GeaVR_GeaVR/Assets/Scripts/SceneLoading/WorldRebaser.cs
/******************************************************************************
 *
 *                      GeaVR
 *                https://www.geavr.eu/
 *             https://github.com/GeaVR/GeaVR
 * 
 * GeaVR is an open source software that allows the user to experience a wide 
 * range of geological and geomorphological sites in immersive virtual reality,
 * including data collection.
 *
 * Main Developers:      
 * 
 *     Fabio Luca Bonali (fabio.bonali@unimib.it)
 *     Martin Kearl (martintkearl@gmail.com)
 *     Fabio Roberto Vitello (fabio.vitello@inaf.it)
 * 
 * Developed thanks to the contribution of following projects:
 *
 *     ACPR15T4_ 00098 “Agreement between the University of Milan Bicocca and the 
 *     Cometa Consortium for the experimentation of cutting-edge interactive 
 *     technologies for the improvement of science teaching and dissemination” of 
 *     Italian Ministry of Education, University and Research (ARGO3D)
 *     PI: Alessandro Tibaldi (alessandro.tibaldi@unimib.it)
 *     
 *     Erasmus+ Key Action 2 2017-1-UK01-KA203- 036719 “3DTeLC – Bringing the  
 *     3D-world into the classroom: a new approach to Teaching, Learning and 
 *     Communicating the science of geohazards in terrestrial and marine 
 *     environments”
 *     PI: Malcolm Whitworth (malcolm.Whitworth@port.ac.uk)
 * 
 ******************************************************************************
 * Copyright (c) 2016-2022
 * GPL-3.0 License
 *****************************************************************************/

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WorldRebaser : MonoBehaviour
{
    public float bounds = 16384.0f;
    public static Vector3 accumulatedOffset = Vector3.zero;

	// Update is called once per frame
	void Update ()
    {
        Vector3 PreMoveTransform = transform.position;
               
        if (PreMoveTransform.magnitude > bounds)
        {
            GameObject[] foundGameObjects = FindObjectsOfType<GameObject>();
            List<Transform> RootTransforms = new List<Transform>();

            // the transform root of the attached gameObject should not be moved
            RootTransforms.Add(transform.root);

            // this is because the attached gameObject is moved itself. 
            transform.position -= PreMoveTransform;

            // then move every other root object
            foreach (var obj in foundGameObjects)
            {
                // only move transforms once
                if ( ! RootTransforms.Contains(obj.transform.root)) 
                {
                    // move everything so this gameobject is at the world origin.
                    obj.transform.root.position -= PreMoveTransform;
                    RootTransforms.Add(obj.transform.root);
                }
            }

            //update accumulated offset
            accumulatedOffset += PreMoveTransform;
        }
    }
}
