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CGTrack / Assets / Oculus / VR / Scripts / Util / OVRGridCube.cs
/************************************************************************************
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.

Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
https://developer.oculus.com/licenses/oculussdk/

Unless required by applicable law or agreed to in writing, the Utilities 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 UnityEngine;
using System.Collections;

/// <summary>
/// Diagnostic display with a regular grid of cubes for visual testing of
/// tracking and distortion.
/// </summary>
public class OVRGridCube : MonoBehaviour
{
	/// <summary>
	/// The key that toggles the grid of cubes.
	/// </summary>
	public KeyCode GridKey                     = KeyCode.G;

	private GameObject 	CubeGrid			   = null;

	private bool 	CubeGridOn		    	   = false;
	private bool 	CubeSwitchColorOld  	   = false;
	private bool 	CubeSwitchColor     	   = false;

	private int   gridSizeX  = 6;
	private int   gridSizeY  = 4;
	private int   gridSizeZ  = 6;
	private float gridScale  = 0.3f;
	private float cubeScale  = 0.03f;

	// Handle to OVRCameraRig
	private OVRCameraRig CameraController = null;

	/// <summary>
	/// Update this instance.
	/// </summary>
	void Update ()
	{
		UpdateCubeGrid();
	}

	/// <summary>
	/// Sets the OVR camera controller.
	/// </summary>
	/// <param name="cameraController">Camera controller.</param>
	public void SetOVRCameraController(ref OVRCameraRig cameraController)
	{
		CameraController = cameraController;
	}

	void UpdateCubeGrid()
	{
		// Toggle the grid cube display on 'G'
		if(Input.GetKeyDown(GridKey))
		{
			if(CubeGridOn == false)
			{
				CubeGridOn = true;
				Debug.LogWarning("CubeGrid ON");
				if(CubeGrid != null)
					CubeGrid.SetActive(true);
				else
					CreateCubeGrid();
			}
			else
			{
				CubeGridOn = false;
				Debug.LogWarning("CubeGrid OFF");

				if(CubeGrid != null)
					CubeGrid.SetActive(false);
			}
		}

		if(CubeGrid != null)
		{
			// Set cube colors to let user know if camera is tracking
			CubeSwitchColor = !OVRManager.tracker.isPositionTracked;

			if(CubeSwitchColor != CubeSwitchColorOld)
				CubeGridSwitchColor(CubeSwitchColor);
			CubeSwitchColorOld = CubeSwitchColor;
		}
	}

	void CreateCubeGrid()
	{
		Debug.LogWarning("Create CubeGrid");

		// Create the visual cube grid
		CubeGrid = new GameObject("CubeGrid");
		// Set a layer to target a specific camera
		CubeGrid.layer = CameraController.gameObject.layer;

		for (int x = -gridSizeX; x <= gridSizeX; x++)
			for (int y = -gridSizeY; y <= gridSizeY; y++)
				for (int z = -gridSizeZ; z <= gridSizeZ; z++)
			{
				// Set the cube type:
				// 0 = non-axis cube
				// 1 = axis cube
				// 2 = center cube
				int CubeType = 0;
				if ((x == 0 && y == 0) || (x == 0 && z == 0) || (y == 0 && z == 0))
				{
					if((x == 0) && (y == 0) && (z == 0))
						CubeType = 2;
					else
						CubeType = 1;
				}

				GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube);

				BoxCollider bc = cube.GetComponent<BoxCollider>();
				bc.enabled = false;

				cube.layer = CameraController.gameObject.layer;

				// No shadows
				Renderer r = cube.GetComponent<Renderer>();

#if UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_5 || UNITY_4_6
                // Renderer.castShadows was deprecated starting in Unity 5.0
				r.castShadows    = false;
#else
				r.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
#endif

				r.receiveShadows = false;

				// Cube line is white down the middle
				if (CubeType == 0)
					r.material.color = Color.red;
				else if (CubeType == 1)
					r.material.color = Color.white;
				else
					r.material.color = Color.yellow;

				cube.transform.position =
					new Vector3(((float)x * gridScale),
					            ((float)y * gridScale),
					            ((float)z * gridScale));

				float s = 0.7f;

				// Axis cubes are bigger
				if(CubeType == 1)
					s = 1.0f;
				// Center cube is the largest
				if(CubeType == 2)
					s = 2.0f;

				cube.transform.localScale =
					new Vector3(cubeScale * s, cubeScale * s, cubeScale * s);

				cube.transform.parent = CubeGrid.transform;
			}
	}

	/// <summary>
	/// Switch the Cube grid color.
	/// </summary>
	/// <param name="CubeSwitchColor">If set to <c>true</c> cube switch color.</param>
	void CubeGridSwitchColor(bool CubeSwitchColor)
	{
		Color c = Color.red;
		if(CubeSwitchColor == true)
			c = Color.blue;

		foreach(Transform child in CubeGrid.transform)
		{
			Material m = child.GetComponent<Renderer>().material;
			// Cube line is white down the middle
			if(m.color == Color.red || m.color == Color.blue)
				m.color = c;
		}
	}
}