121 lines
4.3 KiB
C#
121 lines
4.3 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// Stops an object from being drawn for cameras that shouldn't draw it, without the use of layers.
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/// Used so that the left ZED eye doesn't see the right eye's canvas object, and vice versa, and for
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/// cameras seeing frames from other rigs.
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/// </summary><remarks>
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/// These are attached to canvas object in ZED_Rig_Mono and ZED_Rig_Stereo prefabs, and
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/// assigned to Quad objects in the (normally hidden) AR rig created by ZEDManager when in stereo AR mode.
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/// </remarks
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public class HideFromWrongCameras : MonoBehaviour
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{
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/// <summary>
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/// List of all cameras from the ZED plugin that should see exactly one frame object.
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/// <para>Effectively unused if showInNonZEDCameras is set to false.</para>
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/// </summary>
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private static List<Camera> zedCamList = new List<Camera>();
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/// <summary>
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/// If true, the object will be visible to all cameras not in zedCamList, namely cameras
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/// that aren't part of the ZED plugin.
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/// </summary>
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public bool showInNonZEDCameras = true;
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/// <summary>
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/// The camera that is allowed to render this object.
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/// </summary>
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private Camera renderableCamera = null;
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/// <summary>
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/// Renderer attached to this object.
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/// </summary>
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private Renderer rend;
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/// <summary>
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/// Enabled state of the attached Renderer prior to Unity's rendering stage.
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/// <para>Used so that manually disabling the object's MeshRenderer won't be undone by this script.</para>
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/// </summary>
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private bool lastRenderState = true;
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public void Awake()
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{
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rend = GetComponent<Renderer>();
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Camera.onPreRender += PreRender;
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Camera.onPostRender += PostRender;
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}
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/// <summary>
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/// Adds a camera to an internal static list of cameras that should see exactly one ZED frame/canvas object.
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/// <para>Also called automatically if you call SetRenderCamera as a backup.</para>
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/// </summary>
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/// <param name="cam"></param>
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public static void RegisterZEDCam(Camera cam)
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{
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if (!zedCamList.Contains(cam))
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zedCamList.Add(cam);
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}
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/// <summary>
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/// Assigns a camera to this object, making it the only camera of the registered cameras that can see it.
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/// </summary>
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/// <param name="cam"></param>
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public void SetRenderCamera(Camera cam)
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{
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RegisterZEDCam(cam); //In case it's not registered yet, make sure it is.
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renderableCamera = cam;
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}
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/// <summary>
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/// Turns the renderer on or off depending on whether it should be drawn.
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/// <para>Subscribed to Camera.onPreRender in Awake(), which is called anytime any camera starts rendering.</para>
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/// </summary>
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/// <param name="currentcam"></param>
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private void PreRender(Camera currentcam)
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{
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lastRenderState = rend.enabled;
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if (!rend.enabled) return; //We weren't going to render this object anyway, so skip the rest of the logic.
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//If it's a Unity scene camera, always show it.
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if (currentcam.name.ToLower().Contains("scenecamera")) //There are more robust ways of checking this, but they are expensive.
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{
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rend.enabled = true;
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return;
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}
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//Is it the renderable camera we assigned to this instance?
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if (currentcam == renderableCamera)
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{
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rend.enabled = true; //Always render that camera, no matter what.
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}
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else if(zedCamList.Contains(currentcam)) //Is it included in the ZED cameras that should only see one of these objects?
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{
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rend.enabled = false; //Those cameras can only render one quad, and it's not this one.
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}
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else //If it's a camera not on the list, render depending on showInNonZEDCameras.
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{
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rend.enabled = showInNonZEDCameras;
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}
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}
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/// <summary>
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/// Sets the renderer's state to what it was before PreRender() messed with it.
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/// <para>Subscribed to Camera.onPostRender in Awake(), which is called anytime any camera finishes rendering.</para>
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/// </summary>
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private void PostRender(Camera currentcam)
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{
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rend.enabled = lastRenderState;
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}
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private void OnDestroy()
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{
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Camera.onPreRender -= PreRender;
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Camera.onPostRender -= PostRender;
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}
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}
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