61 lines
2.0 KiB
C#
61 lines
2.0 KiB
C#
/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (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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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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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;
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using UnityEngine;
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namespace Meta.XR.BuildingBlocks
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{
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public class PassthroughProjectionSurfaceBuildingBlock : MonoBehaviour
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{
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public MeshFilter projectionObject;
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// Start is called before the first frame update
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private void Start()
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{
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var ptLayers = FindObjectsOfType<OVRPassthroughLayer>();
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var foundLayer = false;
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foreach (var ptLayer in ptLayers)
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{
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if (!ptLayer.GetComponent<BuildingBlock>())
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{
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continue;
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}
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foundLayer = true;
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ptLayer.AddSurfaceGeometry(projectionObject.gameObject, true);
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}
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if (foundLayer)
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{
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// The MeshRenderer component renders the quad as a blue outline
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// we only use this when Passthrough isn't visible
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var quadOutline = projectionObject.GetComponent<MeshRenderer>();
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quadOutline.enabled = false;
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}
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else
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{
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throw new InvalidOperationException("A BB with the passthrough overlay layer was not found");
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}
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}
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}
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}
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