//======= Copyright (c) Valve Corporation, All rights reserved. =============== // // Purpose: Draws different sized room-scale play areas for targeting content // //============================================================================= using UnityEngine; using UnityEngine.Rendering; using System.Collections; using Valve.VR; namespace Valve.VR { [ExecuteInEditMode, RequireComponent(typeof(MeshRenderer), typeof(MeshFilter))] public class SteamVR_PlayArea : MonoBehaviour { public float borderThickness = 0.15f; public float wireframeHeight = 2.0f; public bool drawWireframeWhenSelectedOnly = false; public bool drawInGame = true; public enum Size { Calibrated, _400x300, _300x225, _200x150 } public Size size; public Color color = Color.cyan; [HideInInspector] public Vector3[] vertices; public static bool GetBounds(Size size, ref HmdQuad_t pRect) { if (size == Size.Calibrated) { bool temporarySession = false; if (Application.isEditor && Application.isPlaying == false) temporarySession = SteamVR.InitializeTemporarySession(); var chaperone = OpenVR.Chaperone; bool success = (chaperone != null) && chaperone.GetPlayAreaRect(ref pRect); if (!success) Debug.LogWarning("[SteamVR] Failed to get Calibrated Play Area bounds! Make sure you have tracking first, and that your space is calibrated."); if (temporarySession) SteamVR.ExitTemporarySession(); return success; } else { try { var str = size.ToString().Substring(1); var arr = str.Split(new char[] { 'x' }, 2); // convert to half size in meters (from cm) var x = float.Parse(arr[0]) / 200; var z = float.Parse(arr[1]) / 200; pRect.vCorners0.v0 = x; pRect.vCorners0.v1 = 0; pRect.vCorners0.v2 = -z; pRect.vCorners1.v0 = -x; pRect.vCorners1.v1 = 0; pRect.vCorners1.v2 = -z; pRect.vCorners2.v0 = -x; pRect.vCorners2.v1 = 0; pRect.vCorners2.v2 = z; pRect.vCorners3.v0 = x; pRect.vCorners3.v1 = 0; pRect.vCorners3.v2 = z; return true; } catch { } } return false; } public void BuildMesh() { var rect = new HmdQuad_t(); if (!GetBounds(size, ref rect)) return; var corners = new HmdVector3_t[] { rect.vCorners0, rect.vCorners1, rect.vCorners2, rect.vCorners3 }; vertices = new Vector3[corners.Length * 2]; for (int i = 0; i < corners.Length; i++) { var c = corners[i]; vertices[i] = new Vector3(c.v0, 0.01f, c.v2); } if (borderThickness == 0.0f) { GetComponent().mesh = null; return; } for (int i = 0; i < corners.Length; i++) { int next = (i + 1) % corners.Length; int prev = (i + corners.Length - 1) % corners.Length; var nextSegment = (vertices[next] - vertices[i]).normalized; var prevSegment = (vertices[prev] - vertices[i]).normalized; var vert = vertices[i]; vert += Vector3.Cross(nextSegment, Vector3.up) * borderThickness; vert += Vector3.Cross(prevSegment, Vector3.down) * borderThickness; vertices[corners.Length + i] = vert; } var triangles = new int[] { 0, 4, 1, 1, 4, 5, 1, 5, 2, 2, 5, 6, 2, 6, 3, 3, 6, 7, 3, 7, 0, 0, 7, 4 }; var uv = new Vector2[] { new Vector2(0.0f, 0.0f), new Vector2(1.0f, 0.0f), new Vector2(0.0f, 0.0f), new Vector2(1.0f, 0.0f), new Vector2(0.0f, 1.0f), new Vector2(1.0f, 1.0f), new Vector2(0.0f, 1.0f), new Vector2(1.0f, 1.0f) }; var colors = new Color[] { color, color, color, color, new Color(color.r, color.g, color.b, 0.0f), new Color(color.r, color.g, color.b, 0.0f), new Color(color.r, color.g, color.b, 0.0f), new Color(color.r, color.g, color.b, 0.0f) }; var mesh = new Mesh(); GetComponent().mesh = mesh; mesh.vertices = vertices; mesh.uv = uv; mesh.colors = colors; mesh.triangles = triangles; var renderer = GetComponent(); renderer.material = new Material(Shader.Find("Sprites/Default")); renderer.reflectionProbeUsage = UnityEngine.Rendering.ReflectionProbeUsage.Off; renderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; renderer.receiveShadows = false; renderer.lightProbeUsage = LightProbeUsage.Off; } #if UNITY_EDITOR Hashtable values; void Update() { if (!Application.isPlaying) { var fields = GetType().GetFields(System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.Public); bool rebuild = false; if (values == null || (borderThickness != 0.0f && GetComponent().sharedMesh == null)) { rebuild = true; } else { foreach (var f in fields) { if (!values.Contains(f) || !f.GetValue(this).Equals(values[f])) { rebuild = true; break; } } } if (rebuild) { BuildMesh(); values = new Hashtable(); foreach (var f in fields) values[f] = f.GetValue(this); } } } #endif void OnDrawGizmos() { if (!drawWireframeWhenSelectedOnly) DrawWireframe(); } void OnDrawGizmosSelected() { if (drawWireframeWhenSelectedOnly) DrawWireframe(); } public void DrawWireframe() { if (vertices == null || vertices.Length == 0) return; var offset = transform.TransformVector(Vector3.up * wireframeHeight); for (int i = 0; i < 4; i++) { int next = (i + 1) % 4; var a = transform.TransformPoint(vertices[i]); var b = a + offset; var c = transform.TransformPoint(vertices[next]); var d = c + offset; Gizmos.DrawLine(a, b); Gizmos.DrawLine(a, c); Gizmos.DrawLine(b, d); } } public void OnEnable() { if (Application.isPlaying) { GetComponent().enabled = drawInGame; // No need to remain enabled at runtime. // Anyone that wants to change properties at runtime // should call BuildMesh themselves. enabled = false; // If we want the configured bounds of the user, // we need to wait for tracking. if (drawInGame && size == Size.Calibrated) StartCoroutine(UpdateBounds()); } } IEnumerator UpdateBounds() { GetComponent().mesh = null; // clear existing var chaperone = OpenVR.Chaperone; if (chaperone == null) yield break; while (chaperone.GetCalibrationState() != ChaperoneCalibrationState.OK) yield return null; BuildMesh(); } } }