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January 31, 2017 14:14
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/*copied from complete version in sample project of "https://developer.microsoft.com/en-us/windows/holographic/holograms_210"*/ | |
using UnityEngine; | |
namespace Academy.HoloToolkit.Unity | |
{ | |
/// <summary> | |
/// GazeManager determines the location of the user's gaze, hit position and normals. | |
/// </summary> | |
public class GazeManager : Singleton<GazeManager> | |
{ | |
[Tooltip("Maximum gaze distance for calculating a hit.")] | |
public float MaxGazeDistance = 5.0f; | |
[Tooltip("Select the layers raycast should target.")] | |
public LayerMask RaycastLayerMask = Physics.DefaultRaycastLayers; | |
/// <summary> | |
/// Physics.Raycast result is true if it hits a Hologram. | |
/// </summary> | |
public bool Hit { get; private set; } | |
/// <summary> | |
/// HitInfo property gives access | |
/// to RaycastHit public members. | |
/// </summary> | |
public RaycastHit HitInfo { get; private set; } | |
/// <summary> | |
/// Position of the user's gaze. | |
/// </summary> | |
public Vector3 Position { get; private set; } | |
/// <summary> | |
/// RaycastHit Normal direction. | |
/// </summary> | |
public Vector3 Normal { get; private set; } | |
private GazeStabilizer gazeStabilizer; | |
private Vector3 gazeOrigin; | |
private Vector3 gazeDirection; | |
void Awake() | |
{ | |
/* TODO: DEVELOPER CODING EXERCISE 3.a */ | |
// 3.a: GetComponent GazeStabilizer and assign it to gazeStabilizer. | |
gazeStabilizer = GetComponent<GazeStabilizer>(); | |
} | |
private void Update() | |
{ | |
// 2.a: Assign Camera's main transform position to gazeOrigin. | |
gazeOrigin = Camera.main.transform.position; | |
// 2.a: Assign Camera's main transform forward to gazeDirection. | |
gazeDirection = Camera.main.transform.forward; | |
// 3.a: Using gazeStabilizer, call function UpdateHeadStability. | |
// Pass in gazeOrigin and Camera's main transform rotation. | |
gazeStabilizer.UpdateHeadStability(gazeOrigin, Camera.main.transform.rotation); | |
// 3.a: Using gazeStabilizer, get the StableHeadPosition and | |
// assign it to gazeOrigin. | |
gazeOrigin = gazeStabilizer.StableHeadPosition; | |
UpdateRaycast(); | |
} | |
/// <summary> | |
/// Calculates the Raycast hit position and normal. | |
/// </summary> | |
private void UpdateRaycast() | |
{ | |
/* TODO: DEVELOPER CODING EXERCISE 2.a */ | |
// 2.a: Create a variable hitInfo of type RaycastHit. | |
RaycastHit hitInfo; | |
// 2.a: Perform a Unity Physics Raycast. | |
// Collect return value in public property Hit. | |
// Pass in origin as gazeOrigin and direction as gazeDirection. | |
// Collect the information in hitInfo. | |
// Pass in MaxGazeDistance and RaycastLayerMask. | |
Hit = Physics.Raycast(gazeOrigin, | |
gazeDirection, | |
out hitInfo, | |
MaxGazeDistance, | |
RaycastLayerMask); | |
// 2.a: Assign hitInfo variable to the HitInfo public property | |
// so other classes can access it. | |
HitInfo = hitInfo; | |
if (Hit) | |
{ | |
// If raycast hit a hologram... | |
// 2.a: Assign property Position to be the hitInfo point. | |
Position = hitInfo.point; | |
// 2.a: Assign property Normal to be the hitInfo normal. | |
Normal = hitInfo.normal; | |
} | |
else | |
{ | |
// If raycast did not hit a hologram... | |
// Save defaults ... | |
// 2.a: Assign Position to be gazeOrigin plus MaxGazeDistance times gazeDirection. | |
Position = gazeOrigin + (gazeDirection * MaxGazeDistance); | |
// 2.a: Assign Normal to be the user's gazeDirection. | |
Normal = gazeDirection; | |
} | |
} | |
} | |
} |
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