252 lines
8.4 KiB
C#
252 lines
8.4 KiB
C#
/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using UnityEngine;
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namespace Oculus.Interaction.DistanceReticles
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{
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/// <summary>
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/// Determines some visual properties of the ghost line reticle. Included in the ReticleLine prefab.
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/// </summary>
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public abstract class DistantInteractionLineVisual : MonoBehaviour
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{
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/// <summary>
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/// The distance interactor used as the origin of the line visual.
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/// </summary>
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[Tooltip("The distance interactor used as the origin of the line visual.")]
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[SerializeField, Interface(typeof(IDistanceInteractor))]
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private UnityEngine.Object _distanceInteractor;
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public IDistanceInteractor DistanceInteractor { get; protected set; }
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/// <summary>
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/// Where the line visual begins relative to the hand or controller. The lower the value, the closer the line.
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/// </summary>
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[Tooltip("Where the line visual begins relative to the hand or controller. The lower the value, the closer the line.")]
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[SerializeField]
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private float _visualOffset = 0.07f;
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public float VisualOffset
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{
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get
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{
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return _visualOffset;
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}
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set
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{
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_visualOffset = value;
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}
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}
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private Vector3[] _linePoints;
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/// <summary>
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/// Determines if the line should be visible when the distance interactor is in a normal state (not selecting, hovering, or disabled).
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/// </summary>
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[Tooltip("Should the line be visible when the distance interactor is in a normal state (not selecting, hovering, or disabled)?")]
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[SerializeField]
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private bool _visibleDuringNormal;
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private IReticleData _target;
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/// <summary>
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/// The number of segments that make up the line. The more segments, the smoother the line.
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/// </summary>
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[Tooltip("The number of segments that make up the line. The more segments, the smoother the line.")]
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[SerializeField]
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private int _numLinePoints = 20;
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protected int NumLinePoints => _numLinePoints;
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/// <summary>
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/// The length of the line when the interactor is in a normal state. Only visible if the "Visible during normal" box is also checked.
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/// </summary>
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[Tooltip("The length of the line when the interactor is in a normal state. Only visible if the \"Visible during normal\" checkbox is also selected.")]
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[SerializeField]
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private float _targetlessLength = 0.5f;
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protected float TargetlessLength => _targetlessLength;
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protected bool _started;
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private bool _shouldDrawLine;
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private DummyPointReticle _dummyTarget = new DummyPointReticle();
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private void Awake()
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{
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DistanceInteractor = _distanceInteractor as IDistanceInteractor;
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}
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protected virtual void Start()
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{
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this.BeginStart(ref _started);
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this.AssertField(DistanceInteractor, nameof(DistanceInteractor));
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_linePoints = new Vector3[NumLinePoints];
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this.EndStart(ref _started);
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}
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protected virtual void OnEnable()
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{
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if (_started)
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{
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DistanceInteractor.WhenStateChanged += HandleStateChanged;
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DistanceInteractor.WhenPostprocessed += HandlePostProcessed;
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}
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}
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protected virtual void OnDisable()
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{
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if (_started)
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{
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DistanceInteractor.WhenStateChanged -= HandleStateChanged;
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DistanceInteractor.WhenPostprocessed -= HandlePostProcessed;
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}
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}
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private void HandleStateChanged(InteractorStateChangeArgs args)
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{
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switch (args.NewState)
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{
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case InteractorState.Normal:
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if (args.PreviousState != InteractorState.Disabled)
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{
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InteractableUnset();
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}
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break;
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case InteractorState.Hover:
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if (args.PreviousState == InteractorState.Normal)
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{
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InteractableSet(DistanceInteractor.DistanceInteractable);
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}
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break;
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}
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if (args.NewState == InteractorState.Select
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|| args.NewState == InteractorState.Disabled
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|| args.PreviousState == InteractorState.Disabled)
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{
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_shouldDrawLine = false;
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}
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else if (args.NewState == InteractorState.Hover)
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{
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_shouldDrawLine = true;
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}
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else if (args.NewState == InteractorState.Normal)
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{
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_shouldDrawLine = _visibleDuringNormal;
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}
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}
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private void HandlePostProcessed()
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{
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if (_shouldDrawLine)
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{
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UpdateLine();
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}
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else
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{
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HideLine();
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}
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}
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protected virtual void InteractableSet(IRelativeToRef interactable)
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{
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Component component = interactable as Component;
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if (component == null)
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{
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_target = null;
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return;
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}
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if (!component.TryGetComponent(out _target))
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{
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_dummyTarget.Target = interactable.RelativeTo;
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_target = _dummyTarget;
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}
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}
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protected virtual void InteractableUnset()
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{
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_target = null;
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}
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private void UpdateLine()
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{
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Vector3 direction = DistanceInteractor.Origin.forward;
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Vector3 origin = DistanceInteractor.Origin.position;
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Vector3 start = origin + direction * VisualOffset;
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Vector3 end = TargetHit(DistanceInteractor.HitPoint);
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Vector3 middle = start + direction * Vector3.Distance(start, end) * 0.5f;
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for (int i = 0; i < NumLinePoints; i++)
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{
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float t = i / (NumLinePoints - 1f);
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Vector3 point = EvaluateBezier(start, middle, end, t);
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_linePoints[i] = point;
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}
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RenderLine(_linePoints);
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}
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protected abstract void RenderLine(Vector3[] linePoints);
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protected abstract void HideLine();
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protected Vector3 TargetHit(Vector3 hitPoint)
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{
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if (_target != null)
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{
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return _target.ProcessHitPoint(hitPoint);
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}
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return DistanceInteractor.Origin.position
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+ DistanceInteractor.Origin.forward * _targetlessLength;
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}
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protected static Vector3 EvaluateBezier(Vector3 start, Vector3 middle, Vector3 end, float t)
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{
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t = Mathf.Clamp01(t);
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float oneMinusT = 1f - t;
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return (oneMinusT * oneMinusT * start)
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+ (2f * oneMinusT * t * middle)
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+ (t * t * end);
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}
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private class DummyPointReticle : IReticleData
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{
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public Transform Target { get; set; }
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public Vector3 ProcessHitPoint(Vector3 hitPoint)
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{
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return Target.position;
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}
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}
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#region Inject
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public void InjectAllDistantInteractionLineVisual(IDistanceInteractor interactor)
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{
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InjectDistanceInteractor(interactor);
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}
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public void InjectDistanceInteractor(IDistanceInteractor interactor)
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{
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_distanceInteractor = interactor as UnityEngine.Object;
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DistanceInteractor = interactor;
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}
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#endregion
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}
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}
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