zed-ar-headfree-passthrough/Assets/ZED/SDK/Helpers/Scripts/Display/HideFromWrongCameras.cs

120 lines
4.3 KiB
C#

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