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								//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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								//
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								// Purpose: Generates a mesh based on field of view.
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								//
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								//=============================================================================
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								using UnityEngine;
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								using Valve.VR;
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								namespace Valve.VR
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								{
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								    [ExecuteInEditMode, RequireComponent(typeof(MeshRenderer), typeof(MeshFilter))]
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								    public class SteamVR_Frustum : MonoBehaviour
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								    {
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								        public SteamVR_TrackedObject.EIndex index;
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								        public float fovLeft = 45, fovRight = 45, fovTop = 45, fovBottom = 45, nearZ = 0.5f, farZ = 2.5f;
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								        public void UpdateModel()
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								        {
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								            fovLeft = Mathf.Clamp(fovLeft, 1, 89);
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								            fovRight = Mathf.Clamp(fovRight, 1, 89);
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								            fovTop = Mathf.Clamp(fovTop, 1, 89);
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								            fovBottom = Mathf.Clamp(fovBottom, 1, 89);
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								            farZ = Mathf.Max(farZ, nearZ + 0.01f);
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								            nearZ = Mathf.Clamp(nearZ, 0.01f, farZ - 0.01f);
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								            var lsin = Mathf.Sin(-fovLeft * Mathf.Deg2Rad);
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								            var rsin = Mathf.Sin(fovRight * Mathf.Deg2Rad);
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								            var tsin = Mathf.Sin(fovTop * Mathf.Deg2Rad);
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								            var bsin = Mathf.Sin(-fovBottom * Mathf.Deg2Rad);
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								            var lcos = Mathf.Cos(-fovLeft * Mathf.Deg2Rad);
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								            var rcos = Mathf.Cos(fovRight * Mathf.Deg2Rad);
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								            var tcos = Mathf.Cos(fovTop * Mathf.Deg2Rad);
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								            var bcos = Mathf.Cos(-fovBottom * Mathf.Deg2Rad);
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								            var corners = new Vector3[] {
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								            new Vector3(lsin * nearZ / lcos, tsin * nearZ / tcos, nearZ), //tln
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											new Vector3(rsin * nearZ / rcos, tsin * nearZ / tcos, nearZ), //trn
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											new Vector3(rsin * nearZ / rcos, bsin * nearZ / bcos, nearZ), //brn
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											new Vector3(lsin * nearZ / lcos, bsin * nearZ / bcos, nearZ), //bln
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											new Vector3(lsin * farZ  / lcos, tsin * farZ  / tcos, farZ ), //tlf
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											new Vector3(rsin * farZ  / rcos, tsin * farZ  / tcos, farZ ), //trf
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											new Vector3(rsin * farZ  / rcos, bsin * farZ  / bcos, farZ ), //brf
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											new Vector3(lsin * farZ  / lcos, bsin * farZ  / bcos, farZ ), //blf
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										};
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								            var triangles = new int[] {
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										//	0, 1, 2, 0, 2, 3, // near
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										//	0, 2, 1, 0, 3, 2, // near
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										//	4, 5, 6, 4, 6, 7, // far
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										//	4, 6, 5, 4, 7, 6, // far
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											0, 4, 7, 0, 7, 3, // left
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											0, 7, 4, 0, 3, 7, // left
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											1, 5, 6, 1, 6, 2, // right
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											1, 6, 5, 1, 2, 6, // right
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											0, 4, 5, 0, 5, 1, // top
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											0, 5, 4, 0, 1, 5, // top
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											2, 3, 7, 2, 7, 6, // bottom
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											2, 7, 3, 2, 6, 7, // bottom
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										};
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								            int j = 0;
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								            var vertices = new Vector3[triangles.Length];
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								            var normals = new Vector3[triangles.Length];
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								            for (int i = 0; i < triangles.Length / 3; i++)
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								            {
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								                var a = corners[triangles[i * 3 + 0]];
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								                var b = corners[triangles[i * 3 + 1]];
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								                var c = corners[triangles[i * 3 + 2]];
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								                var n = Vector3.Cross(b - a, c - a).normalized;
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								                normals[i * 3 + 0] = n;
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								                normals[i * 3 + 1] = n;
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								                normals[i * 3 + 2] = n;
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								                vertices[i * 3 + 0] = a;
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								                vertices[i * 3 + 1] = b;
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								                vertices[i * 3 + 2] = c;
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								                triangles[i * 3 + 0] = j++;
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								                triangles[i * 3 + 1] = j++;
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								                triangles[i * 3 + 2] = j++;
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								            }
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								            var mesh = new Mesh();
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								            mesh.vertices = vertices;
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								            mesh.normals = normals;
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								            mesh.triangles = triangles;
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								            GetComponent<MeshFilter>().mesh = mesh;
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								        }
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								        private void OnDeviceConnected(int i, bool connected)
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								        {
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								            if (i != (int)index)
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								                return;
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								            GetComponent<MeshFilter>().mesh = null;
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								            if (connected)
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								            {
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								                var system = OpenVR.System;
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								                if (system != null && system.GetTrackedDeviceClass((uint)i) == ETrackedDeviceClass.TrackingReference)
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								                {
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								                    var error = ETrackedPropertyError.TrackedProp_Success;
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								                    var result = system.GetFloatTrackedDeviceProperty((uint)i, ETrackedDeviceProperty.Prop_FieldOfViewLeftDegrees_Float, ref error);
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								                    if (error == ETrackedPropertyError.TrackedProp_Success)
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								                        fovLeft = result;
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								                    result = system.GetFloatTrackedDeviceProperty((uint)i, ETrackedDeviceProperty.Prop_FieldOfViewRightDegrees_Float, ref error);
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								                    if (error == ETrackedPropertyError.TrackedProp_Success)
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								                        fovRight = result;
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								                    result = system.GetFloatTrackedDeviceProperty((uint)i, ETrackedDeviceProperty.Prop_FieldOfViewTopDegrees_Float, ref error);
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								                    if (error == ETrackedPropertyError.TrackedProp_Success)
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								                        fovTop = result;
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								                    result = system.GetFloatTrackedDeviceProperty((uint)i, ETrackedDeviceProperty.Prop_FieldOfViewBottomDegrees_Float, ref error);
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								                    if (error == ETrackedPropertyError.TrackedProp_Success)
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								                        fovBottom = result;
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								                    result = system.GetFloatTrackedDeviceProperty((uint)i, ETrackedDeviceProperty.Prop_TrackingRangeMinimumMeters_Float, ref error);
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								                    if (error == ETrackedPropertyError.TrackedProp_Success)
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								                        nearZ = result;
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								                    result = system.GetFloatTrackedDeviceProperty((uint)i, ETrackedDeviceProperty.Prop_TrackingRangeMaximumMeters_Float, ref error);
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								                    if (error == ETrackedPropertyError.TrackedProp_Success)
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								                        farZ = result;
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								                    UpdateModel();
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								                }
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								            }
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								        }
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								        void OnEnable()
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								        {
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								            GetComponent<MeshFilter>().mesh = null;
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								 | 
							
							
								            SteamVR_Events.DeviceConnected.Listen(OnDeviceConnected);
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								        }
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								        void OnDisable()
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								 | 
							
							
								        {
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								 | 
							
							
								            SteamVR_Events.DeviceConnected.Remove(OnDeviceConnected);
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								 | 
							
							
								            GetComponent<MeshFilter>().mesh = null;
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								 | 
							
							
								        }
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								 | 
							
							
								#if UNITY_EDITOR
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								 | 
							
							
								        void Update()
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								 | 
							
							
								        {
							 | 
						
					
						
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								 | 
							
							
								            if (!Application.isPlaying)
							 | 
						
					
						
							| 
								
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								 | 
							
							
								                UpdateModel();
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								 | 
							
							
								        }
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								 | 
							
							
								#endif
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								 | 
							
							
								    }
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								 | 
							
							
								}
							 |