DeltaVR/Assets/Oculus/Spatializer/scripts/OculusSpatializerUnity.cs
2023-05-08 15:56:10 +03:00

349 lines
12 KiB
C#

/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (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/oculussdk/
*
* 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.
*/
/************************************************************************************
* Filename : OculusSpatializerUnity.cs
* Content : Interface into real-time geometry reflection engine for native Unity
***********************************************************************************/
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);
}