/************************************************************************************
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Filename : OculusSpatializerUnity.cs
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Content : Interface into real-time geometry reflection engine for native Unity
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Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
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Licensed under the Oculus SDK Version 3.5 (the "License");
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you may not use the Oculus SDK except in compliance with the License,
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which is provided at the time of installation or download, or which
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otherwise accompanies this software in either electronic or hard copy form.
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You may obtain a copy of the License at
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https://developer.oculus.com/licenses/sdk-3.5/
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Unless required by applicable law or agreed to in writing, the Oculus SDK
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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************************************************************************************/
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System.Runtime.InteropServices;
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public class OculusSpatializerUnity : MonoBehaviour
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{
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public LayerMask layerMask = -1;
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public bool visualizeRoom = true;
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bool roomVisualizationInitialized = false;
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public int raysPerSecond = 256;
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public float roomInterpSpeed = 0.9f;
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public float maxWallDistance = 50.0f;
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public int rayCacheSize = 512;
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public bool dynamicReflectionsEnabled = true;
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AudioRaycastCallback _raycastCallback; // cache an instance of the delegate so the GC doesn't nuke it!
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float particleSize = 0.2f;
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float particleOffset = 0.1f;
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GameObject room;
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Renderer[] wallRenderer = new Renderer[6];
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float[] dims = new float[3] { 1.0f, 1.0f, 1.0f };
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float[] coefs = new float[6];
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const int HIT_COUNT = 2048;
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Vector3[] points = new Vector3[HIT_COUNT];
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Vector3[] normals = new Vector3[HIT_COUNT];
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ParticleSystem sys;
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ParticleSystem.Particle[] particles = new ParticleSystem.Particle[HIT_COUNT];
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static LayerMask gLayerMask = -1;
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static Vector3 swapHandedness(Vector3 vec) { return new Vector3(vec.x, vec.y, -vec.z); }
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static void AudioRaycast(Vector3 origin, Vector3 direction, out Vector3 point, out Vector3 normal, System.IntPtr data)
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{
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point = Vector3.zero;
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normal = Vector3.zero;
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RaycastHit hitInfo;
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if (Physics.Raycast(swapHandedness(origin), swapHandedness(direction), out hitInfo, 1000.0f, gLayerMask.value))
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{
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point = swapHandedness(hitInfo.point);
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normal = swapHandedness(hitInfo.normal);
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}
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}
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void Start()
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{
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_raycastCallback = new AudioRaycastCallback(AudioRaycast);
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OSP_Unity_AssignRaycastCallback(_raycastCallback, System.IntPtr.Zero);
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}
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void OnDestroy()
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{
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OSP_Unity_AssignRaycastCallback(System.IntPtr.Zero, System.IntPtr.Zero);
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}
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void Update()
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{
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if (dynamicReflectionsEnabled)
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{
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OSP_Unity_AssignRaycastCallback(_raycastCallback, System.IntPtr.Zero);
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}
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else
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{
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OSP_Unity_AssignRaycastCallback(System.IntPtr.Zero, System.IntPtr.Zero);
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}
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OSP_Unity_SetDynamicRoomRaysPerSecond(raysPerSecond);
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OSP_Unity_SetDynamicRoomInterpSpeed(roomInterpSpeed);
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OSP_Unity_SetDynamicRoomMaxWallDistance(maxWallDistance);
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OSP_Unity_SetDynamicRoomRaysRayCacheSize(rayCacheSize);
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gLayerMask = layerMask;
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OSP_Unity_UpdateRoomModel(1.0f);
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if (visualizeRoom)
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{
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if (!roomVisualizationInitialized)
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{
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inititalizeRoomVisualization();
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roomVisualizationInitialized = true;
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}
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Vector3 pos;
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OSP_Unity_GetRoomDimensions(dims, coefs, out pos);
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pos.z *= -1; // swap to left-handed
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var size = new Vector3(dims[0], dims[1], dims[2]);
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float magSqrd = size.sqrMagnitude;
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if (!float.IsNaN(magSqrd) && 0.0f < magSqrd && magSqrd < 1000000.0f)
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{
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transform.localScale = size * 0.999f;
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}
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transform.position = pos;
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OSP_Unity_GetRaycastHits(points, normals, HIT_COUNT);
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for (int i = 0; i < HIT_COUNT; ++i)
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{
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if (points[i] == Vector3.zero)
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points[i].y = -10000.0f; // hide it
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// swap to left-handed
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points[i].z *= -1;
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normals[i].z *= -1;
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particles[i].position = points[i] + normals[i] * particleOffset;
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if (normals[i] != Vector3.zero)
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particles[i].rotation3D = Quaternion.LookRotation(normals[i]).eulerAngles;
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particles[i].startSize = particleSize;
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particles[i].startColor = new Color(208 / 255f, 38 / 255f, 174 / 255f, 1.0f);
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}
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for (int wall = 0; wall < 6; ++wall)
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{
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var color = Color.Lerp(Color.red, Color.green, coefs[wall]);
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wallRenderer[wall].material.SetColor("_TintColor", color);
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}
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sys.SetParticles(particles, particles.Length);
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}
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}
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private void inititalizeRoomVisualization()
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{
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Debug.Log("Oculus Audio dynamic room estimation visualization enabled");
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transform.position = Vector3.zero; // move to the origin otherwise things are displaced
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// Create a particle system to visualize the ray cast hits
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GameObject decalManager = new GameObject("DecalManager");
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decalManager.transform.parent = transform;
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sys = decalManager.AddComponent<ParticleSystem>();
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{
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var main = sys.main;
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main.simulationSpace = ParticleSystemSimulationSpace.World;
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main.loop = false;
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main.playOnAwake = false;
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var emission = sys.emission;
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emission.enabled = false;
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var shape = sys.shape;
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shape.enabled = false;
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var renderer = sys.GetComponent<ParticleSystemRenderer>();
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renderer.renderMode = ParticleSystemRenderMode.Mesh;
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renderer.material.shader = Shader.Find("Particles/Additive");
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Texture2D decalTex;
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{
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const int SIZE = 64;
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const int RING_COUNT = 2;
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decalTex = new Texture2D(SIZE, SIZE);
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const int HALF_SIZE = SIZE / 2;
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for (int i = 0; i < SIZE / 2; ++i)
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{
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for (int j = 0; j < SIZE / 2; ++j)
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{
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// distance from center
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float deltaX = (float)(HALF_SIZE - i);
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float deltaY = (float)(HALF_SIZE - j);
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float dist = Mathf.Sqrt((deltaX * deltaX) + (deltaY * deltaY));
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float t = (RING_COUNT * dist) / HALF_SIZE;
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float alpha = (dist < HALF_SIZE) ? Mathf.Clamp01(Mathf.Sin(Mathf.PI * 2.0f * t)) : 0.0f;
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Color col = new Color(1.0f, 1.0f, 1.0f, alpha);
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// Two way symmetry
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decalTex.SetPixel(i, j, col);
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decalTex.SetPixel(SIZE - i, j, col);
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decalTex.SetPixel(i, SIZE - j, col);
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decalTex.SetPixel(SIZE - i, SIZE - j, col);
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}
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}
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decalTex.Apply();
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}
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renderer.material.mainTexture = decalTex;
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// Make a quad
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var m = new Mesh();
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m.name = "ParticleQuad";
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const float size = 0.5f;
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m.vertices = new Vector3[] {
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new Vector3(-size, -size, 0.0f),
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new Vector3( size, -size, 0.0f),
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new Vector3( size, size, 0.0f),
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new Vector3(-size, size, 0.0f)
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};
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m.uv = new Vector2[] {
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new Vector2(0, 0),
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new Vector2(0, 1),
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new Vector2(1, 1),
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new Vector2(1, 0)
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};
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m.triangles = new int[] { 0, 1, 2, 0, 2, 3 };
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m.RecalculateNormals();
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renderer.mesh = m;
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}
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sys.Emit(HIT_COUNT);
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// Construct the visual representation of the room
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room = new GameObject("RoomVisualizer");
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room.transform.parent = transform;
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room.transform.localPosition = Vector3.zero;
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Texture2D wallTex;
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{
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const int SIZE = 32;
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wallTex = new Texture2D(SIZE, SIZE);
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Color transparent = new Color(0.0f, 0.0f, 0.0f, 0.0f);
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for (int i = 0; i < SIZE; ++i)
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{
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for (int j = 0; j < SIZE; ++j)
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{
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wallTex.SetPixel(i, j, transparent);
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}
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}
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for (int i = 0; i < SIZE; ++i)
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{
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Color color1 = Color.white * 0.125f;
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wallTex.SetPixel(SIZE / 4, i, color1);
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wallTex.SetPixel(i, SIZE / 4, color1);
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wallTex.SetPixel(3 * SIZE / 4, i, color1);
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wallTex.SetPixel(i, 3 * SIZE / 4, color1);
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color1 *= 2.0f;
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wallTex.SetPixel(SIZE / 2, i, color1);
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wallTex.SetPixel(i, SIZE / 2, color1);
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color1 *= 2.0f;
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wallTex.SetPixel(0, i, color1);
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wallTex.SetPixel(i, 0, color1);
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}
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wallTex.Apply();
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}
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for (int wall = 0; wall < 6; ++wall)
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{
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var m = new Mesh();
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m.name = "Plane" + wall;
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const float size = 0.5f;
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var verts = new Vector3[4];
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int axis = wall / 2;
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int sign = (wall % 2 == 0) ? 1 : -1;
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for (int i = 0; i < 4; ++i)
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{
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verts[i][axis] = sign * size;
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verts[i][(axis + 1) % 3] = size * ((i == 1 || i == 2) ? 1 : -1);
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verts[i][(axis + 2) % 3] = size * ((i == 2 || i == 3) ? 1 : -1);
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}
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m.vertices = verts;
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m.uv = new Vector2[]
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{
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new Vector2(0, 0),
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new Vector2(0, 1),
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new Vector2(1, 1),
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new Vector2(1, 0)
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};
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m.triangles = new int[] { 0, 1, 2, 0, 2, 3 };
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m.RecalculateNormals();
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var go = new GameObject("Wall_" + wall);
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go.AddComponent<MeshFilter>().mesh = m;
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var renderer = go.AddComponent<MeshRenderer>();
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wallRenderer[wall] = renderer;
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renderer.material.shader = Shader.Find("Particles/Additive");
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renderer.material.mainTexture = wallTex;
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renderer.material.mainTextureScale = new Vector2(8, 8);
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go.transform.parent = room.transform;
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room.transform.localPosition = Vector3.zero;
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}
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}
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// * * * * * * * * * * * * *
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// Import functions
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public delegate void AudioRaycastCallback(Vector3 origin, Vector3 direction,
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out Vector3 point, out Vector3 normal,
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System.IntPtr data);
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private const string strOSP = "AudioPluginOculusSpatializer";
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[DllImport(strOSP)]
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private static extern int OSP_Unity_AssignRaycastCallback(System.MulticastDelegate callback, System.IntPtr data);
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[DllImport(strOSP)]
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private static extern int OSP_Unity_AssignRaycastCallback(System.IntPtr callback, System.IntPtr data);
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[DllImport(strOSP)]
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private static extern int OSP_Unity_SetDynamicRoomRaysPerSecond(int RaysPerSecond);
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[DllImport(strOSP)]
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private static extern int OSP_Unity_SetDynamicRoomInterpSpeed(float InterpSpeed);
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[DllImport(strOSP)]
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private static extern int OSP_Unity_SetDynamicRoomMaxWallDistance(float MaxWallDistance);
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[DllImport(strOSP)]
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private static extern int OSP_Unity_SetDynamicRoomRaysRayCacheSize(int RayCacheSize);
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[DllImport(strOSP)]
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private static extern int OSP_Unity_UpdateRoomModel(float wetLevel); // call from main thread!!
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[DllImport(strOSP)]
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private static extern int OSP_Unity_GetRoomDimensions(float[] roomDimensions, float[] reflectionsCoefs, out Vector3 position);
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[DllImport(strOSP)]
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private static extern int OSP_Unity_GetRaycastHits(Vector3[] points, Vector3[] normals, int length);
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}
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