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