コード例 #1
0
    private void Initialize()
    {
        initialized  = true;
        surfaceFound = false;

        meshFilter   = gameObject.GetComponent <MeshFilter>();
        meshCollider = gameObject.GetComponent <MeshCollider>();

        if (deformToSurface)
        {
            if (meshFilter == null)
            {
                meshFilter = gameObject.AddComponent <MeshFilter>();
            }
            deformMesh = meshFilter.mesh;

            if (meshCollider != null)
            {
                meshCollider.sharedMesh = deformMesh;
            }
        }

        if (displayImmediately && xr.GetCapabilities().IsSurfaceEstimationFixedSurfaces())
        {
            InitializeForFixedSurfaces();
            return;
        }

        if (groundOnly)
        {
            // Start by moving object a reasonable guess for the ground height.
            groundHeightGuess = xr.GetCapabilities().IsPositionTrackingRotationAndPositionNoScale()
        ? 0.0f
        : Camera.main.transform.position.y - GROUND_DISTANCE_GUESS;

            SetHeight(groundHeightGuess);
        }

        // If display immediately is off, hide the object until a surface is found.
        if (!displayImmediately)
        {
            SetHidden(true);
        }
        else if (onSurfaceReady != null)
        {
            onSurfaceReady.Invoke();
        }
    }
コード例 #2
0
    public void OnPreRender()
    {
        if (xr.DisabledInEditor())
        {
            return;
        }

        if (!initialized || xr.GetVideoShader() != shader)
        {
            Initialize();
        }
        if (!isCBInit)
        {
            buffer = new CommandBuffer();
            buffer.Blit(null, BuiltinRenderTextureType.CurrentActive, xrMat);
            cam.AddCommandBuffer(CameraEvent.BeforeForwardOpaque, buffer);
            isCBInit = true;
        }

        if (xr.ShouldUseRealityRGBATexture())
        {
            xrMat.mainTexture = xr.GetRealityRGBATexture();
        }
        else
        {
            xrMat.SetTexture("_YTex", xr.GetRealityYTexture());
            xrMat.SetTexture("_UVTex", xr.GetRealityUVTexture());
        }

        float scaleFactor = cam.aspect / xr.GetRealityTextureAspectRatio();
        float rotation    = lastRotation;

        switch (xr.GetTextureRotation())
        {
        case XRTextureRotation.R270:
            rotation    = -90.0f;
            scaleFactor = cam.aspect * xr.GetRealityTextureAspectRatio();
            xrMat.SetInt("_ScreenOrientation", (int)ScreenOrientation.LandscapeRight);
            break;

        case XRTextureRotation.R0:
            rotation = 0.0f;
            xrMat.SetInt("_ScreenOrientation", (int)ScreenOrientation.Portrait);
            break;

        case XRTextureRotation.R90:
            rotation    = 90.0f;
            scaleFactor = cam.aspect * xr.GetRealityTextureAspectRatio();
            xrMat.SetInt("_ScreenOrientation", (int)ScreenOrientation.LandscapeLeft);
            break;

        case XRTextureRotation.R180:
            rotation = 180.0f;
            xrMat.SetInt("_ScreenOrientation", (int)ScreenOrientation.PortraitUpsideDown);
            break;

        default:
            break;
        }
        lastRotation = rotation;

        Matrix4x4 mWarp = Matrix4x4.identity;

        if (scaleFactor > 1 + 1e-2)
        {
            float invScaleFactor = 1.0f / scaleFactor;
            mWarp[1, 1] = invScaleFactor;
            mWarp[1, 3] = (1 - invScaleFactor) * .5f;
        }
        else if (scaleFactor < 1 - 1e-2)
        {
            mWarp[0, 0] = scaleFactor;
            mWarp[0, 3] = (1 - scaleFactor) * .5f;
        }

        Matrix4x4 m = Matrix4x4.TRS(
            Vector3.zero,
            Quaternion.Euler(0.0f, 0.0f, rotation),
            Vector3.one);

        Matrix4x4 nm = m * mWarp;

#if (UNITY_ANDROID && !UNITY_EDITOR)
        // ARCore shader rotates internally.
        if (xr.GetCapabilities().IsPositionTrackingRotationAndPosition())
        {
            nm = mWarp;
        }
#endif

        xrMat.SetMatrix("_TextureWarp", nm);
    }