Initialer Upload neues Unity-Projekt

This commit is contained in:
Daniel Ocks
2025-07-21 09:11:14 +02:00
commit eeca72985b
14558 changed files with 1508140 additions and 0 deletions

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using UnityEngine;
namespace Oculus.Interaction
{
public static partial class Collisions
{
public static Vector3 ClosestPointToColliders(Vector3 point, Collider[] colliders)
{
Vector3 closestPoint = point;
float closestDistance = float.MaxValue;
foreach (Collider collider in colliders)
{
if (Collisions.IsPointWithinCollider(point, collider))
{
return point;
}
Vector3 closest = collider.ClosestPoint(point);
float distance = (closest - point).magnitude;
if (distance < closestDistance)
{
closestDistance = distance;
closestPoint = closest;
}
}
return closestPoint;
}
}
}

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using System.Collections.Generic;
using UnityEngine;
namespace Oculus.Interaction
{
public class ColliderGroup
{
private Collider _boundsCollider;
private List<Collider> _colliders;
public Collider Bounds => _boundsCollider;
public List<Collider> Colliders => _colliders;
public ColliderGroup(List<Collider> colliders, Collider boundsCollider)
{
_colliders = colliders;
_boundsCollider = boundsCollider;
}
}
}

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using UnityEngine;
namespace Oculus.Interaction
{
public static partial class Collisions
{
/// <summary>
/// Approximate capsule collision by doing sphere collisions down the capsule length
/// </summary>
/// <param name="p0">Capsule Start</param>
/// <param name="p1">Capsule End</param>
/// <param name="radius">Capsule Radius</param>
/// <param name="collider">Collider to check against</param>
/// <returns>Whether or not an approximate collision occured.</returns>
public static bool IsCapsuleWithinColliderApprox(Vector3 p0, Vector3 p1, float radius, Collider collider)
{
int divisions = Mathf.CeilToInt((p1 - p0).magnitude / radius) * 2;
if (divisions == 0)
{
return IsSphereWithinCollider(p0, radius, collider);
}
float tStep = 1f / divisions;
for (int i = 0; i <= divisions; i++)
{
Vector3 point = Vector3.Lerp(p0, p1, tStep * i);
if (IsSphereWithinCollider(point, radius, collider))
{
return true;
}
}
return false;
}
}
}

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using UnityEngine;
namespace Oculus.Interaction
{
public static partial class Collisions
{
public static bool IsPointWithinCollider(Vector3 point, Collider collider)
{
if (!collider.bounds.Contains(point))
{
return false;
}
Vector3 closestPoint = collider.ClosestPoint(point);
if (collider is MeshCollider)
{
return (closestPoint - point).sqrMagnitude < collider.contactOffset * collider.contactOffset;
}
return closestPoint.Equals(point);
}
}
}

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using UnityEngine;
namespace Oculus.Interaction
{
public static partial class Collisions
{
public static bool IsSphereWithinCollider(Vector3 point, float radius, Collider collider)
{
Vector3 boundsPoint = collider.bounds.ClosestPoint(point);
if (Vector3.SqrMagnitude(boundsPoint - point) > radius * radius)
{
return false;
}
Vector3 closestPoint = collider.ClosestPoint(point);
return Vector3.SqrMagnitude(closestPoint - point) <= radius * radius;
}
}
}

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