zed-ar-headfree-passthrough/Assets/ZED/SDK/Helpers/Scripts/Lighting/ZEDLight.cs

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2019-11-26 14:03:54 +00:00
//======= Copyright (c) Stereolabs Corporation, All rights reserved. ===============
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// Causes the attached Light component to cast light on the real world, if visible by the ZED.
/// Must be a point, spot, or directional light. Directional lights will also cast shadows on real objects.
/// Works by registering the Light component to a static list (contained within) that's checked by ZEDRenderingPlane.
/// For more information, see our Lighting guide: https://docs.stereolabs.com/mixed-reality/unity/lighting/
/// </summary>
[RequireComponent(typeof(Light))]
public class ZEDLight : MonoBehaviour
{
/// <summary>
/// List of all ZEDLights in the scene.
/// </summary>
[HideInInspector]
public static List<ZEDLight> s_lights = new List<ZEDLight>();
/// <summary>
/// Light component attached to this GameObject.
/// </summary>
[HideInInspector]
public Light cachedLight;
/// <summary>
/// Interior cone of the spotlight, if the Light is a spotlight.
/// </summary>
[HideInInspector]
public float interiorCone = 0.1f;
// Use this for initialization
void OnEnable()
{
if (!s_lights.Contains(this))
{
s_lights.Add(this);
cachedLight = GetComponent<Light>();
}
}
void OnDisable()
{
if (s_lights != null)
{
s_lights.Remove(this);
}
}
/// <summary>
/// Checks if a light is both enabled and has above-zero range and intensity.
/// Used by ZEDRenderingPlane to filter out lights that won't be visible.
/// </summary>
/// <returns></returns>
public bool IsEnabled()
{
if (!cachedLight.enabled)
{
return false;
}
if (cachedLight.range <= 0 || cachedLight.intensity <= 0)
{
return false;
}
return true;
}
}