Browse Source

COC Stuff

Muhammad Zohaib Zahid 3 years ago
parent
commit
39eead1379

+ 12 - 0
.idea/.idea.VRCyling/.idea/contentModel.xml

@@ -236,6 +236,10 @@
           <e p="FrontWheelTrackerEditor.cs" t="Include" />
           <e p="KineticLegTrackerEditor.cs" t="Include" />
           <e p="RouteEditor.cs" t="Include" />
+          <e p="Tests" t="Include">
+            <e p="HelpersTest.cs" t="Include" />
+            <e p="QuartilesTest.cs" t="Include" />
+          </e>
         </e>
         <e p="InputActions" t="Include">
           <e p="InputMaster.cs" t="Include" />
@@ -567,6 +571,10 @@
           <e p="Change_Log.txt" t="Include" />
         </e>
         <e p="Scripts" t="Include">
+          <e p="AdditionalMathf" t="Include">
+            <e p="NOrderStat.cs" t="Include" />
+            <e p="Quartiles.cs" t="Include" />
+          </e>
           <e p="Animation" t="Include">
             <e p="BikeAnimation.cs" t="Include" />
             <e p="Rotatable.cs" t="Include" />
@@ -666,6 +674,8 @@
                 <e p="DynamicDoF.cs" t="Include" />
               </e>
               <e p="Rendering" t="Include">
+                <e p="BokehFeature.cs" t="Include" />
+                <e p="BokehRenderPass.cs" t="Include" />
                 <e p="MaterialBlitFeature.cs" t="Include" />
                 <e p="MaterialBlitRenderPass.cs" t="Include" />
               </e>
@@ -683,6 +693,8 @@
           </e>
         </e>
         <e p="Shaders" t="Include">
+          <e p="BlurShader.shader" t="Include" />
+          <e p="ConvolutionShader.shader" t="Include" />
           <e p="VignetteShader.shader" t="Include" />
           <e p="VignetteShaderV2.shader" t="Include" />
         </e>

+ 0 - 2
.idea/.idea.VRCyling/.idea/indexLayout.xml

@@ -6,7 +6,6 @@
       <Path>Library/PackageCache/com.autodesk.fbx@3.1.0-preview.2</Path>
       <Path>Library/PackageCache/com.unity.collab-proxy@1.2.16</Path>
       <Path>Library/PackageCache/com.unity.collab-proxy@1.3.9</Path>
-      <Path>Library/PackageCache/com.unity.ext.nunit@1.0.0</Path>
       <Path>Library/PackageCache/com.unity.formats.fbx@3.2.1-preview.2</Path>
       <Path>Library/PackageCache/com.unity.ide.rider@1.1.4</Path>
       <Path>Library/PackageCache/com.unity.ide.rider@1.2.1</Path>
@@ -23,7 +22,6 @@
       <Path>Library/PackageCache/com.unity.shadergraph@7.3.1</Path>
       <Path>Library/PackageCache/com.unity.shadergraph@8.2.0</Path>
       <Path>Library/PackageCache/com.unity.subsystemregistration@1.0.6</Path>
-      <Path>Library/PackageCache/com.unity.test-framework@1.1.18</Path>
       <Path>Library/PackageCache/com.unity.textmeshpro@2.1.1</Path>
       <Path>Library/PackageCache/com.unity.textmeshpro@3.0.1</Path>
       <Path>Library/PackageCache/com.unity.timeline@1.2.16</Path>

+ 34 - 18
.idea/.idea.VRCyling/.idea/workspace.xml

@@ -23,18 +23,26 @@
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-      <change afterPath="$PROJECT_DIR$/Assets/Scripts/SicknessReduction/Visual/DoF/DynamicDoF.cs.meta" afterDir="false" />
+      <change afterPath="$PROJECT_DIR$/Assets/Prefabs/Gizmo.prefab" afterDir="false" />
+      <change afterPath="$PROJECT_DIR$/Assets/Prefabs/Gizmo.prefab.meta" afterDir="false" />
+      <change afterPath="$PROJECT_DIR$/Assets/Scenes/MainScene/Post-process Volume Profile.asset" afterDir="false" />
+      <change afterPath="$PROJECT_DIR$/Assets/Scenes/MainScene/Post-process Volume Profile.asset.meta" afterDir="false" />
+      <change afterPath="$PROJECT_DIR$/Assets/VrGizmos" afterDir="false" />
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+      <change beforePath="$PROJECT_DIR$/.idea/.idea.VRCyling/.idea/indexLayout.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/.idea.VRCyling/.idea/indexLayout.xml" afterDir="false" />
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+      <change beforePath="$PROJECT_DIR$/Assembly-CSharp-Editor.csproj" beforeDir="false" afterPath="$PROJECT_DIR$/Assembly-CSharp-Editor.csproj" afterDir="false" />
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-      <change beforePath="$PROJECT_DIR$/Assets/Scenes/MainScene_Profiles/Post-process Volume Profile.asset" beforeDir="false" />
-      <change beforePath="$PROJECT_DIR$/Assets/Scenes/MainScene_Profiles/Post-process Volume Profile.asset.meta" beforeDir="false" />
-      <change beforePath="$PROJECT_DIR$/Assets/Settings/SampleSceneProfile.asset" beforeDir="false" />
-      <change beforePath="$PROJECT_DIR$/Assets/Settings/SampleSceneProfile.asset.meta" beforeDir="false" />
+      <change beforePath="$PROJECT_DIR$/Assets/Scenes/MainScene/PP Volume.asset" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Scenes/MainScene/PP Volume.asset" afterDir="false" />
+      <change beforePath="$PROJECT_DIR$/Assets/Scripts/Animation/BikeAnimation.cs" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Scripts/Animation/BikeAnimation.cs" afterDir="false" />
+      <change beforePath="$PROJECT_DIR$/Assets/Scripts/SicknessReduction/Visual/DoF/DynamicDoF.cs" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Scripts/SicknessReduction/Visual/DoF/DynamicDoF.cs" afterDir="false" />
+      <change beforePath="$PROJECT_DIR$/SteamVR.csproj" beforeDir="false" afterPath="$PROJECT_DIR$/SteamVR.csproj" afterDir="false" />
+      <change beforePath="$PROJECT_DIR$/SteamVR_Editor.csproj" beforeDir="false" afterPath="$PROJECT_DIR$/SteamVR_Editor.csproj" afterDir="false" />
+      <change beforePath="$PROJECT_DIR$/SteamVR_Input_Editor.csproj" beforeDir="false" afterPath="$PROJECT_DIR$/SteamVR_Input_Editor.csproj" afterDir="false" />
+      <change beforePath="$PROJECT_DIR$/SteamVR_Windows_EditorHelper.csproj" beforeDir="false" afterPath="$PROJECT_DIR$/SteamVR_Windows_EditorHelper.csproj" afterDir="false" />
       <change beforePath="$PROJECT_DIR$/obj/Debug/Assembly-CSharp.csprojAssemblyReference.cache" beforeDir="false" afterPath="$PROJECT_DIR$/obj/Debug/Assembly-CSharp.csprojAssemblyReference.cache" afterDir="false" />
+      <change beforePath="$PROJECT_DIR$/obj/Debug/SteamVR_Windows_EditorHelper.csprojAssemblyReference.cache" beforeDir="false" afterPath="$PROJECT_DIR$/obj/Debug/SteamVR_Windows_EditorHelper.csprojAssemblyReference.cache" afterDir="false" />
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     <option name="HIGHLIGHT_CONFLICTS" value="true" />
@@ -45,12 +53,14 @@
     <option name="RECENT_GIT_ROOT_PATH" value="$PROJECT_DIR$" />
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   <component name="HighlightingSettingsPerFile">
+    <setting file="file://$PROJECT_DIR$/Library/PackageCache/com.unity.render-pipelines.universal@8.2.0/Runtime/Passes/PostProcessPass.cs" root0="SKIP_HIGHLIGHTING" />
+    <setting file="file://$PROJECT_DIR$/Assets/SteamVR/Plugins/openvr_api.cs" root0="SKIP_HIGHLIGHTING" />
     <setting file="file://$PROJECT_DIR$/Assets/Scripts/Animation/BikeAnimation.cs" root0="FORCE_HIGHLIGHTING" />
     <setting file="file://$PROJECT_DIR$/Assets/Scripts/Tracking/KineticLegTracker.cs" root0="FORCE_HIGHLIGHTING" />
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-    <setting file="mock://C:/Users/student/Desktop/VRCyling/Assets/Scripts/SicknessReduction/Visual/Vignetting/DynamicVignetting.cs" root0="SKIP_HIGHLIGHTING" />
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+    <setting file="file://$PROJECT_DIR$/Library/PackageCache/com.unity.render-pipelines.universal@8.2.0/Runtime/ScriptableRendererData.cs" root0="SKIP_HIGHLIGHTING" />
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   <component name="IdeDocumentHistory">
@@ -104,8 +114,8 @@
         <option value="$PROJECT_DIR$/Assets/Scripts/SicknessReduction/Visual/Vignetting/DynamicVignetting.cs" />
         <option value="$PROJECT_DIR$/Assets/Scripts/SlopeCollider.cs" />
         <option value="$PROJECT_DIR$/Assets/Scripts/Sensors/ANT/PowerMeterReceiver.cs" />
-        <option value="$PROJECT_DIR$/Assets/Scripts/Animation/BikeAnimation.cs" />
         <option value="$PROJECT_DIR$/Assets/Scripts/Tracking/FrontWheelTracker.cs" />
+        <option value="$PROJECT_DIR$/Assets/Scripts/Animation/BikeAnimation.cs" />
         <option value="$PROJECT_DIR$/Assets/Scripts/SicknessReduction/Visual/DoF/DynamicDoF.cs" />
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@@ -131,10 +141,10 @@
     <property name="vue.rearranger.settings.migration" value="true" />
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   <component name="RunManager" selected="Attach to Unity Editor.Attach to Unity Editor &amp; Play">
-    <configuration name="Attach to Unity Editor &amp; Play" type="UNITY_DEBUG_RUN_CONFIGURATION" factoryName="UNITY_ATTACH_AND_PLAY" show_console_on_std_err="false" show_console_on_std_out="false" port="50000" address="localhost" ignored-value-for-modified-check="12636">
+    <configuration name="Attach to Unity Editor &amp; Play" type="UNITY_DEBUG_RUN_CONFIGURATION" factoryName="UNITY_ATTACH_AND_PLAY" show_console_on_std_err="false" show_console_on_std_out="false" port="50000" address="localhost">
       <option name="allowRunningInParallel" value="false" />
       <option name="listenPortForConnections" value="false" />
-      <option name="pid" value="12636" />
+      <option name="pid" />
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@@ -420,12 +430,13 @@
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+    <state x="98" y="98" width="1852" height="916" key="VCS.FileHistoryDialog" timestamp="1611752386302">
+      <screen x="0" y="0" width="2048" height="1112" />
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@@ -450,27 +461,32 @@
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@@ -515,7 +531,7 @@
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-          <line>21</line>
+          <line>50</line>
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+ 243 - 252
Assembly-CSharp-Editor.csproj

@@ -12,7 +12,7 @@
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     <SchemaVersion>2.0</SchemaVersion>
     <RootNamespace></RootNamespace>
-    <ProjectGuid>{dc46a56e-de64-8d30-c107-3a365da0ce9c}</ProjectGuid>
+    <ProjectGuid>{3e07a152-7790-71f7-ceeb-bb2f43a12ab3}</ProjectGuid>
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     <AppDesignerFolder>Properties</AppDesignerFolder>
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@@ -59,747 +59,738 @@
      <Compile Include="Assets\TutorialInfo\Scripts\Editor\ReadmeEditor.cs" />
      <Compile Include="Assets\Editor\Tests\QuartilesTest.cs" />
  <Reference Include="UnityEditor.TestRunner">
- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/UnityEditor.TestRunner.dll</HintPath>
+ <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/UnityEditor.TestRunner.dll</HintPath>
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  <Reference Include="UnityEngine.TestRunner">
- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/UnityEngine.TestRunner.dll</HintPath>
+ <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/UnityEngine.TestRunner.dll</HintPath>
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  <Reference Include="Unity.XR.Management">
- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.XR.Management.dll</HintPath>
+ <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/Unity.XR.Management.dll</HintPath>
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  <Reference Include="Unity.RenderPipeline.Universal.ShaderLibrary">
- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.RenderPipeline.Universal.ShaderLibrary.dll</HintPath>
+ <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/Unity.RenderPipeline.Universal.ShaderLibrary.dll</HintPath>
  </Reference>
  <Reference Include="Unity.Timeline.Editor">
- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.Timeline.Editor.dll</HintPath>
+ <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/Unity.Timeline.Editor.dll</HintPath>
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  <Reference Include="Unity.Subsystem.Registration">
- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.Subsystem.Registration.dll</HintPath>
+ <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/Unity.Subsystem.Registration.dll</HintPath>
  </Reference>
  <Reference Include="Unity.XR.OpenVR">
- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.XR.OpenVR.dll</HintPath>
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- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.RenderPipelines.Universal.Shaders.dll</HintPath>
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- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.VSCode.Editor.dll</HintPath>
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  <Reference Include="Unity.XR.OpenVR.Editor">
- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.XR.OpenVR.Editor.dll</HintPath>
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- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.Formats.Fbx.Editor.dll</HintPath>
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- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.RenderPipelines.Core.Editor.dll</HintPath>
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- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.InputSystem.dll</HintPath>
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- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.RenderPipelines.Core.Runtime.dll</HintPath>
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- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.Recorder.Editor.dll</HintPath>
+ <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/Unity.Recorder.Editor.dll</HintPath>
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- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.TextMeshPro.Editor.dll</HintPath>
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- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.Recorder.dll</HintPath>
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- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.RenderPipelines.Universal.Runtime.dll</HintPath>
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- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.Searcher.Editor.dll</HintPath>
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   <ItemGroup>
     <ProjectReference Include="UniRx.csproj">
-      <Project>{2b1817d4-c7d1-8ee7-c0ea-2ee77c252624}</Project>
+      <Project>{c850c834-a79b-b5c3-aa9b-476ded9f3af6}</Project>
       <Name>UniRx</Name>
     </ProjectReference>
     <ProjectReference Include="SteamVR_Actions.csproj">
-      <Project>{14161667-b42d-4577-c3f6-f9dd455ad582}</Project>
+      <Project>{806186c8-c664-2ef0-a914-446507b36928}</Project>
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     <ProjectReference Include="SteamVR_Input_Editor.csproj">
-      <Project>{1c964011-87b9-eb84-8395-ea3f31446727}</Project>
+      <Project>{6b2d1554-301e-086a-b2f2-6a642758de58}</Project>
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-      <Project>{15b6c7d8-75cb-c429-6ce4-d38fb9ba7d1d}</Project>
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+      <Project>{84332faa-c693-3963-7224-30befa100592}</Project>
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     </ProjectReference>
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+      <Project>{7f3aaf93-0e4d-b29d-6791-66b2405aeb3c}</Project>
       <Name>SteamVR_Windows_EditorHelper</Name>
     </ProjectReference>
   </ItemGroup>

+ 2 - 2
Assets/Materials/Vignette.mat

@@ -58,10 +58,10 @@ Material:
     - _GlossMapScale: 0
     - _Glossiness: 0
     - _GlossyReflections: 0
-    - _IFOV: 0.94742805
+    - _IFOV: 0.13199998
     - _InnerRadius: 0.15
     - _Metallic: 0
-    - _OFOV: 0.99742806
+    - _OFOV: 0.18199998
     - _OcclusionStrength: 1
     - _QueueOffset: 0
     - _ReceiveShadows: 1

+ 97 - 0
Assets/Prefabs/Gizmo.prefab

@@ -0,0 +1,97 @@
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+  - component: {fileID: 3060216895780640309}
+  - component: {fileID: 1936278767498905649}
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+  m_TagString: Untagged
+  m_Icon: {fileID: 0}
+  m_NavMeshLayer: 0
+  m_StaticEditorFlags: 0
+  m_IsActive: 1
+--- !u!4 &6233252730954819010
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+  m_RayTracingMode: 2
+  m_RayTraceProcedural: 0
+  m_RenderingLayerMask: 1
+  m_RendererPriority: 0
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+--- !u!135 &1936278767498905649
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+ 7 - 0
Assets/Prefabs/Gizmo.prefab.meta

@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: bf4fe9b783c4c2f4f9bc6232d77a2f18
+PrefabImporter:
+  externalObjects: {}
+  userData: 
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+ 5 - 2
Assets/Scenes/MainScene.unity

@@ -38,7 +38,7 @@ RenderSettings:
   m_ReflectionIntensity: 1
   m_CustomReflection: {fileID: 0}
   m_Sun: {fileID: 0}
-  m_IndirectSpecularColor: {r: 0.2846213, g: 0.37121028, b: 0.49880686, a: 1}
+  m_IndirectSpecularColor: {r: 0.28462106, g: 0.37120986, b: 0.4988058, a: 1}
   m_UseRadianceAmbientProbe: 0
 --- !u!157 &3
 LightmapSettings:
@@ -208567,11 +208567,14 @@ MonoBehaviour:
   m_Script: {fileID: 11500000, guid: aa2123de9a044612afdcd36b95b61a51, type: 3}
   m_Name: 
   m_EditorClassIdentifier: 
-  maxFactorRadiusCOC: 0.22
+  maxFactorRadiusCOC: 0.94
+  pow: 0.3
   refocusTimePerMeter: 0.00008
   maxFocusDistance: 30000
   playerCamera: {fileID: 82271104}
   postProcessProfile: {fileID: 11400000, guid: 0163074491301254a9c140b40401b296, type: 2}
+  gizmoPrefab: {fileID: 2653144741087938940, guid: bf4fe9b783c4c2f4f9bc6232d77a2f18,
+    type: 3}
 --- !u!1001 &868867311
 PrefabInstance:
   m_ObjectHideFlags: 0

+ 11 - 11
Assets/Scenes/MainScene/PP Volume.asset

@@ -18,33 +18,33 @@ MonoBehaviour:
     m_OverrideState: 1
     m_Value: 2
   gaussianStart:
-    m_OverrideState: 0
-    m_Value: 10
+    m_OverrideState: 1
+    m_Value: 0.1
     min: 0
   gaussianEnd:
-    m_OverrideState: 0
-    m_Value: 30
+    m_OverrideState: 1
+    m_Value: 0.1
     min: 0
   gaussianMaxRadius:
-    m_OverrideState: 0
-    m_Value: 1
+    m_OverrideState: 1
+    m_Value: 1.5
     min: 0.5
     max: 1.5
   highQualitySampling:
-    m_OverrideState: 0
-    m_Value: 0
+    m_OverrideState: 1
+    m_Value: 1
   focusDistance:
     m_OverrideState: 1
-    m_Value: 0.58
+    m_Value: 4.6
     min: -110000000
   aperture:
     m_OverrideState: 1
-    m_Value: 1.2687209e+38
+    m_Value: 2.5179024e+37
     min: 0
     max: 3.4028235e+38
   focalLength:
     m_OverrideState: 1
-    m_Value: 7.006394e+36
+    m_Value: 1.05183454e+37
     min: 0
     max: 3.4028235e+38
   bladeCount:

+ 15 - 0
Assets/Scenes/MainScene/Post-process Volume Profile.asset

@@ -0,0 +1,15 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!114 &11400000
+MonoBehaviour:
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+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: d7fd9488000d3734a9e00ee676215985, type: 3}
+  m_Name: Post-process Volume Profile
+  m_EditorClassIdentifier: 
+  components: []

+ 8 - 0
Assets/Scenes/MainScene/Post-process Volume Profile.asset.meta

@@ -0,0 +1,8 @@
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+guid: 9fe71688f088af54f999d595899e0236
+NativeFormatImporter:
+  externalObjects: {}
+  mainObjectFileID: 0
+  userData: 
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+ 1 - 1
Assets/Scripts/Animation/BikeAnimation.cs

@@ -68,7 +68,7 @@ namespace Animation
             var cadenceAngle = cadence / 60 * 360 * Time.deltaTime; //rps * 360 deg for one round
 
             RotateWheels();
-            RotateAroundDefinedAxis(fork, bicycleController.CurrentSteerAngle);
+            RotateAroundDefinedAxis(fork, bicycleController.CurrentSteerAngle); //FIXME: dont reset?
             RotateAroundDefinedAxis(crankSet, cadenceAngle, false);
         }
 

+ 24 - 6
Assets/Scripts/SicknessReduction/Visual/DoF/DynamicDoF.cs

@@ -16,6 +16,8 @@ namespace SicknessReduction.Visual.DoF
 
         [Tooltip("Max Radius of Circle of Confusion in percent of display width")]
         public float maxFactorRadiusCOC = 0.0175f; //Carneige, Rhee (2015)
+        [Range(0.0f, 2.0f)]
+        public float pow = 0.3f;
 
         public float refocusTimePerMeter = 0.0000017f; //seconds; Carneige, Rhee (2015)
         public float maxFocusDistance = 30000f; //metres; Carneige, Rhee (2015
@@ -29,12 +31,23 @@ namespace SicknessReduction.Visual.DoF
         private float maxCocRadius;
 
         private List<float> rayDistances = new List<float>(NUMBER_OF_RAYS);
+        private Vector3[] ends = new Vector3[NUMBER_OF_RAYS];
+      
+        
+        //TODO: debug, remove
+        public GameObject gizmoPrefab;
+        private GameObject[] hits =  new GameObject[NUMBER_OF_RAYS];
 
         private void Start()
         {
             cameraTransform = playerCamera.transform;
             //Debug.Log($"Screen Width = {playerCamera.pixelWidth}, scaled = {playerCamera.scaledPixelWidth}");
             //maxCocRadius = maxFactorRadiusCOC * playerCamera.scaledPixelWidth; FIXME: waaaay to small
+            for (int i = 0; i < NUMBER_OF_RAYS; i++)
+            {
+                hits[i] = Instantiate(gizmoPrefab);
+                hits[i].SetActive(false);
+            } //TODO: debug, remove
             doF = (DepthOfField) postProcessProfile.components.FirstOrDefault(c => c is DepthOfField);
             doFAvailable = doF != null;
             if (doFAvailable)
@@ -71,12 +84,13 @@ translates to a linear interpolation between focal
 distances that takes ≈ 1.7*/
             doF.active = true;
             var timeNeededToRefocus = Mathf.Abs(focusDistance - doF.focusDistance.value) * refocusTimePerMeter;
-            Debug.Log($"Lerping focusDistance before = {focusDistance}, dof.focusDistance = {doF.focusDistance.value}, time for refocus = {timeNeededToRefocus}, delta = {Time.deltaTime}");
             focusDistance = Mathf.Lerp(doF.focusDistance.value, focusDistance, Time.deltaTime / timeNeededToRefocus);
-            Debug.Log($"Lerping focusDistance after = {focusDistance}");
             doF.focusDistance.value = focusDistance;
             doF.focalLength.value = 1;
-            doF.aperture.value = ApertureForCocAndFocusDistance(maxFactorRadiusCOC, focusDistance);
+
+            var coc = maxFactorRadiusCOC * 1 / Mathf.Pow(focusDistance, pow);
+            //var coc = maxFactorRadiusCOC * 1 - ()
+            doF.aperture.value = ApertureForCocAndFocusDistance(coc, focusDistance);
         }
 
         private float ApertureForCocAndFocusDistance(float coc, float focusDistance) =>
@@ -88,7 +102,6 @@ distances that takes ≈ 1.7*/
             var forward = cameraTransform.forward;
             var start = position + forward * playerCamera.nearClipPlane;
 
-            var ends = new Vector3[NUMBER_OF_RAYS];
             ends[0] = position + forward * playerCamera.farClipPlane;
             ends[1] = ends[0] + cameraTransform.TransformDirection(new Vector3(RAY_OFFSET, 0, 0));
             ends[2] = ends[0] + cameraTransform.TransformDirection(new Vector3(-RAY_OFFSET, 0, 0));
@@ -100,16 +113,21 @@ distances that takes ≈ 1.7*/
             ends[8] = ends[0] + cameraTransform.TransformDirection(new Vector3(-RAY_OFFSET, -RAY_OFFSET, 0));
 
             rayDistances.Clear();
-            foreach (var end in ends)
+            for (var i = 0; i < ends.Length; i++)
             {
+                var end = ends[i];
                 if (Physics.Linecast(start, end, out var hit, Physics.DefaultRaycastLayers))
                 {
-                    Debug.DrawLine(start, (end - start).normalized * hit.distance, Color.green);
+                    Debug.DrawLine(start, hit.point, Color.green);
+                    hits[i].transform.position = hit.point;
+                    hits[i].transform.localScale = Vector3.one * (hit.distance * 0.01f); 
+                    hits[i].SetActive(true);
                     //Debug.Log("DoF - Hit, Distance = " + hit.distance);
                     rayDistances.Add(hit.distance);
                 }
                 else
                 {
+                    hits[i].SetActive(false);
                     Debug.DrawRay(position, position + forward * playerCamera.farClipPlane, Color.red);
                 }
             }

+ 1 - 0
Assets/VrGizmos

@@ -0,0 +1 @@
+Subproject commit fbbfed0d2fc25e0583f47587af47f51d28e492a9

+ 1 - 1
ProjectSettings/DynamicsManager.asset

@@ -18,7 +18,7 @@ PhysicsManager:
   m_ClothInterCollisionDistance: 0.1
   m_ClothInterCollisionStiffness: 0.2
   m_ContactsGeneration: 1
-  m_LayerCollisionMatrix: ffefffffffefffffffefffffffffffffffefffffffefffffffffffffffffffffffedffffffe4ffffffeffffffffdffffc8e8ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
+  m_LayerCollisionMatrix: fbeffffffbefffffc8e0fffffffffffffbeffffffbeffffffffffffffffffffffbedfffffbe4fffffbeffffffbfdffffc8e8ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
   m_AutoSimulation: 1
   m_AutoSyncTransforms: 0
   m_ReuseCollisionCallbacks: 1

+ 204 - 213
SteamVR.csproj

@@ -12,7 +12,7 @@
     <ProductVersion>10.0.20506</ProductVersion>
     <SchemaVersion>2.0</SchemaVersion>
     <RootNamespace></RootNamespace>
-    <ProjectGuid>{e28ef438-8df2-bcdd-80b3-619ed7f38a17}</ProjectGuid>
+    <ProjectGuid>{84332faa-c693-3963-7224-30befa100592}</ProjectGuid>
     <OutputType>Library</OutputType>
     <AppDesignerFolder>Properties</AppDesignerFolder>
     <AssemblyName>SteamVR</AssemblyName>
@@ -246,624 +246,615 @@
      <None Include="Assets\SteamVR\SteamVR.asmdef" />
      <None Include="Assets\SteamVR\Resources\SteamVR_Fade.shader" />
  <Reference Include="Unity.XR.OpenVR">
- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.XR.OpenVR.dll</HintPath>
+ <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/Unity.XR.OpenVR.dll</HintPath>
  </Reference>
  <Reference Include="UnityEngine.SpatialTracking">
- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/UnityEngine.SpatialTracking.dll</HintPath>
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SteamVR_Windows_EditorHelper.csproj

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