diff --git a/ZEDCamera/Assets/ZED/Doc/ReleaseNotes.md b/ZEDCamera/Assets/ZED/Doc/ReleaseNotes.md index fc390a12..2992cafd 100644 --- a/ZEDCamera/Assets/ZED/Doc/ReleaseNotes.md +++ b/ZEDCamera/Assets/ZED/Doc/ReleaseNotes.md @@ -1,30 +1,43 @@ +### 2.5.0 + - **Features**: + - Add USB Headset detection function in non-play mode. + - Improve tracking status with "Camera not tracked" status if no headset connected and camera tracking is disabled + - **Examples**: + - Add Drone Shooter example. This example reproduces the ZEDWorld drone demo app. + - Add Movie Screen example. This example reproduces the ZEDWorld movie demo app. + - Add VR Only Plane Detection. Advanced plane detection sample to show how the place the bunny and make collisions. -###2.4.1 - - **Features**: - - Add Full IMUData access to get angular velocity and linear acceleration through ZEDCamera.GetInternalIMUData() function. - - **Examples**: - - Modified Dark room sample into a AR "night club" light show to show how to use ZED Manager's camera brightness settings and ZEDLight script. - - Update Object Placement sample and doc. + - **Compatibility**: + - Compatible with ZED SDK 2.5, CUDA 9.0 or 9.2. - - **Bug Fixes**: - - Fix ZEDManager's camera brightness settings through scripting. - - Fix Normal and Center on plane's detection. Refactor ZEDPlaneGameObject as MonoBehavior. - - Fix ZED Rig Mono image when game is built due to rendering path. - - Fix crash when moving SVO playback playhead. - - Fix Camera settings spamming errors due to pluginIsReady value not set. - - Fix loading screen blank on left eye at specific rotations (180deg). - - Fix Depth occlusion setting in Rig mono. - - Fix greenscreen wrong config file that breaks the GreenScreen example if not found. - - Remove "Restart Camera" when changing Depth occlusions as it was not needed. - - **Compatibility**: - - Add Vive Pro support as VR headset (not with the Vive's cameras). +### 2.4.1 + - **Features**: + - Add Full IMUData access to get angular velocity and linear acceleration through ZEDCamera.GetInternalIMUData() function. + + - **Examples**: + - Modified Dark room sample into a AR "night club" light show to show how to use ZED Manager's camera brightness settings and ZEDLight script. + - Update Object Placement sample and doc. + + - **Bug Fixes**: + - Fix ZEDManager's camera brightness settings through scripting. + - Fix Normal and Center on plane's detection. Refactor ZEDPlaneGameObject as MonoBehavior. + - Fix ZED Rig Mono image when game is built due to rendering path. + - Fix crash when moving SVO playback playhead. + - Fix Camera settings spamming errors due to pluginIsReady value not set. + - Fix loading screen blank on left eye at specific rotations (180deg). + - Fix Depth occlusion setting in Rig mono. + - Fix greenscreen wrong config file that breaks the GreenScreen example if not found. + - Remove "Restart Camera" when changing Depth occlusions as it was not needed. + + - **Compatibility**: + - Add Vive Pro support as VR headset (not with the Vive's cameras). -###2.4 +### 2.4.0 - **Features**: - Added plane detection : - ZEDPlaneDetectionManager.cs interfaces with the SDK. Click on the screen to add planes when detected, or specify a screen-space location with DetectPlaneAtHit(). A specific function for floor detection DetectFloorPlane() is provided (as well as a GUI button access). ZEDPlaneDetectionManager inherits from MonoBehavior and must be used to have access to plane detection in Unity Scene. diff --git a/ZEDCamera/Assets/ZED/Editor/Resources/logo.png b/ZEDCamera/Assets/ZED/Editor/Resources/logo.png deleted file mode 100644 index 56eac1d7..00000000 Binary files a/ZEDCamera/Assets/ZED/Editor/Resources/logo.png and /dev/null differ diff --git a/ZEDCamera/Assets/ZED/Editor/Scripts/ZEDCameraEditor.cs b/ZEDCamera/Assets/ZED/Editor/Scripts/ZEDCameraEditor.cs index 9e2bf796..6169cddb 100644 --- a/ZEDCamera/Assets/ZED/Editor/Scripts/ZEDCameraEditor.cs +++ b/ZEDCamera/Assets/ZED/Editor/Scripts/ZEDCameraEditor.cs @@ -18,9 +18,12 @@ public class ZEDCameraEditor : Editor bool usepostprocessing; bool pendingchange = false; + private void OnEnable() { + + manager = (ZEDManager)target; resolution = manager.resolution; @@ -68,6 +71,10 @@ public override void OnInspectorGUI() } + GUIStyle standardStyle = new GUIStyle(EditorStyles.textField); + GUIStyle errorStyle = new GUIStyle(EditorStyles.textField); + errorStyle.normal.textColor = Color.red; + GUILayout.Space(10); //Status window @@ -76,8 +83,24 @@ public override void OnInspectorGUI() EditorGUILayout.TextField("SDK Version:", manager.versionZED); EditorGUILayout.TextField("Engine FPS:", manager.engineFPS); EditorGUILayout.TextField("Camera FPS:", manager.cameraFPS); - EditorGUILayout.TextField("HMD Device:", manager.HMDDevice); - EditorGUILayout.TextField("Tracking State:", manager.trackingState); + + if (manager.IsCameraTracked) + EditorGUILayout.TextField ("Tracking State:", manager.trackingState, standardStyle); + else + EditorGUILayout.TextField ("Tracking State:", manager.trackingState,errorStyle); + + + if (Application.isPlaying) + EditorGUILayout.TextField ("HMD Device:", manager.HMDDevice); + else { + //Detect through USB + if (sl.ZEDCamera.CheckUSBDeviceConnected(sl.USB_DEVICE.USB_DEVICE_OCULUS)) + EditorGUILayout.TextField ("HMD Device:", "Oculus USB Detected"); + else if (sl.ZEDCamera.CheckUSBDeviceConnected(sl.USB_DEVICE.USB_DEVICE_OCULUS)) + EditorGUILayout.TextField ("HMD Device:", "HTC USB Detected"); + else + EditorGUILayout.TextField ("HMD Device:", "-"); + } EditorGUI.EndDisabledGroup(); GUILayout.Space(20); diff --git a/ZEDCamera/Assets/ZED/Editor/Scripts/ZEDPluginInspector.cs b/ZEDCamera/Assets/ZED/Editor/Scripts/ZEDPluginInspector.cs index e7f2f8b2..8e2ad929 100644 --- a/ZEDCamera/Assets/ZED/Editor/Scripts/ZEDPluginInspector.cs +++ b/ZEDCamera/Assets/ZED/Editor/Scripts/ZEDPluginInspector.cs @@ -63,6 +63,7 @@ static void OnInit() EditorApplication.update += UpdateLog; EditorApplication.update += UpdateSettingsWnd; + } void OnEnable() @@ -71,7 +72,6 @@ void OnEnable() } - static public void addMissingTag() { // Open tag manager @@ -161,8 +161,11 @@ static void UpdateWnd() } EditorApplication.update -= UpdateWnd; + } + + void OnGUI() { if (showErrorMode) { diff --git a/ZEDCamera/Assets/ZED/Examples/Dark Room/Scripts/BallOscillator.cs b/ZEDCamera/Assets/ZED/Examples/Dark Room/Scripts/BallOscillator.cs deleted file mode 100644 index c9b50c41..00000000 --- a/ZEDCamera/Assets/ZED/Examples/Dark Room/Scripts/BallOscillator.cs +++ /dev/null @@ -1,31 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class BallOscillator : MonoBehaviour -{ - public AnimationCurve OscillationPath = new AnimationCurve(); - public float SecondsPerOscillation = 1f; - - private Vector3 startPosition; - private float animationFrame = 0; - - // Use this for initialization - void Start () - { - startPosition = transform.localPosition; - } - - // Update is called once per frame - void Update () - { - animationFrame += Time.deltaTime / SecondsPerOscillation; - if(animationFrame >= 1) - { - animationFrame = animationFrame % 1f; - } - - float yvalue = startPosition.y + OscillationPath.Evaluate(animationFrame); - transform.localPosition = new Vector3(transform.localPosition.x, yvalue, transform.localPosition.z); - } -} diff --git a/ZEDCamera/Assets/ZED/Examples/Dark Room/Scripts/BallParentRotator.cs b/ZEDCamera/Assets/ZED/Examples/Dark Room/Scripts/BallParentRotator.cs deleted file mode 100644 index 89b2cd11..00000000 --- a/ZEDCamera/Assets/ZED/Examples/Dark Room/Scripts/BallParentRotator.cs +++ /dev/null @@ -1,20 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class BallParentRotator : MonoBehaviour -{ - public float SecondsPerRevolution = 10f; - - // Use this for initialization - void Start () - { - - } - - // Update is called once per frame - void Update () - { - transform.Rotate(transform.localRotation * Vector3.up, 360 / SecondsPerRevolution * Time.deltaTime); - } -} diff --git a/ZEDCamera/Assets/ZED/Examples/Drone Shooter/Prefabs/Drone.prefab b/ZEDCamera/Assets/ZED/Examples/Drone Shooter/Prefabs/Drone.prefab new file mode 100644 index 00000000..1d860694 --- /dev/null +++ b/ZEDCamera/Assets/ZED/Examples/Drone 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LaserGun object inside the Zed_Rig_Stereo prefab. + +Point the VR Controllers towards the Drone. +Left Controller Trigger Button: Shooting. +Right Controller Trigger Button: Shooting. + +/////////////////////////////////////////////////// +.....................IMPORTANT..................... +You must download either Oculus Integration plugin +Or SteamVR plugin (or both if you want to), for this demo to work with VR Controllers + +The ZEDControllerTracker.cs is set by default to track the Right Controller. +You're gonna need to change that value if you want somehting else tracked. \ No newline at end of file diff --git a/ZEDCamera/Assets/ZED/Examples/Drone Shooter/Resources/DamageSmoke_FX/Blur_04.png b/ZEDCamera/Assets/ZED/Examples/Drone Shooter/Resources/DamageSmoke_FX/Blur_04.png new file mode 100644 index 00000000..22e9541d Binary files /dev/null and b/ZEDCamera/Assets/ZED/Examples/Drone Shooter/Resources/DamageSmoke_FX/Blur_04.png differ diff --git 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SOFTPARTICLES_ON + o.projPos = ComputeScreenPos (o.vertex); + COMPUTE_EYEDEPTH(o.projPos.z); + #endif + o.color = v.color; + o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); + return o; + } + + sampler2D _CameraDepthTexture; + float _InvFade; + + fixed4 frag (v2f i) : COLOR + { + #ifdef SOFTPARTICLES_ON + float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))); + float partZ = i.projPos.z; + float fade = saturate (_InvFade * (sceneZ-partZ)); + i.color.a *= fade; + #endif + + return 2.0 * i.color * _TintColor * (tex2D(_MainTex, i.texcoord).a * i.color.a * 2.0); + } + ENDCG + } + } + + // ---- Dual texture cards + SubShader { + Pass { + SetTexture [_MainTex] { + constantColor [_TintColor] + combine constant * primary + } + SetTexture [_MainTex] { + combine texture alpha * previous DOUBLE + } + } + } + + // ---- Single texture cards (does not do color tint) + SubShader { + Pass { + SetTexture [_MainTex] { + combine texture alpha * primary + } + } + } +} +} diff --git a/ZEDCamera/Assets/ZED/Examples/Drone Shooter/Resources/Muzzleflash_FX/WFX_S Particle AddSoft A8.shader b/ZEDCamera/Assets/ZED/Examples/Drone Shooter/Resources/Muzzleflash_FX/WFX_S Particle AddSoft A8.shader new file mode 100644 index 00000000..19d4c086 --- /dev/null +++ b/ZEDCamera/Assets/ZED/Examples/Drone Shooter/Resources/Muzzleflash_FX/WFX_S Particle AddSoft A8.shader @@ -0,0 +1,106 @@ +// WarFX Shader +// (c) 2015 Jean Moreno + +Shader "WFX/Additive (Soft) Alpha8" { +Properties { + _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) + _MainTex ("Particle Texture (alpha)", 2D) = "white" {} + _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 +} + +Category { + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } + Blend OneMinusDstColor One + Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) } + BindChannels { + Bind "Color", color + Bind "Vertex", vertex + Bind "TexCoord", texcoord + } + + // ---- Fragment program cards + SubShader { + Pass { + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_particles + + #include "UnityCG.cginc" + + sampler2D _MainTex; + fixed4 _TintColor; + + struct appdata_t { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + }; + + struct v2f { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + #ifdef SOFTPARTICLES_ON + float4 projPos : TEXCOORD1; + #endif + }; + + float4 _MainTex_ST; + + v2f vert (appdata_t v) + { + v2f o; + o.vertex = UnityObjectToClipPos(v.vertex); + #ifdef SOFTPARTICLES_ON + o.projPos = ComputeScreenPos (o.vertex); + COMPUTE_EYEDEPTH(o.projPos.z); + #endif + o.color = v.color; + o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); + return o; + } + + sampler2D _CameraDepthTexture; + float _InvFade; + + fixed4 frag (v2f i) : COLOR + { + #ifdef SOFTPARTICLES_ON + float sceneZ = 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00000000..b508cd2b --- /dev/null +++ b/ZEDCamera/Assets/ZED/Examples/Drone Shooter/Scripts/Simple/Drone.cs @@ -0,0 +1,324 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Drone : MonoBehaviour, ILaserable +{ + [Tooltip("The Drone's Health Points, synced over the network.")] + public int Hitpoints = 100; + [Tooltip("Fire Rate")] + public float SecondsBetweenLaserShots = 4f; + [Tooltip("Accuracy of the Shot.")] + public float laserAccuracy = 0.5f; + [Tooltip("The object spawned when the drone shoots.")] + public GameObject LaserPrefab; + [Tooltip("The object that gets spawned when the drone dies.")] + public GameObject ExplosionPrefab; + [Tooltip("How smooth is the movement of the drone.")] + public float smoothTime = 0.75f; + [Tooltip("How far a point must be from real geometry to be considered a valid spawn location.")] + public float ClearRadius = 2f; + [Tooltip("How many times should we look around our chosen spawnPoint to see if there are any obstacles around it.")] + public int radiusCheckRate = 100; + [Tooltip("The maximum amount of collisions detected near a spawn point allowed.")] + public float percentageThreshold = 0.35f; + [Tooltip("Angle between drone and target to have before turning the drone towards Target.")] + public float angleBeforeRotate = 20f; + [Tooltip("AudioClips to play for the Drone: element 0 is for its laser, 1 is for its destruction.")] + public AudioClip[] clips; + + private float _laserShotTimer; //Counting down time before shooting. + private Transform _target; // What we are looking/shooting at. + private Vector3 _gunTarget; // The Gun's target to rotate towards + private AudioSource _audioSource; //Reference to the audioSource + private Camera _leftCamera; // The ZED camera + private Renderer _renderer; // The Mesh Renderer of the Drone, so we can modify it's material + private Transform _damageFX; // FX for when we take damage + private Transform _laserAnchor; // Where we shoot the laser from. + private ParticleSystem _muzzleFlashFx; // FX for when we shoot + private Transform _droneArm; // The bone that moves the Drone's Gun. + private Vector3 _nextPosition; // The next position that the drone need to move to. + private Vector3 _velocity = Vector3.zero; // A reference for the SmoothDamp of the drone's movement. + private Light _gunLight; //The light to be enabled then disabled when the Drone has fired. + private bool canRotate = false; // Can we rotate towards our Target. + private bool canChangeLocation = false; // Are we moving the drone or not. + private DroneSpawner mySpawner; // Link with the object that spawned us. + + // Use this for initialization + void Start () + { + //Cache the ZED's left camera for occlusion testing purposes + _leftCamera = ZEDManager.Instance.GetLeftCameraTransform().GetComponent(); + + // Set the default position of the Drone to the one he spawned at. + _nextPosition = transform.position; + + //Set the countdown timer to fire a laser + _laserShotTimer = SecondsBetweenLaserShots; + + // Set the audio source. + _audioSource = GetComponent(); + if(_audioSource != null && clips.Length > 2) + { + _audioSource.clip = clips[2]; + _audioSource.volume = 1f; + _audioSource.Play(); + } + + // If these variables aren't set, look for their objects by their default name. + Transform[] children = transform.GetComponentsInChildren(); + foreach (var child in children) { + if (child.name == "Drone_Mesh") + _renderer = child.GetComponent(); + else if (child.name == "MuzzleFlash_FX") + _muzzleFlashFx = child.GetComponent(); + else if (child.name == "Damage_FX") + _damageFX = child; + else if (child.name == "Laser_Anchor") + _laserAnchor = child; + else if (child.name == "Gun_Arm") + _droneArm = child; + else if (child.name == "Point_Light") + _gunLight = child.GetComponent(); + } + + //If the Target isn't set, set it to the PlayerDamageReceiver, assuming there is one in the scene. + if(!_target) + { + _target = FindObjectOfType().transform; + _gunTarget = _target.position; + } + } + + void Update () + { + //If we've flashed the damage material, lower the blend amount. + if (_renderer.material.GetFloat("_Blend") > 0) + { + float tmp = _renderer.material.GetFloat("_Blend"); + tmp -= Time.deltaTime / 1.5f; + + if (tmp < 0) + tmp = 0; + + _renderer.material.SetFloat("_Blend", tmp); + } + + //Enabling damage FX based on HitPoints left. + switch (Hitpoints) { + case 80: + _damageFX.GetChild (0).gameObject.SetActive (true); + break; + case 50: + _damageFX.GetChild (1).gameObject.SetActive (true); + break; + case 20: + _damageFX.GetChild (2).gameObject.SetActive (true); + break; + } + + //If we can change our position... + if (canChangeLocation) + { + //...then look for a new one until its a positive location. + if (FindNewMovePosition (out _nextPosition)) + { + canChangeLocation = false; + } + } + + //Count down the laser shot timer. If zero, fire and reset it. + _laserShotTimer -= Time.deltaTime; + if (_laserShotTimer <= 0f && _target != null) + { + //Apply a degree of accuracy based on the drone distance from the player + //Take a random point on a radius around the Target's position. That radius becomes smaller as the target is closer to us. + Vector3 randompoint = UnityEngine.Random.onUnitSphere * (laserAccuracy * (Vector3.Distance(_target.position, transform.position) / (mySpawner.maxSpawnDistance / 2))) + _target.position; + //Check if the chosen point is closer to the edge of the camera. We dont want any projectile coming straight in the players eyes. + if (randompoint.z >= _target.position.z + 0.15f || randompoint.z <= _target.position.z - 0.15f) + { + _gunTarget = randompoint; + //Firing the laser + FireLaser(randompoint); + //Reseting the timer. + _laserShotTimer = SecondsBetweenLaserShots; + } + } + + //Drone Movement & Rotation + if (_target != null) { + //Get the direction to the target. + Vector3 targetDir = _target.position - transform.position; + + //Get the angle between the drone and the target. + float angle = Vector3.Angle(targetDir, transform.forward); + + //Turn the drone to face the target if the angle between them if greater than... + if (angle > angleBeforeRotate && canRotate == false) { + canRotate = true; + } + if (canRotate == true) { + var newRot = Quaternion.LookRotation (_target.transform.position - transform.position); + transform.rotation = Quaternion.Lerp (transform.rotation, newRot, Time.deltaTime * 2f); + if (angle < 5 && canRotate == true) + { + canRotate = false; + } + } + + //Rotate the drone's gun to always face the target. + _droneArm.rotation = Quaternion.LookRotation (_gunTarget - _droneArm.position); + } + + //Simply moving _nextPosition to something other than transform.position will cause it to move. + if (transform.position != _nextPosition) + { + transform.position = Vector3.SmoothDamp(transform.position, _nextPosition,ref _velocity, smoothTime); + } + } + + /// + /// Fires the laser. + /// + private void FireLaser(Vector3 randompoint) + { + if (_audioSource.clip != clips[0]) + { + _audioSource.clip = clips[0]; + _audioSource.volume = 0.2f; + } + //Creat a laser object + GameObject laser = Instantiate(LaserPrefab); + laser.transform.position = _laserAnchor.transform.position; + laser.transform.rotation = Quaternion.LookRotation(randompoint - _laserAnchor.transform.position); + + //Play the Particle effect. + _muzzleFlashFx.Play(); + + //Play a sound + if (_audioSource) + { + _audioSource.Play(); + } + //MuzzleFlashLight + StartCoroutine(FireLight()); + //StartRelocatingDrone + StartCoroutine(RelocationDelay()); + } + + IEnumerator RelocationDelay() + { + yield return new WaitForSeconds(1f); + //Allow to relocate if we already reached the current nextPos + if (Vector3.Distance(transform.position, _nextPosition) <= 0.1f) + canChangeLocation = true; + } + + /// + /// Takes the damage. + /// + /// Damage. + void ILaserable.TakeDamage(int damage) + { + //Remove hitpoints as needed + Hitpoints -= damage; + + //Blend the materials to make it take damage + _renderer.material.SetFloat("_Blend", 1); + + //Destroy if it's health is below zero + if (Hitpoints <= 0) + { + //Add time to prevent laser firing while we die. + _laserShotTimer = 99f; + + if(mySpawner) mySpawner.ClearDrone(); + if (ExplosionPrefab) + { + Instantiate(ExplosionPrefab, transform.position, Quaternion.identity); + } + + if (_audioSource != null && clips.Length > 1) + { + _audioSource.Stop(); + _audioSource.clip = clips[1]; + _audioSource.volume = 1f; + _audioSource.Play(); + } + + StartCoroutine(DestroyDrone()); + return; + } + } + + IEnumerator DestroyDrone() + { + transform.GetChild(0).gameObject.SetActive(false); + transform.GetChild(1).gameObject.SetActive(false); + yield return new WaitForSeconds(3f); + Destroy(gameObject); + } + + private bool FindNewMovePosition(out Vector3 newpos) + { + //We can't move if the ZED isn't initialized. + if (!ZEDManager.Instance.IsZEDReady) + { + newpos = transform.position; + return false; + } + + Vector3 randomPosition; + // Look Around For a New Position + //If the Drone is on the screen, search around a smaller radius. + if (ZEDSupportFunctions.CheckScreenView(transform.position, _leftCamera)) + randomPosition = UnityEngine.Random.onUnitSphere * UnityEngine.Random.Range(2f, 3f) + transform.position; + else //if the drone is outside, look around a bigger radius to find a position which is inside the screen. + randomPosition = UnityEngine.Random.onUnitSphere * UnityEngine.Random.Range(4f, 5f) + transform.position; + + // Look For Any Collisions Through The ZED + bool hit = ZEDSupportFunctions.HitTestAtPoint(_leftCamera, randomPosition); + + if (!hit) + { + newpos = transform.position; + return false; + } + + //If we spawn the drone at that world point, it'll spawn inside a wall. Bring it closer by a distance of ClearRadius. + Quaternion directiontoDrone = Quaternion.LookRotation(_leftCamera.transform.position - randomPosition, Vector3.up); + Vector3 newPosition = randomPosition + directiontoDrone * Vector3.forward * ClearRadius; + + //Check the new position isn't too close from the camera. + float dist = Vector3.Distance(_leftCamera.transform.position, randomPosition); + if (dist < 1f) + { + newpos = transform.position; + return false; + } + + //Also check nearby points in a sphere of radius to make sure the whole drone has a clear space. + if (ZEDSupportFunctions.HitTestOnSphere(_leftCamera, newPosition, 1f, radiusCheckRate, percentageThreshold)) + { + newpos = transform.position; + return false; + } + + //Return true if it's made it this far and out the location we chose. + newpos = newPosition; + return true; + } + + public void SetMySpawner(DroneSpawner spawner) + { + mySpawner = spawner; + } + + IEnumerator FireLight() + { + _gunLight.enabled = true; + yield return new WaitForSeconds(0.15f); + _gunLight.enabled = false; + } +} diff --git a/ZEDCamera/Assets/ZED/Examples/Drone Shooter/Scripts/Simple/DroneSpawner.cs b/ZEDCamera/Assets/ZED/Examples/Drone Shooter/Scripts/Simple/DroneSpawner.cs new file mode 100644 index 00000000..aed92ac8 --- /dev/null +++ b/ZEDCamera/Assets/ZED/Examples/Drone Shooter/Scripts/Simple/DroneSpawner.cs @@ -0,0 +1,226 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class DroneSpawner : MonoBehaviour +{ + [Tooltip("The Drone prefab to spawn.")] + public GameObject dronePrefab; + [Tooltip("The warning message to spawn.")] + public GameObject spawnWarning; + [Tooltip("How far a point must be from real geometry to be considered a valid spawn location.")] + public float clearRadius = 1f; + [Tooltip("How many times should we look around our chosen spawnPoint to see if there are any obstacles around it.")] + public int radiusCheckRate = 200; + [Tooltip("The maximum amount of collisions detected near a spawn point allowed.")] + public float percentagethreshold = 0.4f; + [Tooltip("How long we wait after a drone's death before spawning a new one")] + public float respawnTimer = 2f; + [Tooltip("What is the maximum distance the drone can be spawned.")] + public float maxSpawnDistance = 6f; + + private Vector3 _randomPosition; //The random position to be used when spawning a new drone. + private float _respawnCountdown; //Time counting down before spawning a new dorne. + private Drone _currentDrone; //The last spawned drone that is still active. + private Camera _leftCamera; //Needed for depth calculation + private bool _warning; //Did we display the warning message before spawning the Drones. + private bool _canSpawn; //Last check before starting spawning to allow warning message being displayed. + + private bool _readyToSpawn + { + get + { + if (_currentDrone == null && _respawnCountdown <= 0) return true; + else return false; + } + } + + // Use this for initialization + void Start() + { + //Set the countdown Timer; + _respawnCountdown = respawnTimer; + //Get the ZED camera + _leftCamera = ZEDManager.Instance.GetLeftCameraTransform().GetComponent(); + } + + // Update is called once per frame + void Update() + { + //Reposition the screen in front our the Camera when its ready + if (ZEDManager.Instance.IsZEDReady && !_warning) + { + StartCoroutine(WarningDisplay()); + _warning = true; + } + + if (!_canSpawn) + return; + + //Tick down the respawn timer if applicable + if (_respawnCountdown > 0) + { + _respawnCountdown -= Time.deltaTime; + } + + if (_readyToSpawn) //We've got no drone and the respawn timer has elapsed + { + //Try to spawn a drone in a random place in front of the player. We'll do once per frame for now. + if (CheckRandomSpawnLocation(out _randomPosition)) + { + _currentDrone = SpawnDrone(_randomPosition); + } + } + + //Debug Solution to spawn drone multiple times for testing. + //On Input Down, destroy current drone. + if (Input.GetKeyDown (KeyCode.Mouse1)) { + //Destroys the current Drone. + Destroy(_currentDrone.gameObject); + ClearDrone (); + } + } + + Text msg; + IEnumerator WarningDisplay() + { + GameObject warningMsg = Instantiate(spawnWarning); + + warningMsg.transform.position = ZEDManager.Instance.OriginPosition + ZEDManager.Instance.OriginRotation * (Vector3.forward*2); + Quaternion newRot = Quaternion.LookRotation(ZEDManager.Instance.OriginPosition - warningMsg.transform.position, Vector3.up); + warningMsg.transform.eulerAngles = new Vector3(0, newRot.eulerAngles.y + 180, 0); + + Text msg = warningMsg.GetComponentInChildren(); + + yield return new WaitForSeconds(1f); + + int i = 0; + string oldText = "WARNING! DEPLOYING DRONES!"; + string newText = ""; + while (i < oldText.Length) + { + newText += oldText[i++]; + yield return new WaitForSeconds(0.15F); + msg.text = newText; + } + + yield return new WaitForSeconds(3f); + + i = 0; + oldText = "DEFEND YOURSELF!"; + newText = ""; + while (i < oldText.Length) + { + newText += oldText[i++]; + yield return new WaitForSeconds(0.1F); + msg.text = newText; + } + + yield return new WaitForSeconds(3f); + Destroy(warningMsg); + _canSpawn = true; + } + + /// + /// looks for a random point in a radius around itself. + /// Upon collision, the point is moved slightly towards the camera and if its too far it's set to "maxSpawnDistance". + /// A more thorough search is then done for any other obstacles around it, also, in a radius. + /// If the number of collision doesn't exeeds the set threshold, then return true and output the new position. + /// + /// true, if random spawn location was checked, false otherwise. + /// Random position. + private bool CheckRandomSpawnLocation(out Vector3 newRandomPos) + { + //We can't do anything if the ZED isn't initialized. + if(!ZEDManager.Instance.IsZEDReady) + { + newRandomPos = Vector3.zero; + return false; + } + + //Pick a screen position at random between 0.25 and 0.75. + Vector2 randomScreenPoint = new Vector2(Random.Range(0.25f, 0.75f) * Screen.width, Random.Range(0.25f, 0.75f) * Screen.height); + + //Get the world position of that position in the real world + Vector3 randomWorldPoint; + bool foundWorldPoint = ZEDSupportFunctions.GetWorldPositionAtPixel(randomScreenPoint, _leftCamera, out randomWorldPoint); + + if (!foundWorldPoint) //We can't read depth from that point. + { + newRandomPos = Vector3.zero; + return false; + } + + float firstDistance = Vector3.Distance (_leftCamera.transform.position, randomWorldPoint); + float newClearRadius; + + //Check that the distance isn't too far. + if (firstDistance > maxSpawnDistance) + newClearRadius = firstDistance - maxSpawnDistance; + else + newClearRadius = clearRadius; + + //If we spawn the drone at that world point, it'll spawn inside a wall. Bring it between you and that wall. + Quaternion directionToCamera = Quaternion.LookRotation(_leftCamera.transform.position - randomWorldPoint, Vector3.up); + Vector3 closerWorldPoint = randomWorldPoint + directionToCamera * Vector3.forward * newClearRadius; + + //Check that distance isn't too close + float secondDistance = Vector3.Distance(_leftCamera.transform.position, closerWorldPoint); + if (secondDistance < 1f) + { + newRandomPos = Vector3.zero; + return false; + } + + //Also check nearby points in a sphere of radius=ClearRadius to make sure the whole drone has a clear space. + if (ZEDSupportFunctions.HitTestOnSphere(_leftCamera, closerWorldPoint, 1f, radiusCheckRate, percentagethreshold)) + { + //Not clear. + newRandomPos = Vector3.zero; + return false; + } + else + { + //Clear. + newRandomPos = closerWorldPoint; + return true; + } + } + + /// + /// Spawns the drone. + /// + /// The drone. + /// Spawn position. + public Drone SpawnDrone(Vector3 spawnPosition) + { + //Spawn the drone + GameObject dronego = Instantiate(dronePrefab); + Drone dronecomponent = dronego.GetComponentInChildren(); + + if (!dronecomponent) + { + Debug.Log("Drone prefab spawned by DroneSpawner does not contain the Drone.cs component."); + } + + //Give the drone a reference to this object so it can clear its reference and set the timer properly when it dies + dronecomponent.SetMySpawner(this); + + //Set the drone's transform values + dronego.transform.position = _randomPosition; //Assign the random Pos generated in CheckRandomSpawnLocation(); + dronego.transform.rotation = Quaternion.LookRotation(ZEDManager.Instance.GetLeftCameraTransform().position - spawnPosition, Vector3.up); //Make it look at the player. + + return dronecomponent; + + } + + public void ClearDrone() //To be called by a drone when it dies. + { + _currentDrone = null; + _respawnCountdown = respawnTimer; + + print("Drone destroyed"); + } + +} diff --git a/ZEDCamera/Assets/ZED/Examples/Drone Shooter/Scripts/Simple/LaserGun.cs b/ZEDCamera/Assets/ZED/Examples/Drone Shooter/Scripts/Simple/LaserGun.cs new file mode 100644 index 00000000..7118a48d --- /dev/null +++ b/ZEDCamera/Assets/ZED/Examples/Drone Shooter/Scripts/Simple/LaserGun.cs @@ -0,0 +1,250 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[RequireComponent(typeof(AudioSource))] +public class LaserGun : MonoBehaviour +{ + [Tooltip("What we spawn when the trigger is pulled")] + public GameObject LaserShotPrefab; + [Tooltip("Anchor object of the PointerBead")] + public GameObject LaserPointerBeadHolder; + [Tooltip("Anchor point to spawn the Laser.")] + public Transform LaserSpawnLocation; + + private GameObject PointerBead; //Reference to the object that will be placed at the end of the laser. + private AudioSource _audioSource; //Reference to the audioSource + private Camera LeftCamera; //Reference to the ZED's left camera gameobject. + + //The gameobject's controller for tracking & input. + private ZEDControllerTracker objectTracker; +#if ZED_OCULUS + private int fireCount = 0; +#endif + + IEnumerator Start() + { + //Find the left camera object if we didn't assign it at start. + if (!LeftCamera) + { + LeftCamera = ZEDManager.Instance.GetLeftCameraTransform().gameObject.GetComponent(); + } + + _audioSource = GetComponent(); + + if (LaserPointerBeadHolder != null) + { + //Get the laser bead from the parent/achor object. + PointerBead = LaserPointerBeadHolder.transform.GetChild(0).gameObject; + //Disable the laser bead to wait for the ZED to initialize. + PointerBead.SetActive(false); + } + + //Wait for VR Controllers to initilize + yield return new WaitForSeconds(1f); + + objectTracker = GetComponent(); + + if (objectTracker != null) + { + +#if ZED_STEAM_VR + if (objectTracker.index >= 0) + yield break; +#endif +#if ZED_OCULUS + if (OVRInput.GetConnectedControllers().ToString() == "Touch") + yield break; +#endif + // If it got here then there's no VR Controller connected + int children = transform.childCount; + for (int i = 0; i < children; ++i) + transform.GetChild(i).gameObject.SetActive(false); + this.enabled = false; + } + else + { + //If its not attached to an object tracker + var otherObjectTracker = FindObjectsOfType(); + + if(otherObjectTracker != null) + { + int children = transform.childCount; +#if ZED_STEAM_VR + foreach (ZEDControllerTracker trackers in otherObjectTracker) + { + if (trackers.index >= 0) + { + for (int i = 0; i < children; ++i) + transform.GetChild(i).gameObject.SetActive(false); + + this.enabled = false; + yield break; + } + } +#endif +#if ZED_OCULUS + if (OVRManager.isHmdPresent) + { + if (OVRInput.GetConnectedControllers().ToString() == "Touch") + { + for (int i = 0; i < children; ++i) + transform.GetChild(i).gameObject.SetActive(false); + + this.enabled = false; + yield break; + } + } +#endif + } + } + } + + // Update is called once per frame + void Update () + { + //Do we have a Pointer Bead to position in the world? + if (LaserPointerBeadHolder != null) + { + Vector3 crosshairpoint; + Vector3 crosshairnormal; + //Point the bead at the closest thing in front of the camera. + if (ZEDManager.Instance.IsZEDReady && FindCrosshairPosition(out crosshairpoint, out crosshairnormal)) + { + //We hit something. Make sure the bead is active. + PointerBead.SetActive(true); + + //Position the bead a the collision point, and make it face you. + PointerBead.transform.position = crosshairpoint; + if(crosshairnormal.magnitude > 0.0001f) + PointerBead.transform.rotation = Quaternion.LookRotation(crosshairnormal); + } + else + { + //We didn't hit anything. Disable the bead object. + PointerBead.SetActive(false); + } + } + + //Check to see if any valid fire keys are triggered. + //This is more complex than often necessary so as to work out-of-the-box for a variety of configurations. + //If using/extending this script for your own project, it's recommended to use Input.GetButtonDown() with a custom Input, use Unity.XR, or interface with a VR SDK. + bool buttondown = false; + + //Check for keys present on all systems + if (Input.GetKeyDown(KeyCode.Mouse0) || Input.GetKeyDown(KeyCode.Space)) + { + buttondown = true; + } + +#if ZED_OCULUS + + //We're controlling the fire Rate OVRInput doesn't have a GetDown function for the IndexTrigger. Only an axis output. + + if (objectTracker != null) + { + if (OVRInput.GetConnectedControllers().ToString() == "Touch") + { + if ((int)objectTracker.deviceToTrack == 0) + { + if (fireCount == 0 && OVRInput.Get(OVRInput.Axis1D.PrimaryIndexTrigger, OVRInput.Controller.RTouch) > 0.75f) + { + buttondown = true; + fireCount++; + } + else if (OVRInput.Get(OVRInput.Axis1D.PrimaryIndexTrigger, OVRInput.Controller.RTouch) < 0.75f) + fireCount = 0; + + } + if ((int)objectTracker.deviceToTrack == 1) + { + if (fireCount == 0 && OVRInput.Get(OVRInput.Axis1D.PrimaryIndexTrigger, OVRInput.Controller.LTouch) > 0.75f) + { + buttondown = true; + fireCount++; + } + else if (OVRInput.Get(OVRInput.Axis1D.PrimaryIndexTrigger, OVRInput.Controller.LTouch) < 0.75f) + fireCount = 0; + } + } + OVRInput.Update(); + } +#endif +#if ZED_STEAM_VR + //Looks for any input from this controller through SteamVR + if (objectTracker != null) + { + if ((int)objectTracker.deviceToTrack == 0 && objectTracker.index >= 0) + if (SteamVR_Controller.Input((int)objectTracker.index).GetHairTriggerDown()) + { + buttondown = true; + } + if ((int)objectTracker.deviceToTrack == 1 && objectTracker.index >= 0) + if (SteamVR_Controller.Input((int)objectTracker.index).GetHairTriggerDown()) + { + buttondown = true; + } + } +#endif + + if (buttondown) + { + Fire(); + } + } + + bool FindCrosshairPosition(out Vector3 crosshairpoint, out Vector3 collisionnormal) + { + //Tests the depth of both the real and virtual in the center of the screen, and returns the world position of the closest one. + + //Find the distance to the real world. The bool will be false if there is an error reading the depth at the center of the screen. + Vector3 realpoint; + bool foundrealdistance = ZEDSupportFunctions.HitTestOnRay(LeftCamera, LaserPointerBeadHolder.transform.position, LaserPointerBeadHolder.transform.rotation, 5f, 0.01f, out realpoint); + float realdistance = Vector3.Distance(LaserPointerBeadHolder.transform.position, realpoint); + + //Find the distance to the virtual. The bool will be false if there are no colliders ahead of you. + RaycastHit hitinfo; + bool foundvirtualdistance = Physics.Raycast(LaserPointerBeadHolder.transform.position, LaserPointerBeadHolder.transform.rotation * Vector3.forward, out hitinfo); + + //If we didn't find either, return false so the laser and bead can be disabled. + if (!foundrealdistance && !foundvirtualdistance) + { + crosshairpoint = Vector3.zero; + collisionnormal = Vector3.zero; + return false; + } + + //Decide if we use the real or virtual distance + if(!foundvirtualdistance || realdistance < hitinfo.distance) + { + //The real world is closer. Give the position of the real world pixel and return true. + crosshairpoint = realpoint; + ZEDSupportFunctions.GetNormalAtWorldLocation(realpoint, sl.REFERENCE_FRAME.WORLD, LeftCamera, out collisionnormal); + return true; + } + else + { + //The virtual world is closer, or they're tied. Return the world posiiton where the raycast hit the virtual collider. + crosshairpoint = hitinfo.point; + collisionnormal = hitinfo.normal; + return true; + } + + } + + void Fire() + { + //Create the shot and position/rotate it accordingly. + GameObject blastershot = Instantiate(LaserShotPrefab); + blastershot.transform.position = LaserSpawnLocation != null ? LaserSpawnLocation.transform.position : transform.position; + blastershot.transform.rotation = LaserSpawnLocation != null ? LaserSpawnLocation.transform.rotation : transform.rotation; + if (LaserPointerBeadHolder != null) + blastershot.transform.LookAt(PointerBead.transform.position); + + //Play a sound + if (_audioSource) + { + _audioSource.Play(); + } + } +} diff --git a/ZEDCamera/Assets/ZED/Examples/Drone Shooter/Scripts/Simple/LaserShot_Drone.cs b/ZEDCamera/Assets/ZED/Examples/Drone Shooter/Scripts/Simple/LaserShot_Drone.cs new file mode 100644 index 00000000..4b67dcfc --- /dev/null +++ b/ZEDCamera/Assets/ZED/Examples/Drone Shooter/Scripts/Simple/LaserShot_Drone.cs @@ -0,0 +1,50 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +/// +/// A Projectile that spawns an explosion effect on death and causes the player to see a damage effect when hit. +/// +public class LaserShot_Drone : Projectile +{ + [Tooltip("Explosion object to spawn on death")] + public GameObject ExplosionPrefab; + private float camDistance; + + private void Update() + { + camDistance = Vector3.Distance(transform.position, _leftCamera.transform.position); + if (camDistance < 1.5f) + Speed = 1f; + else + Speed = 16f; + } + + public override void OnHitRealWorld(Vector3 collisionpoint, Vector3 collisionnormal) + { + SpawnExplosion(collisionpoint, collisionnormal); + Destroy(gameObject); + } + + public override void OnHitVirtualWorld(RaycastHit hitinfo) + { + //Check to see if it's the player we hit. If so, deal damage. + PlayerDamageReceiver receiver = hitinfo.collider.gameObject.GetComponent(); + if (receiver != null) //We don't want any collision logic if it's not hitting the player, so we can avoid the drone shooting itself. + { + receiver.TakeDamage(); + + Destroy(gameObject); + } + } + + void SpawnExplosion(Vector3 position, Vector3 normal) + { + if (ExplosionPrefab) //Only spawn an explosion if we have a prefab to spawn + { + GameObject explosion = Instantiate(ExplosionPrefab); + explosion.transform.position = position; + explosion.transform.rotation = Quaternion.LookRotation(normal); + } + } +} \ No newline at end of file diff --git a/ZEDCamera/Assets/ZED/Examples/Drone Shooter/Scripts/Simple/LaserShot_Player.cs b/ZEDCamera/Assets/ZED/Examples/Drone Shooter/Scripts/Simple/LaserShot_Player.cs new file mode 100644 index 00000000..8aba1a31 --- /dev/null +++ b/ZEDCamera/Assets/ZED/Examples/Drone Shooter/Scripts/Simple/LaserShot_Player.cs @@ -0,0 +1,46 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +/// +/// A Projectile that spawns an explosion effect on death and deals damage to objects with ILaserable in their root gameobject. +/// +public class LaserShot_Player : Projectile +{ + [Tooltip("How much damage we do to a drone, or another object that inherits from ILaserable.")] + public int Damage = 10; + [Tooltip("Explosion object to spawn on death")] + public GameObject ExplosionPrefab; + + public override void OnHitRealWorld(Vector3 collisionpoint, Vector3 collisionnormal) + { + SpawnExplosion(collisionpoint, collisionnormal); + Destroy(gameObject); + } + + public override void OnHitVirtualWorld(RaycastHit hitinfo) + { + //Deal damage to an object if it contains ILaserable, such as a drone + ILaserable laserable = hitinfo.collider.transform.root.GetComponent(); + if (laserable != null) //We don't want any collision logic if it doesn't have ILaserable, so we can avoid the player shooting themselves in the head. + { + //Inflict damage on the object we hit + laserable.TakeDamage(Damage); + + //Create the explosion + SpawnExplosion(hitinfo.point, hitinfo.normal); + + Destroy(gameObject); + } + } + + void SpawnExplosion(Vector3 position, Vector3 normal) + { + if (ExplosionPrefab) //Only spawn an explosion if we have a prefab to spawn + { + GameObject explosion = Instantiate(ExplosionPrefab); + explosion.transform.position = position; + explosion.transform.rotation = Quaternion.LookRotation(normal); + } + } +} diff --git a/ZEDCamera/Assets/ZED/Examples/Drone Shooter/Scripts/Simple/PlayerDamageReceiver.cs b/ZEDCamera/Assets/ZED/Examples/Drone Shooter/Scripts/Simple/PlayerDamageReceiver.cs new file mode 100644 index 00000000..6ce8514e --- /dev/null +++ b/ZEDCamera/Assets/ZED/Examples/Drone Shooter/Scripts/Simple/PlayerDamageReceiver.cs @@ -0,0 +1,61 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +/// +/// Handles fading in/out the material of the object it's attached to for an effect when the player takes damage. +/// +[RequireComponent(typeof(MeshRenderer))] +[RequireComponent(typeof(Collider))] +public class PlayerDamageReceiver : MonoBehaviour +{ + public float SecondsToDisplayEffect = 1f; + private MeshRenderer _renderer; + private float _maxColorAlpha; //The highest value the material will be set to + + private float _colorAlpha + { + get + { + return _renderer.material.color.a; + } + set + { + _renderer.material.color = new Color(_renderer.material.color.r, _renderer.material.color.g, _renderer.material.color.b, value); + } + } + + private AudioSource _audioSource; + + // Use this for initialization + void Start() + { + _renderer = GetComponent(); + _maxColorAlpha = _renderer.material.color.a; + + //Set the alpha to zero as we haven't taken damage yet. + _colorAlpha = 0f; + + _audioSource = GetComponent(); + } + + // Update is called once per frame + void Update() + { + //Tick down the color if it's above zero. + if(_colorAlpha > 0f) + { + _colorAlpha -= Time.deltaTime / SecondsToDisplayEffect * _maxColorAlpha; + } + } + + public void TakeDamage() + { + _colorAlpha = _maxColorAlpha; + + if(_audioSource) + { + _audioSource.Play(); + } + } +} \ No newline at end of file diff --git a/ZEDCamera/Assets/ZED/Examples/Drone Shooter/Scripts/Utilities/DestroyAfterTime.cs b/ZEDCamera/Assets/ZED/Examples/Drone Shooter/Scripts/Utilities/DestroyAfterTime.cs new file mode 100644 index 00000000..7add006b --- /dev/null +++ b/ZEDCamera/Assets/ZED/Examples/Drone Shooter/Scripts/Utilities/DestroyAfterTime.cs @@ -0,0 +1,20 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Networking; + +public class DestroyAfterTime : MonoBehaviour +{ + public float DeathClock = 2f; + + // Update is called once per frame + void Update () + { + DeathClock -= Time.deltaTime; + + if(DeathClock <= 0f) + { + Destroy(gameObject); + } + } +} diff --git a/ZEDCamera/Assets/ZED/Examples/Drone Shooter/Scripts/Utilities/ILaserable.cs b/ZEDCamera/Assets/ZED/Examples/Drone Shooter/Scripts/Utilities/ILaserable.cs new file mode 100644 index 00000000..ab35c89d --- /dev/null +++ b/ZEDCamera/Assets/ZED/Examples/Drone Shooter/Scripts/Utilities/ILaserable.cs @@ -0,0 +1,13 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public interface ILaserable +{ + /// + /// Have an object inherit this if you want it to be damageable by the LaserShot_Player script in the ZED Drone Battle sample. + /// + + void TakeDamage(int damage); + +} diff --git a/ZEDCamera/Assets/ZED/Examples/Drone Shooter/Scripts/Utilities/Projectile.cs b/ZEDCamera/Assets/ZED/Examples/Drone Shooter/Scripts/Utilities/Projectile.cs new file mode 100644 index 00000000..9cb7e18c --- /dev/null +++ b/ZEDCamera/Assets/ZED/Examples/Drone Shooter/Scripts/Utilities/Projectile.cs @@ -0,0 +1,90 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Networking; + +/// +/// Moves a gameobject forward each FixedUpdate, checks for collisions with both the real and virtual world, and dies after a set lifespan. +/// Inherit from this class to easily make your own projectile. +/// +public class Projectile : MonoBehaviour +{ + [Tooltip("In meters per second")] + public float Speed = 10f; + [Tooltip("In seconds")] + public float Lifespan = 8f; + [Tooltip("How granular the dots are along the fake raycast done for collisions.")] + public float DistanceBetweenRayChecks = 0.01f; + [Tooltip("How far behind a real pixel can a collision check decide it's not a collision.")] + public float RealWorldThickness = 0.05f; + [Tooltip("Explosion object to spawn on death")] + + //Needed for depth calculation + [HideInInspector] + public Camera _leftCamera; + private void Awake() + { + if (!_leftCamera) + { + _leftCamera = ZEDManager.Instance.GetLeftCameraTransform().GetComponent(); + } + } + + /// + /// Handles movements and collisions on a constant basis. + /// + void FixedUpdate() + { + //Calculate where the object should move this frame + Vector3 newpos = transform.position + transform.rotation * Vector3.forward * (Speed * Time.deltaTime); + + //Collisions with the real World. As the object moves, collisions checks are made each frame at the next position. + Vector3 collisionpoint; + if (ZEDSupportFunctions.HitTestOnRay(_leftCamera, newpos, transform.rotation, Vector3.Distance(transform.position, newpos), DistanceBetweenRayChecks, out collisionpoint, false, RealWorldThickness)) + { + //Call the function to resolve the impact. This allows us to easily override what happens on collisions with classes that inherit this one. + Vector3 collisionnormal; + ZEDSupportFunctions.GetNormalAtWorldLocation(collisionpoint, sl.REFERENCE_FRAME.WORLD, _leftCamera, out collisionnormal); + + OnHitRealWorld(collisionpoint, collisionnormal); + } + + //Collisions with virtual objects + //Cast a ray to check collisions between here and the intended move point for virtual objects. + RaycastHit hitinfo; + if (Physics.Raycast(transform.position, newpos - transform.position, out hitinfo, Vector3.Distance(transform.position, newpos))) + { + //Call the function to resolve the impact. 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Trigger Button: Scale Down. + +The Script TransformController.cs has a checkbox "VR Controls" for enabling the controls for the VR Controllers. +It also detects automatically if there are any controller connected and sets itselfs true or false. +/////////////////////////////////////////////////// +...................................................... +We are using Unity's Video Player to play videos. +This component accepts video files within the project, web or local PC URL (link / path) towards the video source. + +A Light appears behind the Movie Screen when its being moved around. + +...................................................... +The script TransformController.cs handles the movement of any object it is attributed to. +It takes the Input form either your PC Keyboard, or your VR Controllers (Oculus or Vive), and applies it to the Object's Transform component. +It can Move it on its axis, Rotate on the Y axis, and Scale uniformly. \ No newline at end of file diff --git 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controller towards a flat surface (floor, table etc...). +- Hold the [Trigger Button] of the controller to start checking the area pointed for a positive surface. +- When the Bunny Placeholder is RED, it won't be able to spawn a Bunny. +- If its Blue, then you can spawn a Bunny on that surface. +- Release the [Trigger Button] when the placeholder is white, to spawn a Bunny. +- A baseball bat will appear at the end of the Controller. +- Use it to hit the bunny and throw it as far as possible in the available space around you. + +Checking the variable "Can Spawn Multiple Bunnies" will no longer delete the previous Spawned Bunny. +/////////////////////////////////////////////////// + +The Prefab "VR_Controller" contains three major scripts; +...................................................... +- VR_ObjectTracjer +This script tracks the VR devices that can be selected through the "Device To Track" variable on the Inspector. +It works for SteamVR & Oculus plugins. +...................................................... +- Plane Manager +This script manages when to give the order to the ZED Plane Detection Manager to detect a plane at a given world space point. +It checks for inputs from the VR Controllers connected, and depending on the state of that input, it starts looking for planes. + +Whenever the ZED Plane Detection Manager finds something, we look at how the normal of the plane it: + +[If the surface is horizontal enough, then proceed to spawn our Bunny] + +[Else, clear everything and start again] + +Here is also managed the display of the place holder for the Bunny. +...................................................... +- Bunny Spawner +This script manages not only the spawning of the Bunny, but also the display of the pointerBead laser, the display of the baseball bat. +The UI Panel is also spawned through here, displaying the distance traveled by the Bunny since hit by the baseball bat. + 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00000000..3c621393 --- /dev/null +++ b/ZEDCamera/Assets/ZED/Examples/Plane Detection/Scripts/Bunny.cs @@ -0,0 +1,132 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Bunny : MonoBehaviour { + + //Reference to the Rigidbody of this object. + private Rigidbody _rb; + //Variable to store our initial position when we are enabled/spawned into the scene. + public Vector3 _savedPos { get; private set; } + //Boolean that is true whenever this object is moved by the baseball bat. + public bool _moving { get; private set; } + //Reference to the ZED's left camera gameobject. + private Camera _leftCamera; + //Reference to the BunnySpawner that spawned this gameObject. + private BunnySpawner _mySpawner; + //The transform to be used as new center/pivot point for this gameObject when checking for collisions with the real world. + private Transform _centerPoint; + //Reference to the ZED Plane Detection Manager. + private ZEDPlaneDetectionManager _zedPlane; + //Reference to the Animator. + [HideInInspector] + public Animator anim; + /// + /// Use this for initialization. + /// Setting up the variables, and start up states. + /// + void Start() + { + //Find the left camera object if we didn't assign it at start. + if (!_leftCamera) + { + _leftCamera = ZEDManager.Instance.GetLeftCameraTransform().GetComponent(); + } + //we're not moving at start. + _moving = false; + //Get our Rigidbody component. + _rb = GetComponent(); + //Saving our initial position. + _savedPos = transform.position; + //Getting the ZEDPlaneDetectionManager.cs component. + _zedPlane = FindObjectOfType(); + //If there is a child in position 2, use it as new centerPoint. + if (transform.GetChild(2) != null) + _centerPoint = transform.GetChild(2); + else //use this transform. + _centerPoint = transform; + //Get the Animator component. + anim = GetComponent(); + } + + /// + /// Sets the BunnySpawner. + /// + /// + public void SetMySpawner(BunnySpawner spawner) + { + _mySpawner = spawner; + } + + /// + /// Starts the HitDelay coroutine. + /// + public void GetHit(bool hit) + { + GetComponent().drag = 0f; + GetComponent().angularDrag = 0.5f; + StartCoroutine(HitDelay(hit)); + } + + /// + /// Coroutine used to delay the collision detection of the Bunny. + /// Setting the _moving variable after waiting X seconds. + /// + /// + IEnumerator HitDelay(bool hit) + { + //Wait for X amount of seconds... + yield return new WaitForSeconds(0.1f); + if (hit) + { + //... then set _moving to true, and allow collision detection in FixedUpdate(). + _moving = true; + } + else + { + _rb.isKinematic = true; //Freeze the object at the current position. + yield return new WaitForSeconds(1f); + _mySpawner.SpawnUI(transform.position); + } + + //Clearing the scene from any Planes created by the ZED Plane Detection Manager. + for (int i = 0; i < _zedPlane.hitPlaneList.Count; i++) + { + Destroy(_zedPlane.hitPlaneList[i].gameObject); + _zedPlane.hitPlaneList.RemoveAt(i); + } + } + + /// + /// This function is called every fixed framerate frame + /// Here we take care of enabling & disabling the laser pointer. + /// + private void FixedUpdate() + { + //If we have been moved by the baseball bat + if (_moving) + { + //Look for our next position based on our current velocity. + Vector3 predictedPos = _centerPoint.position + (_rb.velocity * (Time.deltaTime * 2.5f)); + transform.rotation = Quaternion.LookRotation(_rb.velocity.normalized); + //Collision check with the real world at that next position. + if (ZEDSupportFunctions.HitTestAtPoint(_leftCamera, predictedPos)) + { + //We hit something, but is it a flat surface? + if (_zedPlane.DetectPlaneAtHit(_leftCamera.WorldToScreenPoint(predictedPos))) + { + _mySpawner.SpawnUI(predictedPos); + _moving = false; + } + else//If not freeze on hit. + { + //_rb.isKinematic = true; //Freeze the object at the current position. + _moving = false; //Not moving anymore, so update our state. + _mySpawner.SpawnUI(predictedPos); //Start spawning the UI on our current location. + _rb.velocity = Vector3.Reflect(_rb.velocity /2 , transform.forward); + } + } + } + } + +} diff --git a/ZEDCamera/Assets/ZED/Examples/Plane Detection/Scripts/BunnyPlacement.cs b/ZEDCamera/Assets/ZED/Examples/Plane Detection/Scripts/BunnyPlacement.cs new file mode 100644 index 00000000..7480f781 --- /dev/null +++ b/ZEDCamera/Assets/ZED/Examples/Plane Detection/Scripts/BunnyPlacement.cs @@ -0,0 +1,296 @@ +using UnityEngine; +using UnityEngine.UI; +using System.Collections; +using System; + +public class BunnyPlacement : MonoBehaviour +{ + //Positive Color for placement + public Texture[] goodPlacementTex; + //Negative Color for placement + public Texture[] badPlacementTex; + //Point Light + private Light pointLight; + // Reference to the Object Tracker. + private ZEDControllerTracker trackedObj; +#if ZED_STEAM_VR + // Reference to the SteamVR Controller for Input purposes. + SteamVR_Controller.Device device; +#endif + //Reference to the ZED Plane Detection Manager. + private ZEDPlaneDetectionManager zedPlane; + //Reference to the BunnySpawner. + private BunnySpawner bunnySpawner; + //Reference to the ZED's left camera gameobject. + private Camera leftCamera; + //Reference to the pointerBead transform. + private Transform pointerBead; + //Boolean that enables us to spawn or not the Bunny prefab. + private bool _canSpawnBunny; + public enum state + { + Idle, + Down, + Press, + Up + }; + //The Buttons State + private state button; + public state Button { + get { + return button; + } + } + + /// + /// Awake is used to initialize any variables or game state before the game starts. + /// + void Awake() + { + _canSpawnBunny = false; + trackedObj = GetComponent(); + zedPlane = FindObjectOfType(); + bunnySpawner = GetComponent(); + if (!leftCamera) + { + leftCamera = ZEDManager.Instance.GetLeftCameraTransform().gameObject.GetComponent(); + } + } + + /// + /// Sets a reference to the pointerBead. + /// + /// + public void SetPoinerBead(Transform _pointer) + { + pointerBead = _pointer; + pointLight = _pointer.GetChild(0).GetComponentInChildren(); + } + + /// + /// Update is called every frame. + /// Here we receive the input from the Controller. + /// Then we decide what to do in each case. + /// + + private void Update() + { + if (trackedObj == null) + { + if (Input.GetKeyDown(KeyCode.Space)) + button = state.Down; + else if (Input.GetKey(KeyCode.Space)) + button = state.Press; + else if (Input.GetKeyUp(KeyCode.Space)) + button = state.Up; + else + button = state.Idle; + } + else + { +#if ZED_STEAM_VR + //Check if a Controller tracked. + if ((int)trackedObj.index > 0) + { + device = SteamVR_Controller.Input((int)trackedObj.index); + } + + //SteamVR provides OnButton responses for the Trigger input. + //When pressing Down, Holding it, or Releasing it. + if ((int)trackedObj.index > 0) + { + if (device.GetPressDown(SteamVR_Controller.ButtonMask.Trigger)) + { + button = state.Down; + } + else if (device.GetPress(SteamVR_Controller.ButtonMask.Trigger)) + { + button = state.Press; + } + else if (device.GetPressUp(SteamVR_Controller.ButtonMask.Trigger)) + { + button = state.Up; + } + else + button = state.Idle; + } +#elif ZED_OCULUS + //Check if a Controller is tracked. + if ((int)trackedObj.deviceToTrack == 0) + { + //Oculus Touch Triggers aren't of Button type, but Axis. + //So we have to create our own state for this Input, based on sensitivity from 0 to 1. + if (OVRInput.Get(OVRInput.Axis1D.PrimaryIndexTrigger, OVRInput.Controller.RTouch) > 0.5f) + { + if (button == state.Idle) + { + button = state.Down; + } + else if (button == state.Down) + { + button = state.Press; + } + } + else + { + if (button == state.Press || button == state.Down) + { + button = state.Up; + } + else if (button == state.Up) + { + button = state.Idle; + } + } + } + + if ((int)trackedObj.deviceToTrack == 1) + { + if (OVRInput.Get(OVRInput.Axis1D.PrimaryIndexTrigger, OVRInput.Controller.LTouch) > 0.5f) + { + if (button == state.Idle) + { + button = state.Down; + } + else if (button == state.Down) + { + button = state.Press; + } + } + else + { + if (button == state.Press || button == state.Down) + { + button = state.Up; + } + else if (button == state.Up) + { + button = state.Idle; + } + } + } + +#endif + } + //If the Trigger Button is being used. + if (button != state.Idle) + { + //It just got pressed. + if (button == state.Down) + { + //Enable the bunnySpawner to display the pointerBead. + bunnySpawner._canPlaceHolder = true; + //Hide the baseball. + if(bunnySpawner._baseballBat != null) + bunnySpawner._baseballBat.SetActive(false); + //Clear the list of detected planes by the Manager. + if (zedPlane.hitPlaneList.Count > 0) + { + for (int i = 0; i < zedPlane.hitPlaneList.Count; i++) + { + Destroy(zedPlane.hitPlaneList[i].gameObject); + zedPlane.hitPlaneList.RemoveAt(i); + } + } + //Destroy the current Bunny, if any, on the scene. + if (!bunnySpawner.canSpawnMoreBunnies && bunnySpawner._currentBunny != null) + { + Destroy(bunnySpawner._currentBunny); + bunnySpawner._currentBunny = null; + } + } + + //From the first input to the next ones as it keeps being hold down. + if (button == state.Press || button == state.Down) + { + if (zedPlane.hitPlaneList.Count == 0) + { + //Launch the detection of Planes through the ZED Plane Detection Manager. + if (zedPlane.DetectPlaneAtHit(leftCamera.WorldToScreenPoint(pointerBead.position))) + { + //Get the normal of the plane. + ZEDPlaneGameObject currentPlane = zedPlane.getHitPlane(zedPlane.hitPlaneList.Count - 1); + Vector3 planeNormal = currentPlane.worldNormal; + //Check if the plane has a normal close enough to Y (horizontal surface) to be stable for the Bunny to spawn into. + if (Vector3.Dot(planeNormal, Vector3.up) > 0.85f) + { + //Allow to spawn the Bunny, and set the pointerBead to a positive color. + if (_canSpawnBunny == false) + { + _canSpawnBunny = true; + bunnySpawner._placeHolderMat[0].mainTexture = goodPlacementTex[0]; + bunnySpawner._placeHolderMat[1].mainTexture = goodPlacementTex[1]; + pointLight.color = Color.blue; + } + else //Clear the list of planes. + { + for (int i = 0; i < zedPlane.hitPlaneList.Count; i++) + { + if (i == 0) + { + Destroy(zedPlane.hitPlaneList[i].gameObject); + zedPlane.hitPlaneList.RemoveAt(i); + } + } + } + } + else //Surface wasn't horizontal enough + { + //Don't allow for the Bunny to spawn, and set the pointerBead to a negative color. + _canSpawnBunny = false; + bunnySpawner._placeHolderMat[0].mainTexture = badPlacementTex[0]; + bunnySpawner._placeHolderMat[1].mainTexture = badPlacementTex[1]; + pointLight.color = Color.red; + //Clear the list of planes. + for (int i = 0; i < zedPlane.hitPlaneList.Count; i++) + { + Destroy(zedPlane.hitPlaneList[i].gameObject); + zedPlane.hitPlaneList.RemoveAt(i); + } + } + + } + } + + else if (zedPlane.hitPlaneList.Count > 0) + { + if (!Physics.Raycast(transform.position, pointerBead.position - transform.position)) + { + //Don't allow for the Bunny to spawn, and set the pointerBead to a negative color. + _canSpawnBunny = false; + bunnySpawner._placeHolderMat[0].mainTexture = badPlacementTex[0]; + bunnySpawner._placeHolderMat[1].mainTexture = badPlacementTex[1]; + pointLight.color = Color.red; + //Clear the list of planes. + for (int i = 0; i < zedPlane.hitPlaneList.Count; i++) + { + Destroy(zedPlane.hitPlaneList[i].gameObject); + zedPlane.hitPlaneList.RemoveAt(i); + } + } + } + } + + //Button is released. + if (button == state.Up) + { + //If at that moment the bunny was allowed to spawn, proceed ot make the call. + if (_canSpawnBunny) + { + bunnySpawner.SpawnBunny(pointerBead.position); + } + else //Clear the list of planes. + { + for (int i = 0; i < zedPlane.hitPlaneList.Count; i++) + { + Destroy(zedPlane.hitPlaneList[i].gameObject); + zedPlane.hitPlaneList.RemoveAt(i); + } + } + //Reset the booleans. + _canSpawnBunny = false; + bunnySpawner._canPlaceHolder = false; + } + } + } +} diff --git a/ZEDCamera/Assets/ZED/Examples/Plane Detection/Scripts/BunnySpawner.cs b/ZEDCamera/Assets/ZED/Examples/Plane Detection/Scripts/BunnySpawner.cs new file mode 100644 index 00000000..6c1d7386 --- /dev/null +++ b/ZEDCamera/Assets/ZED/Examples/Plane Detection/Scripts/BunnySpawner.cs @@ -0,0 +1,197 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class BunnySpawner : MonoBehaviour { + + [Tooltip("Prefab of the Bunny that we're going to spawn.")] + public GameObject _bunnyPrefab; + [Tooltip("Prefab of the pointer which is a placeHolder that indicates if we can place or not a Bunny.")] + public GameObject _laserPointerPrefab; + //Reference to the object that holds the laser as an anchor. + private GameObject _laserPointerBeadHolder; + //Reference to the object that will be placed at the end of the laser. + private GameObject _pointerBead; + //Reference to the ZED's left camera gameobject. + private Camera _leftCamera; + [HideInInspector] //Boolean that decides if we can display the placeHolder bunny. + public bool _canPlaceHolder; + [Tooltip("Prefab of the UI that spawns when the Bunny collides with anything.")] + public GameObject _uiPrefab; + //The last UI spawned for a Bunny collision. + private GameObject _currentUI; + [HideInInspector] //The last Bunny gameObject spawned in the scene. + public GameObject _currentBunny; + //The text componenet of the current UI gameObject for displaying the score (Distance) of how far the Bunny was sent. + private Text _distanceText; + [HideInInspector] //The gameObject that holds the 3D Model of the Baseball Bat, so we can Show/Hide it. + public GameObject _baseballBat; + [Tooltip("The Material used on the placeHolder of the pointer Prefab.")] + public Material[] _placeHolderMat; + [Tooltip("The origin position for the Laser Pointer. If null, it takes this script's gameObject position.")] + public Transform _rayOrigin; + [Tooltip("Allow Multiple Bunnys to be spawn")] + public bool canSpawnMoreBunnies = false; + /// + /// Awake is used to initialize any variables or game state before the game starts. + /// + void Awake () + { + //Find the left camera object if we didn't assign it at start. + if (!_leftCamera) + { + _leftCamera = ZEDManager.Instance.GetLeftCameraTransform().gameObject.GetComponent(); + } + + //Check if there is a Object Tracker on this object + var tracker = GetComponent(); + if(tracker != null) + { + //Get the parent object of the baseball bat. + if (transform.childCount > 1) + { + _baseballBat = transform.GetChild(1).gameObject; + //Hide it. + _baseballBat.SetActive(false); + } + } + //Instantiate the Laser Pointer Prefab and assign it to our variables. + if (_laserPointerPrefab != null) + { + _laserPointerBeadHolder = Instantiate(_laserPointerPrefab) as GameObject; //Get the Anchor/root of the pointerBead. + _pointerBead = _laserPointerBeadHolder.transform.GetChild(0).gameObject; //Get the laser's pointerBead. + } + //If we didn't set a Transform for the laser's origin position... + if (_rayOrigin == null) + _rayOrigin = transform; //...then take our local position. + + //Set the PlaneManager's reference to our pointerbead. + GetComponent().SetPoinerBead(_pointerBead.transform); + } + + /// + /// This function is called every fixed framerate frame + /// Here we take care of enabling & disabling the laser pointer by looking for collisions with the real world. + /// + void FixedUpdate () + { + //Do we have a Pointer Bead to position in the world? + if (_laserPointerBeadHolder != null && GetComponent().Button != BunnyPlacement.state.Idle) + { + Vector3 pointerBeadPoint; + //Point the bead at the closest thing in front of the camera. + if (ZEDManager.Instance.IsZEDReady && FindPointerBeadPosition(out pointerBeadPoint) && _canPlaceHolder) + { + //We hit something. Make sure the bead is active. + _laserPointerBeadHolder.SetActive(true); + //Position the bead a the collision point, and make it face you. + _laserPointerBeadHolder.transform.position = pointerBeadPoint; + Quaternion rot = Quaternion.LookRotation(_leftCamera.transform.position - _laserPointerBeadHolder.transform.position); + _laserPointerBeadHolder.transform.eulerAngles = new Vector3(0f, rot.eulerAngles.y, 0f); + } + else + { + //We didn't hit anything. Disable the bead object. + _laserPointerBeadHolder.SetActive(false); + } + } + else + _laserPointerBeadHolder.SetActive(false); + } + + /// + /// Spawning the Bunny prefab. + /// + /// + public void SpawnBunny(Vector3 spawnPos) + { + //Instantiating the prefab. + GameObject newBunny = Instantiate(_bunnyPrefab, spawnPos, Quaternion.identity, null) as GameObject; + //Make the UI to face the camera only on the Y axis. + Quaternion rot = Quaternion.LookRotation(_leftCamera.transform.position - spawnPos); + newBunny.transform.eulerAngles = new Vector3(0f, rot.eulerAngles.y, 0f); + //Set this script as the BunnySpawner of the instantiated Bunny. + newBunny.GetComponent().SetMySpawner(this); + //Assigning it to the currentBunny variable. + _currentBunny = newBunny; + //Start the coroutine that will enable/show the baseball bat. + StartCoroutine(EnableBat()); + } + + /// + /// Coroutine that waits for X seconds before doing something. + /// + /// + IEnumerator EnableBat() + { + //Wait for X seconds... + yield return new WaitForSeconds(1f); + //then enable/show the baseball bat. + if(!_canPlaceHolder && _baseballBat != null) + _baseballBat.SetActive(true); + } + + /// + /// Instantiating the UI prefab. + /// + /// + public void SpawnUI(Vector3 spawnPos) + { + //Hide the baseball bat. + if(_baseballBat != null) + _baseballBat.SetActive(false); + //Destroy the last UI that was spawned, if any. + if (_currentUI != null) + { + Destroy(_currentUI); + _currentUI = null; + } + //Instantiate a new UI gameObject. + GameObject newUI = Instantiate(_uiPrefab, null); + //Reposition the UI. + newUI.transform.position = spawnPos; + //Make the UI to face the camera only on the Y axis. + Quaternion rot = Quaternion.LookRotation(_leftCamera.transform.position - spawnPos); + newUI.transform.eulerAngles = new Vector3(0f, rot.eulerAngles.y, 0f); + //Assigning the UI to the currentUI variable. + _currentUI = newUI; + //Assigning the UI's text component to the distanceText variable. + _distanceText = _currentUI.GetComponentInChildren(); + //Updating the distanceText value to the current Distance between the first/spawned position of the Bunny, and his current one. + _distanceText.text = Vector3.Distance(_currentBunny.GetComponent()._savedPos, spawnPos).ToString("F2") + " Meters"; + //If the UI position is higher than ours, and for a minimum of 1.5 meters, then rotate it 180 on the X axis so it's turned upside down. + if (_currentUI.transform.position.y > _leftCamera.transform.position.y && _currentUI.transform.position.y > 1.5f) + { + _currentUI.transform.eulerAngles = new Vector3(180f, _currentUI.transform.rotation.eulerAngles.y, 0f); + _distanceText.transform.localEulerAngles = new Vector3(180f, 0f, 0f); + } + } + + /// + /// Tests the depth of the real world based on the laser origin position and rotation. + /// Returns the world position if it collided with anything. + /// + /// + /// + bool FindPointerBeadPosition(out Vector3 pointerBeadPoint) + { + //Find the distance to the real world. The bool will be false if there is an error reading the depth at the center of the screen. + Vector3 realpoint; + bool foundrealdistance = ZEDSupportFunctions.HitTestOnRay(_leftCamera, _rayOrigin.position, _rayOrigin.rotation, 5.0f, 0.05f, out realpoint); + + //If we didn't find, return false so the laser and bead can be disabled. + if (!foundrealdistance) + { + pointerBeadPoint = Vector3.zero; + return false; + } + else //send the world position of the collision. + { + pointerBeadPoint = realpoint; + return true; + } + + + } +} diff --git a/ZEDCamera/Assets/ZED/Examples/Plane Detection/Scripts/Capsule.cs b/ZEDCamera/Assets/ZED/Examples/Plane Detection/Scripts/Capsule.cs new file mode 100644 index 00000000..a28c9891 --- /dev/null +++ b/ZEDCamera/Assets/ZED/Examples/Plane Detection/Scripts/Capsule.cs @@ -0,0 +1,19 @@ +using UnityEngine; +public class Capsule : MonoBehaviour +{ + [SerializeField] + private CapsuleFollower _capsuleFollowerPrefab; + + /// + /// Awake is used to initialize any variables or game state before the game starts. + /// + private void Awake() + { + //Instantiate the prefab. + var follower = Instantiate(_capsuleFollowerPrefab); + //Set it to this object's position. + follower.transform.position = transform.position; + //Assign itself to its target to follow. + follower.SetFollowTarget(this); + } +} \ No newline at end of file diff --git a/ZEDCamera/Assets/ZED/Examples/Plane Detection/Scripts/CapsuleFollower.cs b/ZEDCamera/Assets/ZED/Examples/Plane Detection/Scripts/CapsuleFollower.cs new file mode 100644 index 00000000..0e0affc8 --- /dev/null +++ b/ZEDCamera/Assets/ZED/Examples/Plane Detection/Scripts/CapsuleFollower.cs @@ -0,0 +1,86 @@ +using UnityEngine; + +public class CapsuleFollower : MonoBehaviour +{ + private Capsule _target; + private Rigidbody _rigidbody; + private Vector3 _velocity; + private Collider _collider; + [SerializeField] + private float _sensitivity = 50; + + /// + /// Awake is used to initialize any variables or game state before the game starts. + /// + private void Awake() + { + _rigidbody = GetComponent(); + _collider = GetComponent(); + } + + /// + /// Update is called every frame. + /// Here we enable.disable the collider whenever baseball bat is active or not. + /// + private void Update() + { + if (_target.transform.parent.gameObject.activeInHierarchy) + { + _collider.enabled = true; + } + else + _collider.enabled = false; + } + + /// + /// This function is called every fixed framerate frame. + /// Here we calculate the velocity of our rigidbody based on the movement towards the target. + /// + private void FixedUpdate() + { + Vector3 destination = _target.transform.position; + _rigidbody.transform.rotation = _target.transform.rotation; + + _velocity = (destination - _rigidbody.transform.position) * _sensitivity; + + _rigidbody.velocity = _velocity; + } + + /// + /// When another collider enters ours, we assign our rigidbody's velocity to his. + /// + /// + private void OnTriggerEnter(Collider other) + { + Bunny colBunny = other.GetComponent(); + //Checking if its a Bunny, with a Rigidbody and that is not moving. + if (colBunny != null) + { + if (other.GetComponent() && !colBunny._moving) + { + if (_rigidbody.velocity.y <= -2) + { + colBunny.anim.SetTrigger("Squeeze"); + colBunny.GetHit(hit: false); + } + else if (_rigidbody.velocity.magnitude > 2f) + { + //Send a call to GetHit() which delays for X seconds the Bunny's detection with the real world. + //Since the Bunny is already on the floor, it might return true for collision the moment the baseball bat touches it. + colBunny.GetHit(hit: true); + //Assign our velocity with some changes. I found that it feels better when it's half the force. + other.GetComponent().velocity = _rigidbody.velocity / 2; + } + } + } + } + + /// + /// Sets the target to follow. + /// + /// + public void SetFollowTarget(Capsule myTarget) + { + _target = myTarget; + } +} \ No newline at end of file diff --git a/ZEDCamera/Assets/ZED/Examples/Plane Detection/Textures/PC_Baseball_Bat_02_AmbientOcclusion.png b/ZEDCamera/Assets/ZED/Examples/Plane Detection/Textures/PC_Baseball_Bat_02_AmbientOcclusion.png new file mode 100644 index 00000000..87951c3e Binary files /dev/null and b/ZEDCamera/Assets/ZED/Examples/Plane Detection/Textures/PC_Baseball_Bat_02_AmbientOcclusion.png differ diff --git a/ZEDCamera/Assets/ZED/Examples/Plane Detection/Textures/PC_Baseball_Bat_02_BaseColor.png b/ZEDCamera/Assets/ZED/Examples/Plane Detection/Textures/PC_Baseball_Bat_02_BaseColor.png new file mode 100644 index 00000000..d80255db Binary files /dev/null and b/ZEDCamera/Assets/ZED/Examples/Plane Detection/Textures/PC_Baseball_Bat_02_BaseColor.png differ diff --git a/ZEDCamera/Assets/ZED/Examples/Plane Detection/Textures/PC_Baseball_Bat_02_MetallicGlossiness.png b/ZEDCamera/Assets/ZED/Examples/Plane Detection/Textures/PC_Baseball_Bat_02_MetallicGlossiness.png new file mode 100644 index 00000000..ca6768a8 Binary files /dev/null and b/ZEDCamera/Assets/ZED/Examples/Plane Detection/Textures/PC_Baseball_Bat_02_MetallicGlossiness.png differ diff --git a/ZEDCamera/Assets/ZED/Examples/Plane Detection/Textures/PC_Baseball_Bat_02_Normal.png b/ZEDCamera/Assets/ZED/Examples/Plane Detection/Textures/PC_Baseball_Bat_02_Normal.png new file mode 100644 index 00000000..c8afaa57 Binary files /dev/null and b/ZEDCamera/Assets/ZED/Examples/Plane Detection/Textures/PC_Baseball_Bat_02_Normal.png differ diff --git a/ZEDCamera/Assets/ZED/Examples/Plane Detection/Textures/Readme.txt b/ZEDCamera/Assets/ZED/Examples/Plane Detection/Textures/Readme.txt new file mode 100644 index 00000000..7feb1d98 --- /dev/null +++ b/ZEDCamera/Assets/ZED/Examples/Plane Detection/Textures/Readme.txt @@ -0,0 +1,3 @@ +Textures from Unity Asset Store. +Package Name : Baseball Bets - Pack 1.1 +Author Name : CGunwale \ No newline at end of file diff --git a/ZEDCamera/Assets/ZED/Examples/Plane Detection/Textures/unlitbunny.tga b/ZEDCamera/Assets/ZED/Examples/Plane Detection/Textures/unlitbunny.tga new file mode 100644 index 00000000..db0780c9 Binary files /dev/null and b/ZEDCamera/Assets/ZED/Examples/Plane Detection/Textures/unlitbunny.tga differ diff --git a/ZEDCamera/Assets/ZED/Examples/Plane Detection/Textures/unlitbunnyeyes.tga b/ZEDCamera/Assets/ZED/Examples/Plane Detection/Textures/unlitbunnyeyes.tga new file mode 100644 index 00000000..dc5a1ea1 Binary files /dev/null and b/ZEDCamera/Assets/ZED/Examples/Plane Detection/Textures/unlitbunnyeyes.tga differ diff --git a/ZEDCamera/Assets/ZED/Examples/Plane Detection/Textures/unlitbunnyeyesred.tga b/ZEDCamera/Assets/ZED/Examples/Plane 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checkbox "VR Controls" for enabling the controls for the VR Controllers. +It also detects automatically if there are any controller connected and sets itselfs true or false. +/////////////////////////////////////////////////// +...................................................... +This demo let's you have a look at a 3D representation of our solar system. +(Not at the Actual Scale) + +The script TransformController.cs handles the movement of any object it is attributed to. +It takes the Input form either your PC Keyboard, or your VR Controllers (Oculus or Vive), and applies it to the Object's Transform component. +It can Move it on its axis, Rotate on the Y axis, and Scale uniformly. \ No newline at end of file diff --git a/ZEDCamera/Assets/ZED/Examples/Planetarium/Resources/Earth/Materials/M_Earth.mat b/ZEDCamera/Assets/ZED/Examples/Planetarium/Resources/Earth/Materials/M_Earth.mat index b5ff345e..5f099a54 100644 --- 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half3 h = normalize(lightDir + viewDir); + half diff = max(0, dot(s.Normal, lightDir)); + float nh = max(0, dot(s.Normal, h)); + float spec = pow(nh, 48.0); + half4 c; + c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * spec * s.Alpha * _Shininess * _SpecColor) * (atten * 2); + c.a = s.Alpha; + return c; + } + + struct Input { + float2 uv_MainTex; + float2 uv_BumpMap; + float3 viewDir; + }; + sampler2D _MainTex; + sampler2D _BumpMap; + float4 _RimColor; + float _RimPower; + + void surf(Input IN, inout SurfaceOutput o) { + o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb; + o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); + half rim = 1.0 - saturate(dot(normalize(IN.viewDir), o.Normal)); + o.Emission = _RimColor.rgb * pow(rim, _RimPower); + o.Alpha = tex2D(_MainTex, IN.uv_MainTex).a; + } + + fixed4 LightingNoLighting(SurfaceOutput s, fixed3 lightDir, fixed atten) + { + fixed4 c; + c.rgb = s.Albedo; + c.a = s.Alpha; + return c; + } + + ENDCG + } + Fallback "Diffuse" 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a/ZEDCamera/Assets/ZED/Examples/Planetarium/Scripts/AsteroidsManager.cs b/ZEDCamera/Assets/ZED/Examples/Planetarium/Scripts/AsteroidsManager.cs index f2213a74..b8ea9d90 100644 --- a/ZEDCamera/Assets/ZED/Examples/Planetarium/Scripts/AsteroidsManager.cs +++ b/ZEDCamera/Assets/ZED/Examples/Planetarium/Scripts/AsteroidsManager.cs @@ -8,7 +8,7 @@ public class AsteroidsManager : MonoBehaviour public GameObject asteroidsType1; public GameObject asteroidsType2; public Transform center; - public static int amount = 50; + public static int amount = 100; public float radius = 1; public float offset = 0.0f; Matrix4x4[] listPositionsOrigin = new Matrix4x4[amount]; @@ -44,7 +44,7 @@ private void CreateAsteroids(Matrix4x4[] listPositionsOrigin, Matrix4x4[] listPo Vector3 position = new Vector3(x, y, z); //position = center.TransformPoint(position); //// 2. scale: Scale between 0.05 and 0.25f - float scale = Random.Range(0.2f, 0.6f); + float scale = Random.Range(0.1f, 0.3f); //model = glm::scale(model, glm::vec3(scale)); // 3. rotation: add random rotation around a (semi)randomly picked rotation axis vector diff --git a/ZEDCamera/Assets/ZED/Examples/Planetarium/Scripts/LookAtCamera.cs b/ZEDCamera/Assets/ZED/Examples/Planetarium/Scripts/LookAtCamera.cs new file mode 100644 index 00000000..6321a3a2 --- /dev/null +++ b/ZEDCamera/Assets/ZED/Examples/Planetarium/Scripts/LookAtCamera.cs @@ -0,0 +1,17 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class LookAtCamera : MonoBehaviour { + + public Transform target; + bool canLook = false; + + void Update () { + if(!canLook && transform.position - target.position != Vector3.zero) + canLook = true; + + if(canLook) + transform.rotation = Quaternion.LookRotation(transform.position - target.position); + } +} diff --git a/ZEDCamera/Assets/ZED/Examples/Planetarium/Scripts/PlanetMover.cs b/ZEDCamera/Assets/ZED/Examples/Planetarium/Scripts/PlanetMover.cs index 043a2ebe..7bed9e86 100644 --- a/ZEDCamera/Assets/ZED/Examples/Planetarium/Scripts/PlanetMover.cs +++ b/ZEDCamera/Assets/ZED/Examples/Planetarium/Scripts/PlanetMover.cs @@ -13,20 +13,23 @@ public class PlanetMover : MonoBehaviour { private Vector3 dir; private Vector3 originPos; + private void OnEnable() { //originPos = transform.localPosition; } - void Start () { + private void Start() + { dir = center.up; - //transform.position = originPos; - } - - // Update is called once per frame - void Update () { - transform.RotateAround(center.position, center.TransformDirection(dir), Time.deltaTime * speedRevolution); - transform.Rotate(axis, speed*Time.deltaTime, Space.Self); + } + + // Update is called once per frame + void Update () { + + transform.RotateAround(center.position, center.TransformDirection(dir), Time.deltaTime * speedRevolution); + + transform.Rotate(axis, speed*Time.deltaTime, Space.Self); } } diff --git a/ZEDCamera/Assets/ZED/Examples/Planetarium/Scripts/SunBursts.cs b/ZEDCamera/Assets/ZED/Examples/Planetarium/Scripts/SunBursts.cs new file mode 100644 index 00000000..e07c1b54 --- /dev/null +++ b/ZEDCamera/Assets/ZED/Examples/Planetarium/Scripts/SunBursts.cs @@ -0,0 +1,17 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class SunBursts : MonoBehaviour { + + public List sunBurstsGO = new List(); + // Use this for initialization + IEnumerator Start () { + + for (int i = 0; i < sunBurstsGO.Count; i++) + { + yield return new WaitForSeconds(2f); + sunBurstsGO[i].SetActive(true); + } + } +} diff --git a/ZEDCamera/Assets/ZED/Examples/SpatialMapping/Resources/Physics/Bounce.physicMaterial b/ZEDCamera/Assets/ZED/Examples/SpatialMapping/Resources/Physics/Bounce.physicMaterial index 0283ec51..1f9c9446 100644 --- a/ZEDCamera/Assets/ZED/Examples/SpatialMapping/Resources/Physics/Bounce.physicMaterial +++ b/ZEDCamera/Assets/ZED/Examples/SpatialMapping/Resources/Physics/Bounce.physicMaterial @@ -6,8 +6,8 @@ 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serializedVersion: 2 + time: 0 + value: 0 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 0 + spreadCustomCurve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 2 + time: 0 + value: 0 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 0 + reverbZoneMixCustomCurve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 2 + time: 0 + value: 1 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 0 --- !u!114 &114025688240506870 MonoBehaviour: m_ObjectHideFlags: 1 @@ -471,7 +560,7 @@ MonoBehaviour: resolution: 2 depthMode: 1 enableTracking: 1 - enableSpatialMemory: 1 + enableSpatialMemory: 0 pathSpatialMemory: depthOcclusion: 1 postProcessing: 1 diff --git a/ZEDCamera/Assets/ZED/SDK/Helpers/Resources/PrefabsUI/Warning_VR.prefab b/ZEDCamera/Assets/ZED/SDK/Helpers/Resources/PrefabsUI/Warning_VR.prefab index 9fbaa89b..67b37147 100644 --- a/ZEDCamera/Assets/ZED/SDK/Helpers/Resources/PrefabsUI/Warning_VR.prefab +++ b/ZEDCamera/Assets/ZED/SDK/Helpers/Resources/PrefabsUI/Warning_VR.prefab @@ -318,7 +318,7 @@ RectTransform: m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0.4, y: 0.15} m_AnchorMax: {x: 0.6, y: 0.35} - m_AnchoredPosition: {x: 0, y: 0} + m_AnchoredPosition: {x: 0, y: 87} m_SizeDelta: {x: 0, y: 0} m_Pivot: {x: 0.5, y: 0.5} --- !u!224 &224578675721850100 @@ -348,7 +348,7 @@ RectTransform: m_GameObject: {fileID: 1230655829210014} m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0.661} - m_LocalScale: {x: 2, y: 2, z: 0.08} + m_LocalScale: {x: 1, y: 1, z: 1} m_Children: - {fileID: 224391173512650546} m_Father: {fileID: 224180898579445112} @@ -356,6 +356,6 @@ RectTransform: m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0.4, y: 0.4} m_AnchorMax: {x: 0.6, y: 0.6} - m_AnchoredPosition: {x: 0, y: 0} + m_AnchoredPosition: {x: 0, y: 23} m_SizeDelta: {x: 0, y: 0} m_Pivot: {x: 0.5, y: 0.5} diff --git a/ZEDCamera/Assets/ZED/SDK/Helpers/Scripts/Interactions/ZEDControllerTracker.cs b/ZEDCamera/Assets/ZED/SDK/Helpers/Scripts/Interactions/ZEDControllerTracker.cs new file mode 100644 index 00000000..2e1969f7 --- /dev/null +++ b/ZEDCamera/Assets/ZED/SDK/Helpers/Scripts/Interactions/ZEDControllerTracker.cs @@ -0,0 +1,482 @@ +using UnityEngine; +using System.Collections.Generic; +#if ZED_STEAM_VR +using Valve.VR; +#endif +#if UNITY_EDITOR +using UnityEditor; +#endif + +public class ZEDControllerTracker : MonoBehaviour +{ + private string loadedDevice = ""; + +#if ZED_STEAM_VR + public enum EIndex + { + None = -1, + Hmd = (int)OpenVR.k_unTrackedDeviceIndex_Hmd, + Device1, + Device2, + Device3, + Device4, + Device5, + Device6, + Device7, + Device8, + Device9, + Device10, + Device11, + Device12, + Device13, + Device14, + Device15 + } + [HideInInspector] + public EIndex index = EIndex.None; + + /// + /// Timers between each checks, to registers new pads + /// + private float timerVive = 0.0f; + private float timerMaxVive = 1.0f; + private devices oldDevice; +#endif + + /// + /// Per each ID, contains the list of the position of each controller, used to delayed their tracking + /// + public Dictionary> poseData = new Dictionary>(); + + public enum devices + { + RightController, + LeftController, + +#if ZED_STEAM_VR + ViveTracker, +#endif + Hmd, + }; + [Tooltip("List of trackable devices that can be selected.")] + public devices deviceToTrack; + + [Tooltip("Latency to be applied on the movement of this tracked object, to match the camera frequency.")] + [Range(0, 200)] + public int _latencyCompensation = 78; + + /// + /// The Serial number of the controller which is holding the ZED. + /// If Null, then there's no calibration to be applied to this script. + /// If NONE, the ZEDControllerOffset failed to find any calibration file. + /// If S/N is present, then this script will calibrate itself to track the correct device, if that's not the case already. + /// + public string SNHolder = ""; + + /// + /// Awake is used to initialize any variables or game state before the game starts. + /// + void Awake() + { + //Reseting the dictionary. + poseData.Clear(); + //Creating our element with its key and value. + poseData.Add(1, new List()); + //Looking for the loaded device + loadedDevice = UnityEngine.VR.VRSettings.loadedDeviceName; + } + + /// + /// Update is called every frame. + /// For SteamVR plugin this is where the device Index is set up. + /// For Oculus plugin this is where the tracking is done. + /// + void Update() + { + +#if ZED_OCULUS + //Check if the VR headset is connected. + if (OVRManager.isHmdPresent && loadedDevice == "Oculus") + { + if (OVRInput.GetConnectedControllers().ToString() == "Touch") + { + //Depending on which tracked device we are looking for, start tracking it. + if (deviceToTrack == devices.LeftController) //Track the Left Oculus Controller. + RegisterPosition(1, OVRInput.GetLocalControllerPosition(OVRInput.Controller.LTouch), OVRInput.GetLocalControllerRotation(OVRInput.Controller.LTouch)); + if (deviceToTrack == devices.RightController) //Track the Right Oculus Controller. + RegisterPosition(1, OVRInput.GetLocalControllerPosition(OVRInput.Controller.RTouch), OVRInput.GetLocalControllerRotation(OVRInput.Controller.RTouch)); + + if (deviceToTrack == devices.Hmd) //Track the Oculus Hmd. + RegisterPosition(1, UnityEngine.VR.InputTracking.GetLocalPosition(UnityEngine.VR.VRNode.CenterEye), UnityEngine.VR.InputTracking.GetLocalRotation(UnityEngine.VR.VRNode.CenterEye)); + + //Taking our saved positions, and applying a delay before assigning it to our Transform. + if (poseData.Count > 0) + { + sl.Pose p; + //Delaying the saved values inside GetValuePosition() by a factor of latencyCompensation to the millisecond. + p = GetValuePosition(1, (float)(_latencyCompensation / 1000.0f)); + transform.position = p.translation; //Assign new delayed Position + transform.rotation = p.rotation; //Assign new delayed Rotation. + } + } + } + //Enabling the updates of the internal state of OVRInput. + OVRInput.Update(); +#endif +#if ZED_STEAM_VR + + //Timer for checking on devices + timerVive += Time.deltaTime; + + if (timerVive <= timerMaxVive) + return; + + timerVive = 0f; + + //Checks if a device has been assigned + if (index == EIndex.None && loadedDevice == "OpenVR") + { + if (BIsManufacturerController("HTC") || BIsManufacturerController("Oculus")) + { + //We look for any device that has "tracker" in its 3D model mesh name. + //We're doing this since the device ID changes based on how many devices are connected to Steam VR. + //This way if there's no controllers or just one, it's going to get the right ID for the Tracker. + if (deviceToTrack == devices.ViveTracker) + { + var error = ETrackedPropertyError.TrackedProp_Success; + for (uint i = 0; i < 16; i++) + { + var result = new System.Text.StringBuilder((int)64); + OpenVR.System.GetStringTrackedDeviceProperty(i, ETrackedDeviceProperty.Prop_RenderModelName_String, result, 64, ref error); + if (result.ToString().Contains("tracker")) + { + index = (EIndex)i; + break; //We break out of the loop, but we can use this to set up multiple Vive Trackers if we want to. + } + } + } + + //Looks for a device with the role of a Right Hand. + if (deviceToTrack == devices.RightController) + { + index = (EIndex)OpenVR.System.GetTrackedDeviceIndexForControllerRole(ETrackedControllerRole.RightHand); + } + //Looks for a device with the role of a Left Hand. + if (deviceToTrack == devices.LeftController) + { + index = (EIndex)OpenVR.System.GetTrackedDeviceIndexForControllerRole(ETrackedControllerRole.LeftHand); + } + + //Assigns the Hmd + if (deviceToTrack == devices.Hmd) + { + index = EIndex.Hmd; + } + } + + //Display Warning if there was supposed to be a calibration file, and none was found. + if (SNHolder.Equals("NONE")) + { + Debug.LogWarning(ZEDLogMessage.Error2Str(ZEDLogMessage.ERROR.PAD_CAMERA_CALIBRATION_NOT_FOUND)); + } + else if (SNHolder != null && index != EIndex.None) + { + //If the Serial number of the Calibrated device isn't the same as the current tracked device by this script... + if (!SteamVR.instance.GetStringProperty(Valve.VR.ETrackedDeviceProperty.Prop_SerialNumber_String, (uint)index).Contains(SNHolder)) + { + Debug.LogWarning(ZEDLogMessage.Error2Str(ZEDLogMessage.ERROR.PAD_CAMERA_CALIBRATION_MISMATCH) + SNHolder); + //... then look for that device through all the connected devices. + for (int i = 0; i < 16; i++) + { + //If a device with the same Serial Number is found, then change the device to track of this script. + if(SteamVR.instance.GetStringProperty(Valve.VR.ETrackedDeviceProperty.Prop_SerialNumber_String, (uint)i).Contains(SNHolder)) + { + index = (EIndex)i; + string deviceRole = OpenVR.System.GetControllerRoleForTrackedDeviceIndex((uint)index).ToString(); + if (deviceRole.Equals("RightHand")) + deviceToTrack = devices.RightController; + else if (deviceRole.Equals("LeftHand")) + deviceToTrack = devices.LeftController; + else if (deviceRole.Equals("Invalid")) + { + var error = ETrackedPropertyError.TrackedProp_Success; + var result = new System.Text.StringBuilder((int)64); + OpenVR.System.GetStringTrackedDeviceProperty((uint)index, ETrackedDeviceProperty.Prop_RenderModelName_String, result, 64, ref error); + if (result.ToString().Contains("tracker")) + deviceToTrack = devices.ViveTracker; + } + Debug.Log("A connected device with the correct Serial Number was found, and assigned to " + this + " the correct device to track."); + break; + } + } + } + } + oldDevice = deviceToTrack; + } + + if (deviceToTrack != oldDevice) + index = EIndex.None; + +#endif + } + +#if ZED_STEAM_VR + public bool isValid { get; private set; } + /// + /// Tracking the devices for SteamVR and applying a delay. + /// + private void OnNewPoses(TrackedDevicePose_t[] poses) + { + if (index == EIndex.None) + return; + + var i = (int)index; + + isValid = false; + + if (poses.Length <= i) + return; + + if (!poses[i].bDeviceIsConnected) + return; + + if (!poses[i].bPoseIsValid) + return; + + isValid = true; + + //Get the position and rotation of our tracked device. + var pose = new SteamVR_Utils.RigidTransform(poses[i].mDeviceToAbsoluteTracking); + //Saving those values. + RegisterPosition(1, pose.pos, pose.rot); + //Delaying the saved values inside GetValuePosition() by a factor of latencyCompensation to the millisecond. + sl.Pose p = GetValuePosition(1, (float)(_latencyCompensation / 1000.0f)); + transform.localPosition = p.translation; + transform.localRotation = p.rotation; + + } + + SteamVR_Events.Action newPosesAction; + + ZEDControllerTracker() + { + newPosesAction = SteamVR_Events.NewPosesAction(OnNewPoses); + } + + void OnEnable() + { + var render = SteamVR_Render.instance; + if (render == null) + { + enabled = false; + return; + } + + newPosesAction.enabled = true; + } + + void OnDisable() + { + newPosesAction.enabled = false; + isValid = false; + } + + public bool BIsManufacturerController(string name) + { + System.Text.StringBuilder sbType = new System.Text.StringBuilder(1000); + Valve.VR.ETrackedPropertyError err = Valve.VR.ETrackedPropertyError.TrackedProp_Success; + SteamVR.instance.hmd.GetStringTrackedDeviceProperty((uint)0, Valve.VR.ETrackedDeviceProperty.Prop_ManufacturerName_String, sbType, 1000, ref err); + return (err == Valve.VR.ETrackedPropertyError.TrackedProp_Success && sbType.ToString().StartsWith(name)); + } + + +#endif + /// + /// Compute the delayed position and rotation from history + /// + /// + /// + /// + private sl.Pose GetValuePosition(int indx, float timeDelay) + { + sl.Pose p = new sl.Pose(); + if (poseData.ContainsKey(indx)) + { + //Get the saved position & rotation. + p.translation = poseData[indx][poseData[indx].Count - 1].position; + p.rotation = poseData[indx][poseData[indx].Count - 1].rotation; + + float idealTS = (Time.time - timeDelay); + + for (int i = 0; i < poseData[indx].Count; ++i) + { + if (poseData[indx][i].timestamp > idealTS) + { + int currentIndex = i; + if (currentIndex > 0) + { + //Calculate the time between the pose and the delayed pose. + float timeBetween = poseData[indx][currentIndex].timestamp - poseData[indx][currentIndex - 1].timestamp; + float alpha = ((Time.time - poseData[indx][currentIndex - 1].timestamp) - timeDelay) / timeBetween; + //Lerping to the next position based on the time determied above. + Vector3 pos = Vector3.Lerp(poseData[indx][currentIndex - 1].position, poseData[indx][currentIndex].position, alpha); + Quaternion rot = Quaternion.Lerp(poseData[indx][currentIndex - 1].rotation, poseData[indx][currentIndex].rotation, alpha); + //Applies new values + p = new sl.Pose(); + p.translation = pos; + p.rotation = rot; + //Removes used elements from dictionary. + poseData[indx].RemoveRange(0, currentIndex - 1); + } + return p; + } + } + } + return p; + } + + /// + /// Set the current tracking to a container + /// + /// + /// + /// + private void RegisterPosition(int indx, Vector3 position, Quaternion rot) + { + TimedPoseData currentPoseData = new TimedPoseData(); + currentPoseData.timestamp = Time.time; + currentPoseData.rotation = rot; + currentPoseData.position = position; + poseData[indx].Add(currentPoseData); + } + + /// + /// Structures used to delay the controllers + /// + public struct TimedPoseData + { + public float timestamp; + public Quaternion rotation; + public Vector3 position; + } +} + +#if UNITY_EDITOR +[CustomEditor(typeof(ZEDControllerTracker)), CanEditMultipleObjects] +public class ZEDVRDependencies : Editor +{ + [SerializeField] + static string defineName; + static string packageName; + + public override void OnInspectorGUI() + { + if (CheckPackageExists("SteamVR")) + { + defineName = "ZED_STEAM_VR"; + packageName = "SteamVR"; + } + else if (CheckPackageExists("Oculus") || CheckPackageExists("OVR")) + { + defineName = "ZED_OCULUS"; + packageName = "Oculus"; + } + + if (EditorPrefs.GetBool(packageName)) + { + DrawDefaultInspector(); + } + else + { + GUILayout.Space(20); + if (GUILayout.Button("Load " + packageName + " data")) + { + if (CheckPackageExists(packageName)) + { + ActivateDefine(); + } + } + if (packageName == "SteamVR") + EditorGUILayout.HelpBox(ZEDLogMessage.Error2Str(ZEDLogMessage.ERROR.STEAMVR_NOT_INSTALLED), MessageType.Warning); + else if (packageName == "Oculus") + EditorGUILayout.HelpBox(ZEDLogMessage.Error2Str(ZEDLogMessage.ERROR.OVR_NOT_INSTALLED), MessageType.Warning); + } + } + + public static bool CheckPackageExists(string name) + { + string[] packages = AssetDatabase.FindAssets(name); + return packages.Length != 0 && AssetDatabase.IsValidFolder("Assets/" + name); + } + + + public static void ActivateDefine() + { + EditorPrefs.SetBool(packageName, true); + + string defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(BuildTargetGroup.Standalone); + if (defines.Length != 0) + { + if (!defines.Contains(defineName)) + { + defines += ";" + defineName; + } + } + else + { + if (!defines.Contains(defineName)) + { + defines += defineName; + } + } + PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.Standalone, defines); + } + + + public static void DesactivateDefine() + { + EditorPrefs.SetBool(packageName, false); + + string defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(BuildTargetGroup.Standalone); + if (defines.Length != 0) + { + if (defines.Contains(defineName)) + { + defines = defines.Remove(defines.IndexOf(defineName), defineName.Length); + + if (defines.LastIndexOf(";") == defines.Length - 1 && defines.Length != 0) + { + defines.Remove(defines.LastIndexOf(";"), 1); + } + } + } + PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.Standalone, defines); + } + + public class AssetPostProcessZEDVR : AssetPostprocessor + { + + static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) + { + + if (ZEDVRDependencies.CheckPackageExists("OVR") || ZEDVRDependencies.CheckPackageExists("Oculus")) + { + defineName = "ZED_OCULUS"; + packageName = "Oculus"; + ActivateDefine(); + } + if (ZEDVRDependencies.CheckPackageExists("SteamVR")) + { + defineName = "ZED_STEAM_VR"; + packageName = "SteamVR"; + ActivateDefine(); + } + else + { + DesactivateDefine(); + } + } + } +} + +#endif \ No newline at end of file diff --git a/ZEDCamera/Assets/ZED/SDK/Helpers/Scripts/Interactions/ZEDOffsetController.cs b/ZEDCamera/Assets/ZED/SDK/Helpers/Scripts/Interactions/ZEDOffsetController.cs index 3c0d7722..15ccd18f 100644 --- a/ZEDCamera/Assets/ZED/SDK/Helpers/Scripts/Interactions/ZEDOffsetController.cs +++ b/ZEDCamera/Assets/ZED/SDK/Helpers/Scripts/Interactions/ZEDOffsetController.cs @@ -21,7 +21,7 @@ public class ZEDOffsetController : MonoBehaviour private string path = @"Stereolabs\steamvr"; - public ZEDControllerManager padManager; + public ZEDControllerTracker padManager; public bool isReady = false; @@ -57,7 +57,7 @@ public void SaveZEDPos() #if ZED_STEAM_VR if (PadComponentExist()) { - string i = "indexController=" + (padManager.ControllerIndexZEDHolder > 0 ? SteamVR.instance.GetStringProperty(Valve.VR.ETrackedDeviceProperty.Prop_SerialNumber_String, (uint)padManager.ControllerIndexZEDHolder) : "NONE") + " //SN of the pad attached to the camera (NONE to set no pad on it)"; + string i = "indexController=" + (padManager.index > 0 ? SteamVR.instance.GetStringProperty(Valve.VR.ETrackedDeviceProperty.Prop_SerialNumber_String, (uint)padManager.index) : "NONE") + " //SN of the pad attached to the camera (NONE to set no pad on it)"; file.WriteLine(i); } #endif @@ -69,7 +69,10 @@ public void SaveZEDPos() public bool PadComponentExist() { - return GetComponent() || GetComponent(); + if (padManager != null) + return true; + else + return false; } private void OnEnable() @@ -79,18 +82,13 @@ private void OnEnable() private void LoadComponentPad() { - ZEDSteamVRControllerManager steamPad = GetComponent(); - - if (steamPad != null && steamPad.enabled) - { - padManager = steamPad; - } - - ZEDOculusControllerManager oculusPad = GetComponent(); - if (oculusPad != null && oculusPad.enabled) - { - padManager = oculusPad; - } + ZEDControllerTracker pad = GetComponent(); + if (pad == null) + pad = GetComponentInParent(); + if (pad == null) + pad = GetComponentInChildren(); + if (pad != null) + padManager = pad; } void Awake() @@ -112,6 +110,12 @@ void Awake() isReady = true; } + private void Update() + { + if (ZEDManager.Instance.IsZEDReady) + LoadZEDPos(); + } + /// /// Load the position of the ZED from a file /// @@ -126,7 +130,12 @@ public void LoadZEDPos() } catch (System.Exception) { - + padManager.SNHolder = "NONE"; + } + if (lines == null) + { + padManager.SNHolder = "NONE"; + return; } if (lines == null) return; Vector3 position = new Vector3(0, 0, 0); @@ -163,15 +172,17 @@ public void LoadZEDPos() { eulerRotation.z = float.Parse(field, System.Globalization.CultureInfo.InvariantCulture); } - } - } - LoadComponentPad(); + else if(key == "indexController") + { + LoadComponentPad(); - if (PadComponentExist()) - { - padManager.LoadIndex(path); + if (PadComponentExist()) + { + padManager.SNHolder = field; + } + } + } } - transform.localPosition = position; transform.localRotation = Quaternion.Euler(eulerRotation.x, eulerRotation.y, eulerRotation.z); } @@ -198,13 +209,10 @@ the renaming of files or directories. */ // Define the event handlers. private void OnChanged(object source, FileSystemEventArgs e) { - if (PadComponentExist()) { - padManager.LoadIndex(path); + LoadZEDPos(); } - - } } diff --git a/ZEDCamera/Assets/ZED/SDK/Helpers/Scripts/Interactions/ZEDTransformController.cs b/ZEDCamera/Assets/ZED/SDK/Helpers/Scripts/Interactions/ZEDTransformController.cs new file mode 100644 index 00000000..d2194b74 --- /dev/null +++ b/ZEDCamera/Assets/ZED/SDK/Helpers/Scripts/Interactions/ZEDTransformController.cs @@ -0,0 +1,283 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class ZEDTransformController : MonoBehaviour +{ + public enum relativeMotion + { + Itself, + Camera + } + [Header("Object motion relative to:")] + public relativeMotion motion; + public bool invertRotation; + [Space(5)] + [Header("Input Mode")] + [Tooltip("If VR Controls are disabled, then the keyboard shortcuts will be applied.")] + public bool VRControls; + [Space(5)] + [Header("Motion Options.")] + + //Public variables + public float MovementSpeed = 0.5F; + public float RotationSpeed = 0.5F; + public float ScaleSpeed = 0.25F; + public float maxScale = 2.0F; + public float minScale = 0.25F; + public Light spotLight; + + //Private variables + private List objectTrackers = new List(); + private float inputScale; + private float inputRotation; + private Camera LeftCamera; + private bool reposition = false; + private ZEDManager zManager; + private bool isMoving; + + private IEnumerator Start() + { + isMoving = false; + //Find the left camera object if we didn't assign it at start. + if (!LeftCamera) + { + zManager = ZEDManager.Instance; + LeftCamera = zManager.GetLeftCameraTransform().gameObject.GetComponent(); + } + + //Finding the available VR controllers and assigning them to our List. + yield return new WaitForSeconds(1f); + + var trackers = FindObjectsOfType(); + foreach (ZEDControllerTracker tracker in trackers) + { + objectTrackers.Add(tracker); + } + +#if ZED_STEAM_VR + if (objectTrackers.Count > 0) + { + for (int i = 0; i < objectTrackers.Count; i++) + { + if (objectTrackers[i].index >= 0) + VRControls = true; + } + } +#endif + +#if ZED_OCULUS + if (OVRManager.isHmdPresent) + { + if (OVRInput.GetConnectedControllers().ToString() == "Touch") + VRControls = true; + } +#endif + } + + private void Update() + { + //Reposition the screen in front our the Camera when its ready + if (ZEDManager.Instance.IsZEDReady && reposition == false) + { + transform.position = ZEDManager.Instance.OriginPosition + ZEDManager.Instance.OriginRotation * (Vector3.forward); + Quaternion newRot = Quaternion.LookRotation(ZEDManager.Instance.OriginPosition - transform.position, Vector3.up); + transform.eulerAngles = new Vector3(0, newRot.eulerAngles.y + 180, 0); + reposition = true; + } + + Vector3 moveAxis = Vector3.zero; + + if (Input.GetKey(KeyCode.LeftArrow) || Input.GetKey(KeyCode.Q)) + { + inputRotation = -1 * (RotationSpeed * 50) * Time.deltaTime; + } + if (Input.GetKey(KeyCode.RightArrow) || Input.GetKey(KeyCode.E)) + { + inputRotation = 1 * (RotationSpeed * 50) * Time.deltaTime; + } + if (Input.GetKey(KeyCode.UpArrow) || Input.GetKey(KeyCode.W)) + { + moveAxis = Vector3.forward * MovementSpeed * Time.deltaTime; + } + if (Input.GetKey(KeyCode.DownArrow) || Input.GetKey(KeyCode.S)) + { + moveAxis = Vector3.back * MovementSpeed * Time.deltaTime; + } + if (Input.GetKey(KeyCode.A)) + { + moveAxis = Vector3.left * MovementSpeed * Time.deltaTime; + } + if (Input.GetKey(KeyCode.D)) + { + moveAxis = Vector3.right * MovementSpeed * Time.deltaTime; + } + if (Input.GetKey(KeyCode.R)) + { + moveAxis = Vector3.up * MovementSpeed * Time.deltaTime; + } + if (Input.GetKey(KeyCode.F)) + { + moveAxis = Vector3.down * MovementSpeed * Time.deltaTime; + } + + Quaternion gravity = Quaternion.identity; + + if (!VRControls) + { + if (moveAxis != Vector3.zero) + { + isMoving = true; + if(motion == relativeMotion.Itself) + transform.Translate(moveAxis.x, moveAxis.y, moveAxis.z); + else if (motion == relativeMotion.Camera) + { + gravity = Quaternion.FromToRotation(zManager.GetZedRootTansform().up, Vector3.up); + transform.localPosition += zManager.GetLeftCameraTransform().right * moveAxis.x; + transform.localPosition += zManager.GetLeftCameraTransform().forward * moveAxis.z; + transform.localPosition += gravity * zManager.GetLeftCameraTransform().up * moveAxis.y; + } + } + else + { + isMoving = false; + } + + if (Input.GetKey(KeyCode.Mouse0)) + inputScale = 1f; + else if (Input.GetKey(KeyCode.Mouse1)) + inputScale = -1f; + } + else + { + if (zManager) + { +#if ZED_OCULUS + if(UnityEngine.VR.VRSettings.loadedDeviceName == "Oculus") + { + if (OVRInput.GetConnectedControllers().ToString() == "Touch") + { + if (objectTrackers.Count > 0) + { + moveAxis = OVRInput.Get(OVRInput.Axis2D.PrimaryThumbstick, OVRInput.Controller.RTouch); + inputRotation = moveAxis.x * RotationSpeed; + + gravity = Quaternion.FromToRotation(zManager.GetZedRootTansform().up, Vector3.up); + transform.localPosition += gravity * zManager.GetLeftCameraTransform().up * moveAxis.y * MovementSpeed * Time.deltaTime; + + if (OVRInput.Get(OVRInput.Axis1D.PrimaryIndexTrigger, OVRInput.Controller.RTouch) > 0.75f) + inputScale = 1f; + } + + if (objectTrackers.Count > 1) + { + moveAxis = OVRInput.Get(OVRInput.Axis2D.PrimaryThumbstick, OVRInput.Controller.LTouch); + if (moveAxis.x != 0 || moveAxis.y != 0) + { + isMoving = true; + gravity = Quaternion.FromToRotation(zManager.GetZedRootTansform().up, Vector3.up); + transform.localPosition += zManager.GetLeftCameraTransform().right * moveAxis.x * MovementSpeed * Time.deltaTime; + transform.localPosition += gravity * zManager.GetLeftCameraTransform().forward * moveAxis.y * MovementSpeed * Time.deltaTime; + } + else + isMoving = false; + + if (OVRInput.Get(OVRInput.Axis1D.PrimaryIndexTrigger, OVRInput.Controller.LTouch) > 0.75f) + inputScale = -1f; + } + } + + OVRInput.Update(); + } +#endif +#if ZED_STEAM_VR + if (UnityEngine.VR.VRSettings.loadedDeviceName == "OpenVR") + { + //Looks for any input from this controller through SteamVR + if (objectTrackers.Count > 0 && objectTrackers[0].index >= 0) + { + moveAxis = SteamVR_Controller.Input((int)objectTrackers[0].index).GetAxis(Valve.VR.EVRButtonId.k_EButton_Axis0); + inputRotation = moveAxis.x * RotationSpeed; + + gravity = Quaternion.FromToRotation(zManager.GetZedRootTansform().up, Vector3.up); + transform.localPosition += gravity * zManager.GetLeftCameraTransform().up * moveAxis.y * MovementSpeed * Time.deltaTime; + + if (objectTrackers[0].index > 0 && SteamVR_Controller.Input((int)objectTrackers[0].index).GetHairTrigger()) + inputScale = 1f; + } + + if (objectTrackers.Count > 1 && objectTrackers[1].index >= 0) + { + moveAxis = SteamVR_Controller.Input((int)objectTrackers[1].index).GetAxis(Valve.VR.EVRButtonId.k_EButton_Axis0); + + if (moveAxis.x != 0 || moveAxis.y != 0) + { + isMoving = true; + gravity = Quaternion.FromToRotation(zManager.GetZedRootTansform().up, Vector3.up); + transform.localPosition += zManager.GetLeftCameraTransform().right * moveAxis.x * MovementSpeed * Time.deltaTime; + transform.localPosition += gravity * zManager.GetLeftCameraTransform().forward * moveAxis.y * MovementSpeed * Time.deltaTime; + } + else + isMoving = false; + + if (objectTrackers[1].index > 0 && SteamVR_Controller.Input((int)objectTrackers[1].index).GetHairTrigger()) + inputScale = -1f; + } + } +#endif + } + } + + //Rotation + float h = inputRotation; + + if (invertRotation) + transform.Rotate(0, h, 0); + else + transform.Rotate(0, -h, 0); + + //Reset Rotation for next frame + inputRotation = 0f; + + //Scale + float s = ScaleSpeed * (inputScale * Time.deltaTime); + + //Reset scale for next frame + inputScale = 0f; + + transform.localScale = new Vector3(transform.localScale.x + s, + transform.localScale.y + s, + transform.localScale.z + s); + + if (transform.localScale.x > maxScale) + transform.localScale = new Vector3(maxScale, maxScale, maxScale); + else if (transform.localScale.x < minScale) + transform.localScale = new Vector3(minScale, minScale, minScale); + + //Enable/Disable light + if (spotLight != null) + EnableLights(); + } + + void EnableLights() + { + //Enable / Disable Light if there is any and the object is moving. + if (!spotLight.enabled && isMoving) + { + spotLight.enabled = true; + } + else if (spotLight.enabled && !isMoving) + { + spotLight.enabled = false; + } + + //Scale Light with Object Size + if (spotLight.enabled && spotLight.type == LightType.Spot) + { + spotLight.spotAngle = transform.localScale.x * 180 * 2; + spotLight.range = transform.localScale.x * 4f; + if (spotLight.range > 2) + spotLight.range = 2; + } + } +} \ No newline at end of file diff --git a/ZEDCamera/Assets/ZED/SDK/Helpers/Scripts/PlaneDetection/ZEDPlaneDetectionManager.cs b/ZEDCamera/Assets/ZED/SDK/Helpers/Scripts/PlaneDetection/ZEDPlaneDetectionManager.cs index 10af9c9b..a4cf8320 100644 --- a/ZEDCamera/Assets/ZED/SDK/Helpers/Scripts/PlaneDetection/ZEDPlaneDetectionManager.cs +++ b/ZEDCamera/Assets/ZED/SDK/Helpers/Scripts/PlaneDetection/ZEDPlaneDetectionManager.cs @@ -245,14 +245,14 @@ public bool DetectFloorPlane(bool auto) /// Detects the plane around screen-space coordinates specified. /// /// true, if plane at hit was detected, false otherwise. - /// Image pixel. - public bool DetectPlaneAtHit(Vector2 imagePixel) + /// position of the pixel in screen space (2D) + public bool DetectPlaneAtHit(Vector2 screenPos) { if (!isReady) return false; ZEDPlaneGameObject.PlaneData plane = new ZEDPlaneGameObject.PlaneData(); - if (zedCam.findPlaneAtHit(ref plane,imagePixel) == sl.ERROR_CODE.SUCCESS) { + if (zedCam.findPlaneAtHit(ref plane,screenPos) == sl.ERROR_CODE.SUCCESS) { int numVertices, numTriangles = 0; zedCam.convertHitPlaneToMesh (planeMeshVertices, planeMeshTriangles, out numVertices, out numTriangles); if (numVertices > 0 && numTriangles > 0) { diff --git a/ZEDCamera/Assets/ZED/SDK/Helpers/Scripts/PlaneDetection/ZEDPlaneGameObject.cs b/ZEDCamera/Assets/ZED/SDK/Helpers/Scripts/PlaneDetection/ZEDPlaneGameObject.cs index 20354396..29cc6257 100644 --- a/ZEDCamera/Assets/ZED/SDK/Helpers/Scripts/PlaneDetection/ZEDPlaneGameObject.cs +++ b/ZEDCamera/Assets/ZED/SDK/Helpers/Scripts/PlaneDetection/ZEDPlaneGameObject.cs @@ -142,6 +142,10 @@ public void Create(PlaneData plane, Vector3[] vertices, int[] triangles, int opt planeData.PlaneTransformOrientation = plane.PlaneTransformOrientation; planeData.PlaneEquation = plane.PlaneEquation; planeData.Extents = plane.Extents; + planeData.BoundsSize = plane.BoundsSize; + planeData.Bounds = new Vector3[plane.BoundsSize]; + System.Array.Copy (plane.Bounds, planeData.Bounds, plane.BoundsSize); + //Set normal in world space Camera leftCamera = ZEDManager.Instance.GetLeftCameraTransform().gameObject.GetComponent(); @@ -268,6 +272,31 @@ public Bounds GetBounds() return new Bounds(gameObject.transform.position, Vector3.zero); } + /// + /// Gets the minimum distance to plane boundaries of a given 3D point (in world space) + /// + /// The minimum distance to boundaries. + /// World position. + public float getMinimumDistanceToBoundaries(Vector3 worldPosition,out Vector3 minimumBoundsPosition) + { + Camera leftCamera = ZEDManager.Instance.GetLeftCameraTransform().gameObject.GetComponent(); + float minimal_distance = ZEDSupportFunctions.DistancePointLine (worldPosition, leftCamera.transform.TransformPoint(planeData.Bounds [0]), leftCamera.transform.TransformPoint(planeData.Bounds [1])); + + Vector3 BestFoundPoint = new Vector3(0.0f,0.0f,0.0f); + if (planeData.BoundsSize > 2) { + for (int i = 1; i < planeData.BoundsSize - 1; i++) { + float currentDistance = ZEDSupportFunctions.DistancePointLine (worldPosition, leftCamera.transform.TransformPoint(planeData.Bounds [i]), leftCamera.transform.TransformPoint(planeData.Bounds [i + 1])); + if (currentDistance < minimal_distance) { + minimal_distance = currentDistance; + BestFoundPoint = ZEDSupportFunctions.ProjectPointLine(worldPosition,leftCamera.transform.TransformPoint(planeData.Bounds[i]),leftCamera.transform.TransformPoint(planeData.Bounds[i+1])); + } + } + } + + minimumBoundsPosition = BestFoundPoint; + return minimal_distance; + } + /// /// Destroy this instance. /// diff --git a/ZEDCamera/Assets/ZED/SDK/Helpers/Scripts/Utilities/ZEDSupportFunctions.cs b/ZEDCamera/Assets/ZED/SDK/Helpers/Scripts/Utilities/ZEDSupportFunctions.cs index 15cad7da..d728e229 100644 --- a/ZEDCamera/Assets/ZED/SDK/Helpers/Scripts/Utilities/ZEDSupportFunctions.cs +++ b/ZEDCamera/Assets/ZED/SDK/Helpers/Scripts/Utilities/ZEDSupportFunctions.cs @@ -226,8 +226,9 @@ public static bool HitTestAtPoint(Camera camera, Vector3 point, bool countinvali Vector3 screenpoint = camera.WorldToScreenPoint(point); //Make sure it's within our view frustrum (except for clipping planes) - if (!CheckScreenView(point,camera)) + if (!CheckScreenView (point, camera)) { return countinvalidascollision; + } //Compare distance in _virtual camera to corresponding point in distance map. float realdistance; @@ -390,12 +391,14 @@ public static bool CheckScreenView(Vector3 point, Camera camera) //Transform the point into screen space Vector3 screenpoint = camera.WorldToScreenPoint(point); + //Make sure it's within our view frustrum (except for clipping planes) if (screenpoint.z <= 0f) { return false; //No collision if it's behind us. } + if (screenpoint.x < 0f || //Too far to the left screenpoint.y < 0f || //Too far to the bottom screenpoint.x >= camera.pixelWidth || //Too far to the right @@ -427,4 +430,28 @@ static public bool SaveImage(RenderTexture rt, string path = "Assets/image.png") } + + /*********************************************************************************************** + ****************************** MATH UTILS ********************************** + ***********************************************************************************************/ + public static float DistancePointLine(Vector3 point, Vector3 lineStartPoint, Vector3 lineEndPoint) + { + return Vector3.Magnitude(ProjectPointLine(point, lineStartPoint, lineEndPoint) - point); + } + public static Vector3 ProjectPointLine(Vector3 point, Vector3 lineStart, Vector3 lineEnd) + { + Vector3 rhs = point - lineStart; + Vector3 vector2 = lineEnd - lineStart; + float magnitude = vector2.magnitude; + Vector3 lhs = vector2; + if (magnitude > 1E-06f) + { + lhs = (Vector3)(lhs / magnitude); + } + float num2 = Mathf.Clamp(Vector3.Dot(lhs, rhs), 0f, magnitude); + return (lineStart + ((Vector3)(lhs * num2))); + } + + + } diff --git a/ZEDCamera/Assets/ZED/SDK/Helpers/Scripts/ZEDManager.cs b/ZEDCamera/Assets/ZED/SDK/Helpers/Scripts/ZEDManager.cs index 6a6cdfc3..2844d681 100644 --- a/ZEDCamera/Assets/ZED/SDK/Helpers/Scripts/ZEDManager.cs +++ b/ZEDCamera/Assets/ZED/SDK/Helpers/Scripts/ZEDManager.cs @@ -132,6 +132,15 @@ public float CameraBrightness /// Checks if the tracking has been activated /// private bool isTrackingEnable = false; + /// + /// Checks if the camera tracked in any way (hmd, zed, ...) + /// + private bool isCameraTracked = false; + public bool IsCameraTracked + { + get { return isCameraTracked; } + } + /// /// Orientation returned by the tracker @@ -1060,46 +1069,39 @@ private void UpdateTracking() { if (!zedReady) return; + + if (isZEDTracked) { + Quaternion r; + Vector3 v; - if (isZEDTracked) - { - Quaternion r; - Vector3 v; - - if (VRDevice.isPresent && isStereoRig) - { - if (calibrationHasChanged) - { - AdjustZEDRigCameraPosition(); - calibrationHasChanged = false; - } + isCameraTracked = true; - ar.ExtractLatencyPose(imageTimeStamp); - ar.AdjustTrackingAR(zedPosition, zedOrientation, out r, out v); - zedRigRoot.localRotation = r; - zedRigRoot.localPosition = v; + if (VRDevice.isPresent && isStereoRig) { + if (calibrationHasChanged) { + AdjustZEDRigCameraPosition (); + calibrationHasChanged = false; + } - ZEDSyncPosition = v; - ZEDSyncRotation = r; - HMDSyncPosition = ar.LatencyPose().translation; - HMDSyncRotation = ar.LatencyPose().rotation; - } - else - { - zedRigRoot.localRotation = zedOrientation; - zedRigRoot.localPosition = zedPosition; - } - } - else - { - //If VR Device is available and we are in StereoMode, use the tracking from the HMD - if (VRDevice.isPresent && isStereoRig) - { - ar.ExtractLatencyPose(imageTimeStamp); - zedRigRoot.localRotation = ar.LatencyPose().rotation; - zedRigRoot.localPosition = ar.LatencyPose().translation; - } - } + ar.ExtractLatencyPose (imageTimeStamp); + ar.AdjustTrackingAR (zedPosition, zedOrientation, out r, out v); + zedRigRoot.localRotation = r; + zedRigRoot.localPosition = v; + + ZEDSyncPosition = v; + ZEDSyncRotation = r; + HMDSyncPosition = ar.LatencyPose ().translation; + HMDSyncRotation = ar.LatencyPose ().rotation; + } else { + zedRigRoot.localRotation = zedOrientation; + zedRigRoot.localPosition = zedPosition; + } + } else if (VRDevice.isPresent && isStereoRig) { + isCameraTracked = true; + ar.ExtractLatencyPose (imageTimeStamp); + zedRigRoot.localRotation = ar.LatencyPose ().rotation; + zedRigRoot.localPosition = ar.LatencyPose ().translation; + } else + isCameraTracked = false; } /// @@ -1140,7 +1142,13 @@ void Update() engineFPS = fps_engine.ToString("F1") + " FPS"; if (frame_drop_count > 30 && fps_engine < 45) engineFPS += "WARNING : engine low framerate detected"; - trackingState = ZEDTrackingState.ToString(); + + if (isZEDTracked) + trackingState = ZEDTrackingState.ToString(); + else if (VRDevice.isPresent && isStereoRig) + trackingState = "HMD Tracking"; + else + trackingState = "Camera Not Tracked"; } #endif diff --git a/ZEDCamera/Assets/ZED/SDK/NativeInterface/ZEDCamera.cs b/ZEDCamera/Assets/ZED/SDK/NativeInterface/ZEDCamera.cs index 8f8bf598..68a6083c 100644 --- a/ZEDCamera/Assets/ZED/SDK/NativeInterface/ZEDCamera.cs +++ b/ZEDCamera/Assets/ZED/SDK/NativeInterface/ZEDCamera.cs @@ -174,7 +174,7 @@ public static int TagOneObject /// /// Cuurent Plugin Version /// - public static readonly System.Version PluginVersion = new System.Version(2, 4, 0); + public static readonly System.Version PluginVersion = new System.Version(2, 5, 0); /******** DLL members ***********/ @@ -185,6 +185,12 @@ public static int TagOneObject private static extern void dllz_register_callback_debuger(DebugCallback callback); + /* + * Utils function + */ + [DllImport(nameDll, EntryPoint = "dllz_find_usb_device")] + private static extern bool dllz_find_usb_device(USB_DEVICE dev); + /* * Create functions */ @@ -636,10 +642,25 @@ public static bool CheckPlugin() return false; } + pluginIsReady = true; return true; } + /// + /// Checks the USB device of "brand" Type is connected. + /// + /// This function is static and can be called anytime + /// true, if USB device connected was found, false otherwise. + /// Type. + public static bool CheckUSBDeviceConnected(USB_DEVICE Type) + { + if (dllz_find_usb_device (Type)) + return true; + else + return false; + } + /// /// Checks if all the dlls ara available and try to call a dummy function from the DLL /// diff --git a/ZEDCamera/Assets/ZED/SDK/NativeInterface/ZEDCommon.cs b/ZEDCamera/Assets/ZED/SDK/NativeInterface/ZEDCommon.cs index dc4931b9..03c14072 100644 --- a/ZEDCamera/Assets/ZED/SDK/NativeInterface/ZEDCommon.cs +++ b/ZEDCamera/Assets/ZED/SDK/NativeInterface/ZEDCommon.cs @@ -922,6 +922,15 @@ public enum TRACKING_FRAME RIGHT_EYE }; + /// + /// List of specific usb device + /// + public enum USB_DEVICE { + USB_DEVICE_OCULUS, + USB_DEVICE_HTC, + USB_DEVICE_STEREOLABS + }; + /// /// Constant Rendering Plane distance (Don't change this) diff --git a/ZEDCamera/Assets/ZED/SDK/Plugins/win64/sl_unitywrapper.dll b/ZEDCamera/Assets/ZED/SDK/Plugins/win64/sl_unitywrapper.dll index 0d78f100..7bc4eb4d 100644 Binary files a/ZEDCamera/Assets/ZED/SDK/Plugins/win64/sl_unitywrapper.dll and b/ZEDCamera/Assets/ZED/SDK/Plugins/win64/sl_unitywrapper.dll differ