabPoint);
UpdateColor();
}
override public void GrabEnd(Vector3 linearVelocity, Vector3 angularVelocity)
{
base.GrabEnd(linearVelocity, angularVelocity);
UpdateColor();
}
void Awake()
{
if (m_grabPoints.Length == 0)
{
// Get the collider from the grabbable
Collider collider = this.GetComponent<Collider>();
if (collider == null)
{
throw new System.ArgumentException("Grabbables cannot have zero grab points and no collider -- please add a grab point or collider.");
}
// Create a default grab point
m_grabPoints = new Collider[1] { collider };
// Grab points are doing double-duty as a way to identify submeshes that should be colored.
// If unspecified, just color self.
m_meshRenderers = new MeshRenderer[1];
m_meshRenderers[0] = this.GetComponent<MeshRenderer>();
}
else
{
m_meshRenderers = this.GetComponentsInChildren<MeshRenderer>();
}
m_color = new Color(
Random.Range(0.1f, 0.95f),
Random.Range(0.1f, 0.95f),
Random.Range(0.1f, 0.95f),
1.0f
);
SetColor(m_color);
}
private void SetColor(Color color)
{
for (int i = 0; i < m_meshRenderers.Length; ++i)
{
MeshRenderer meshRenderer = m_meshRenderers[i];
for (int j = 0; j < meshRenderer.materials.Length; ++j)
{
Material meshMaterial = meshRenderer.materials[j];
meshMaterial.color = color;
}
}
}
}
}

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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;
using UnityEngine;
using OVRTouchSample;
namespace OculusSampleFramework
{
public class DistanceGrabbable : OVRGrabbable
{
public string m_materialColorField;
GrabbableCrosshair m_crosshair;
GrabManager m_crosshairManager;
Renderer m_renderer;
MaterialPropertyBlock m_mpb;
public bool InRange
{
get { return m_inRange; }
set
{
m_inRange = value;
RefreshCrosshair();
}
}
bool m_inRange;
public bool Targeted
{
get { return m_targeted; }
set
{
m_targeted = value;
RefreshCrosshair();
}
}
bool m_targeted;
protected override void Start()
{
base.Start();
m_crosshair = gameObject.GetComponentInChildren<GrabbableCrosshair>();
m_renderer = gameObject.GetComponent<Renderer>();
m_crosshairManager = FindObjectOfType<GrabManager>();
m_mpb = new MaterialPropertyBlock();
RefreshCrosshair();
m_renderer.SetPropertyBlock(m_mpb);
}
void RefreshCrosshair()
{
if (m_crosshair)
{
if (isGrabbed) m_crosshair.SetState(GrabbableCrosshair.CrosshairState.Disabled);
else if (!InRange) m_crosshair.SetState(GrabbableCrosshair.CrosshairState.Disabled);
else m_crosshair.SetState(Targeted ? GrabbableCrosshair.CrosshairState.Targeted : GrabbableCrosshair.CrosshairState.Enabled);
}
if (m_materialColorField != null)
{
m_renderer.GetPropertyBlock(m_mpb);
if (isGrabbed || !InRange) m_mpb.SetColor(m_materialColorField, m_crosshairManager.OutlineColorOutOfRange);
else if (Targeted) m_mpb.SetColor(m_materialColorField, m_crosshairManager.OutlineColorHighlighted);
else m_mpb.SetColor(m_materialColorField, m_crosshairManager.OutlineColorInRange);
m_renderer.SetPropertyBlock(m_mpb);
}
}
}
}

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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.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEngine.SceneManagement;
#endif
namespace OculusSampleFramework
{
/// <summary>
/// Allows grabbing and throwing of objects with the DistanceGrabbable component on them.
/// </summary>
[RequireComponent(typeof(Rigidbody))]
public class DistanceGrabber : OVRGrabber
{
// Radius of sphere used in spherecast from hand along forward ray to find target object.
[SerializeField]
float m_spherecastRadius = 0;
// Distance below which no-snap objects won't be teleported, but will instead be left
// where they are in relation to the hand.
[SerializeField]
float m_noSnapThreshhold = 0.05f;
[SerializeField]
bool m_useSpherecast;
public bool UseSpherecast
{
get { return m_useSpherecast; }
set
{
m_useSpherecast = value;
GrabVolumeEnable(!m_useSpherecast);
}
}
// Public to allow changing in demo.
[SerializeField]
public bool m_preventGrabThroughWalls;
[SerializeField]
float m_objectPullVelocity = 10.0f;
float m_objectPullMaxRotationRate = 360.0f; // max rotation rate in degrees per second
bool m_movingObjectToHand = false;
// Objects can be distance grabbed up to this distance from the hand.
[SerializeField]
float m_maxGrabDistance;
// Only allow grabbing objects in this layer.
// NOTE: you can use the value -1 to attempt to grab everything.
[SerializeField]
int m_grabObjectsInLayer = 0;
[SerializeField]
int m_obstructionLayer = 0;
DistanceGrabber m_otherHand;
protected DistanceGrabbable m_target;
// Tracked separately from m_target, because we support child colliders of a DistanceGrabbable.
protected Collider m_targetCollider;
protected override void Start()
{
base.Start();
// Basic hack to guess at max grab distance based on player size.
// Note that there's no major downside to making this value too high, as objects
// outside the player's grabbable trigger volume will not be eligible targets regardless.
Collider sc = m_player.GetComponentInChildren<Collider>();
if(sc != null)
{
m_maxGrabDistance = sc.bounds.size.z * 0.5f + 3.0f;
}
else
{
m_maxGrabDistance = 12.0f;
}
if(m_parentHeldObject == true)
{
Debug.LogError("m_parentHeldObject incompatible with DistanceGrabber. Setting to false.");
m_parentHeldObject = false;
}
DistanceGrabber[] grabbers = FindObjectsOfType<DistanceGrabber>();
for (int i = 0; i < grabbers.Length; ++i)
{
if (grabbers[i] != this) m_otherHand = grabbers[i];
}
Debug.Assert(m_otherHand != null);
#if UNITY_EDITOR
OVRPlugin.SendEvent("distance_grabber", (SceneManager.GetActiveScene().name == "DistanceGrab").ToString(), "sample_framework");
#endif
}
public override void Update()
{
base.Update();
Debug.DrawRay(transform.position, transform.forward, Color.red, 0.1f);
DistanceGrabbable target;
Collider targetColl;
FindTarget(out target, out targetColl);
if (target != m_target)
{
if (m_target != null)
{
m_target.Targeted = m_otherHand.m_target == m_target;
}
m_target = target;
m_targetCollider = targetColl;
if (m_target != null)
{
m_target.Targeted = true;
}
}
}
protected override void GrabBegin()
{
DistanceGrabbable closestGrabbable = m_target;
Collider closestGrabbableCollider = m_targetCollider;
GrabVolumeEnable(false);
if (closestGrabbable != null)
{
if (closestGrabbable.isGrabbed)
{
((DistanceGrabber)closestGrabbable.grabbedBy).OffhandGrabbed(closestGrabbable);
}
m_grabbedObj = closestGrabbable;
m_grabbedObj.GrabBegin(this, closestGrabbableCollider);
SetPlayerIgnoreCollision(m_grabbedObj.gameObject, true);
m_movingObjectToHand = true;
m_lastPos = transform.position;
m_lastRot = transform.rotation;
// If it's within a certain distance respect the no-snap.
Vector3 closestPointOnBounds = closestGrabbableCollider.ClosestPointOnBounds(m_gripTransform.position);
if(!m_grabbedObj.snapPosition && !m_grabbedObj.snapOrientation && m_noSnapThreshhold > 0.0f && (closestPointOnBounds - m_gripTransform.position).magnitude < m_noSnapThreshhold)
{
Vector3 relPos = m_grabbedObj.transform.position - transform.position;
m_movingObjectToHand = false;
relPos = Quaternion.Inverse(transform.rotation) * relPos;
m_grabbedObjectPosOff = relPos;
Quaternion relOri = Quaternion.Inverse(transform.rotation) * m_grabbedObj.transform.rotation;
m_grabbedObjectRotOff = relOri;
}
else
{
// Set up offsets for grabbed object desired position relative to hand.
m_grabbedObjectPosOff = m_gripTransform.localPosition;
if (m_grabbedObj.snapOffset)
{
Vector3 snapOffset = m_grabbedObj.snapOffset.position;
if (m_controller == OVRInput.Controller.LTouch) snapOffset.x = -snapOffset.x;
m_grabbedObjectPosOff += snapOffset;
}
m_grabbedObjectRotOff = m_gripTransform.localRotation;
if (m_grabbedObj.snapOffset)
{
m_grabbedObjectRotOff = m_grabbedObj.snapOffset.rotation * m_grabbedObjectRotOff;
}
}
}
}
protected override void MoveGrabbedObject(Vector3 pos, Quaternion rot, bool forceTeleport = false)
{
if (m_grabbedObj == null)
{
return;
}
Rigidbody grabbedRigidbody = m_grabbedObj.grabbedRigidbody;
Vector3 grabbablePosition = pos + rot * m_grabbedObjectPosOff;
Quaternion grabbableRotation = rot * m_grabbedObjectRotOff;
if (m_movingObjectToHand)
{
float travel = m_objectPullVelocity * Time.deltaTime;
Vector3 dir = grabbablePosition - m_grabbedObj.transform.position;
if(travel * travel * 1.1f > dir.sqrMagnitude)
{
m_movingObjectToHand = false;
}
else
{
dir.Normalize();
grabbablePosition = m_grabbedObj.transform.position + dir * travel;
grabbableRotation = Quaternion.RotateTowards(m_grabbedObj.transform.rotation, grabbableRotation, m_objectPullMaxRotationRate * Time.deltaTime);
}
}
grabbedRigidbody.MovePosition(grabbablePosition);
grabbedRigidbody.MoveRotation(grabbableRotation);
}
static private DistanceGrabbable HitInfoToGrabbable(RaycastHit hitInfo)
{
if (hitInfo.collider != null)
{
GameObject go = hitInfo.collider.gameObject;
return go.GetComponent<DistanceGrabbable>() ?? go.GetComponentInParent<DistanceGrabbable>();
}
return null;
}
protected bool FindTarget(out DistanceGrabbable dgOut, out Collider collOut)
{
dgOut = null;
collOut = null;
float closestMagSq = float.MaxValue;
// First test for objects within the grab volume, if we're using those.
// (Some usage of DistanceGrabber will not use grab volumes, and will only
// use spherecasts, and that's supported.)
foreach (OVRGrabbable cg in m_grabCandidates.Keys)
{
DistanceGrabbable grabbable = cg as DistanceGrabbable;
bool canGrab = grabbable != null && grabbable.InRange && !(grabbable.isGrabbed && !grabbable.allowOffhandGrab);
if (canGrab && m_grabObjectsInLayer >= 0) canGrab = grabbable.gameObject.layer == m_grabObjectsInLayer;
if (!canGrab)
{
continue;
}
for (int j = 0; j < grabbable.grabPoints.Length; ++j)
{
Collider grabbableCollider = grabbable.grabPoints[j];
// Store the closest grabbable
Vector3 closestPointOnBounds = grabbableCollider.ClosestPointOnBounds(m_gripTransform.position);
float grabbableMagSq = (m_gripTransform.position - closestPointOnBounds).sqrMagnitude;
if (grabbableMagSq < closestMagSq)
{
bool accept = true;
if(m_preventGrabThroughWalls)
{
// NOTE: if this raycast fails, ideally we'd try other rays near the edges of the object, especially for large objects.
// NOTE 2: todo optimization: sort the objects before performing any raycasts.
Ray ray = new Ray();
ray.direction = grabbable.transform.position - m_gripTransform.position;
ray.origin = m_gripTransform.position;
RaycastHit obstructionHitInfo;
Debug.DrawRay(ray.origin, ray.direction, Color.red, 0.1f);
if (Physics.Raycast(ray, out obstructionHitInfo, m_maxGrabDistance, 1 << m_obstructionLayer, QueryTriggerInteraction.Ignore))
{
float distToObject = (grabbableCollider.ClosestPointOnBounds(m_gripTransform.position) - m_gripTransform.position).magnitude;
if(distToObject > obstructionHitInfo.distance * 1.1)
{
accept = false;
}
}
}
if(accept)
{
closestMagSq = grabbableMagSq;
dgOut = grabbable;
collOut = grabbableCollider;
}
}
}
}
if (dgOut == null && m_useSpherecast)
{
return FindTargetWithSpherecast(out dgOut, out collOut);
}
return dgOut != null;
}
protected bool FindTargetWithSpherecast(out DistanceGrabbable dgOut, out Collider collOut)
{
dgOut = null;
collOut = null;
Ray ray = new Ray(m_gripTransform.position, m_gripTransform.forward);
RaycastHit hitInfo;
// If no objects in grab volume, raycast.
// Potential optimization:
// In DistanceGrabbable.RefreshCrosshairs, we could move the object between collision layers.
// If it's in range, it would move into the layer DistanceGrabber.m_grabObjectsInLayer,
// and if out of range, into another layer so it's ignored by DistanceGrabber's SphereCast.
// However, we're limiting the SphereCast by m_maxGrabDistance, so the optimization doesn't seem
// essential.
int layer = (m_grabObjectsInLayer == -1) ? ~0 : 1 << m_grabObjectsInLayer;
if (Physics.SphereCast(ray, m_spherecastRadius, out hitInfo, m_maxGrabDistance, layer))
{
DistanceGrabbable grabbable = null;
Collider hitCollider = null;
if (hitInfo.collider != null)
{
grabbable = hitInfo.collider.gameObject.GetComponentInParent<DistanceGrabbable>();
hitCollider = grabbable == null ? null : hitInfo.collider;
if(grabbable)
{
dgOut = grabbable;
collOut = hitCollider;
}
}
if (grabbable != null && m_preventGrabThroughWalls)
{
// Found a valid hit. Now test to see if it's blocked by collision.
RaycastHit obstructionHitInfo;
ray.direction = hitInfo.point - m_gripTransform.position;
dgOut = grabbable;
collOut = hitCollider;
if (Physics.Raycast(ray, out obstructionHitInfo, m_maxGrabDistance, 1 << m_obstructionLayer, QueryTriggerInteraction.Ignore))
{
DistanceGrabbable obstruction = null;
if(hitInfo.collider != null)
{
obstruction = obstructionHitInfo.collider.gameObject.GetComponentInParent<DistanceGrabbable>();
}
if (obstruction != grabbable && obstructionHitInfo.distance < hitInfo.distance)
{
dgOut = null;
collOut = null;
}
}
}
}
return dgOut != null;
}
protected override void GrabVolumeEnable(bool enabled)
{
if(m_useSpherecast) enabled = false;
base.GrabVolumeEnable(enabled);
}
// Just here to allow calling of a protected member function.
protected override void OffhandGrabbed(OVRGrabbable grabbable)
{
base.OffhandGrabbed(grabbable);
}
}
}

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@@ -1,75 +0,0 @@
/************************************************************************************
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.
************************************************************************************/
/************************************************************************************
Quick implementation notes:
Grab candidates and grab range:
-------------------------------
The trigger volume on the OVRPlayerController, which also has a GrabManager component,
determines whether an object is in range or out of range.
Hands (via the DistanceGrabber component) determine the target object in one of two
ways, depending on bool m_useSpherecast:
true: cast a sphere of radius m_spherecastRadius at distance m_maxGrabDistance. Select
the first collision.
false: from all objects within the grab volume, select the closest object that can be
hit by a ray from the player's hand.
IMPORTANT NOTE: if you change the radius of the trigger volume on the
OVRPlayerController, you must ensure the spherecast or the grab volume on the grabbers
is big enough to reach all objects within that radius! Keep in mind the hand may be a
little behind or two the side of the player, so you need to make it somewhat larger
than the radius. There is no major concern with making it too large (aside from minor
performance questions), because if an object is not in range according to the
OVRPlayerController's trigger volume, it will not be considered for grabbing.
Crosshairs and Outlines:
------------------------
Objects with a DistanceGrabbable component draw their own in range / targeted
highlight. How these states are best presented is highly app-specific.
************************************************************************************/
using UnityEngine;
namespace OculusSampleFramework
{
public class GrabManager : MonoBehaviour
{
Collider m_grabVolume;
public Color OutlineColorInRange;
public Color OutlineColorHighlighted;
public Color OutlineColorOutOfRange;
void OnTriggerEnter(Collider otherCollider)
{
DistanceGrabbable dg = otherCollider.GetComponentInChildren<DistanceGrabbable>();
if(dg)
{
dg.InRange = true;
}
}
void OnTriggerExit(Collider otherCollider)
{
DistanceGrabbable dg = otherCollider.GetComponentInChildren<DistanceGrabbable>();
if(dg)
{
dg.InRange = false;
}
}
}
}

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@@ -1,12 +0,0 @@
fileFormatVersion: 2
guid: c2d153878a9f7eb45b0e02c0c739029a
timeCreated: 1492207162
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@@ -1,61 +0,0 @@
/************************************************************************************
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 <20>AS IS<49> 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;
namespace OculusSampleFramework
{
public class GrabbableCrosshair : MonoBehaviour
{
public enum CrosshairState { Disabled, Enabled, Targeted }
CrosshairState m_state = CrosshairState.Disabled;
Transform m_centerEyeAnchor;
[SerializeField]
GameObject m_targetedCrosshair = null;
[SerializeField]
GameObject m_enabledCrosshair = null;
private void Start()
{
m_centerEyeAnchor = GameObject.Find("CenterEyeAnchor").transform;
}
public void SetState(CrosshairState cs)
{
m_state = cs;
if (cs == CrosshairState.Disabled)
{
m_targetedCrosshair.SetActive(false);
m_enabledCrosshair.SetActive(false);
}
else if (cs == CrosshairState.Enabled)
{
m_targetedCrosshair.SetActive(false);
m_enabledCrosshair.SetActive(true);
}
else if (cs == CrosshairState.Targeted)
{
m_targetedCrosshair.SetActive(true);
m_enabledCrosshair.SetActive(false);
}
}
private void Update()
{
if (m_state != CrosshairState.Disabled)
{
transform.LookAt(m_centerEyeAnchor);
}
}
}
}

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@@ -1,12 +0,0 @@
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