Beispiel #1
0
    void _internalCreateMesh(EyeName eye)
    {
        int i = (int)eye;

        if (_RenderPlane == null)
        {
            _RenderPlane = new GameObject("RicohThetaMesh_" + eye.ToString());
        }
        MeshFilter mf = _RenderPlane.GetComponent <MeshFilter> ();

        if (mf == null)
        {
            mf = _RenderPlane.AddComponent <MeshFilter> ();
        }
        MeshRenderer mr = _RenderPlane.GetComponent <MeshRenderer> ();

        if (mr == null)
        {
            mr = _RenderPlane.AddComponent <MeshRenderer> ();
        }
        mf.mesh = MeshGenerator.GenerateSphere(1, 40, 40);

        mr.material             = Mat;
        transform.localPosition = new Vector3(0, 0, 0);
        transform.localRotation = Quaternion.identity;
        transform.localScale    = new Vector3(Scaler, Scaler, Scaler);
    }
Beispiel #2
0
    protected override MeshRenderer _internalCreateMesh(EyeName eye)
    {
        int i = (int)eye;

        if (_RenderPlane == null)
        {
            _RenderPlane = new GameObject("EyesRenderPlane_" + eye.ToString());
        }
        MeshFilter mf = _RenderPlane.GetComponent <MeshFilter> ();

        if (mf == null)
        {
            mf = _RenderPlane.AddComponent <MeshFilter> ();
        }
        MeshRenderer mr = _RenderPlane.GetComponent <MeshRenderer> ();

        if (mr == null)
        {
            mr = _RenderPlane.AddComponent <MeshRenderer> ();
        }

        mr.material      = Mat;
        mf.mesh.vertices = new Vector3[] {
            new Vector3(-1, -1, 1),
            new Vector3(1, -1, 1),
            new Vector3(1, 1, 1),
            new Vector3(-1, 1, 1)
        };
        Rect r = new Rect(0, 0, 1, 1);     // CamSource.GetEyeTextureCoords (eye);

        Vector2[] uv = new Vector2[] {
            new Vector2(r.x, r.y),
            new Vector2(r.x + r.width, r.y),
            new Vector2(r.x + r.width, r.y + r.height),
            new Vector2(r.x, r.y + r.height),
        };
        Matrix4x4 rotMat = Matrix4x4.identity;

        if (Src.Output.Configuration.Rotation[i] == CameraConfigurations.ECameraRotation.Flipped)
        {
            rotMat = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0, 0, 180), Vector3.one);
        }
        else if (Src.Output.Configuration.Rotation[i] == CameraConfigurations.ECameraRotation.CW)
        {
            rotMat = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0, 0, 90), Vector3.one);
        }
        else if (Src.Output.Configuration.Rotation[i] == CameraConfigurations.ECameraRotation.CCW)
        {
            rotMat = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0, 0, -90), Vector3.one);
        }
        for (int v = 0; v < 4; ++v)
        {
            Vector3 res = rotMat * (2 * uv[v] - Vector2.one);
            uv[v] = (new Vector2(res.x, res.y) + Vector2.one) * 0.5f;     //Vector2.one-uv[v];
            if (Src.Output.Configuration.FlipXAxis)
            {
                uv[v].x = 1 - uv[v].x;
            }
            if (Src.Output.Configuration.FlipYAxis)
            {
                uv[v].y = 1 - uv[v].y;
            }
            //	uv[v].y=1-uv[v].y;
        }
        mf.mesh.uv        = uv;
        mf.mesh.triangles = new int[]
        {
            0, 2, 1, 0, 3, 2
        };

        _RenderPlane.transform.localPosition = new Vector3(0, 0, 0);
        if (Eye == EyeName.LeftEye)
        {
            _RenderPlane.transform.localPosition = new Vector3(-0.032f, 0, 0);
        }
        else
        {
            _RenderPlane.transform.localPosition = new Vector3(0.032f, 0, 0);
        }
        _RenderPlane.transform.localRotation = Quaternion.identity;

        return(mr);
    }
    void _internalCreateMesh(EyeName eye)
    {
        int i = (int)eye;
        if(_RenderPlane==null)
            _RenderPlane = new GameObject("EyesRenderPlane_"+eye.ToString());
        MeshFilter mf = _RenderPlane.GetComponent<MeshFilter> ();
        if (mf == null) {
            mf = _RenderPlane.AddComponent<MeshFilter> ();
        }
        MeshRenderer mr = _RenderPlane.GetComponent<MeshRenderer> ();
        if (mr == null) {
            mr = _RenderPlane.AddComponent<MeshRenderer> ();
        }

        mr.material = Mat;
        mf.mesh.vertices = new Vector3[]{
            new Vector3( 1,-1,0),
            new Vector3(-1,-1,0),
            new Vector3(-1, 1,0),
            new Vector3( 1, 1,0)
        };
        Rect r = CamSource.GetEyeTextureCoords (eye);
        Vector2[] uv = new Vector2[]{
            new Vector2(r.x,r.y),
            new Vector2(r.x+r.width,r.y),
            new Vector2(r.x+r.width,r.y+r.height),
            new Vector2(r.x,r.y+r.height),
        };
        Matrix4x4 rotMat = Matrix4x4.identity;
        if (Src.Configuration.CamSettings.Rotation [i] == CameraConfigurations.ECameraRotation.Flipped) {
            rotMat = Matrix4x4.TRS (Vector3.zero, Quaternion.Euler (0, 0, 180), Vector3.one);
        } else if (Src.Configuration.CamSettings.Rotation [i] == CameraConfigurations.ECameraRotation.CW) {
            rotMat = Matrix4x4.TRS (Vector3.zero, Quaternion.Euler (0, 0, 90), Vector3.one);
        } else if (Src.Configuration.CamSettings.Rotation [i] == CameraConfigurations.ECameraRotation.CCW) {
            rotMat = Matrix4x4.TRS (Vector3.zero, Quaternion.Euler (0, 0, -90), Vector3.one);
        }
        for(int v=0;v<4;++v)
        {
            Vector3 res=rotMat*(2*uv[v]-Vector2.one);
            uv[v]=(new Vector2(res.x,res.y)+Vector2.one)*0.5f;//Vector2.one-uv[v];
            if(Src.Configuration.CamSettings.FlipXAxis)
            {
                uv[v].x=1-uv[v].x;
            }
        }
        mf.mesh.uv = uv;
        mf.mesh.triangles = new int[]
        {
            0,2,1,0,3,2
        };

        transform.localPosition =new Vector3 (0, 0, 1);
        transform.localRotation =Quaternion.identity;
    }