117 lines
3.1 KiB
C#
Executable File
117 lines
3.1 KiB
C#
Executable File
using UnityEngine;
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using System.Collections.Generic;
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//-----------------------------------------------------------------------------
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// Copyright 2015-2021 RenderHeads Ltd. All rights reserved.
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//-----------------------------------------------------------------------------
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namespace RenderHeads.Media.AVProVideo.Demos
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{
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/// <summary>
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/// Rotate the transform (usually with Camera attached) to look around during playback of 360/180 videos.
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/// Unity will rotate the camera automatically if VR is enabled, in which case this script does nothing.
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/// Otherwise if there is a gyroscope it will be used, otherwise the mouse/touch can be used.
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/// </summary>
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public class LookAround360 : MonoBehaviour
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{
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[SerializeField] bool _lockPitch = false;
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[SerializeField] float _maxSpinSpeed = 40f;
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[SerializeField, Range(1f, 10f)] float _spinDamping = 5f;
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private float _spinX;
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private float _spinY;
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private static bool IsVrPresent()
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{
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bool result = false;
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#if UNITY_2019_3_OR_NEWER
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var xrDisplaySubsystems = new List<UnityEngine.XR.XRDisplaySubsystem>();
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#if UNITY_2020_2_OR_NEWER
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SubsystemManager.GetSubsystems<UnityEngine.XR.XRDisplaySubsystem>(xrDisplaySubsystems);
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#else
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SubsystemManager.GetInstances<UnityEngine.XR.XRDisplaySubsystem>(xrDisplaySubsystems);
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#endif
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foreach (var xrDisplay in xrDisplaySubsystems)
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{
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if (xrDisplay.running)
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{
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result = true;
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break;
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}
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}
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#else
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#if UNITY_2018_1_OR_NEWER
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result = (UnityEngine.XR.XRDevice.isPresent);
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#else
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result = (UnityEngine.VR.VRDevice.isPresent);
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#endif
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#endif
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return result;
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}
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void Start()
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{
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if (IsVrPresent())
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{
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this.enabled = false;
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return;
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}
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if (SystemInfo.supportsGyroscope)
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{
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Input.gyro.enabled = true;
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}
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}
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void Update()
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{
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if (SystemInfo.supportsGyroscope && Input.gyro.enabled)
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{
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RotateFromGyro();
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}
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else
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{
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RotateFromMouseOrTouch();
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}
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}
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void OnDestroy()
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{
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if (SystemInfo.supportsGyroscope)
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{
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Input.gyro.enabled = false;
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}
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}
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void RotateFromGyro()
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{
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// Invert the z and w of the gyro attitude
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this.transform.localRotation = new Quaternion(Input.gyro.attitude.x, Input.gyro.attitude.y, -Input.gyro.attitude.z, -Input.gyro.attitude.w);
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}
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void RotateFromMouseOrTouch()
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{
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if (Input.GetMouseButton(0))
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{
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float h = _maxSpinSpeed * -Input.GetAxis("Mouse X") * Time.deltaTime;
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float v = 0f;
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if (!_lockPitch)
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{
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v = _maxSpinSpeed * Input.GetAxis("Mouse Y") * Time.deltaTime;
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}
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h = Mathf.Clamp(h, -0.5f, 0.5f);
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v = Mathf.Clamp(v, -0.5f, 0.5f);
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_spinX += h;
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_spinY += v;
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}
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if (!Mathf.Approximately(_spinX, 0f) || !Mathf.Approximately(_spinY, 0f))
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{
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this.transform.Rotate(Vector3.up, _spinX);
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this.transform.Rotate(Vector3.right, _spinY);
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_spinX = Mathf.MoveTowards(_spinX, 0f, _spinDamping * Time.deltaTime);
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_spinY = Mathf.MoveTowards(_spinY, 0f, _spinDamping * Time.deltaTime);
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}
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}
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}
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} |