Remove useless files, add hands
This commit is contained in:
parent
925d7f3b8a
commit
39ef3951cd
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@ -1049,3 +1049,27 @@ Tiles: 1
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Loading shader denoisePrepare72.ptx::oxMain...
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Loading shader denoiseFinish72.ptx::oxMain...
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Done
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2020-12-30
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Loading shader denoisePrepare.ptx::oxMain...
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2020-12-30
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Loading shader denoisePrepare.ptx::oxMain...
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Done
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2020-12-30
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Loading shader denoisePrepare72.ptx::oxMain...
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2020-12-30
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Loading shader denoisePrepareOIDN.ptx::oxMain...
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File diff suppressed because it is too large
Load Diff
@ -5083,3 +5083,412 @@ Running ftrace lodselect "C:\Users\tooma\AppData\Local\Temp\frender" "lodselect"
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2020-12-30
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Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA5 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA4 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA3 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA2 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA1 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LM0 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA9 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
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
|
||||
Loaded vertex shader: quad.vso
|
||||
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
|
||||
Rendering UV GBuffer for Main_scene_LMA10 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA19 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA18 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA17 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA16 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA15 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA14 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA13 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA12 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA11 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA20 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA21 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA8 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA7 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA6 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA5 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA4 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA3 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA2 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA1 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LM0 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA9 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
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
|
||||
Waiting on threads to park on joinable thread list timed out.
|
||||
2021-1-5
|
||||
Rendering UV GBuffer for Main_scene_LMA10 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA19 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA18 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA17 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA16 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA15 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA14 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA13 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA12 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA11 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA20 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA21 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA8 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA7 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA6 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA5 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA4 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA3 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA2 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA1 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LM0 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
Rendering smooth UV pos...
|
||||
Rendering UV GBuffer for Main_scene_LMA9 50
|
||||
RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
|
||||
Rendering faceted UV normal...
|
||||
Rendering UV pos...
|
||||
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_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
|
||||
Waiting on threads to park on joinable thread list timed out.
|
||||
|
Binary file not shown.
@ -77,12 +77,27 @@ Material:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- unity_Lightmaps:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- unity_LightmapsInd:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- unity_ShadowMasks:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
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Copyright 2011 The Montserrat Project Authors (https://github.com/JulietaUla/Montserrat)
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http://scripts.sil.org/OFL
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-----------------------------------------------------------
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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-----------------------------------------------------------
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PREAMBLE
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development of collaborative font projects, to support the font creation
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efforts of academic and linguistic communities, and to provide a free and
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open framework in which fonts may be shared and improved in partnership
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with others.
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names are not used by derivative works. The fonts and derivatives,
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however, cannot be released under any other type of license. The
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requirement for fonts to remain under this license does not apply
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to any document created using the fonts or their derivatives.
|
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DEFINITIONS
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"Font Software" refers to the set of files released by the Copyright
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|
||||
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|
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|
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included either as stand-alone text files, human-readable headers or
|
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in the appropriate machine-readable metadata fields within text or
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|
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|
||||
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|
||||
Modified Version, except to acknowledge the contribution(s) of the
|
||||
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||
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|
||||
|
||||
5) The Font Software, modified or unmodified, in part or in whole,
|
||||
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|
||||
distributed under any other license. The requirement for fonts to
|
||||
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|
||||
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
|
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OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
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INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
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OTHER DEALINGS IN THE FONT SOFTWARE.
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/************************************************************************************
|
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Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
|
||||
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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]
|
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private RectTransform radioPrefab = null;
|
||||
|
||||
[SerializeField]
|
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private GameObject uiHelpersToInstantiate = null;
|
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|
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[SerializeField]
|
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private Transform[] targetContentPanels = null;
|
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|
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private bool[] reEnable;
|
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|
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[SerializeField]
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private List<GameObject> toEnable = null;
|
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[SerializeField]
|
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private List<GameObject> toDisable = null;
|
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|
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public static DebugUIBuilder instance;
|
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|
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public delegate void OnClick();
|
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public delegate void OnToggleValueChange(Toggle t);
|
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public delegate void OnSlider(float f);
|
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public delegate bool ActiveUpdate();
|
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|
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private const float elementSpacing = 16.0f;
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private const float marginH = 16.0f;
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private const float marginV = 16.0f;
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private Vector2[] insertPositions;
|
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private List<RectTransform>[] insertedElements;
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private Vector3 menuOffset;
|
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OVRCameraRig rig;
|
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private Dictionary<string, ToggleGroup> radioGroups = new Dictionary<string, ToggleGroup>();
|
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LaserPointer lp;
|
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LineRenderer lr;
|
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|
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public LaserPointer.LaserBeamBehavior laserBeamBehavior;
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|
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public void Awake()
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{
|
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Debug.Assert(instance == null);
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instance = this;
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menuOffset = transform.position; // TODO: this is unpredictable/busted
|
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gameObject.SetActive(false);
|
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rig = FindObjectOfType<OVRCameraRig>();
|
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for (int i = 0; i < toEnable.Count; ++i)
|
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{
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toEnable[i].SetActive(false);
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}
|
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|
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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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e679f22b1a03b94448cb5d40d9024213
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,54 +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.
|
||||
|
||||
************************************************************************************/
|
||||
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;
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ef803169364cc6e4d9b4df31d9c7fed7
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,165 +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.
|
||||
|
||||
************************************************************************************/
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
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||||
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Assets/Oculus/SampleFramework/Core/DebugUI/Textures/button.png
(Stored with Git LFS)
BIN
Assets/Oculus/SampleFramework/Core/DebugUI/Textures/button.png
(Stored with Git LFS)
Binary file not shown.
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mipMapFadeDistanceStart: 1
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mipMapFadeDistanceEnd: 3
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bumpmap:
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||||
assetBundleName:
|
||||
assetBundleVariant:
|
BIN
Assets/Oculus/SampleFramework/Core/DebugUI/Textures/slider_slider.png
(Stored with Git LFS)
BIN
Assets/Oculus/SampleFramework/Core/DebugUI/Textures/slider_slider.png
(Stored with Git LFS)
Binary file not shown.
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