VR/Assets/Scripts/WorldScript.cs

91 lines
3.8 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// HEAVILY INSPIRED by SampleVIrutalFrame.cs from the Unity TheWorldBeyond Project.
public class WorldScript : MonoBehaviour
{
public OVRSceneManager _sceneManager;
public SimpleResizable _doorPrefab;
void Awake()
{
#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN || UNITY_ANDROID
OVRManager.eyeFovPremultipliedAlphaModeEnabled = false;
#endif
_sceneManager.SceneModelLoadedSuccessfully += InitializeRoom;
}
void InitializeRoom()
{
MarcsWebLogger.Log("Wordscript initialize");
OVRSceneAnchor[] sceneAnchors = FindObjectsOfType<OVRSceneAnchor>();
MarcsWebLogger.Log($"found {sceneAnchors.Length} sceneAnchors");
if (sceneAnchors == null) return;
List<Transform> windows = new List<Transform>();
for (int i = 0; i < sceneAnchors.Length; i++)
{
OVRSceneAnchor instance = sceneAnchors[i];
OVRSemanticClassification classification = instance.GetComponent<OVRSemanticClassification>();
if (classification.Contains(OVRSceneManager.Classification.WallArt))
{
MarcsWebLogger.Log($"found a window at pos: {instance.transform.position}, rot: {instance.transform.rotation}");
}
else if (classification.Contains(OVRSceneManager.Classification.DoorFrame))
{
MarcsWebLogger.Log($"1 DOOR at pos: {instance.transform.position}, rot: {instance.transform.rotation}");
windows.Add(instance.transform);
MarcsWebLogger.Log($"2 DOOR at pos: {instance.transform.position}, rot: {instance.transform.rotation}");
SimpleResizer resizer = new SimpleResizer();
MarcsWebLogger.Log($"3 DOOR at pos: {instance.transform.position}, rot: {instance.transform.rotation}");
SimpleResizable prefab = classification.Contains(OVRSceneManager.Classification.DoorFrame) ? _doorPrefab : _doorPrefab;
MarcsWebLogger.Log($"4 DOOR at pos: {instance.transform.position}, rot: {instance.transform.rotation}");
Vector3 dimensions = instance.transform.GetChild(0).localScale;
// 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
MarcsWebLogger.Log($"5 DOOR at pos: {instance.transform.position}, rot: {instance.transform.rotation}");
if (prefab.GetComponent<ResizablePadding>())
{
MarcsWebLogger.Log($"6 DOOR at pos: {instance.transform.position}, rot: {instance.transform.rotation}");
dimensions += prefab.GetComponent<ResizablePadding>().dimensionPadding;
}
MarcsWebLogger.Log($"7 DOOR at pos: {instance.transform.position}, rot: {instance.transform.rotation}");
MarcsWebLogger.Log($"7 DOOR 0: {resizer == null}");
MarcsWebLogger.Log($"7 DOOR 1: {dimensions == null}");
MarcsWebLogger.Log($"7 DOOR 2: {sceneAnchors[i].gameObject == null}");
MarcsWebLogger.Log($"7 DOOR 3: {prefab == null}");
try
{
resizer.CreateResizedObject(dimensions, sceneAnchors[i].gameObject, prefab);
}
catch (Exception e)
{
MarcsWebLogger.Log(e.StackTrace.ToString().Substring(0, 200));
}
MarcsWebLogger.Log($"8 DOOR at pos: {instance.transform.position}, rot: {instance.transform.rotation}");
}
}
}
}