VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.interaction/Runtime/Scripts/DistanceGrab/Visuals/DistantInteractionLineVisual.cs
IonutMocanu d7aba243a2 Main
2025-09-08 11:04:02 +03:00

252 lines
8.4 KiB
C#

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