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