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/************************************************************************************
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Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
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See SampleFramework license.txt for license terms. Unless required by applicable law
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or agreed to in writing, the sample code is provided “AS IS” WITHOUT WARRANTIES OR
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CONDITIONS OF ANY KIND, either express or implied. See the license for specific
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language governing permissions and limitations under the license.
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************************************************************************************/
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using System.Collections;
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using UnityEngine;
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namespace OculusSampleFramework
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{
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public class PanelHMDFollower : MonoBehaviour
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{
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private const float TOTAL_DURATION = 3.0f;
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private const float HMD_MOVEMENT_THRESHOLD = 0.3f;
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[SerializeField] private float _maxDistance = 0.3f;
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[SerializeField] private float _minDistance = 0.05f;
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[SerializeField] private float _minZDistance = 0.05f;
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private OVRCameraRig _cameraRig;
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private Vector3 _panelInitialPosition = Vector3.zero;
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private Coroutine _coroutine = null;
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private Vector3 _prevPos = Vector3.zero;
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private Vector3 _lastMovedToPos = Vector3.zero;
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private void Awake()
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{
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_cameraRig = FindObjectOfType<OVRCameraRig>();
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_panelInitialPosition = transform.position;
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}
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private void Update()
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{
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var centerEyeAnchorPos = _cameraRig.centerEyeAnchor.position;
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var myPosition = transform.position;
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//Distance from centereye since last time we updated panel position.
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float distanceFromLastMovement = Vector3.Distance(centerEyeAnchorPos, _lastMovedToPos);
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float headMovementSpeed = (_cameraRig.centerEyeAnchor.position - _prevPos).magnitude / Time.deltaTime;
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var currDiffFromCenterEye = transform.position - centerEyeAnchorPos;
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var currDistanceFromCenterEye = currDiffFromCenterEye.magnitude;
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// 1) wait for center eye to stabilize after distance gets too large
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// 2) check if center eye is too close to panel
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// 3) check if depth isn't too close
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if (((distanceFromLastMovement > _maxDistance) || (_minZDistance > currDiffFromCenterEye.z) || (_minDistance > currDistanceFromCenterEye)) &&
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headMovementSpeed < HMD_MOVEMENT_THRESHOLD && _coroutine == null)
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{
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if (_coroutine == null)
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{
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_coroutine = StartCoroutine(LerpToHMD());
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}
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}
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_prevPos = _cameraRig.centerEyeAnchor.position;
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}
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private Vector3 CalculateIdealAnchorPosition()
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{
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return _cameraRig.centerEyeAnchor.position + _panelInitialPosition;
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}
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private IEnumerator LerpToHMD()
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{
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Vector3 newPanelPosition = CalculateIdealAnchorPosition();
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_lastMovedToPos = _cameraRig.centerEyeAnchor.position;
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float startTime = Time.time;
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float endTime = Time.time + TOTAL_DURATION;
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while (Time.time < endTime)
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{
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transform.position =
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Vector3.Lerp(transform.position, newPanelPosition, (Time.time - startTime) / TOTAL_DURATION);
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yield return null;
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}
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transform.position = newPanelPosition;
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_coroutine = null;
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}
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}
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}
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