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 System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace Oculus.Interaction
{
[ExecuteAlways]
public class DebugGizmos : MonoBehaviour
{
private List<Vector4> _points = new List<Vector4>();
private List<Color> _colors = new List<Color>();
private int _index = 0;
private bool _addedSegmentSinceLastUpdate = false;
#if UNITY_EDITOR
private bool _drewGizmos = false;
private int _sceneRepaint = 0;
#endif
protected static DebugGizmos _root = null;
protected static DebugGizmos Root
{
get
{
if (_root == null)
{
// Use Find instead of FindObjectsByType<> as the extra parameter
// is unsupported by later versions of Unity
GameObject polylineGizmosGO = GameObject.Find("Polyline Gizmos");
if (polylineGizmosGO != null)
{
DebugGizmos gizmos = polylineGizmosGO.GetComponent<DebugGizmos>();
if (gizmos != null)
{
_root = gizmos;
#if UNITY_EDITOR
if (_root.isActiveAndEnabled)
{
_root.HookUpToEditorEvents();
}
#endif
}
}
}
if (_root == null)
{
GameObject go = new GameObject("Polyline Gizmos");
_root = go.AddComponent<DebugGizmos>();
#if UNITY_EDITOR
if (!Application.isPlaying)
{
EditorUtility.SetDirty(_root);
}
_root.HookUpToEditorEvents();
#endif
}
return _root;
}
}
protected virtual void OnEnable()
{
if (_root == null)
{
return;
}
#if !UNITY_EDITOR
if (_root != this)
{
Destroy(this);
}
#else
if (_root == this)
{
if (!Application.isPlaying)
{
HookUpToEditorEvents();
}
}
else
{
enabled = false;
if (Application.isPlaying)
{
Destroy(this);
}
else
{
EditorApplication.update += MarkForDestroy;
}
}
#endif
}
#if UNITY_EDITOR
protected virtual void OnDrawGizmos()
{
if (Application.isPlaying)
{
return;
}
if (_sceneRepaint == 0)
{
_drewGizmos = true;
_sceneRepaint = 2;
SceneView.RepaintAll();
}
}
private void MarkForDestroy()
{
EditorApplication.update -= MarkForDestroy;
DestroyImmediate(this);
}
private void HookUpToEditorEvents()
{
if (Application.isPlaying)
{
return;
}
EditorApplication.playModeStateChanged += PlayModeStateChanged;
Camera.onPreCull += HandlePreCullRender;
}
private void HandlePreCullRender(Camera cam)
{
if (_drewGizmos && !_addedSegmentSinceLastUpdate)
{
ClearSegments();
}
_addedSegmentSinceLastUpdate = false;
_drewGizmos = false;
RenderSegments();
if (_sceneRepaint > 0)
{
_sceneRepaint--;
}
}
private void PlayModeStateChanged(PlayModeStateChange change)
{
if (change == PlayModeStateChange.ExitingEditMode)
{
EditorApplication.playModeStateChanged -= PlayModeStateChanged;
Camera.onPreCull -= HandlePreCullRender;
}
}
#endif
private PolylineRenderer _polylineRenderer;
private PolylineRenderer Renderer
{
get
{
if (_polylineRenderer == null)
{
_polylineRenderer = new PolylineRenderer(null, _renderSinglePass);
}
return _polylineRenderer;
}
}
protected virtual void OnDisable()
{
if (_polylineRenderer != null)
{
_polylineRenderer.Cleanup();
_polylineRenderer = null;
}
if (Application.isPlaying)
{
return;
}
#if UNITY_EDITOR
if (_root == this)
{
EditorApplication.playModeStateChanged -= PlayModeStateChanged;
Camera.onPreCull -= HandlePreCullRender;
_root = null;
}
#endif
}
protected void ClearSegments()
{
_index = 0;
}
protected void RenderSegments()
{
Renderer.SetLines(_points, _colors, _index);
Renderer.RenderLines();
}
protected virtual void LateUpdate()
{
if (!Application.isPlaying)
{
return;
}
RenderSegments();
ClearSegments();
}
protected void AddSegment(Vector3 p0, Vector3 p1, float width, Color color0, Color color1)
{
if (!_addedSegmentSinceLastUpdate)
{
ClearSegments();
_addedSegmentSinceLastUpdate = true;
}
while (_index + 2 > _points.Count)
{
_points.Add(new Vector4());
_colors.Add(new Color());
}
_points[_index] = new Vector4(p0.x, p0.y, p0.z, width);
_points[_index + 1] = new Vector4(p1.x, p1.y, p1.z, width);
_colors[_index] = color0;
_colors[_index + 1] = color1;
_index += 2;
}
private static bool _renderSinglePass = true;
public static bool RenderSinglePass {
get
{
return _renderSinglePass;
}
set
{
if (_renderSinglePass == value)
{
return;
}
_renderSinglePass = value;
if (Root != null)
{
Destroy(Root);
}
}
}
public static Color Color = Color.black;
public static float LineWidth = 0.1f;
public static void DrawPoint(Vector3 p0, Transform t = null)
{
if (t != null)
{
p0 = t.TransformPoint(p0);
}
Root.AddSegment(p0, p0, LineWidth, Color, Color);
}
public static void DrawLine(Vector3 p0, Vector3 p1, Transform t = null)
{
if (t != null)
{
p0 = t.TransformPoint(p0);
p1 = t.TransformPoint(p1);
}
Root.AddSegment(p0, p1, LineWidth, Color, Color);
}
public static void DrawWireCube(Vector3 center, float size, Transform t = null)
{
for (int i = 0; i < CUBE_SEGMENTS.Count; i += 2)
{
Vector3 p0 = CUBE_POINTS[CUBE_SEGMENTS[i]] * size + center;
Vector3 p1 = CUBE_POINTS[CUBE_SEGMENTS[i + 1]] * size + center;
DrawLine(p0, p1, t);
}
}
public static void DrawAxis(Vector3 position, Quaternion rotation, float size = 1.0f)
{
Color _saveColor = Color;
Color = Color.red;
DrawLine(position, position + rotation*Vector3.right * size);
Color = Color.green;
DrawLine(position, position + rotation*Vector3.up * size);
Color = Color.blue;
DrawLine(position, position + rotation*Vector3.forward * size);
Color = _saveColor;
}
public static void DrawAxis(Pose pose, float size = 1.0f)
{
DrawAxis(pose.position, pose.rotation, size);
}
public static void DrawAxis(Transform t, float size = 1.0f)
{
DrawAxis(t.GetPose(), size);
}
private readonly static IReadOnlyList<Vector3> CUBE_POINTS = new List<Vector3>()
{
new Vector3(-0.5f, -0.5f, -0.5f),
new Vector3(0.5f, -0.5f, -0.5f),
new Vector3(-0.5f, 0.5f, -0.5f),
new Vector3(-0.5f, -0.5f, 0.5f),
new Vector3(0.5f, 0.5f, -0.5f),
new Vector3(0.5f, -0.5f, 0.5f),
new Vector3(-0.5f, 0.5f, 0.5f),
new Vector3(0.5f, 0.5f, 0.5f)
};
private readonly static IReadOnlyList<int> CUBE_SEGMENTS = new List<int>()
{
0,
1,
1,
5,
3,
5,
0,
3,
0,
2,
1,
4,
3,
6,
5,
7,
2,
4,
4,
7,
7,
6,
6,
2
};
}
}

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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;
namespace Oculus.Interaction.Deprecated
{
[Obsolete("Replaced by DebugGizmos")]
public class PolylineGizmos { }
}

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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 PolylineRenderer
{
private Vector4[] _positions = null;
private bool _positionsNeedUpdate = false;
private Color[] _colors = null;
private bool _colorsNeedUpdate = false;
private Bounds _bounds;
private Mesh _baseMesh;
private Material _material;
// Indicate whether using single pass rendering
private bool _renderSinglePass;
// If single pass rendering, duplicate buffer data
private int Copies => _renderSinglePass ? 2 : 1;
// Each line instance requires 2 float4, double that if also single pass
private int BufferSize => _maxLineCount * 2 * Copies;
private ComputeBuffer _positionBuffer;
private ComputeBuffer _colorBuffer;
private ComputeBuffer _argsBuffer;
private uint[] _argsData;
private int _positionBufferShaderID = Shader.PropertyToID("_PositionBuffer");
private int _colorBufferShaderID = Shader.PropertyToID("_ColorBuffer");
private int _localToWorldShaderID = Shader.PropertyToID("_LocalToWorld");
private int _scaleShaderID = Shader.PropertyToID("_Scale");
private int _maxLineCount = 1;
private Matrix4x4 _matrix = Matrix4x4.identity;
private float _lineScaleFactor = 1.0f;
public float LineScaleFactor
{
get
{
return _lineScaleFactor;
}
set
{
_lineScaleFactor = value;
}
}
public PolylineRenderer(Material material = null, bool renderSinglePass = true)
{
_renderSinglePass = renderSinglePass;
if (material == null)
{
material = new Material(Shader.Find("Custom/PolylineUnlit"));
}
_material = new Material(material);
GameObject baseCube = GameObject.CreatePrimitive(PrimitiveType.Cube);
_baseMesh = baseCube.GetComponent<MeshFilter>().sharedMesh;
GameObject.DestroyImmediate(baseCube);
// Start with one of these is one Polyline
_positions = new Vector4[BufferSize];
_colors = new Color[BufferSize];
// _maxLineCount * 2 as we use two points per segment
// 16 for Vector4: 4*sizeof(float) = 4*4
_positionBuffer = new ComputeBuffer(BufferSize, 16);
_positionBuffer.SetData(_positions);
_colorBuffer = new ComputeBuffer(BufferSize, 16);
_colorBuffer.SetData(_colors);
_material.SetBuffer(_positionBufferShaderID, _positionBuffer);
_material.SetBuffer(_colorBufferShaderID, _colorBuffer);
_argsData = new uint[5] { 0, 0, 0, 0, 0 };
_argsData[0] = (uint)_baseMesh.GetIndexCount(0);
_argsData[1] = (uint)(_maxLineCount * Copies);
_argsBuffer = new ComputeBuffer(1, _argsData.Length * sizeof(uint),
ComputeBufferType.IndirectArguments);
_argsBuffer.SetData(_argsData);
_positionsNeedUpdate = true;
_colorsNeedUpdate = true;
}
public void Cleanup()
{
_positionBuffer.Release();
_colorBuffer.Release();
_argsBuffer.Release();
if (Application.isPlaying)
{
GameObject.Destroy(_material);
}
else
{
GameObject.DestroyImmediate(_material);
}
}
public void SetLines(List<Vector4> positions, Color color)
{
SetPositions(positions.Count, positions);
SetDrawCount(positions.Count / 2);
SetColor(positions.Count, color);
}
public void SetLines(List<Vector4> positions, List<Color> colors, int maxCount = -1)
{
int count = maxCount < 0 ? positions.Count : maxCount;
SetPositions(count, positions);
SetDrawCount(count / 2);
SetColors(count, colors);
}
private void SetPositions(int count, List<Vector4> positions)
{
if (count * Copies > _positions.Length)
{
_maxLineCount = count / 2;
_positions = new Vector4[BufferSize];
_positionBuffer.Release();
_positionBuffer = new ComputeBuffer(BufferSize, 16);
_positionBuffer.SetData(_positions);
}
_bounds = new Bounds();
Vector3 min = Vector3.zero;
Vector3 max = Vector3.zero;
// Given position data p0,p1,p2,p3
// For double pass -> [p0,p1, p2,p3]
// For single pass -> [p0,p1, p0,p1, p2,p3, p2,p3]
for (int i = 0; i < count; i += 2)
{
for (int j = 0; j < 2; j++)
{
Vector4 position = positions[i + j];
for (int k = 0; k < Copies; k++)
{
_positions[(i + k) * Copies + j] = position;
}
Vector3 width = position.w * Vector3.one;
Vector3 p = (Vector3)position;
Vector3 pmin = p - width / 2f;
Vector3 pmax = p + width / 2f;
if (i == 0)
{
min = pmin;
max = pmax;
}
else
{
min.x = Mathf.Min(pmin.x, min.x);
min.y = Mathf.Min(pmin.y, min.y);
min.z = Mathf.Min(pmin.z, min.z);
max.x = Mathf.Max(pmax.x, max.x);
max.y = Mathf.Max(pmax.y, max.y);
max.z = Mathf.Max(pmax.z, max.z);
}
}
}
_bounds.SetMinMax(min, max);
_positionsNeedUpdate = true;
}
private void SetColors(int count, List<Color> colors)
{
PrepareColorBuffer(count);
// Given color data c0,c1,c2,c3
// For double pass -> [c0,c1, c2,c3]
// For single pass -> [c0,c1, c0,c1, c2,c3, c2,c3]
for (int i = 0; i < count; i += 2)
{
for (int j = 0; j < 2; j++)
{
for (int k = 0; k < Copies; k++)
{
_colors[(i + k) * Copies + j] = colors[i + j];
}
}
}
_colorsNeedUpdate = true;
}
private void SetColor(int count, Color color)
{
PrepareColorBuffer(count);
// Given color data c0,c1,c2,c3
// For double pass -> [c0,c1, c2,c3]
// For single pass -> [c0,c1, c0,c1, c2,c3, c2,c3]
for (int i = 0; i < count; i += 2)
{
for (int j = 0; j < 2; j++)
{
for (int k = 0; k < Copies; k++)
{
_colors[(i + k) * Copies + j] = color;
}
}
}
_colorsNeedUpdate = true;
}
private void SetDrawCount(int c)
{
int drawCount = c;
_argsData[1] = (uint)(drawCount * Copies);
_argsBuffer.SetData(_argsData);
}
private void PrepareColorBuffer(int count)
{
if (count * Copies <= _colors.Length)
{
return;
}
_maxLineCount = count / 2;
_colors = new Color[BufferSize];
_colorBuffer.Release();
_colorBuffer = new ComputeBuffer(BufferSize, 16);
_colorBuffer.SetData(_colors);
}
public void RenderLines()
{
if (_positionsNeedUpdate)
{
_positionBuffer.SetData(_positions);
_material.SetBuffer(_positionBufferShaderID, _positionBuffer);
_positionsNeedUpdate = false;
}
if (_colorsNeedUpdate)
{
_colorBuffer.SetData(_colors);
_material.SetBuffer(_colorBufferShaderID, _colorBuffer);
_colorsNeedUpdate = false;
}
_material.SetFloat(_scaleShaderID, _lineScaleFactor);
_material.SetMatrix(_localToWorldShaderID, _matrix);
Bounds bounds = new Bounds(
_matrix.MultiplyPoint(_bounds.center),
_matrix.MultiplyVector(_bounds.size));
Graphics.DrawMeshInstancedIndirect(_baseMesh, 0, _material, bounds, _argsBuffer);
}
public void SetTransform(Transform transform)
{
_matrix = transform.localToWorldMatrix;
}
}
}

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