using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using System;
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using Oculus.Avatar;
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public class OvrAvatarRenderComponent : MonoBehaviour {
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private bool firstSkinnedUpdate = true;
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public SkinnedMeshRenderer mesh;
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public Transform[] bones;
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bool isBodyComponent = false;
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protected void UpdateActive(OvrAvatar avatar, ovrAvatarVisibilityFlags mask)
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{
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bool doActiveHack = isBodyComponent && avatar.EnableExpressive && avatar.ShowFirstPerson && !avatar.ShowThirdPerson;
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if (doActiveHack)
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{
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bool showFirstPerson = (mask & ovrAvatarVisibilityFlags.FirstPerson) != 0;
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bool showThirdPerson = (mask & ovrAvatarVisibilityFlags.ThirdPerson) != 0;
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gameObject.SetActive(showThirdPerson || showThirdPerson);
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if (!showFirstPerson)
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{
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mesh.enabled = false;
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}
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}
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else
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{
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bool active = avatar.ShowFirstPerson && (mask & ovrAvatarVisibilityFlags.FirstPerson) != 0;
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active |= avatar.ShowThirdPerson && (mask & ovrAvatarVisibilityFlags.ThirdPerson) != 0;
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this.gameObject.SetActive(active);
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mesh.enabled = active;
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}
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}
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protected SkinnedMeshRenderer CreateSkinnedMesh(ulong assetID, ovrAvatarVisibilityFlags visibilityMask, int thirdPersonLayer, int firstPersonLayer)
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{
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isBodyComponent = name.Contains("body");
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OvrAvatarAssetMesh meshAsset = (OvrAvatarAssetMesh)OvrAvatarSDKManager.Instance.GetAsset(assetID);
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if (meshAsset == null)
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{
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throw new Exception("Couldn't find mesh for asset " + assetID);
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}
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if ((visibilityMask & ovrAvatarVisibilityFlags.ThirdPerson) != 0)
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{
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this.gameObject.layer = thirdPersonLayer;
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}
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else
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{
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this.gameObject.layer = firstPersonLayer;
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}
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SkinnedMeshRenderer renderer = meshAsset.CreateSkinnedMeshRendererOnObject(gameObject);
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#if UNITY_ANDROID
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renderer.quality = SkinQuality.Bone2;
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#else
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renderer.quality = SkinQuality.Bone4;
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#endif
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renderer.updateWhenOffscreen = true;
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if ((visibilityMask & ovrAvatarVisibilityFlags.SelfOccluding) == 0)
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{
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renderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
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}
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gameObject.SetActive(false);
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return renderer;
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}
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protected void UpdateSkinnedMesh(OvrAvatar avatar, Transform[] bones, ovrAvatarTransform localTransform, ovrAvatarVisibilityFlags visibilityMask, IntPtr renderPart)
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{
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UpdateActive(avatar, visibilityMask);
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OvrAvatar.ConvertTransform(localTransform, this.transform);
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ovrAvatarRenderPartType type = CAPI.ovrAvatarRenderPart_GetType(renderPart);
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UInt64 dirtyJoints;
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switch (type)
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{
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case ovrAvatarRenderPartType.SkinnedMeshRender:
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dirtyJoints = CAPI.ovrAvatarSkinnedMeshRender_GetDirtyJoints(renderPart);
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break;
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case ovrAvatarRenderPartType.SkinnedMeshRenderPBS:
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dirtyJoints = CAPI.ovrAvatarSkinnedMeshRenderPBS_GetDirtyJoints(renderPart);
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break;
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case ovrAvatarRenderPartType.SkinnedMeshRenderPBS_V2:
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dirtyJoints = CAPI.ovrAvatarSkinnedMeshRenderPBSV2_GetDirtyJoints(renderPart);
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break;
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default:
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throw new Exception("Unhandled render part type: " + type);
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}
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for (UInt32 i = 0; i < 64; i++)
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{
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UInt64 dirtyMask = (ulong)1 << (int)i;
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// We need to make sure that we fully update the initial position of
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// Skinned mesh renderers, then, thereafter, we can only update dirty joints
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if ((firstSkinnedUpdate && i < bones.Length) ||
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(dirtyMask & dirtyJoints) != 0)
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{
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//This joint is dirty and needs to be updated
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Transform targetBone = bones[i];
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ovrAvatarTransform transform;
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switch (type)
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{
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case ovrAvatarRenderPartType.SkinnedMeshRender:
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transform = CAPI.ovrAvatarSkinnedMeshRender_GetJointTransform(renderPart, i);
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break;
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case ovrAvatarRenderPartType.SkinnedMeshRenderPBS:
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transform = CAPI.ovrAvatarSkinnedMeshRenderPBS_GetJointTransform(renderPart, i);
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break;
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case ovrAvatarRenderPartType.SkinnedMeshRenderPBS_V2:
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transform = CAPI.ovrAvatarSkinnedMeshRenderPBSV2_GetJointTransform(renderPart, i);
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break;
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default:
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throw new Exception("Unhandled render part type: " + type);
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}
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OvrAvatar.ConvertTransform(transform, targetBone);
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}
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}
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firstSkinnedUpdate = false;
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}
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protected Material CreateAvatarMaterial(string name, Shader shader)
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{
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if (shader == null)
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{
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throw new Exception("No shader provided for avatar material.");
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}
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Material mat = new Material(shader);
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mat.name = name;
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return mat;
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}
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}
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