Ejemplo n.º 1
0
        // Token: 0x0600053F RID: 1343 RVA: 0x0001A7A0 File Offset: 0x000189A0
        public static float Angle(global::UnityEngine.Vector3 v1, global::UnityEngine.Vector3 v2)
        {
            float num  = global::UnityEngine.Mathf.Atan2(v1.x, v1.z) * 57.29578f;
            float num2 = global::UnityEngine.Mathf.Atan2(v2.x, v2.z) * 57.29578f;

            return(global::UnityEngine.Mathf.DeltaAngle(num, num2));
        }
Ejemplo n.º 2
0
        // Token: 0x06000211 RID: 529 RVA: 0x0000D6A8 File Offset: 0x0000B8A8
        public void Update()
        {
            global::UnityEngine.Vector3 forward = base.transform.forward;
            global::System.Collections.Generic.List <global::UnityEngine.Vector3> list = new global::System.Collections.Generic.List <global::UnityEngine.Vector3>();
            global::UnityEngine.Vector3 position = base.transform.position;
            float num  = -(this.Velocity * base.transform.forward).y * this.Scale;
            float num2 = global::UnityEngine.Physics.gravity.y * this.Scale;
            float num3 = position.y - this.Offset;
            float num4 = (global::UnityEngine.Mathf.Sqrt(num * num - 2f * num2 * num3) + num) / num2;
            float num5 = (num - global::UnityEngine.Mathf.Sqrt(num * num - 2f * num2 * num3)) / num2;
            float num6 = global::UnityEngine.Mathf.Max(num4, num5);

            num6 = global::UnityEngine.Mathf.Abs(num6);
            float num7 = num6 / (float)this.VertexCount;

            for (int j = 0; j <= this.VertexCount; j++)
            {
                float num8 = global::UnityEngine.Mathf.Clamp((float)j / ((float)this.VertexCount - 1f) * num6 + global::UnityEngine.Time.time * this.UvSpeed % 2f * num7 - num7, 0f, num6);
                list.Add(base.transform.InverseTransformPoint(position + (forward * this.Velocity * num8 + 0.5f * global::UnityEngine.Physics.gravity * num8 * num8) * this.Scale));
            }
            this.target   = base.transform.position + (forward * this.Velocity * num6 + 0.5f * global::UnityEngine.Physics.gravity * num6 * num6) * this.Scale;
            this.target.y = 0f;
            base.GetComponent <global::UnityEngine.Renderer>().material.mainTextureOffset += new global::UnityEngine.Vector2(this.UvSpeed * global::UnityEngine.Time.deltaTime, 0f);
            this._mesh.vertices = list.ToArray();
            this._mesh.SetIndices(global::System.Linq.Enumerable.ToArray <int>(global::System.Linq.Enumerable.SelectMany <int, int>(global::System.Linq.Enumerable.Where <int>(global::System.Linq.Enumerable.Select <global::UnityEngine.Vector3, int>(global::System.Linq.Enumerable.Take <global::UnityEngine.Vector3>(list, list.Count - 1), (global::UnityEngine.Vector3 ve, int i) => i), (int i) => i % 2 == 0), (int i) => new int[]
            {
                i,
                i + 1
            })), 3, 0);
            this._MeshFilter.mesh = this._mesh;
        }
Ejemplo n.º 3
0
        // Token: 0x060004BA RID: 1210 RVA: 0x000186A8 File Offset: 0x000168A8
        private bool IsWithinRange(global::VRGIN.Visuals.GUIQuad quad)
        {
            bool flag = !this.Laser;
            bool result;

            if (flag)
            {
                result = false;
            }
            else
            {
                bool flag2 = quad.transform.parent == base.transform;
                if (flag2)
                {
                    result = false;
                }
                else
                {
                    global::UnityEngine.Vector3 vector    = -quad.transform.forward;
                    global::UnityEngine.Vector3 position  = quad.transform.position;
                    global::UnityEngine.Vector3 position2 = this.Laser.transform.position;
                    global::UnityEngine.Vector3 forward   = this.Laser.transform.forward;
                    float num = -quad.transform.InverseTransformPoint(position2).z *quad.transform.localScale.magnitude;
                    result = (num > 0f && num < this.GetRange(quad) && global::UnityEngine.Vector3.Dot(vector, forward) < 0f);
                }
            }
            return(result);
        }
Ejemplo n.º 4
0
 // Token: 0x060002CA RID: 714 RVA: 0x00010DC8 File Offset: 0x0000EFC8
 private global::UnityEngine.Quaternion GetAverageRotation()
 {
     global::UnityEngine.Vector3 normalized  = (this._Right.position - this._Left.position).normalized;
     global::UnityEngine.Vector3 vector      = global::UnityEngine.Vector3.Lerp(this._Left.forward, this._Right.forward, 0.5f);
     global::UnityEngine.Vector3 normalized2 = global::UnityEngine.Vector3.Cross(normalized, vector).normalized;
     return(global::UnityEngine.Quaternion.LookRotation(normalized2, vector));
 }
Ejemplo n.º 5
0
            // Token: 0x06000AC9 RID: 2761 RVA: 0x00021698 File Offset: 0x0001F898
            protected override void OnUpdate()
            {
                base.OnUpdate();
                this.IsDragging = (this.GetDevice(global::VRGIN.Core.VR.Mode.Left).GetPress(global::Valve.VR.EVRButtonId.k_EButton_Axis1) && this.GetDevice(global::VRGIN.Core.VR.Mode.Right).GetPress(global::Valve.VR.EVRButtonId.k_EButton_Axis1));
                bool isDragging = this.IsDragging;

                if (isDragging)
                {
                    bool flag = this._StartScale == null;
                    if (flag)
                    {
                        this.Initialize();
                    }
                    global::UnityEngine.Vector3 position  = global::VRGIN.Core.VR.Mode.Left.transform.position;
                    global::UnityEngine.Vector3 position2 = global::VRGIN.Core.VR.Mode.Right.transform.position;
                    float num  = global::UnityEngine.Vector3.Distance(position, position2);
                    float num2 = global::UnityEngine.Vector3.Distance(this._StartLeft.Value, this._StartRight.Value);
                    global::UnityEngine.Vector3    vector          = position2 - position;
                    global::UnityEngine.Vector3    vector2         = position + vector * 0.5f;
                    global::UnityEngine.Quaternion quaternion      = global::UnityEngine.Quaternion.Inverse(global::VRGIN.Core.VR.Camera.SteamCam.origin.rotation);
                    global::UnityEngine.Quaternion averageRotation = this.GetAverageRotation();
                    global::UnityEngine.Quaternion quaternion2     = quaternion * averageRotation * global::UnityEngine.Quaternion.Inverse(quaternion * this._StartRotationController);
                    this._Gui.transform.localScale    = num / num2 * this._StartScale.Value;
                    this._Gui.transform.localRotation = quaternion2 * this._StartRotation.Value;
                    this._Gui.transform.position      = vector2 + averageRotation * global::UnityEngine.Quaternion.Inverse(this._StartRotationController) * this._OffsetFromCenter.Value;
                }
                else
                {
                    this._StartScale = default(global::UnityEngine.Vector3?);
                }
            }
Ejemplo n.º 6
0
        // Token: 0x06000540 RID: 1344 RVA: 0x0001A7EC File Offset: 0x000189EC
        public static global::UnityEngine.Vector3 GetForwardVector(global::UnityEngine.Quaternion rotation)
        {
            global::UnityEngine.Vector3 vector  = rotation * global::UnityEngine.Vector3.forward;
            global::UnityEngine.Vector3 vector2 = vector.WithY(0f);
            bool flag = (double)vector2.magnitude < 0.3;

            global::UnityEngine.Vector3 result;
            if (flag)
            {
                bool flag2 = vector.y > 0f;
                if (flag2)
                {
                    result = (rotation * global::UnityEngine.Vector3.down).WithY(0f).normalized;
                }
                else
                {
                    result = (rotation * global::UnityEngine.Vector3.up).WithY(0f).normalized;
                }
            }
            else
            {
                bool flag3 = global::UnityEngine.Vector3.Dot(global::UnityEngine.Vector3.up, rotation * global::UnityEngine.Vector3.up) < 0f;
                if (flag3)
                {
                    result = -vector2.normalized;
                }
                else
                {
                    result = vector2.normalized;
                }
            }
            return(result);
        }
Ejemplo n.º 7
0
 // Token: 0x0600057D RID: 1405 RVA: 0x0001B524 File Offset: 0x00019724
 public static global::UnityEngine.Vector3 GetBarycentric(global::UnityEngine.Vector2 v1, global::UnityEngine.Vector2 v2, global::UnityEngine.Vector2 v3, global::UnityEngine.Vector2 p)
 {
     global::UnityEngine.Vector3 vector = default(global::UnityEngine.Vector3);
     vector.x = ((v2.y - v3.y) * (p.x - v3.x) + (v3.x - v2.x) * (p.y - v3.y)) / ((v2.y - v3.y) * (v1.x - v3.x) + (v3.x - v2.x) * (v1.y - v3.y));
     vector.y = ((v3.y - v1.y) * (p.x - v3.x) + (v1.x - v3.x) * (p.y - v3.y)) / ((v3.y - v1.y) * (v2.x - v3.x) + (v1.x - v3.x) * (v2.y - v3.y));
     vector.z = 1f - vector.x - vector.y;
     return(vector);
 }
Ejemplo n.º 8
0
 // Token: 0x06000ACA RID: 2762 RVA: 0x00021858 File Offset: 0x0001FA58
 private global::UnityEngine.Quaternion GetAverageRotation()
 {
     global::UnityEngine.Vector3 position    = global::VRGIN.Core.VR.Mode.Left.transform.position;
     global::UnityEngine.Vector3 position2   = global::VRGIN.Core.VR.Mode.Right.transform.position;
     global::UnityEngine.Vector3 normalized  = (position2 - position).normalized;
     global::UnityEngine.Vector3 vector      = global::UnityEngine.Vector3.Lerp(global::VRGIN.Core.VR.Mode.Left.transform.forward, global::VRGIN.Core.VR.Mode.Right.transform.forward, 0.5f);
     global::UnityEngine.Vector3 normalized2 = global::UnityEngine.Vector3.Cross(normalized, vector).normalized;
     return(global::UnityEngine.Quaternion.LookRotation(normalized2, vector));
 }
Ejemplo n.º 9
0
 // Token: 0x060005E1 RID: 1505 RVA: 0x0001CE80 File Offset: 0x0001B080
 public global::UnityEngine.Quaternion GetBodyOrientation()
 {
     global::UnityEngine.Transform boneTransform  = this._animator.GetBoneTransform(11);
     global::UnityEngine.Transform boneTransform2 = this._animator.GetBoneTransform(12);
     global::UnityEngine.Transform boneTransform3 = this._animator.GetBoneTransform(0);
     global::UnityEngine.Vector3   normalized     = (global::UnityEngine.Vector3.Lerp(boneTransform.position, boneTransform2.position, 0.5f) - boneTransform3.position).normalized;
     global::UnityEngine.Vector3   normalized2    = ((boneTransform2.position - boneTransform.position).normalized + boneTransform3.right).normalized;
     global::UnityEngine.Vector3   vector         = -global::UnityEngine.Vector3.Cross(normalized, normalized2).normalized;
     return(global::UnityEngine.Quaternion.LookRotation(vector, normalized));
 }
Ejemplo n.º 10
0
        // Token: 0x0600027B RID: 635 RVA: 0x0000F38C File Offset: 0x0000D58C
        public virtual void MoveToPosition(global::UnityEngine.Vector3 targetPosition, global::UnityEngine.Quaternion rotation = default(global::UnityEngine.Quaternion), bool ignoreHeight = true)
        {
            this.ApplyRotation(rotation);
            float num  = ignoreHeight ? 0f : targetPosition.y;
            float num2 = ignoreHeight ? 0f : global::VRGIN.Core.VR.Camera.SteamCam.head.position.y;

            targetPosition..ctor(targetPosition.x, num, targetPosition.z);
            global::UnityEngine.Vector3 vector;
            vector..ctor(global::VRGIN.Core.VR.Camera.SteamCam.head.position.x, num2, global::VRGIN.Core.VR.Camera.SteamCam.head.position.z);
            global::VRGIN.Core.VR.Camera.SteamCam.origin.position += targetPosition - vector;
        }
Ejemplo n.º 11
0
        // Token: 0x0600027C RID: 636 RVA: 0x0000F44C File Offset: 0x0000D64C
        public virtual void ApplyRotation(global::UnityEngine.Quaternion rotation)
        {
            global::UnityEngine.Vector3 forwardVector  = global::VRGIN.Helpers.Calculator.GetForwardVector(rotation);
            global::UnityEngine.Vector3 forwardVector2 = global::VRGIN.Helpers.Calculator.GetForwardVector(global::VRGIN.Core.VR.Camera.SteamCam.head.rotation);
            bool flag = global::UnityEngine.Vector3.Dot(forwardVector, forwardVector2) < 0.99f;

            if (flag)
            {
                global::VRGIN.Core.VR.Camera.SteamCam.origin.rotation *= global::UnityEngine.Quaternion.FromToRotation(forwardVector2, forwardVector);
            }
        }
Ejemplo n.º 12
0
 // Token: 0x0600042E RID: 1070 RVA: 0x00015084 File Offset: 0x00013284
 public static global::VRGIN.Controls.HelpText Create(string text, global::UnityEngine.Transform target, global::UnityEngine.Vector3 textOffset, global::UnityEngine.Vector3?lineOffset = null)
 {
     global::VRGIN.Controls.HelpText helpText = new global::UnityEngine.GameObject().AddComponent <global::VRGIN.Controls.HelpText>();
     helpText._Text       = text;
     helpText._Target     = target;
     helpText._TextOffset = textOffset;
     helpText._LineOffset = ((lineOffset != null) ? lineOffset.Value : global::UnityEngine.Vector3.zero);
     global::UnityEngine.Vector3 vector = (lineOffset != null) ? (textOffset - lineOffset.Value) : textOffset;
     helpText._HeightVector   = global::UnityEngine.Vector3.Project(vector, global::UnityEngine.Vector3.up);
     helpText._MovementVector = global::UnityEngine.Vector3.ProjectOnPlane(vector, global::UnityEngine.Vector3.up);
     return(helpText);
 }
Ejemplo n.º 13
0
        // Token: 0x0600057A RID: 1402 RVA: 0x0001B45C File Offset: 0x0001965C
        protected override void OnUpdate()
        {
            base.OnUpdate();
            bool flag = this._RootNode && global::VRGIN.Core.VR.Camera.SteamCam.head.transform;

            if (flag)
            {
                global::UnityEngine.Transform transform  = global::VRGIN.Core.VR.Camera.SteamCam.head.transform;
                global::UnityEngine.Vector3   normalized = (transform.position - this._RootNode.position).normalized;
                this.Target.transform.position = transform.position + normalized * this.Offset;
            }
        }
Ejemplo n.º 14
0
            // Token: 0x06000ACB RID: 2763 RVA: 0x000218F4 File Offset: 0x0001FAF4
            private void Initialize()
            {
                this._StartLeft               = new global::UnityEngine.Vector3?(global::VRGIN.Core.VR.Mode.Left.transform.position);
                this._StartRight              = new global::UnityEngine.Vector3?(global::VRGIN.Core.VR.Mode.Right.transform.position);
                this._StartScale              = new global::UnityEngine.Vector3?(this._Gui.transform.localScale);
                this._StartRotation           = new global::UnityEngine.Quaternion?(this._Gui.transform.localRotation);
                this._StartPosition           = new global::UnityEngine.Vector3?(this._Gui.transform.position);
                this._StartRotationController = this.GetAverageRotation();
                float num = global::UnityEngine.Vector3.Distance(this._StartLeft.Value, this._StartRight.Value);

                global::UnityEngine.Vector3 vector  = this._StartRight.Value - this._StartLeft.Value;
                global::UnityEngine.Vector3 vector2 = this._StartLeft.Value + vector * 0.5f;
                this._OffsetFromCenter = new global::UnityEngine.Vector3?(base.transform.position - vector2);
            }
Ejemplo n.º 15
0
        // Token: 0x060002C4 RID: 708 RVA: 0x00010A74 File Offset: 0x0000EC74
        public GuiScaler(global::VRGIN.Visuals.GUIQuad gui, global::UnityEngine.Transform left, global::UnityEngine.Transform right)
        {
            this._Gui                     = gui;
            this._Left                    = left;
            this._Right                   = right;
            this._StartLeft               = new global::UnityEngine.Vector3?(left.position);
            this._StartRight              = new global::UnityEngine.Vector3?(right.position);
            this._StartScale              = new global::UnityEngine.Vector3?(this._Gui.transform.localScale);
            this._StartRotation           = new global::UnityEngine.Quaternion?(this._Gui.transform.localRotation);
            this._StartPosition           = new global::UnityEngine.Vector3?(this._Gui.transform.position);
            this._StartRotationController = this.GetAverageRotation();
            float num = global::UnityEngine.Vector3.Distance(this._StartLeft.Value, this._StartRight.Value);

            global::UnityEngine.Vector3 vector  = this._StartRight.Value - this._StartLeft.Value;
            global::UnityEngine.Vector3 vector2 = this._StartLeft.Value + vector * 0.5f;
            this._OffsetFromCenter = new global::UnityEngine.Vector3?(this._Gui.transform.position - vector2);
        }
Ejemplo n.º 16
0
        // Token: 0x060002C9 RID: 713 RVA: 0x00010C5C File Offset: 0x0000EE5C
        public void Update()
        {
            bool flag = !this._Left || !this._Right;

            if (!flag)
            {
                float num  = global::UnityEngine.Vector3.Distance(this._Left.position, this._Right.position);
                float num2 = global::UnityEngine.Vector3.Distance(this._StartLeft.Value, this._StartRight.Value);
                global::UnityEngine.Vector3    vector          = this._Right.position - this._Left.position;
                global::UnityEngine.Vector3    vector2         = this._Left.position + vector * 0.5f;
                global::UnityEngine.Quaternion quaternion      = global::UnityEngine.Quaternion.Inverse(global::VRGIN.Core.VR.Camera.SteamCam.origin.rotation);
                global::UnityEngine.Quaternion averageRotation = this.GetAverageRotation();
                global::UnityEngine.Quaternion quaternion2     = quaternion * averageRotation * global::UnityEngine.Quaternion.Inverse(quaternion * this._StartRotationController);
                this._Gui.transform.localScale    = num / num2 * this._StartScale.Value;
                this._Gui.transform.localRotation = quaternion2 * this._StartRotation.Value;
                this._Gui.transform.position      = vector2 + averageRotation * global::UnityEngine.Quaternion.Inverse(this._StartRotationController) * this._OffsetFromCenter.Value;
            }
        }
Ejemplo n.º 17
0
    // Token: 0x0600007E RID: 126 RVA: 0x00005FC0 File Offset: 0x000041C0
    public static bool Solve(global::UnityEngine.Vector3 start, global::UnityEngine.Vector3 end, global::UnityEngine.Vector3 poleVector, float jointDist, float targetDist, ref global::UnityEngine.Vector3 result, out global::UnityEngine.Vector3 forward, out global::UnityEngine.Vector3 up)
    {
        float num = jointDist + targetDist;

        global::UnityEngine.Vector3 vector     = end - start;
        global::UnityEngine.Vector3 normalized = (poleVector - start).normalized;
        float magnitude = vector.magnitude;

        result = start;
        bool flag = magnitude < 0.001f;

        if (flag)
        {
            result += normalized * jointDist;
            forward = global::UnityEngine.Vector3.Cross(normalized, global::UnityEngine.Vector3.up);
            up      = global::UnityEngine.Vector3.Cross(forward, normalized).normalized;
        }
        else
        {
            forward = vector * (1f / magnitude);
            up      = global::UnityEngine.Vector3.Cross(forward, normalized).normalized;
            bool flag2 = magnitude + 0.001f < num;
            if (flag2)
            {
                float num2  = (num + magnitude) * 0.5f;
                bool  flag3 = num2 > jointDist + 0.001f && num2 > targetDist + 0.001f;
                if (flag3)
                {
                    float num3 = global::UnityEngine.Mathf.Sqrt(num2 * (num2 - jointDist) * (num2 - targetDist) * (num2 - magnitude));
                    float num4 = 2f * num3 / magnitude;
                    float num5 = global::UnityEngine.Mathf.Sqrt(jointDist * jointDist - num4 * num4);
                    global::UnityEngine.Vector3 vector2 = global::UnityEngine.Vector3.Cross(up, forward);
                    result += forward * num5 + vector2 * num4;
                    return(true);
                }
                result += normalized * jointDist;
            }
            else
            {
                result += forward * jointDist;
            }
        }
        return(false);
    }
Ejemplo n.º 18
0
        // Token: 0x06000632 RID: 1586 RVA: 0x0001DEF0 File Offset: 0x0001C0F0
        private static string FieldToString(string memberName, object value)
        {
            bool   flag = value == null;
            string result;

            if (flag)
            {
                result = null;
            }
            else
            {
                if (memberName != null)
                {
                    if (memberName == "cullingMask")
                    {
                        return(string.Join(", ", global::EscalationVR.UnityHelper.GetLayerNames((int)value)));
                    }
                    if (memberName == "renderer")
                    {
                        return(((global::UnityEngine.Renderer)value).material.shader.name);
                    }
                }
                bool flag2 = value is global::UnityEngine.Vector3;
                if (flag2)
                {
                    global::UnityEngine.Vector3 vector = (global::UnityEngine.Vector3)value;
                    result = string.Format("({0:0.000}, {1:0.000}, {2:0.000})", vector.x, vector.y, vector.z);
                }
                else
                {
                    bool flag3 = value is global::UnityEngine.Vector2;
                    if (flag3)
                    {
                        global::UnityEngine.Vector2 vector2 = (global::UnityEngine.Vector2)value;
                        result = string.Format("({0:0.000}, {1:0.000})", vector2.x, vector2.y);
                    }
                    else
                    {
                        result = value.ToString();
                    }
                }
            }
            return(result);
        }
Ejemplo n.º 19
0
    // Token: 0x06000066 RID: 102 RVA: 0x000049B8 File Offset: 0x00002BB8
    public float GetTargetDistance()
    {
        bool  flag = this.target == null;
        float result;

        if (flag)
        {
            result = this.config.near + 0.01f;
        }
        else
        {
            global::UnityEngine.Transform transform  = this.cam.transform;
            global::UnityEngine.Vector3   normalized = new global::UnityEngine.Vector3(transform.forward.x, 0f, transform.forward.z).normalized;
            global::UnityEngine.Vector3   vector     = this.target.position + new global::UnityEngine.Vector3(this.target.forward.x, 0f, this.target.forward.z).normalized *this.config.hmdOffset;
            float num = -new global::UnityEngine.Plane(normalized, vector).GetDistanceToPoint(transform.position);
            result = global::UnityEngine.Mathf.Clamp(num, this.config.near + 0.01f, this.config.far - 0.01f);
        }
        return(result);
    }
Ejemplo n.º 20
0
    // Token: 0x060000A5 RID: 165 RVA: 0x00007F94 File Offset: 0x00006194
    public void DrawWireframe()
    {
        bool flag = this.vertices == null || this.vertices.Length == 0;

        if (!flag)
        {
            global::UnityEngine.Vector3 vector = base.transform.TransformVector(global::UnityEngine.Vector3.up * this.wireframeHeight);
            for (int i = 0; i < 4; i++)
            {
                int num = (i + 1) % 4;
                global::UnityEngine.Vector3 vector2 = base.transform.TransformPoint(this.vertices[i]);
                global::UnityEngine.Vector3 vector3 = vector2 + vector;
                global::UnityEngine.Vector3 vector4 = base.transform.TransformPoint(this.vertices[num]);
                global::UnityEngine.Vector3 vector5 = vector4 + vector;
                global::UnityEngine.Gizmos.DrawLine(vector2, vector3);
                global::UnityEngine.Gizmos.DrawLine(vector2, vector4);
                global::UnityEngine.Gizmos.DrawLine(vector3, vector5);
            }
        }
    }
    // Token: 0x060000DC RID: 220 RVA: 0x00009B6C File Offset: 0x00007D6C
    public void Set(global::UnityEngine.Vector3 N, float phi0, float phi1, float theta0, float theta1, global::UnityEngine.Vector3 uAxis, global::UnityEngine.Vector3 uOrigin, float uScale, global::UnityEngine.Vector3 vAxis, global::UnityEngine.Vector3 vOrigin, float vScale)
    {
        bool flag = global::SteamVR_SphericalProjection.material == null;

        if (flag)
        {
            global::SteamVR_SphericalProjection.material = new global::UnityEngine.Material(global::EscalationVR.UnityHelper.GetShader("Custom/SteamVR_SphericalProjection"));
        }
        global::SteamVR_SphericalProjection.material.SetVector("_N", new global::UnityEngine.Vector4(N.x, N.y, N.z));
        global::SteamVR_SphericalProjection.material.SetFloat("_Phi0", phi0 * 0.0174532924f);
        global::SteamVR_SphericalProjection.material.SetFloat("_Phi1", phi1 * 0.0174532924f);
        global::SteamVR_SphericalProjection.material.SetFloat("_Theta0", theta0 * 0.0174532924f + 1.57079637f);
        global::SteamVR_SphericalProjection.material.SetFloat("_Theta1", theta1 * 0.0174532924f + 1.57079637f);
        global::SteamVR_SphericalProjection.material.SetVector("_UAxis", uAxis);
        global::SteamVR_SphericalProjection.material.SetVector("_VAxis", vAxis);
        global::SteamVR_SphericalProjection.material.SetVector("_UOrigin", uOrigin);
        global::SteamVR_SphericalProjection.material.SetVector("_VOrigin", vOrigin);
        global::SteamVR_SphericalProjection.material.SetFloat("_UScale", uScale);
        global::SteamVR_SphericalProjection.material.SetFloat("_VScale", vScale);
    }
Ejemplo n.º 22
0
 // Token: 0x0600057F RID: 1407 RVA: 0x0001B6A4 File Offset: 0x000198A4
 public static global::UnityEngine.Vector3[] GetMappedPoints(this global::UnityEngine.Mesh aMesh, global::UnityEngine.Vector2 aUVPos)
 {
     global::System.Collections.Generic.List <global::UnityEngine.Vector3> list = new global::System.Collections.Generic.List <global::UnityEngine.Vector3>();
     global::UnityEngine.Vector3[] vertices = aMesh.vertices;
     global::UnityEngine.Vector2[] uv       = aMesh.uv;
     int[] triangles = aMesh.triangles;
     for (int i = 0; i < triangles.Length; i += 3)
     {
         int num  = triangles[i];
         int num2 = triangles[i + 1];
         int num3 = triangles[i + 2];
         global::UnityEngine.Vector3 barycentric = global::VRGIN.Helpers.MeshExtension.GetBarycentric(uv[num], uv[num2], uv[num3], aUVPos);
         bool flag = global::VRGIN.Helpers.MeshExtension.InTriangle(barycentric);
         if (flag)
         {
             global::UnityEngine.Vector3 vector = barycentric.x * vertices[num] + barycentric.y * vertices[num2] + barycentric.z * vertices[num3];
             list.Add(vector);
         }
     }
     return(list.ToArray());
 }
Ejemplo n.º 23
0
        // Token: 0x060004BB RID: 1211 RVA: 0x0001878C File Offset: 0x0001698C
        private bool Raycast(global::VRGIN.Visuals.GUIQuad quad, out global::UnityEngine.RaycastHit hit)
        {
            global::UnityEngine.Vector3  position  = this.Laser.transform.position;
            global::UnityEngine.Vector3  forward   = this.Laser.transform.forward;
            global::UnityEngine.Collider component = quad.GetComponent <global::UnityEngine.Collider>();
            bool flag = component;
            bool result;

            if (flag)
            {
                global::UnityEngine.Ray ray;
                ray..ctor(position, forward);
                result = component.Raycast(ray, ref hit, this.GetRange(quad));
            }
            else
            {
                hit    = default(global::UnityEngine.RaycastHit);
                result = false;
            }
            return(result);
        }
    // Token: 0x060000E8 RID: 232 RVA: 0x00009F88 File Offset: 0x00008188
    private void PrintControllerStatus(int index)
    {
        global::SteamVR_Controller.Device device = global::SteamVR_Controller.Input(index);
        global::UnityEngine.Debug.Log("index: " + device.index.ToString());
        global::UnityEngine.Debug.Log("connected: " + device.connected.ToString());
        global::UnityEngine.Debug.Log("hasTracking: " + device.hasTracking.ToString());
        global::UnityEngine.Debug.Log("outOfRange: " + device.outOfRange.ToString());
        global::UnityEngine.Debug.Log("calibrating: " + device.calibrating.ToString());
        global::UnityEngine.Debug.Log("uninitialized: " + device.uninitialized.ToString());
        string text = "pos: ";

        global::UnityEngine.Vector3 pos = device.transform.pos;
        global::UnityEngine.Debug.Log(text + pos.ToString());
        global::UnityEngine.Debug.Log("rot: " + device.transform.rot.eulerAngles.ToString());
        global::UnityEngine.Debug.Log("velocity: " + device.velocity.ToString());
        global::UnityEngine.Debug.Log("angularVelocity: " + device.angularVelocity.ToString());
        int deviceIndex  = global::SteamVR_Controller.GetDeviceIndex(global::SteamVR_Controller.DeviceRelation.Leftmost, global::Valve.VR.ETrackedDeviceClass.Controller, 0);
        int deviceIndex2 = global::SteamVR_Controller.GetDeviceIndex(global::SteamVR_Controller.DeviceRelation.Rightmost, global::Valve.VR.ETrackedDeviceClass.Controller, 0);

        global::UnityEngine.Debug.Log((deviceIndex == deviceIndex2) ? "first" : ((deviceIndex == index) ? "left" : "right"));
    }
Ejemplo n.º 25
0
    // Token: 0x0600009F RID: 159 RVA: 0x00007788 File Offset: 0x00005988
    public bool ComputeIntersection(global::UnityEngine.Vector3 source, global::UnityEngine.Vector3 direction, ref global::SteamVR_Overlay.IntersectionResults results)
    {
        global::Valve.VR.CVROverlay overlay = global::Valve.VR.OpenVR.Overlay;
        bool flag = overlay == null;
        bool result;

        if (flag)
        {
            result = false;
        }
        else
        {
            global::Valve.VR.VROverlayIntersectionParams_t vroverlayIntersectionParams_t = default(global::Valve.VR.VROverlayIntersectionParams_t);
            vroverlayIntersectionParams_t.eOrigin       = global::SteamVR_Render.instance.trackingSpace;
            vroverlayIntersectionParams_t.vSource.v0    = source.x;
            vroverlayIntersectionParams_t.vSource.v1    = source.y;
            vroverlayIntersectionParams_t.vSource.v2    = -source.z;
            vroverlayIntersectionParams_t.vDirection.v0 = direction.x;
            vroverlayIntersectionParams_t.vDirection.v1 = direction.y;
            vroverlayIntersectionParams_t.vDirection.v2 = -direction.z;
            global::Valve.VR.VROverlayIntersectionResults_t vroverlayIntersectionResults_t = default(global::Valve.VR.VROverlayIntersectionResults_t);
            bool flag2 = !overlay.ComputeOverlayIntersection(this.handle, ref vroverlayIntersectionParams_t, ref vroverlayIntersectionResults_t);
            if (flag2)
            {
                result = false;
            }
            else
            {
                results.point    = new global::UnityEngine.Vector3(vroverlayIntersectionResults_t.vPoint.v0, vroverlayIntersectionResults_t.vPoint.v1, -vroverlayIntersectionResults_t.vPoint.v2);
                results.normal   = new global::UnityEngine.Vector3(vroverlayIntersectionResults_t.vNormal.v0, vroverlayIntersectionResults_t.vNormal.v1, -vroverlayIntersectionResults_t.vNormal.v2);
                results.UVs      = new global::UnityEngine.Vector2(vroverlayIntersectionResults_t.vUVs.v0, vroverlayIntersectionResults_t.vUVs.v1);
                results.distance = vroverlayIntersectionResults_t.fDistance;
                result           = true;
            }
        }
        return(result);
    }
Ejemplo n.º 26
0
 public global::System.Threading.Tasks.Task MoveAsync(global::UnityEngine.Vector3 position, global::UnityEngine.Quaternion rotation)
 {
     return(__parent.WriteMessageAsync <DynamicArgumentTuple <global::UnityEngine.Vector3, global::UnityEngine.Quaternion> >(-99261176, new DynamicArgumentTuple <global::UnityEngine.Vector3, global::UnityEngine.Quaternion>(position, rotation)));
 }
Ejemplo n.º 27
0
 public global::System.Threading.Tasks.Task <global::Sandbox.NetCoreServer.Hubs.Player[]> JoinAsync(string roomName, string userName, global::UnityEngine.Vector3 position, global::UnityEngine.Quaternion rotation)
 {
     return(__parent.WriteMessageAsyncFireAndForget <DynamicArgumentTuple <string, string, global::UnityEngine.Vector3, global::UnityEngine.Quaternion>, global::Sandbox.NetCoreServer.Hubs.Player[]> (-733403293, new DynamicArgumentTuple <string, string, global::UnityEngine.Vector3, global::UnityEngine.Quaternion>(roomName, userName, position, rotation)));
 }
Ejemplo n.º 28
0
 // Token: 0x060005C1 RID: 1473 RVA: 0x0001BF44 File Offset: 0x0001A144
 public AxisBoundTravelDistanceRumble(ushort intensity, float distance, global::UnityEngine.Transform transform, global::UnityEngine.Vector3 axis) : base(intensity, distance, transform)
 {
     this._Axis = axis;
 }
Ejemplo n.º 29
0
        // Token: 0x0600024D RID: 589 RVA: 0x0000E760 File Offset: 0x0000C960
        public void Rebuild()
        {
            this.modelMesh       = new global::UnityEngine.Mesh();
            this.modelMesh.name  = "ProceduralPlaneMesh";
            this.meshFilter      = base.gameObject.GetComponent <global::UnityEngine.MeshFilter>();
            this.meshFilter.mesh = this.modelMesh;
            bool flag = this.xSegments < 1;

            if (flag)
            {
                this.xSegments = 1;
            }
            bool flag2 = this.ySegments < 1;

            if (flag2)
            {
                this.ySegments = 1;
            }
            this.numVertexColumns = this.xSegments + 1;
            this.numVertexRows    = this.ySegments + 1;
            int num  = this.numVertexColumns * this.numVertexRows;
            int num2 = num;
            int num3 = this.xSegments * this.ySegments * 2;
            int num4 = num3 * 3;

            global::UnityEngine.Vector3[] array  = new global::UnityEngine.Vector3[num];
            global::UnityEngine.Vector2[] array2 = new global::UnityEngine.Vector2[num2];
            int[] array3 = new int[num4];
            float num5   = this.width / (float)this.xSegments;
            float num6   = this.height / (float)this.ySegments;
            float num7   = 1f / (float)this.xSegments;
            float num8   = 1f / (float)this.ySegments;
            float num9   = -this.width / 2f;
            float num10  = -this.height / 2f;
            float num11  = this.angleSpan * 3.14159274f / 180f;
            float num12  = 1f;
            float num13  = (float)global::UnityEngine.Screen.width / (float)global::UnityEngine.Screen.height;
            float num14  = num11 / num12;

            for (int i = 0; i < this.numVertexRows; i++)
            {
                for (int j = 0; j < this.numVertexColumns; j++)
                {
                    global::UnityEngine.Vector3 vector;
                    vector..ctor((float)j * num5 + num9 + this.bottomLeftOffset.x * (float)(this.numVertexColumns - 1 - j) / (float)(this.numVertexColumns - 1) * (float)(this.numVertexRows - 1 - i) / (float)(this.numVertexRows - 1) + this.bottomRightOffset.x * (float)j / (float)(this.numVertexColumns - 1) * (float)(this.numVertexRows - 1 - i) / (float)(this.numVertexRows - 1) + this.topLeftOffset.x * (float)(this.numVertexColumns - 1 - j) / (float)(this.numVertexColumns - 1) * (float)i / (float)(this.numVertexRows - 1) + this.topRightOffset.x * (float)j / (float)(this.numVertexColumns - 1) * (float)i / (float)(this.numVertexRows - 1), (float)i * num6 + num10 + this.bottomLeftOffset.y * (float)(this.numVertexColumns - 1 - j) / (float)(this.numVertexColumns - 1) * (float)(this.numVertexRows - 1 - i) / (float)(this.numVertexRows - 1) + this.bottomRightOffset.y * (float)j / (float)(this.numVertexColumns - 1) * (float)(this.numVertexRows - 1 - i) / (float)(this.numVertexRows - 1) + this.topLeftOffset.y * (float)(this.numVertexColumns - 1 - j) / (float)(this.numVertexColumns - 1) * (float)i / (float)(this.numVertexRows - 1) + this.topRightOffset.y * (float)j / (float)(this.numVertexColumns - 1) * (float)i / (float)(this.numVertexRows - 1) - (this.height - 1f) / 2f, this.distance);
                    float num15 = global::UnityEngine.Mathf.Lerp(num13 * this.height * vector.x, global::UnityEngine.Mathf.Cos(1.57079637f - vector.x * num14) * this.distance, global::UnityEngine.Mathf.Clamp01(this.curviness));
                    float num16 = global::UnityEngine.Mathf.Sin(1.57079637f - vector.x * num14 * global::UnityEngine.Mathf.Clamp01(this.curviness));
                    int   num17 = i * this.numVertexColumns + j;
                    array[num17] = new global::UnityEngine.Vector3(num15, vector.y, num16);
                    bool flag3 = this.curviness > 1f;
                    if (flag3)
                    {
                        float num18 = this.curviness - 1f;
                        array[num17] = global::UnityEngine.Vector3.Lerp(array[num17], array[num17].normalized * this.distance, global::UnityEngine.Mathf.Clamp01(num18));
                    }
                    array2[num17] = new global::UnityEngine.Vector2((float)j * num7, (float)i * num8);
                    bool flag4 = i == 0 || j >= this.numVertexColumns - 1;
                    if (!flag4)
                    {
                        int num19 = (i - 1) * this.xSegments * 6 + j * 6;
                        array3[num19]     = i * this.numVertexColumns + j;
                        array3[num19 + 1] = i * this.numVertexColumns + j + 1;
                        array3[num19 + 2] = (i - 1) * this.numVertexColumns + j;
                        array3[num19 + 3] = (i - 1) * this.numVertexColumns + j;
                        array3[num19 + 4] = i * this.numVertexColumns + j + 1;
                        array3[num19 + 5] = (i - 1) * this.numVertexColumns + j + 1;
                    }
                }
            }
            this.modelMesh.Clear();
            this.modelMesh.vertices  = array;
            this.modelMesh.uv        = array2;
            this.modelMesh.triangles = array3;
            this.modelMesh.RecalculateNormals();
            this.modelMesh.RecalculateBounds();
        }
Ejemplo n.º 30
0
 // Token: 0x0600057E RID: 1406 RVA: 0x0001B648 File Offset: 0x00019848
 public static bool InTriangle(global::UnityEngine.Vector3 barycentric)
 {
     return(barycentric.x >= 0f && barycentric.x <= 1f && barycentric.y >= 0f && barycentric.y <= 1f && barycentric.z >= 0f);
 }