SteamVR_PlayArea.cs 8.55 KB
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: Draws different sized room-scale play areas for targeting content
//
//=============================================================================

using UnityEngine;
using UnityEngine.Rendering;
using System.Collections;
using Valve.VR;

namespace Valve.VR
{
    [ExecuteInEditMode, RequireComponent(typeof(MeshRenderer), typeof(MeshFilter))]
    public class SteamVR_PlayArea : MonoBehaviour
    {
        public float borderThickness = 0.15f;
        public float wireframeHeight = 2.0f;
        public bool drawWireframeWhenSelectedOnly = false;
        public bool drawInGame = true;

        public enum Size
        {
            Calibrated,
            _400x300,
            _300x225,
            _200x150
        }

        public Size size;
        public Color color = Color.cyan;

        [HideInInspector]
        public Vector3[] vertices;

        public static bool GetBounds(Size size, ref HmdQuad_t pRect)
        {
            if (size == Size.Calibrated)
            {
                bool temporarySession = false;
                if (Application.isEditor && Application.isPlaying == false)
                    temporarySession = SteamVR.InitializeTemporarySession();

                var chaperone = OpenVR.Chaperone;
                bool success = (chaperone != null) && chaperone.GetPlayAreaRect(ref pRect);
                if (!success)
                    Debug.LogWarning("<b>[SteamVR]</b> Failed to get Calibrated Play Area bounds!  Make sure you have tracking first, and that your space is calibrated.");

                if (temporarySession)
                    SteamVR.ExitTemporarySession();

                return success;
            }
            else
            {
                try
                {
                    var str = size.ToString().Substring(1);
                    var arr = str.Split(new char[] { 'x' }, 2);

                    // convert to half size in meters (from cm)
                    var x = float.Parse(arr[0]) / 200;
                    var z = float.Parse(arr[1]) / 200;

                    pRect.vCorners0.v0 = x;
                    pRect.vCorners0.v1 = 0;
                    pRect.vCorners0.v2 = -z;

                    pRect.vCorners1.v0 = -x;
                    pRect.vCorners1.v1 = 0;
                    pRect.vCorners1.v2 = -z;

                    pRect.vCorners2.v0 = -x;
                    pRect.vCorners2.v1 = 0;
                    pRect.vCorners2.v2 = z;

                    pRect.vCorners3.v0 = x;
                    pRect.vCorners3.v1 = 0;
                    pRect.vCorners3.v2 = z;

                    return true;
                }
                catch { }
            }

            return false;
        }

        public void BuildMesh()
        {
            var rect = new HmdQuad_t();
            if (!GetBounds(size, ref rect))
                return;

            var corners = new HmdVector3_t[] { rect.vCorners0, rect.vCorners1, rect.vCorners2, rect.vCorners3 };

            vertices = new Vector3[corners.Length * 2];
            for (int i = 0; i < corners.Length; i++)
            {
                var c = corners[i];
                vertices[i] = new Vector3(c.v0, 0.01f, c.v2);
            }

            if (borderThickness == 0.0f)
            {
                GetComponent<MeshFilter>().mesh = null;
                return;
            }

            for (int i = 0; i < corners.Length; i++)
            {
                int next = (i + 1) % corners.Length;
                int prev = (i + corners.Length - 1) % corners.Length;

                var nextSegment = (vertices[next] - vertices[i]).normalized;
                var prevSegment = (vertices[prev] - vertices[i]).normalized;

                var vert = vertices[i];
                vert += Vector3.Cross(nextSegment, Vector3.up) * borderThickness;
                vert += Vector3.Cross(prevSegment, Vector3.down) * borderThickness;

                vertices[corners.Length + i] = vert;
            }

            var triangles = new int[]
            {
            0, 4, 1,
            1, 4, 5,
            1, 5, 2,
            2, 5, 6,
            2, 6, 3,
            3, 6, 7,
            3, 7, 0,
            0, 7, 4
            };

            var uv = new Vector2[]
            {
            new Vector2(0.0f, 0.0f),
            new Vector2(1.0f, 0.0f),
            new Vector2(0.0f, 0.0f),
            new Vector2(1.0f, 0.0f),
            new Vector2(0.0f, 1.0f),
            new Vector2(1.0f, 1.0f),
            new Vector2(0.0f, 1.0f),
            new Vector2(1.0f, 1.0f)
            };

            var colors = new Color[]
            {
            color,
            color,
            color,
            color,
            new Color(color.r, color.g, color.b, 0.0f),
            new Color(color.r, color.g, color.b, 0.0f),
            new Color(color.r, color.g, color.b, 0.0f),
            new Color(color.r, color.g, color.b, 0.0f)
            };

            var mesh = new Mesh();
            GetComponent<MeshFilter>().mesh = mesh;
            mesh.vertices = vertices;
            mesh.uv = uv;
            mesh.colors = colors;
            mesh.triangles = triangles;

            var renderer = GetComponent<MeshRenderer>();
            renderer.material = new Material(Shader.Find("Sprites/Default"));
            renderer.reflectionProbeUsage = UnityEngine.Rendering.ReflectionProbeUsage.Off;
            renderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
            renderer.receiveShadows = false;
            renderer.lightProbeUsage = LightProbeUsage.Off;
        }

#if UNITY_EDITOR
        Hashtable values;
        void Update()
        {
            if (!Application.isPlaying)
            {
                var fields = GetType().GetFields(System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.Public);

                bool rebuild = false;

                if (values == null || (borderThickness != 0.0f && GetComponent<MeshFilter>().sharedMesh == null))
                {
                    rebuild = true;
                }
                else
                {
                    foreach (var f in fields)
                    {
                        if (!values.Contains(f) || !f.GetValue(this).Equals(values[f]))
                        {
                            rebuild = true;
                            break;
                        }
                    }
                }

                if (rebuild)
                {
                    BuildMesh();

                    values = new Hashtable();
                    foreach (var f in fields)
                        values[f] = f.GetValue(this);
                }
            }
        }
#endif

        void OnDrawGizmos()
        {
            if (!drawWireframeWhenSelectedOnly)
                DrawWireframe();
        }

        void OnDrawGizmosSelected()
        {
            if (drawWireframeWhenSelectedOnly)
                DrawWireframe();
        }

        public void DrawWireframe()
        {
            if (vertices == null || vertices.Length == 0)
                return;

            var offset = transform.TransformVector(Vector3.up * wireframeHeight);
            for (int i = 0; i < 4; i++)
            {
                int next = (i + 1) % 4;

                var a = transform.TransformPoint(vertices[i]);
                var b = a + offset;
                var c = transform.TransformPoint(vertices[next]);
                var d = c + offset;
                Gizmos.DrawLine(a, b);
                Gizmos.DrawLine(a, c);
                Gizmos.DrawLine(b, d);
            }
        }

        public void OnEnable()
        {
            if (Application.isPlaying)
            {
                GetComponent<MeshRenderer>().enabled = drawInGame;

                // No need to remain enabled at runtime.
                // Anyone that wants to change properties at runtime
                // should call BuildMesh themselves.
                enabled = false;

                // If we want the configured bounds of the user,
                // we need to wait for tracking.
                if (drawInGame && size == Size.Calibrated)
                    StartCoroutine(UpdateBounds());
            }
        }

        IEnumerator UpdateBounds()
        {
            GetComponent<MeshFilter>().mesh = null; // clear existing

            var chaperone = OpenVR.Chaperone;
            if (chaperone == null)
                yield break;

            while (chaperone.GetCalibrationState() != ChaperoneCalibrationState.OK)
                yield return null;

            BuildMesh();
        }
    }
}