Initial Commit
This commit is contained in:
343
Assets/Oculus/Spatializer/scripts/OculusSpatializerUnity.cs
Normal file
343
Assets/Oculus/Spatializer/scripts/OculusSpatializerUnity.cs
Normal file
@@ -0,0 +1,343 @@
|
||||
/************************************************************************************
|
||||
Filename : OculusSpatializerUnity.cs
|
||||
Content : Interface into real-time geometry reflection engine for native Unity
|
||||
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
|
||||
|
||||
Licensed under the Oculus SDK Version 3.5 (the "License");
|
||||
you may not use the Oculus SDK except in compliance with the License,
|
||||
which is provided at the time of installation or download, or which
|
||||
otherwise accompanies this software in either electronic or hard copy form.
|
||||
|
||||
You may obtain a copy of the License at
|
||||
|
||||
https://developer.oculus.com/licenses/sdk-3.5/
|
||||
|
||||
Unless required by applicable law or agreed to in writing, the Oculus SDK
|
||||
distributed under the License is distributed on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
See the License for the specific language governing permissions and
|
||||
limitations under the License.
|
||||
************************************************************************************/
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System.Runtime.InteropServices;
|
||||
using AOT;
|
||||
|
||||
public class OculusSpatializerUnity : MonoBehaviour
|
||||
{
|
||||
public LayerMask layerMask = -1;
|
||||
public bool visualizeRoom = true;
|
||||
bool roomVisualizationInitialized = false;
|
||||
|
||||
public int raysPerSecond = 256;
|
||||
public float roomInterpSpeed = 0.9f;
|
||||
public float maxWallDistance = 50.0f;
|
||||
public int rayCacheSize = 512;
|
||||
|
||||
public bool dynamicReflectionsEnabled = true;
|
||||
float particleSize = 0.2f;
|
||||
float particleOffset = 0.1f;
|
||||
|
||||
GameObject room;
|
||||
Renderer[] wallRenderer = new Renderer[6];
|
||||
|
||||
float[] dims = new float[3] { 1.0f, 1.0f, 1.0f };
|
||||
float[] coefs = new float[6];
|
||||
|
||||
const int HIT_COUNT = 2048;
|
||||
|
||||
Vector3[] points = new Vector3[HIT_COUNT];
|
||||
Vector3[] normals = new Vector3[HIT_COUNT];
|
||||
|
||||
ParticleSystem sys;
|
||||
ParticleSystem.Particle[] particles = new ParticleSystem.Particle[HIT_COUNT];
|
||||
|
||||
|
||||
static LayerMask gLayerMask = -1;
|
||||
static Vector3 swapHandedness(Vector3 vec) { return new Vector3(vec.x, vec.y, -vec.z); }
|
||||
[MonoPInvokeCallback(typeof(AudioRaycastCallback))]
|
||||
static void AudioRaycast(Vector3 origin, Vector3 direction, out Vector3 point, out Vector3 normal, System.IntPtr data)
|
||||
{
|
||||
point = Vector3.zero;
|
||||
normal = Vector3.zero;
|
||||
|
||||
RaycastHit hitInfo;
|
||||
if (Physics.Raycast(swapHandedness(origin), swapHandedness(direction), out hitInfo, 1000.0f, gLayerMask.value))
|
||||
{
|
||||
point = swapHandedness(hitInfo.point);
|
||||
normal = swapHandedness(hitInfo.normal);
|
||||
}
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
OSP_Unity_AssignRaycastCallback(AudioRaycast, System.IntPtr.Zero);
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
OSP_Unity_AssignRaycastCallback(System.IntPtr.Zero, System.IntPtr.Zero);
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (dynamicReflectionsEnabled)
|
||||
{
|
||||
OSP_Unity_AssignRaycastCallback(AudioRaycast, System.IntPtr.Zero);
|
||||
}
|
||||
else
|
||||
{
|
||||
OSP_Unity_AssignRaycastCallback(System.IntPtr.Zero, System.IntPtr.Zero);
|
||||
}
|
||||
|
||||
OSP_Unity_SetDynamicRoomRaysPerSecond(raysPerSecond);
|
||||
OSP_Unity_SetDynamicRoomInterpSpeed(roomInterpSpeed);
|
||||
OSP_Unity_SetDynamicRoomMaxWallDistance(maxWallDistance);
|
||||
OSP_Unity_SetDynamicRoomRaysRayCacheSize(rayCacheSize);
|
||||
|
||||
gLayerMask = layerMask;
|
||||
OSP_Unity_UpdateRoomModel(1.0f);
|
||||
|
||||
if (visualizeRoom)
|
||||
{
|
||||
if (!roomVisualizationInitialized)
|
||||
{
|
||||
inititalizeRoomVisualization();
|
||||
roomVisualizationInitialized = true;
|
||||
}
|
||||
|
||||
Vector3 pos;
|
||||
OSP_Unity_GetRoomDimensions(dims, coefs, out pos);
|
||||
|
||||
pos.z *= -1; // swap to left-handed
|
||||
|
||||
var size = new Vector3(dims[0], dims[1], dims[2]);
|
||||
|
||||
float magSqrd = size.sqrMagnitude;
|
||||
|
||||
if (!float.IsNaN(magSqrd) && 0.0f < magSqrd && magSqrd < 1000000.0f)
|
||||
{
|
||||
transform.localScale = size * 0.999f;
|
||||
}
|
||||
|
||||
transform.position = pos;
|
||||
|
||||
OSP_Unity_GetRaycastHits(points, normals, HIT_COUNT);
|
||||
|
||||
for (int i = 0; i < HIT_COUNT; ++i)
|
||||
{
|
||||
if (points[i] == Vector3.zero)
|
||||
points[i].y = -10000.0f; // hide it
|
||||
|
||||
// swap to left-handed
|
||||
points[i].z *= -1;
|
||||
normals[i].z *= -1;
|
||||
|
||||
particles[i].position = points[i] + normals[i] * particleOffset;
|
||||
|
||||
if (normals[i] != Vector3.zero)
|
||||
particles[i].rotation3D = Quaternion.LookRotation(normals[i]).eulerAngles;
|
||||
|
||||
particles[i].startSize = particleSize;
|
||||
particles[i].startColor = new Color(208 / 255f, 38 / 255f, 174 / 255f, 1.0f);
|
||||
}
|
||||
|
||||
for (int wall = 0; wall < 6; ++wall)
|
||||
{
|
||||
var color = Color.Lerp(Color.red, Color.green, coefs[wall]);
|
||||
wallRenderer[wall].material.SetColor("_TintColor", color);
|
||||
}
|
||||
|
||||
sys.SetParticles(particles, particles.Length);
|
||||
}
|
||||
}
|
||||
|
||||
private void inititalizeRoomVisualization()
|
||||
{
|
||||
Debug.Log("Oculus Audio dynamic room estimation visualization enabled");
|
||||
transform.position = Vector3.zero; // move to the origin otherwise things are displaced
|
||||
|
||||
// Create a particle system to visualize the ray cast hits
|
||||
GameObject decalManager = new GameObject("DecalManager");
|
||||
decalManager.transform.parent = transform;
|
||||
sys = decalManager.AddComponent<ParticleSystem>();
|
||||
{
|
||||
var main = sys.main;
|
||||
main.simulationSpace = ParticleSystemSimulationSpace.World;
|
||||
main.loop = false;
|
||||
main.playOnAwake = false;
|
||||
var emission = sys.emission;
|
||||
emission.enabled = false;
|
||||
var shape = sys.shape;
|
||||
shape.enabled = false;
|
||||
var renderer = sys.GetComponent<ParticleSystemRenderer>();
|
||||
renderer.renderMode = ParticleSystemRenderMode.Mesh;
|
||||
renderer.material.shader = Shader.Find("Particles/Additive");
|
||||
|
||||
Texture2D decalTex;
|
||||
{
|
||||
const int SIZE = 64;
|
||||
const int RING_COUNT = 2;
|
||||
|
||||
decalTex = new Texture2D(SIZE, SIZE);
|
||||
const int HALF_SIZE = SIZE / 2;
|
||||
for (int i = 0; i < SIZE / 2; ++i)
|
||||
{
|
||||
for (int j = 0; j < SIZE / 2; ++j)
|
||||
{
|
||||
// distance from center
|
||||
float deltaX = (float)(HALF_SIZE - i);
|
||||
float deltaY = (float)(HALF_SIZE - j);
|
||||
float dist = Mathf.Sqrt((deltaX * deltaX) + (deltaY * deltaY));
|
||||
float t = (RING_COUNT * dist) / HALF_SIZE;
|
||||
|
||||
float alpha = (dist < HALF_SIZE) ? Mathf.Clamp01(Mathf.Sin(Mathf.PI * 2.0f * t)) : 0.0f;
|
||||
Color col = new Color(1.0f, 1.0f, 1.0f, alpha);
|
||||
|
||||
// Two way symmetry
|
||||
decalTex.SetPixel(i, j, col);
|
||||
decalTex.SetPixel(SIZE - i, j, col);
|
||||
decalTex.SetPixel(i, SIZE - j, col);
|
||||
decalTex.SetPixel(SIZE - i, SIZE - j, col);
|
||||
}
|
||||
}
|
||||
|
||||
decalTex.Apply();
|
||||
}
|
||||
|
||||
renderer.material.mainTexture = decalTex;
|
||||
// Make a quad
|
||||
var m = new Mesh();
|
||||
m.name = "ParticleQuad";
|
||||
const float size = 0.5f;
|
||||
m.vertices = new Vector3[] {
|
||||
new Vector3(-size, -size, 0.0f),
|
||||
new Vector3( size, -size, 0.0f),
|
||||
new Vector3( size, size, 0.0f),
|
||||
new Vector3(-size, size, 0.0f)
|
||||
};
|
||||
m.uv = new Vector2[] {
|
||||
new Vector2(0, 0),
|
||||
new Vector2(0, 1),
|
||||
new Vector2(1, 1),
|
||||
new Vector2(1, 0)
|
||||
};
|
||||
m.triangles = new int[] { 0, 1, 2, 0, 2, 3 };
|
||||
m.RecalculateNormals();
|
||||
renderer.mesh = m;
|
||||
|
||||
}
|
||||
sys.Emit(HIT_COUNT);
|
||||
|
||||
// Construct the visual representation of the room
|
||||
room = new GameObject("RoomVisualizer");
|
||||
room.transform.parent = transform;
|
||||
room.transform.localPosition = Vector3.zero;
|
||||
|
||||
Texture2D wallTex;
|
||||
{
|
||||
const int SIZE = 32;
|
||||
wallTex = new Texture2D(SIZE, SIZE);
|
||||
|
||||
Color transparent = new Color(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
for (int i = 0; i < SIZE; ++i)
|
||||
{
|
||||
for (int j = 0; j < SIZE; ++j)
|
||||
{
|
||||
wallTex.SetPixel(i, j, transparent);
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < SIZE; ++i)
|
||||
{
|
||||
Color color1 = Color.white * 0.125f;
|
||||
|
||||
wallTex.SetPixel(SIZE / 4, i, color1);
|
||||
wallTex.SetPixel(i, SIZE / 4, color1);
|
||||
|
||||
wallTex.SetPixel(3 * SIZE / 4, i, color1);
|
||||
wallTex.SetPixel(i, 3 * SIZE / 4, color1);
|
||||
|
||||
color1 *= 2.0f;
|
||||
|
||||
wallTex.SetPixel(SIZE / 2, i, color1);
|
||||
wallTex.SetPixel(i, SIZE / 2, color1);
|
||||
|
||||
color1 *= 2.0f;
|
||||
|
||||
wallTex.SetPixel(0, i, color1);
|
||||
wallTex.SetPixel(i, 0, color1);
|
||||
}
|
||||
wallTex.Apply();
|
||||
}
|
||||
|
||||
for (int wall = 0; wall < 6; ++wall)
|
||||
{
|
||||
var m = new Mesh();
|
||||
m.name = "Plane" + wall;
|
||||
const float size = 0.5f;
|
||||
var verts = new Vector3[4];
|
||||
|
||||
int axis = wall / 2;
|
||||
int sign = (wall % 2 == 0) ? 1 : -1;
|
||||
|
||||
for (int i = 0; i < 4; ++i)
|
||||
{
|
||||
verts[i][axis] = sign * size;
|
||||
verts[i][(axis + 1) % 3] = size * ((i == 1 || i == 2) ? 1 : -1);
|
||||
verts[i][(axis + 2) % 3] = size * ((i == 2 || i == 3) ? 1 : -1);
|
||||
}
|
||||
|
||||
m.vertices = verts;
|
||||
|
||||
m.uv = new Vector2[]
|
||||
{
|
||||
new Vector2(0, 0),
|
||||
new Vector2(0, 1),
|
||||
new Vector2(1, 1),
|
||||
new Vector2(1, 0)
|
||||
};
|
||||
|
||||
m.triangles = new int[] { 0, 1, 2, 0, 2, 3 };
|
||||
m.RecalculateNormals();
|
||||
var go = new GameObject("Wall_" + wall);
|
||||
go.AddComponent<MeshFilter>().mesh = m;
|
||||
var renderer = go.AddComponent<MeshRenderer>();
|
||||
wallRenderer[wall] = renderer;
|
||||
renderer.material.shader = Shader.Find("Particles/Additive");
|
||||
renderer.material.mainTexture = wallTex;
|
||||
renderer.material.mainTextureScale = new Vector2(8, 8);
|
||||
go.transform.parent = room.transform;
|
||||
room.transform.localPosition = Vector3.zero;
|
||||
}
|
||||
}
|
||||
|
||||
// * * * * * * * * * * * * *
|
||||
// Import functions
|
||||
public delegate void AudioRaycastCallback(Vector3 origin, Vector3 direction,
|
||||
out Vector3 point, out Vector3 normal,
|
||||
System.IntPtr data);
|
||||
|
||||
private const string strOSP = "AudioPluginOculusSpatializer";
|
||||
|
||||
[DllImport(strOSP)]
|
||||
private static extern int OSP_Unity_AssignRaycastCallback(AudioRaycastCallback callback, System.IntPtr data);
|
||||
[DllImport(strOSP)]
|
||||
private static extern int OSP_Unity_AssignRaycastCallback(System.IntPtr callback, System.IntPtr data);
|
||||
|
||||
[DllImport(strOSP)]
|
||||
private static extern int OSP_Unity_SetDynamicRoomRaysPerSecond(int RaysPerSecond);
|
||||
[DllImport(strOSP)]
|
||||
private static extern int OSP_Unity_SetDynamicRoomInterpSpeed(float InterpSpeed);
|
||||
[DllImport(strOSP)]
|
||||
private static extern int OSP_Unity_SetDynamicRoomMaxWallDistance(float MaxWallDistance);
|
||||
[DllImport(strOSP)]
|
||||
private static extern int OSP_Unity_SetDynamicRoomRaysRayCacheSize(int RayCacheSize);
|
||||
[DllImport(strOSP)]
|
||||
private static extern int OSP_Unity_UpdateRoomModel(float wetLevel); // call from main thread!!
|
||||
[DllImport(strOSP)]
|
||||
private static extern int OSP_Unity_GetRoomDimensions(float[] roomDimensions, float[] reflectionsCoefs, out Vector3 position);
|
||||
[DllImport(strOSP)]
|
||||
private static extern int OSP_Unity_GetRaycastHits(Vector3[] points, Vector3[] normals, int length);
|
||||
}
|
||||
Reference in New Issue
Block a user