Example #1
0
 void pointToPoint(SteamVR_PlayArea playArea, GainsZone gainsZone, Transform player)
 {
     pointToPoint(playArea, gainsZone, player, Direction.PosX);
     pointToPoint(playArea, gainsZone, player, Direction.NegX);
     pointToPoint(playArea, gainsZone, player, Direction.PosZ);
     pointToPoint(playArea, gainsZone, player, Direction.NegZ);
 }
Example #2
0
    void pointToPoint(SteamVR_PlayArea playArea, GainsZone gainsZone, Transform player, Direction direction)
    {
        switch (direction)
        {
        case Direction.PosX:
            float posXVirtual = (gainsZone.Trans.position.x - player.position.x) + gainsZone.Size.x / 2;
            float posXReal    = gainsZone.Size.x / 2 - player.localPosition.x;
            PosX = posXVirtual / posXReal;
            break;

        case Direction.NegX:
            float negXVirtual = (gainsZone.Trans.position.x - player.position.x) * -1 + gainsZone.Size.x / 2;
            float negXReal    = gainsZone.Size.x / 2 + player.localPosition.x;
            NegX = negXVirtual / negXReal;
            break;

        case Direction.PosZ:
            float posZVirtual = (gainsZone.Trans.position.z - player.position.z) + gainsZone.Size.z / 2;
            float posZReal    = gainsZone.Size.z / 2 - player.localPosition.z;
            PosZ = posZVirtual / posZReal;
            break;

        case Direction.NegZ:
            float negZVirtual = (gainsZone.Trans.position.z - player.position.z) * -1 + gainsZone.Size.z / 2;
            float negZReal    = gainsZone.Size.z / 2 + player.localPosition.z;
            NegZ = negZVirtual / negZReal;
            break;

        default:
            break;
        }
    }
Example #3
0
    public void Calc(SteamVR_PlayArea playArea, GainsZone gainsZone, Transform player)
    {
        if (gainsZone == null)
        {
            PosX = 1;
            NegX = 1;
            PosZ = 1;
            NegZ = 1;
            return;
        }

        pointToPoint(playArea, gainsZone, player);

        if (PosX > NormalMax || PosX < 0)
        {
            pointToEdge(playArea, gainsZone, player, Direction.PosX);
            if (PosX < NormalMax)
            {
                PosX = NormalMax;
            }
        }
        if (NegX > NormalMax || NegX < 0)
        {
            pointToEdge(playArea, gainsZone, player, Direction.NegX);
            if (NegX < NormalMax)
            {
                NegX = NormalMax;
            }
        }
        if (PosZ > NormalMax || PosZ < 0)
        {
            pointToEdge(playArea, gainsZone, player, Direction.PosZ);
            if (PosZ < NormalMax)
            {
                PosZ = NormalMax;
            }
        }
        if (NegZ > NormalMax || NegZ < 0)
        {
            pointToEdge(playArea, gainsZone, player, Direction.NegZ);
            if (NegZ < NormalMax)
            {
                NegZ = NormalMax;
            }
        }
    }
Example #4
0
    void pointToEdge(SteamVR_PlayArea playArea, GainsZone gainsZone, Transform player, Direction direction)
    {
        HmdQuad_t rect = new HmdQuad_t();

        SteamVR_PlayArea.GetBounds(playArea.size, ref rect);
        float width  = Mathf.Abs(rect.vCorners0.v0 - rect.vCorners2.v0);
        float length = Mathf.Abs(rect.vCorners0.v2 - rect.vCorners2.v2);

        switch (direction)
        {
        case Direction.PosX:
            float posXVirtual = (gainsZone.Trans.position.x - player.position.x) + gainsZone.Size.x / 2;
            float posXReal    = width / 2 - player.localPosition.x;
            PosX = posXVirtual / posXReal;
            break;

        case Direction.NegX:
            float negXVirtual = (gainsZone.Trans.position.x - player.position.x) * -1 + gainsZone.Size.x / 2;
            float negXReal    = width / 2 + player.localPosition.x;
            NegX = negXVirtual / negXReal;
            break;

        case Direction.PosZ:
            float posZVirtual = (gainsZone.Trans.position.z - player.position.z) + gainsZone.Size.z / 2;
            float posZReal    = length / 2 - player.localPosition.z;
            PosZ = posZVirtual / posZReal;
            break;

        case Direction.NegZ:
            float negZVirtual = (gainsZone.Trans.position.z - player.position.z) * -1 + gainsZone.Size.z / 2;
            float negZReal    = length / 2 + player.localPosition.z;
            NegZ = negZVirtual / negZReal;
            break;

        default:
            break;
        }
    }