Initial Commit
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/*
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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.Collections.Generic;
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using UnityEngine;
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namespace Oculus.Interaction.UnityCanvas
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{
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public class CanvasRect : CanvasMesh
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{
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protected override Vector3 MeshInverseTransform(Vector3 localPosition)
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{
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return localPosition;
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}
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protected override void GenerateMesh(out List<Vector3> verts,
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out List<int> tris,
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out List<Vector2> uvs)
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{
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verts = new List<Vector3>();
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tris = new List<int>();
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uvs = new List<Vector2>();
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var resolution = _canvasRenderTexture.GetBaseResolutionToUse();
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Vector2 worldSize = new Vector2(
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_canvasRenderTexture.PixelsToUnits(Mathf.RoundToInt(resolution.x)),
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_canvasRenderTexture.PixelsToUnits(Mathf.RoundToInt(resolution.y))
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) / transform.lossyScale;
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float xPos = worldSize.x * 0.5f;
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float xNeg = -xPos;
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float yPos = worldSize.y * 0.5f;
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float yNeg = -yPos;
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verts.Add(new Vector3(xNeg, yNeg, 0));
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verts.Add(new Vector3(xNeg, yPos, 0));
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verts.Add(new Vector3(xPos, yPos, 0));
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verts.Add(new Vector3(xPos, yNeg, 0));
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tris.Add(0);
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tris.Add(1);
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tris.Add(2);
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tris.Add(0);
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tris.Add(2);
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tris.Add(3);
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uvs.Add(new Vector2(0, 0));
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uvs.Add(new Vector2(0, 1));
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uvs.Add(new Vector2(1, 1));
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uvs.Add(new Vector2(1, 0));
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}
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#region Inject
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public void InjectAllCanvasRect(CanvasRenderTexture canvasRenderTexture, MeshFilter meshFilter)
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{
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InjectAllCanvasMesh(canvasRenderTexture, meshFilter);
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}
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#endregion
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}
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}
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