Files
Bachelor-Arbeit-Thomas-Wichert/Assets/Oculus/VR/Scripts/BuildingBlocks/PassthroughProjectionSurfaceBuildingBlock.cs
2025-07-21 09:11:14 +02:00

61 lines
2.0 KiB
C#

/*
* 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;
using UnityEngine;
namespace Meta.XR.BuildingBlocks
{
public class PassthroughProjectionSurfaceBuildingBlock : MonoBehaviour
{
public MeshFilter projectionObject;
// Start is called before the first frame update
private void Start()
{
var ptLayers = FindObjectsOfType<OVRPassthroughLayer>();
var foundLayer = false;
foreach (var ptLayer in ptLayers)
{
if (!ptLayer.GetComponent<BuildingBlock>())
{
continue;
}
foundLayer = true;
ptLayer.AddSurfaceGeometry(projectionObject.gameObject, true);
}
if (foundLayer)
{
// The MeshRenderer component renders the quad as a blue outline
// we only use this when Passthrough isn't visible
var quadOutline = projectionObject.GetComponent<MeshRenderer>();
quadOutline.enabled = false;
}
else
{
throw new InvalidOperationException("A BB with the passthrough overlay layer was not found");
}
}
}
}