VR/Assets/OVRSceneManagerScript.cs

114 lines
4.9 KiB
C#

/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using System;
using System.Collections.Generic;
using UnityEngine;
public class SampleVirtualFrames : MonoBehaviour
{
public OVRSceneManager _sceneManager;
public SimpleResizable _doorPrefab;
public SimpleResizable _windowPrefab;
public SimpleResizable _wallPrefab;
void Awake()
{
MarcsWebLogger.Log("SampleVirtualFrames::Awake()");
#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN || UNITY_ANDROID
OVRManager.eyeFovPremultipliedAlphaModeEnabled = false;
#endif
_sceneManager.SceneModelLoadedSuccessfully += InitializeRoom;
}
void InitializeRoom()
{
MarcsWebLogger.Log("SampleVirtualFrames::InitializeRoom()");
OVRSceneAnchor[] sceneAnchors = FindObjectsOfType<OVRSceneAnchor>();
if (sceneAnchors != null)
{
for (int i = 0; i < sceneAnchors.Length; i++)
{
OVRSceneAnchor instance = sceneAnchors[i];
OVRSemanticClassification classification = instance.GetComponent<OVRSemanticClassification>();
if (classification.Contains(OVRSceneManager.Classification.WallFace))
{
var randomNumber = UnityEngine.Random.Range(10000, 99999);
MarcsWebLogger.Log($"{randomNumber} | FOUND A WALL");
try
{
SimpleResizer resizer = new SimpleResizer();
SimpleResizable prefab = _wallPrefab;
Vector3 dimensions = instance.transform.GetChild(0).localScale;
if (prefab.GetComponent<ResizablePadding>())
{
dimensions += prefab.GetComponent<ResizablePadding>().dimensionPadding;
}
resizer.CreateResizedObject(dimensions, sceneAnchors[i].gameObject, prefab);
}
catch (Exception e)
{
MarcsWebLogger.Log($"{randomNumber} | Error: {e.Message}");
}
MarcsWebLogger.Log($"{randomNumber} | PLACED A WALL");
//i = 99999;
}
/*
else if (classification.Contains(OVRSceneManager.Classification.WindowFrame) ||
classification.Contains(OVRSceneManager.Classification.DoorFrame))
{
windows.Add(instance.transform);
SimpleResizer resizer = new SimpleResizer();
SimpleResizable prefab = classification.Contains(OVRSceneManager.Classification.DoorFrame) ? _doorPrefab : _windowPrefab;
Vector3 dimensions = instance.transform.GetChild(0).localScale;
// spawn an optional butterfly
if (classification.Contains(OVRSceneManager.Classification.DoorFrame) && _butterflyPrefab && !butterflyAdded)
{
GameObject butterfly = Instantiate(_butterflyPrefab, instance.transform);
butterfly.transform.localPosition = Vector3.zero;
butterfly.transform.rotation = Quaternion.LookRotation(instance.transform.forward, Vector3.up);
// this is to only spawn one, regardless of door count
butterflyAdded = true;
}
// the Resizer scales the mesh so that the bounds are flush with the window extents
// in this case, we want the mesh frame to extend "outside" of the extents, so we adjust it
// as well, the vines on the door also require special treatment
if (prefab.GetComponent<ResizablePadding>())
{
dimensions += prefab.GetComponent<ResizablePadding>().dimensionPadding;
}
resizer.CreateResizedObject(dimensions, sceneAnchors[i].gameObject, prefab);
}
*/
}
}
else
{
MarcsWebLogger.Log("NO ANCHORS FOUND. ");
}
}
}