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hasExtraRoot: 1 + skeletonHasParents: 1 + lastHumanDescriptionAvatarSource: {instanceID: 0} + autoGenerateAvatarMappingIfUnspecified: 1 + animationType: 3 + humanoidOversampling: 1 + avatarSetup: 1 + addHumanoidExtraRootOnlyWhenUsingAvatar: 1 + importBlendShapeDeformPercent: 1 + remapMaterialsIfMaterialImportModeIsNone: 0 + additionalBone: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/VR4RoboticArm/Assets/Imports/Ch17_nonPBR (1).json b/VR4RoboticArm/Assets/Imports/Ch17_nonPBR (1).json new file mode 100644 index 00000000..8347a871 --- /dev/null +++ b/VR4RoboticArm/Assets/Imports/Ch17_nonPBR (1).json @@ -0,0 +1,7099 @@ +{ + "name": "Ch17_nonPBR (1)", + "config": { + "version": 0.01, + "coordinateSpace": { + "up": { + "x": 0.0, + "y": 1.0, + "z": 0.0 + }, + "forward": { + "x": 0.0, + "y": 0.0, + "z": 1.0 + }, + "right": { + "x": 1.0, + "y": 0.0, + "z": 0.0 + } + } + }, + "source": { + "joints": [ + "Root", + "Hips", + "SpineLower", + "SpineMiddle", + "SpineUpper", + 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Factor for Bottom Half", Float) = 1.0 + _Intensity ("Intensity Amplifier", Float) = 1.0 + } + + CGINCLUDE + + #include "UnityCG.cginc" + + struct appdata + { + float4 position : POSITION; + float3 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float4 position : SV_POSITION; + float3 texcoord : TEXCOORD0; + UNITY_VERTEX_OUTPUT_STEREO + }; + + half4 _Color1; + half4 _Color2; + half4 _Color3; + half _Intensity; + half _Exponent1; + half _Exponent2; + half4 _MainTex_ST; + + v2f vert (appdata v) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + o.position = UnityObjectToClipPos (v.position); + o.texcoord = v.texcoord; + return o; + } + + half4 frag (v2f i) : COLOR + { + float p = normalize (i.texcoord).y; + float p1 = 1.0f - pow (min (1.0f, 1.0f - p), _Exponent1); + float p3 = 1.0f - pow (min (1.0f, 1.0f + p), _Exponent2); + float p2 = 1.0f - p1 - p3; + return (_Color1 * p1 + _Color2 * p2 + _Color3 * p3) * _Intensity; 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mode 100644 index 00000000..32834295 --- /dev/null +++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/AnchorVisuals.cs @@ -0,0 +1,108 @@ +using System; +using Unity.Mathematics; +using UnityEngine; +using UnityEngine.XR.Interaction.Toolkit.Utilities.Tweenables.Primitives; + +namespace Unity.VRTemplate +{ + /// + /// Helper script used to control the Teleport Anchor visuals animations. + /// + public class AnchorVisuals : MonoBehaviour + { + [SerializeField, Tooltip("The animation for the vertical glow element on the platform.")] + Animation m_FadeAnimation; + + [SerializeField, Tooltip("The arrow transform, at the center of the platform.")] + Transform m_Arrow; + + [SerializeField, Tooltip("Height of the arrow transform when teleport ray hovers the teleport pad.")] + float m_TargetArrowHeight = 1.0f; + + [SerializeField, Tooltip("Animation duration of the arrow transform to and from the target arrow height.")] + float m_ArrowAnimationDuration = 0.2f; + + [SerializeField, Tooltip("Animation curve of hte arrow transform to and from the target arrow height.")] + AnimationCurve m_AnimationCurve; + + Coroutine m_ArrowCoroutine; +#pragma warning disable CS0618 // Type or member is obsolete + Vector3TweenableVariable m_ArrowHeight; +#pragma warning restore CS0618 // Type or member is obsolete + Vector3 m_InitialArrowScale; + + void Start() + { + if (m_FadeAnimation != null) + { + var fadeAnim = m_FadeAnimation; + var clipName = m_FadeAnimation.clip.name; + fadeAnim[clipName].normalizedTime = 1f; + } + +#pragma warning disable CS0618 // Type or member is obsolete + m_ArrowHeight = new Vector3TweenableVariable(); +#pragma warning restore CS0618 // Type or member is obsolete + m_ArrowHeight.animationCurve = m_AnimationCurve; + m_InitialArrowScale = m_Arrow.localScale; + } + + void Update() + { + m_Arrow.localPosition = m_ArrowHeight.Value; + } + + /// + /// Performs animations when teleport interactor enters the teleport anchor selection. + /// + public void OnAnchorEnter() + { + m_Arrow.localScale = m_InitialArrowScale; + + if (m_FadeAnimation != null) + { + var fadeAnim = m_FadeAnimation; + var clipName = m_FadeAnimation.clip.name; + fadeAnim[clipName].normalizedTime = 0f; + fadeAnim[clipName].speed = 1f; + fadeAnim.Play(); + } + + if (m_ArrowCoroutine != null) + StopCoroutine(m_ArrowCoroutine); + + var arrowPosition = m_Arrow.localPosition; + m_ArrowCoroutine = StartCoroutine(m_ArrowHeight.PlaySequence(arrowPosition, new float3(arrowPosition.x, m_TargetArrowHeight, arrowPosition.z), m_ArrowAnimationDuration)); + } + + /// + /// Performs animations when teleport interactor exits the teleport anchor selection. + /// + public void OnAnchorExit() + { + if (m_FadeAnimation != null) + { + // Set time to 1, at the end of the animation, play at 1.5x speed + var fadeAnim = m_FadeAnimation; + var clipName = m_FadeAnimation.clip.name; + fadeAnim[clipName].normalizedTime = 1f; + fadeAnim[clipName].speed = -1.5f; + fadeAnim.Play(); + } + + if (m_ArrowCoroutine != null) + StopCoroutine(m_ArrowCoroutine); + + var arrowPosition = m_Arrow.localPosition; + m_ArrowCoroutine = StartCoroutine(m_ArrowHeight.PlaySequence(arrowPosition, new float3(arrowPosition.x, 0, arrowPosition.z), m_ArrowAnimationDuration)); + } + + /// + /// Hides the arrow visual when teleporting + /// + public void HideArrowOnTeleport() + { + m_Arrow.localScale = Vector3.zero; + } + } +} diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/AnchorVisuals.cs.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/AnchorVisuals.cs.meta new file mode 100644 index 00000000..0e9561ff --- /dev/null +++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/AnchorVisuals.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b2dd7fabdb14fca498bd9e0def11ab19 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/BezierCurve.cs b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/BezierCurve.cs new file mode 100644 index 00000000..c761810d --- /dev/null +++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/BezierCurve.cs @@ -0,0 +1,202 @@ +using System; +using UnityEngine; + +namespace Unity.VRTemplate +{ + /// + /// Draws a bezier curve from a starting point transform to an end point transform + /// + public class BezierCurve : MonoBehaviour + { + /// + /// If the view scale changes more than this amount, then the line width will be updated causing the line to be rebuilt. + /// + const float k_ViewerScaleChangeThreshold = 0.1f; + + /// + /// The time within the frame that the curve will be updated. + /// + /// + public enum UpdateType + { + /// + /// Sample at both update and directly before rendering. For smooth tracking, + /// we recommend using this value as it will provide the lowest input latency for the device. + /// + UpdateAndBeforeRender, + + /// + /// Only sample input during the update phase of the frame. + /// + Update, + + /// + /// Only sample input directly before rendering. + /// + BeforeRender, + } + +#pragma warning disable 649 + [SerializeField, Tooltip("The time within the frame that the curve will be updated. If this Bezier Curve is attached to a transform that is updating before render, then enabling updates in Before Render will keep the line connected without delay.")] + UpdateType m_UpdateTrackingType = UpdateType.Update; + + [SerializeField, Tooltip("The transform that determines the position, handle rotation, and handle scale of the start point of the bezier curve.")] + Transform m_StartPoint; + + [SerializeField, Tooltip("The transform that determines the position, handle rotation, and handle scale of the end point of the bezier curve.")] + Transform m_EndPoint; + + [SerializeField, Tooltip("Controls the scale factor of the curve's start bezier handle.")] + float m_CurveFactorStart = 1.0f; + + [SerializeField, Tooltip("Controls the scale factor of the curve's end bezier handle.")] + float m_CurveFactorEnd = 1.0f; + + [SerializeField, Tooltip("Controls the number of segments used to draw the curve.")] + int m_SegmentCount = 50; + + [SerializeField, Tooltip("When enabled, the line color gradient will be animated so that an opaque part travels along the line.")] + bool m_Animate; + + [SerializeField, Tooltip("If animated, this controls the speed that the animation of the line.")] + float m_AnimSpeed = 0.25f; + + [SerializeField, Tooltip("If animated, this color will be the main opaque color of the gradient")] + Color m_GradientKeyColor = new Color(0.1254902f, 0.5882353f, 0.9529412f); + + [SerializeField, Tooltip("The line renderer that will draw the curve. If not set it will find a line renderer on this GameObject.")] + LineRenderer m_LineRenderer; +#pragma warning restore 649 + + Vector3[] m_ControlPoints = new Vector3[4]; + float m_Time; + float m_LineWidth; + float m_LastViewerScale; + + Vector3 m_LastStartPosition; + Vector3 m_LastEndPosition; + //IProvidesViewerScale IFunctionalitySubscriber.provider { get; set; } + + void Awake() + { + if (m_LineRenderer == null) + m_LineRenderer = GetComponent(); + + m_LineWidth = m_LineRenderer.startWidth; + } + + void OnEnable() + { + DrawCurve(); + Application.onBeforeRender += OnBeforeRender; + } + + void OnDisable() + { + Application.onBeforeRender -= OnBeforeRender; + + } + + void OnBeforeRender() + { + if (m_UpdateTrackingType == UpdateType.BeforeRender || m_UpdateTrackingType == UpdateType.UpdateAndBeforeRender) + DrawCurve(); + } + + void Update() + { + if (m_UpdateTrackingType == UpdateType.Update || m_UpdateTrackingType == UpdateType.UpdateAndBeforeRender) + DrawCurve(); + + if (m_Animate) + { + AnimateCurve(); + } + } + + /// + /// Updates the line points to draw the bezier curve. + /// + [ContextMenu("Draw")] + public void DrawCurve() + { + var startPointPosition = m_StartPoint.position; + var endPointPosition = m_EndPoint.position; + + if (startPointPosition == m_LastStartPosition && + endPointPosition == m_LastEndPosition) + return; // Return early if the start and end have not changed to avoid recalculating the curve + + var dist = Vector3.Distance(startPointPosition, endPointPosition); + + m_ControlPoints[0] = startPointPosition; + m_ControlPoints[1] = startPointPosition + (m_StartPoint.right * (dist * m_CurveFactorStart)); + m_ControlPoints[2] = endPointPosition - (m_EndPoint.right * (dist * m_CurveFactorEnd)); + m_ControlPoints[3] = endPointPosition; + + int segmentCount; + const float smallestCurveLength = 0.0125f; + if (Vector3.Distance(startPointPosition, endPointPosition) < (smallestCurveLength * m_LastViewerScale)) + { + segmentCount = 2; + } + else + { + segmentCount = m_SegmentCount; + } + + m_LineRenderer.positionCount = segmentCount + 1; + m_LineRenderer.SetPosition(0, m_ControlPoints[0]); + for (var i = 1; i <= segmentCount; i++) + { + var t = i / (float)segmentCount; + var pixel = CalculateCubicBezierPoint(t, m_ControlPoints[0], m_ControlPoints[1], m_ControlPoints[2], m_ControlPoints[3]); + m_LineRenderer.SetPosition(i, pixel); + } + + m_LastStartPosition = startPointPosition; + m_LastEndPosition = endPointPosition; + } + + static Vector3 CalculateCubicBezierPoint(float t, Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3) + { + var u = 1 - t; + var tt = t * t; + var uu = u * u; + var uuu = uu * u; + var ttt = tt * t; + + var p = uuu * p0; + p += 3 * uu * t * p1; + p += 3 * u * tt * p2; + p += ttt * p3; + + return p; + } + + void AnimateCurve() + { + var newGrad = new Gradient(); + + var colorKeys = new GradientColorKey[1]; + var alphaKeys = new GradientAlphaKey[2]; + + var colorKey = new GradientColorKey(m_GradientKeyColor, 0f); + colorKeys[0] = colorKey; + + var alphaKeyStart = new GradientAlphaKey(.25f, m_Time); + var alphaKeyEnd = new GradientAlphaKey(1f, 1f); + alphaKeys[0] = alphaKeyStart; + alphaKeys[1] = alphaKeyEnd; + + newGrad.SetKeys(colorKeys, alphaKeys); + newGrad.mode = GradientMode.Blend; + + m_LineRenderer.colorGradient = newGrad; + m_Time += (Time.unscaledDeltaTime * m_AnimSpeed); + + if (m_Time >= 1f) + m_Time = 0f; + } + } +} diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/BezierCurve.cs.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/BezierCurve.cs.meta new file mode 100644 index 00000000..a2dfd334 --- /dev/null +++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/BezierCurve.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 72fb4b8d89bc26347a49177acaa93913 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/BooleanToggleVisualsController.cs b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/BooleanToggleVisualsController.cs new file mode 100644 index 00000000..43d0e452 --- /dev/null +++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/BooleanToggleVisualsController.cs @@ -0,0 +1,91 @@ +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.UI; + +namespace Unity.VRTemplate +{ + /// + /// Controls the visual states of a boolean toggle switch UI + /// + [RequireComponent(typeof(Toggle))] + public class BooleanToggleVisualsController : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler + { + const float k_TargetPositionX = 17f; + +#pragma warning disable 649 + [SerializeField, Tooltip("The boolean toggle knob.")] + RectTransform m_Knob; + + [SerializeField, Tooltip("How much to translate the button imagery on the z on hover.")] + float m_ZTranslation = 5f; +#pragma warning restore 649 + + Toggle m_Toggle; + float m_InitialBackground; + Coroutine m_ColorFade; + Coroutine m_LocalMove; + + void Awake() + { + m_Toggle = gameObject.GetComponent(); + + //Add listener for when the state of the Toggle changes, to take action + m_Toggle.onValueChanged.AddListener(ToggleValueChanged); + + if (m_Knob != null) + { + m_InitialBackground = m_Knob.localPosition.z; + } + } + + void OnEnable() + { + ToggleValueChanged(m_Toggle.isOn); + } + + /// + void IPointerEnterHandler.OnPointerEnter(PointerEventData eventData) + { + PerformEntranceActions(); + } + + /// + void IPointerExitHandler.OnPointerExit(PointerEventData eventData) + { + PerformExitActions(); + } + + void ToggleValueChanged(bool value) + { + if (value) + { + m_Knob.localPosition = new Vector3(k_TargetPositionX, m_Knob.localPosition.y, m_Knob.localPosition.z); + } + else + { + m_Knob.localPosition = new Vector3(-k_TargetPositionX, m_Knob.localPosition.y, m_Knob.localPosition.z); + } + } + + void PerformEntranceActions() + { + if (m_Knob != null) + { + var backgroundLocalPosition = m_Knob.localPosition; + backgroundLocalPosition.z = m_InitialBackground - m_ZTranslation; + m_Knob.localPosition = backgroundLocalPosition; + } + } + + void PerformExitActions() + { + if (m_Knob != null) + { + var backgroundLocalPosition = m_Knob.localPosition; + backgroundLocalPosition.z = m_InitialBackground; + m_Knob.localPosition = backgroundLocalPosition; + m_Knob.localScale = Vector3.one; + } + } + } +} diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/BooleanToggleVisualsController.cs.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/BooleanToggleVisualsController.cs.meta new file mode 100644 index 00000000..2b3c4cb0 --- /dev/null +++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/BooleanToggleVisualsController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f390e213230ce1d42a51aed871ab74ce +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/Callout.cs b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/Callout.cs new file mode 100644 index 00000000..4384b760 --- /dev/null +++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/Callout.cs @@ -0,0 +1,99 @@ +using System.Collections; +using UnityEngine; + +namespace Unity.VRTemplate +{ + /// + /// Callout used to display information like world and controller tooltips. + /// + public class Callout : MonoBehaviour + { + [SerializeField] + [Tooltip("The tooltip Transform associated with this Callout.")] + Transform m_LazyTooltip; + + [SerializeField] + [Tooltip("The line curve GameObject associated with this Callout.")] + GameObject m_Curve; + + [SerializeField] + [Tooltip("The required time to dwell on this callout before the tooltip and curve are enabled.")] + float m_DwellTime = 1f; + + [SerializeField] + [Tooltip("Whether the associated tooltip will be unparented on Start.")] + bool m_Unparent = true; + + [SerializeField] + [Tooltip("Whether the associated tooltip and curve will be disabled on Start.")] + bool m_TurnOffAtStart = true; + + bool m_Gazing = false; + + Coroutine m_StartCo; + Coroutine m_EndCo; + + void Start() + { + if (m_Unparent) + { + if (m_LazyTooltip != null) + m_LazyTooltip.SetParent(null); + } + + if (m_TurnOffAtStart) + { + if (m_LazyTooltip != null) + m_LazyTooltip.gameObject.SetActive(false); + if (m_Curve != null) + m_Curve.SetActive(false); + } + } + + public void GazeHoverStart() + { + m_Gazing = true; + if (m_StartCo != null) + StopCoroutine(m_StartCo); + if (m_EndCo != null) + StopCoroutine(m_EndCo); + m_StartCo = StartCoroutine(StartDelay()); + } + + public void GazeHoverEnd() + { + m_Gazing = false; + m_EndCo = StartCoroutine(EndDelay()); + } + + IEnumerator StartDelay() + { + yield return new WaitForSeconds(m_DwellTime); + if (m_Gazing) + TurnOnStuff(); + } + + IEnumerator EndDelay() + { + if (!m_Gazing) + TurnOffStuff(); + yield return null; + } + + void TurnOnStuff() + { + if (m_LazyTooltip != null) + m_LazyTooltip.gameObject.SetActive(true); + if (m_Curve != null) + m_Curve.SetActive(true); + } + + void TurnOffStuff() + { + if (m_LazyTooltip != null) + m_LazyTooltip.gameObject.SetActive(false); + if (m_Curve != null) + m_Curve.SetActive(false); + } + } +} diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/Callout.cs.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/Callout.cs.meta new file mode 100644 index 00000000..6b912a2d --- /dev/null +++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/Callout.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 16809ed3baa3d2341b75ec4c0aa874d0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/CalloutGazeController.cs b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/CalloutGazeController.cs new file mode 100644 index 00000000..77a7e941 --- /dev/null +++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/CalloutGazeController.cs @@ -0,0 +1,80 @@ +using System; +using Unity.XR.CoreUtils; +using UnityEngine; +using UnityEngine.Events; +using UnityEngine.Serialization; + +namespace Unity.VRTemplate +{ + /// + /// Fires events when this object is is within the field of view of the gaze transform. This is currently used to + /// hide and show tooltip callouts on the controllers when the controllers are within the field of view. + /// + public class CalloutGazeController : MonoBehaviour + { + [SerializeField, Tooltip("The transform which the forward direction will be used to evaluate as the gaze direction.")] + Transform m_GazeTransform; + + [SerializeField, Tooltip("Threshold for the dot product when determining if the Gaze Transform is facing this object. The lower the threshold, the wider the field of view."), Range(0.0f, 1.0f)] + float m_FacingThreshold = 0.85f; + + [SerializeField, Tooltip("Events fired when the Gaze Transform begins facing this game object")] + UnityEvent m_FacingEntered; + + [SerializeField, Tooltip("Events fired when the Gaze Transform stops facing this game object")] + UnityEvent m_FacingExited; + + [SerializeField, Tooltip("Distance threshold for movement in a single frame that determines a large movement that will trigger Facing Exited events.")] + float m_LargeMovementDistanceThreshold = 0.05f; + + [SerializeField, Tooltip("Cool down time after a large movement for Facing Entered events to fire again.")] + float m_LargeMovementCoolDownTime = 0.25f; + + bool m_IsFacing; + float m_LargeMovementCoolDown; + Vector3 m_LastPosition; + + void Update() + { + if (!m_GazeTransform) + return; + + CheckLargeMovement(); + + if (m_LargeMovementCoolDown < m_LargeMovementCoolDownTime) + return; + + var dotProduct = Vector3.Dot(m_GazeTransform.forward, (transform.position - m_GazeTransform.position).normalized); + if (dotProduct > m_FacingThreshold && !m_IsFacing) + FacingEntered(); + else if (dotProduct < m_FacingThreshold && m_IsFacing) + FacingExited(); + } + + void CheckLargeMovement() + { + // Check if there is large movement + var currentPosition = transform.position; + var positionDelta = Mathf.Abs(Vector3.Distance(m_LastPosition, currentPosition)); + if (positionDelta > m_LargeMovementDistanceThreshold) + { + m_LargeMovementCoolDown = 0.0f; + FacingExited(); + } + m_LargeMovementCoolDown += Time.deltaTime; + m_LastPosition = currentPosition; + } + + void FacingEntered() + { + m_IsFacing = true; + m_FacingEntered.Invoke(); + } + + void FacingExited() + { + m_IsFacing = false; + m_FacingExited.Invoke(); + } + } +} diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/CalloutGazeController.cs.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/CalloutGazeController.cs.meta new file mode 100644 index 00000000..85e8ac5a --- /dev/null +++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/CalloutGazeController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 84f6509f3c7fa7b4899c9c767f49e622 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/DestroyObject.cs b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/DestroyObject.cs new file mode 100644 index 00000000..72fd5489 --- /dev/null +++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/DestroyObject.cs @@ -0,0 +1,19 @@ +using UnityEngine; + +namespace Unity.VRTemplate +{ + /// + /// Destroys GameObject after a few seconds. + /// + public class DestroyObject : MonoBehaviour + { + [SerializeField] + [Tooltip("Time before destroying in seconds.")] + float m_Lifetime = 5f; + + void Start() + { + Destroy(gameObject, m_Lifetime); + } + } +} diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/DestroyObject.cs.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/DestroyObject.cs.meta new file mode 100644 index 00000000..e33d9cb3 --- /dev/null +++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/DestroyObject.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 210883af668c0fc4aab890d9ad3cfd6f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/HandSubsystemManager.cs b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/HandSubsystemManager.cs new file mode 100644 index 00000000..316fde5c --- /dev/null +++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/HandSubsystemManager.cs @@ -0,0 +1,75 @@ +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.XR.Hands; + +namespace Unity.VRTemplate +{ + /// + /// This class is a convenience wrapper to handle external start/stop + /// of a currently running XR Hand Subsystem. + /// + /// + public class HandSubsystemManager : MonoBehaviour + { + static List s_HandSubsystems; + XRHandSubsystem m_HandSubsystem; + + void OnEnable() + { + if (m_HandSubsystem == null) + { + TryGetHandSubsystem(out m_HandSubsystem); + } + } + + /// + /// This function will attempt to find a currently running hand tracking subsystem and stop it. + /// + /// + public void DisableHandTracking() + { + if (m_HandSubsystem != null || TryGetHandSubsystem(out m_HandSubsystem)) + { + m_HandSubsystem.Stop(); + } + } + + /// + /// This function will attempt to find a current hand tracking subsystem and start it up. + /// + /// + public void EnableHandTracking() + { + if (m_HandSubsystem != null || TryGetHandSubsystem(out m_HandSubsystem)) + { + m_HandSubsystem.Start(); + } + } + + // This is taken from XRInputTrackingAggregator and should be removed once the internal version + // has been made publicly available. + static bool TryGetHandSubsystem(out XRHandSubsystem handSubsystem) + { + s_HandSubsystems ??= new List(); + SubsystemManager.GetSubsystems(s_HandSubsystems); + if (s_HandSubsystems.Count == 0) + { + handSubsystem = default; + return false; + } + + if (s_HandSubsystems.Count > 1) + { + for (var i = 0; i < s_HandSubsystems.Count; ++i) + { + handSubsystem = s_HandSubsystems[i]; + if (handSubsystem.running) + return true; + } + } + + handSubsystem = s_HandSubsystems[0]; + return true; + } + } +} diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/HandSubsystemManager.cs.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/HandSubsystemManager.cs.meta new file mode 100644 index 00000000..4598bb3f --- /dev/null +++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/HandSubsystemManager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 7d52987a218afbc4c81f20e47e2cb295 \ No newline at end of file diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/LaunchProjectile.cs b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/LaunchProjectile.cs new file mode 100644 index 00000000..838dc0d9 --- /dev/null +++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/LaunchProjectile.cs @@ -0,0 +1,36 @@ +using UnityEngine; + +namespace Unity.VRTemplate +{ + /// + /// Apply forward force to instantiated prefab + /// + public class LaunchProjectile : MonoBehaviour + { + [SerializeField] + [Tooltip("The projectile that's created")] + GameObject m_ProjectilePrefab = null; + + [SerializeField] + [Tooltip("The point that the project is created")] + Transform m_StartPoint = null; + + [SerializeField] + [Tooltip("The speed at which the projectile is launched")] + float m_LaunchSpeed = 1.0f; + + public void Fire() + { + GameObject newObject = Instantiate(m_ProjectilePrefab, m_StartPoint.position, m_StartPoint.rotation, null); + + if (newObject.TryGetComponent(out Rigidbody rigidBody)) + ApplyForce(rigidBody); + } + + void ApplyForce(Rigidbody rigidBody) + { + Vector3 force = m_StartPoint.forward * m_LaunchSpeed; + rigidBody.AddForce(force); + } + } +} diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/LaunchProjectile.cs.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/LaunchProjectile.cs.meta new file mode 100644 index 00000000..2052401a --- /dev/null +++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/LaunchProjectile.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1f369c769e8961844a3c7ccacd4c3cd5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/PermissionsManager.cs b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/PermissionsManager.cs new file mode 100644 index 00000000..4cbfa102 --- /dev/null +++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/PermissionsManager.cs @@ -0,0 +1,122 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +#if UNITY_ANDROID +using UnityEngine.Android; +#endif // UNITY_ANDROID +using UnityEngine.Events; + +namespace Unity.VRTemplate +{ + /// + /// Utility class to help define and manage Android device permissions and specify corresponding permission callbacks via . + /// + public class PermissionsManager : MonoBehaviour + { + const string k_DefaultPermissionId = "com.oculus.permission.USE_SCENE"; + + [SerializeField] + private bool m_ProcessPermissionsOnStart = true; + + [Serializable] + class PermissionRequest + { + [SerializeField, Tooltip("The Android system permission to request when this component starts.")] + public string m_PermissionId = k_DefaultPermissionId; + + [SerializeField, Tooltip("Whether to request permission from the operating system.")] + public bool m_Enabled = true; + + [HideInInspector] + public bool m_Requested = false; + + [HideInInspector] + public bool m_ResponseReceived = false; + + [HideInInspector] + public bool m_Granted = false; + + [SerializeField] + public UnityEvent m_PermissionGranted; + + [SerializeField] + public UnityEvent m_PermissionDenied; + } + +#pragma warning disable CS0414 + [SerializeField, Tooltip("The system permissions to request when this component Starts.")] + List m_PermissionRequests = new List(); + + int m_CurrentPermissionIdx = 0; +#pragma warning restore CS0414 + + IEnumerator Start() + { + if (m_ProcessPermissionsOnStart) + yield return ProcessPermissions(); + } + + public IEnumerator ProcessPermissions() + { + var permissions = new List(); + +#if UNITY_ANDROID + for (m_CurrentPermissionIdx = 0; m_CurrentPermissionIdx < m_PermissionRequests.Count;) + { + var permission = m_PermissionRequests[m_CurrentPermissionIdx]; + if (!permission.m_Enabled) + { + m_CurrentPermissionIdx++; + continue; + } + + if (!Permission.HasUserAuthorizedPermission(permission.m_PermissionId) && !permission.m_Requested) + { + permissions.Add(permission.m_PermissionId); + permission.m_Requested = true; + } + else + { + Debug.Log($"User has permission for: {permission.m_PermissionId}", this); + } + m_CurrentPermissionIdx++; + } + + if (permissions.Count > 0) + { + var callbacks = new PermissionCallbacks(); + callbacks.PermissionDenied += OnPermissionDenied; + callbacks.PermissionGranted += OnPermissionGranted; + + Permission.RequestUserPermissions(permissions.ToArray(), callbacks); + } +#endif // UNITY_ANDROID + + yield break; + } + + void OnPermissionGranted(string permissionStr) + { + var permission = m_PermissionRequests[m_CurrentPermissionIdx]; + permission.m_Granted = true; + permission.m_ResponseReceived = true; + m_CurrentPermissionIdx++; + + Debug.Log($"User granted permission for: {permissionStr}", this); + permission.m_PermissionGranted.Invoke(permissionStr); + } + + void OnPermissionDenied(string permissionStr) + { + var permission = m_PermissionRequests[m_CurrentPermissionIdx]; + permission.m_Granted = false; + permission.m_ResponseReceived = true; + m_CurrentPermissionIdx++; + + Debug.LogWarning($"User denied permission for: {permissionStr}", this); + permission.m_PermissionDenied.Invoke(permissionStr); + } + } +} diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/PermissionsManager.cs.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/PermissionsManager.cs.meta new file mode 100644 index 00000000..fe5d478a --- /dev/null +++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/PermissionsManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a210aa19b985bf849ba74812660e6f87 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/RayAttachModifier.cs b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/RayAttachModifier.cs new file mode 100644 index 00000000..d7253c6b --- /dev/null +++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/RayAttachModifier.cs @@ -0,0 +1,45 @@ +using Unity.XR.CoreUtils; +using UnityEngine; +using UnityEngine.XR.Interaction.Toolkit; +using UnityEngine.XR.Interaction.Toolkit.Interactables; +using UnityEngine.XR.Interaction.Toolkit.Interactors; + +namespace Unity.VRTemplate +{ + /// + /// Add this to your interactable to make it snap to the source of the XR Ray Interactor + /// instead of staying at a distance. Has a similar outcome as enabling Force Grab. + /// + public class RayAttachModifier : MonoBehaviour + { + IXRSelectInteractable m_SelectInteractable; + + protected void OnEnable() + { + m_SelectInteractable = GetComponent(); + if (m_SelectInteractable as Object == null) + { + Debug.LogError($"Ray Attach Modifier missing required Select Interactable on {name}", this); + return; + } + + m_SelectInteractable.selectEntered.AddListener(OnSelectEntered); + } + + protected void OnDisable() + { + if (m_SelectInteractable as Object != null) + m_SelectInteractable.selectEntered.RemoveListener(OnSelectEntered); + } + + void OnSelectEntered(SelectEnterEventArgs args) + { + if (!(args.interactorObject is XRRayInteractor)) + return; + + var attachTransform = args.interactorObject.GetAttachTransform(m_SelectInteractable); + var originalAttachPose = args.interactorObject.GetLocalAttachPoseOnSelect(m_SelectInteractable); + attachTransform.SetLocalPose(originalAttachPose); + } + } +} diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/RayAttachModifier.cs.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/RayAttachModifier.cs.meta new file mode 100644 index 00000000..2a317ec5 --- /dev/null +++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/RayAttachModifier.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b4f2f658073e4974d800c553fe797db1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/Rotator.cs b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/Rotator.cs new file mode 100644 index 00000000..9ea1ba94 --- /dev/null +++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/Rotator.cs @@ -0,0 +1,18 @@ +using UnityEngine; + +namespace Unity.VRTemplate +{ + /// + /// Rotates this object at a user defined speed + /// + public class Rotator : MonoBehaviour + { + [SerializeField, Tooltip("Angular velocity in degrees per second")] + Vector3 m_Velocity; + + void Update() + { + transform.Rotate(m_Velocity * Time.deltaTime); + } + } +} diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/Rotator.cs.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/Rotator.cs.meta new file mode 100644 index 00000000..b2cd7d25 --- /dev/null +++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/Rotator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0bb83e3cfa27c6d4487384ed695c76bd +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/StepManager.cs b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/StepManager.cs new file mode 100644 index 00000000..6bbabfba --- /dev/null +++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/StepManager.cs @@ -0,0 +1,39 @@ +using System; +using System.Collections.Generic; +using TMPro; +using UnityEngine; + +namespace Unity.VRTemplate +{ + /// + /// Controls the steps in the in coaching card. + /// + public class StepManager : MonoBehaviour + { + [Serializable] + class Step + { + [SerializeField] + public GameObject stepObject; + + [SerializeField] + public string buttonText; + } + + [SerializeField] + public TextMeshProUGUI m_StepButtonTextField; + + [SerializeField] + List m_StepList = new List(); + + int m_CurrentStepIndex = 0; + + public void Next() + { + m_StepList[m_CurrentStepIndex].stepObject.SetActive(false); + m_CurrentStepIndex = (m_CurrentStepIndex + 1) % m_StepList.Count; + m_StepList[m_CurrentStepIndex].stepObject.SetActive(true); + m_StepButtonTextField.text = m_StepList[m_CurrentStepIndex].buttonText; + } + } +} diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/StepManager.cs.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/StepManager.cs.meta new file mode 100644 index 00000000..b90af427 --- /dev/null +++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/StepManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6fc0d34940dd44129c17bc6d4396b866 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/VideoPlayerRenderTexture.cs b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/VideoPlayerRenderTexture.cs new file mode 100644 index 00000000..89bd868c --- /dev/null +++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/VideoPlayerRenderTexture.cs @@ -0,0 +1,40 @@ +using UnityEngine; +using UnityEngine.Video; + +namespace Unity.VRTemplate +{ + /// + /// Create a RenderTexture for rendering video to a target renderer. + /// + [RequireComponent(typeof(VideoPlayer))] + public class VideoPlayerRenderTexture : MonoBehaviour + { + const string k_ShaderName = "Unlit/Texture"; + + [SerializeField] + [Tooltip("The target Renderer which will display the video.")] + Renderer m_Renderer; + + [SerializeField] + [Tooltip("The width of the RenderTexture which will be created.")] + int m_RenderTextureWidth = 1920; + + [SerializeField] + [Tooltip("The height of the RenderTexture which will be created.")] + int m_RenderTextureHeight = 1080; + + [SerializeField] + [Tooltip("The bit depth of the depth channel for the RenderTexture which will be created.")] + int m_RenderTextureDepth; + + void Start() + { + var renderTexture = new RenderTexture(m_RenderTextureWidth, m_RenderTextureHeight, m_RenderTextureDepth); + renderTexture.Create(); + var material = new Material(Shader.Find(k_ShaderName)); + material.mainTexture = renderTexture; + GetComponent().targetTexture = renderTexture; + m_Renderer.material = material; + } + } +} diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/VideoPlayerRenderTexture.cs.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/VideoPlayerRenderTexture.cs.meta new file mode 100644 index 00000000..675aa59b --- /dev/null +++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/VideoPlayerRenderTexture.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e9f926e9bbc6b3149869d0f7ecdf53a3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/VideoTimeScrubControl.cs b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/VideoTimeScrubControl.cs new file mode 100644 index 00000000..2e283d1e --- /dev/null +++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/VideoTimeScrubControl.cs @@ -0,0 +1,192 @@ +using System; +using System.Collections; +using TMPro; +using UnityEngine; +using UnityEngine.UI; +using UnityEngine.Video; + +namespace Unity.VRTemplate +{ + /// + /// Connects a UI slider control to a video player, allowing users to scrub to a particular time in th video. + /// + [RequireComponent(typeof(VideoPlayer))] + public class VideoTimeScrubControl : MonoBehaviour + { + [SerializeField] + [Tooltip("Video play/pause button GameObject")] + GameObject m_ButtonPlayOrPause; + + [SerializeField] + [Tooltip("Slider that controls the video")] + Slider m_Slider; + + [SerializeField] + [Tooltip("Play icon sprite")] + Sprite m_IconPlay; + + [SerializeField] + [Tooltip("Pause icon sprite")] + Sprite m_IconPause; + + [SerializeField] + [Tooltip("Play or pause button image.")] + Image m_ButtonPlayOrPauseIcon; + + [SerializeField] + [Tooltip("Text that displays the current time of the video.")] + TextMeshProUGUI m_VideoTimeText; + + [SerializeField] + [Tooltip("If checked, the slider will fade off after a few seconds. If unchecked, the slider will remain on.")] + bool m_HideSliderAfterFewSeconds; + + bool m_IsDragging; + bool m_VideoIsPlaying; + bool m_VideoJumpPending; + long m_LastFrameBeforeScrub; + VideoPlayer m_VideoPlayer; + + void Start() + { + m_VideoPlayer = GetComponent(); + if (!m_VideoPlayer.playOnAwake) + { + m_VideoPlayer.playOnAwake = true; // Set play on awake for next enable. + m_VideoPlayer.Play(); // Play video to load first frame. + VideoStop(); // Stop the video to set correct state and pause frame. + } + else + { + VideoPlay(); // Play to ensure correct state. + } + + if (m_ButtonPlayOrPause != null) + m_ButtonPlayOrPause.SetActive(false); + } + + void OnEnable() + { + if (m_VideoPlayer != null) + { + m_VideoPlayer.frame = 0; + VideoPlay(); // Ensures correct UI state update if paused. + } + + m_Slider.value = 0.0f; + m_Slider.onValueChanged.AddListener(OnSliderValueChange); + m_Slider.gameObject.SetActive(true); + if (m_HideSliderAfterFewSeconds) + StartCoroutine(HideSliderAfterSeconds()); + } + + void Update() + { + if (m_VideoJumpPending) + { + // We're trying to jump to a new position, but we're checking to make sure the video player is updated to our new jump frame. + if (m_LastFrameBeforeScrub == m_VideoPlayer.frame) + return; + + // If the video player has been updated with desired jump frame, reset these values. + m_LastFrameBeforeScrub = long.MinValue; + m_VideoJumpPending = false; + } + + if (!m_IsDragging && !m_VideoJumpPending) + { + if (m_VideoPlayer.frameCount > 0) + { + var progress = (float)m_VideoPlayer.frame / m_VideoPlayer.frameCount; + m_Slider.value = progress; + } + } + } + + public void OnPointerDown() + { + m_VideoJumpPending = true; + VideoStop(); + VideoJump(); + } + + public void OnRelease() + { + m_IsDragging = false; + VideoPlay(); + VideoJump(); + } + + void OnSliderValueChange(float sliderValue) + { + UpdateVideoTimeText(); + } + + IEnumerator HideSliderAfterSeconds(float duration = 1f) + { + yield return new WaitForSeconds(duration); + m_Slider.gameObject.SetActive(false); + } + + public void OnDrag() + { + m_IsDragging = true; + m_VideoJumpPending = true; + } + + void VideoJump() + { + m_VideoJumpPending = true; + var frame = m_VideoPlayer.frameCount * m_Slider.value; + m_LastFrameBeforeScrub = m_VideoPlayer.frame; + m_VideoPlayer.frame = (long)frame; + } + + public void PlayOrPauseVideo() + { + if (m_VideoIsPlaying) + { + VideoStop(); + } + else + { + VideoPlay(); + } + } + + void UpdateVideoTimeText() + { + if (m_VideoPlayer != null && m_VideoTimeText != null) + { + var currentTimeTimeSpan = TimeSpan.FromSeconds(m_VideoPlayer.time); + var totalTimeTimeSpan = TimeSpan.FromSeconds(m_VideoPlayer.length); + var currentTimeString = string.Format("{0:D2}:{1:D2}", + currentTimeTimeSpan.Minutes, + currentTimeTimeSpan.Seconds + ); + + var totalTimeString = string.Format("{0:D2}:{1:D2}", + totalTimeTimeSpan.Minutes, + totalTimeTimeSpan.Seconds + ); + m_VideoTimeText.SetText(currentTimeString + " / " + totalTimeString); + } + } + + void VideoStop() + { + m_VideoIsPlaying = false; + m_VideoPlayer.Pause(); + m_ButtonPlayOrPauseIcon.sprite = m_IconPlay; + m_ButtonPlayOrPause.SetActive(true); + } + + void VideoPlay() + { + m_VideoIsPlaying = true; + m_VideoPlayer.Play(); + m_ButtonPlayOrPauseIcon.sprite = m_IconPause; + m_ButtonPlayOrPause.SetActive(false); + } + } +} diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/VideoTimeScrubControl.cs.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/VideoTimeScrubControl.cs.meta new file mode 100644 index 00000000..0bfeca79 --- /dev/null +++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/VideoTimeScrubControl.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6ca75f292f7449044807f6ba9e6f954c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/XRKnob.cs b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/XRKnob.cs new file mode 100644 index 00000000..41032b68 --- /dev/null +++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/XRKnob.cs @@ -0,0 +1,441 @@ +using System; +using UnityEngine; +using UnityEngine.Events; +using UnityEngine.XR.Interaction.Toolkit; +using UnityEngine.XR.Interaction.Toolkit.Interactables; +using UnityEngine.XR.Interaction.Toolkit.Interactors; + +namespace Unity.VRTemplate +{ + /// + /// An interactable knob that follows the rotation of the interactor + /// + public class XRKnob : XRBaseInteractable + { + const float k_ModeSwitchDeadZone = 0.1f; // Prevents rapid switching between the different rotation tracking modes + + /// + /// Helper class used to track rotations that can go beyond 180 degrees while minimizing accumulation error + /// + struct TrackedRotation + { + /// + /// The anchor rotation we calculate an offset from + /// + float m_BaseAngle; + + /// + /// The target rotate we calculate the offset to + /// + float m_CurrentOffset; + + /// + /// Any previous offsets we've added in + /// + float m_AccumulatedAngle; + + /// + /// The total rotation that occurred from when this rotation started being tracked + /// + public float totalOffset => m_AccumulatedAngle + m_CurrentOffset; + + /// + /// Resets the tracked rotation so that total offset returns 0 + /// + public void Reset() + { + m_BaseAngle = 0.0f; + m_CurrentOffset = 0.0f; + m_AccumulatedAngle = 0.0f; + } + + /// + /// Sets a new anchor rotation while maintaining any previously accumulated offset + /// + /// The XZ vector used to calculate a rotation angle + public void SetBaseFromVector(Vector3 direction) + { + // Update any accumulated angle + m_AccumulatedAngle += m_CurrentOffset; + + // Now set a new base angle + m_BaseAngle = Mathf.Atan2(direction.z, direction.x) * Mathf.Rad2Deg; + m_CurrentOffset = 0.0f; + } + + /// + /// Updates current offset and base angle based on target direction. + /// + /// The XZ vector used to calculate a rotation angle + public void SetTargetFromVector(Vector3 direction) + { + // Set the target angle + var targetAngle = Mathf.Atan2(direction.z, direction.x) * Mathf.Rad2Deg; + + // Return the offset + m_CurrentOffset = ShortestAngleDistance(m_BaseAngle, targetAngle, 360.0f); + + // If the offset is greater than 90 degrees, we update the base so we can rotate beyond 180 degrees + if (Mathf.Abs(m_CurrentOffset) > 90.0f) + { + m_BaseAngle = targetAngle; + m_AccumulatedAngle += m_CurrentOffset; + m_CurrentOffset = 0.0f; + } + } + } + + [Serializable] + [Tooltip("Event called when the value of the knob is changed")] + public class ValueChangeEvent : UnityEvent { } + + [SerializeField] + [Tooltip("The object that is visually grabbed and manipulated")] + Transform m_Handle = null; + + [SerializeField] + [Tooltip("The value of the knob")] + [Range(0.0f, 1.0f)] + float m_Value = 0.5f; + + [SerializeField] + [Tooltip("Whether this knob's rotation should be clamped by the angle limits")] + bool m_ClampedMotion = true; + + [SerializeField] + [Tooltip("Rotation of the knob at value '1'")] + float m_MaxAngle = 90.0f; + + [SerializeField] + [Tooltip("Rotation of the knob at value '0'")] + float m_MinAngle = -90.0f; + + [SerializeField] + [Tooltip("Angle increments to support, if greater than '0'")] + float m_AngleIncrement = 0.0f; + + [SerializeField] + [Tooltip("The position of the interactor controls rotation when outside this radius")] + float m_PositionTrackedRadius = 0.1f; + + [SerializeField] + [Tooltip("How much controller rotation")] + float m_TwistSensitivity = 1.5f; + + [SerializeField] + [Tooltip("Events to trigger when the knob is rotated")] + ValueChangeEvent m_OnValueChange = new ValueChangeEvent(); + + IXRSelectInteractor m_Interactor; + + bool m_PositionDriven = false; + bool m_UpVectorDriven = false; + + TrackedRotation m_PositionAngles = new TrackedRotation(); + TrackedRotation m_UpVectorAngles = new TrackedRotation(); + TrackedRotation m_ForwardVectorAngles = new TrackedRotation(); + + float m_BaseKnobRotation = 0.0f; + + /// + /// The object that is visually grabbed and manipulated + /// + public Transform handle + { + get => m_Handle; + set => m_Handle = value; + } + + /// + /// The value of the knob + /// + public float value + { + get => m_Value; + set + { + SetValue(value); + SetKnobRotation(ValueToRotation()); + } + } + + /// + /// Whether this knob's rotation should be clamped by the angle limits + /// + public bool clampedMotion + { + get => m_ClampedMotion; + set => m_ClampedMotion = value; + } + + /// + /// Rotation of the knob at value '1' + /// + public float maxAngle + { + get => m_MaxAngle; + set => m_MaxAngle = value; + } + + /// + /// Rotation of the knob at value '0' + /// + public float minAngle + { + get => m_MinAngle; + set => m_MinAngle = value; + } + + /// + /// The position of the interactor controls rotation when outside this radius + /// + public float positionTrackedRadius + { + get => m_PositionTrackedRadius; + set => m_PositionTrackedRadius = value; + } + + /// + /// Events to trigger when the knob is rotated + /// + public ValueChangeEvent onValueChange => m_OnValueChange; + + void Start() + { + SetValue(m_Value); + SetKnobRotation(ValueToRotation()); + } + + protected override void OnEnable() + { + base.OnEnable(); + selectEntered.AddListener(StartGrab); + selectExited.AddListener(EndGrab); + } + + protected override void OnDisable() + { + selectEntered.RemoveListener(StartGrab); + selectExited.RemoveListener(EndGrab); + base.OnDisable(); + } + + void StartGrab(SelectEnterEventArgs args) + { + m_Interactor = args.interactorObject; + + m_PositionAngles.Reset(); + m_UpVectorAngles.Reset(); + m_ForwardVectorAngles.Reset(); + + UpdateBaseKnobRotation(); + UpdateRotation(true); + } + + void EndGrab(SelectExitEventArgs args) + { + m_Interactor = null; + } + + /// + public override void ProcessInteractable(XRInteractionUpdateOrder.UpdatePhase updatePhase) + { + base.ProcessInteractable(updatePhase); + + if (updatePhase == XRInteractionUpdateOrder.UpdatePhase.Dynamic) + { + if (isSelected) + { + UpdateRotation(); + } + } + } + + /// + public override Transform GetAttachTransform(IXRInteractor interactor) + { + return m_Handle; + } + + void UpdateRotation(bool freshCheck = false) + { + // Are we in position offset or direction rotation mode? + var interactorTransform = m_Interactor.GetAttachTransform(this); + + // We cache the three potential sources of rotation - the position offset, the forward vector of the controller, and up vector of the controller + // We store any data used for determining which rotation to use, then flatten the vectors to the local xz plane + var localOffset = transform.InverseTransformVector(interactorTransform.position - m_Handle.position); + localOffset.y = 0.0f; + var radiusOffset = transform.TransformVector(localOffset).magnitude; + localOffset.Normalize(); + + var localForward = transform.InverseTransformDirection(interactorTransform.forward); + var localY = Math.Abs(localForward.y); + localForward.y = 0.0f; + localForward.Normalize(); + + var localUp = transform.InverseTransformDirection(interactorTransform.up); + localUp.y = 0.0f; + localUp.Normalize(); + + if (m_PositionDriven && !freshCheck) + radiusOffset *= (1.0f + k_ModeSwitchDeadZone); + + // Determine when a certain source of rotation won't contribute - in that case we bake in the offset it has applied + // and set a new anchor when they can contribute again + if (radiusOffset >= m_PositionTrackedRadius) + { + if (!m_PositionDriven || freshCheck) + { + m_PositionAngles.SetBaseFromVector(localOffset); + m_PositionDriven = true; + } + } + else + m_PositionDriven = false; + + // If it's not a fresh check, then we weight the local Y up or down to keep it from flickering back and forth at boundaries + if (!freshCheck) + { + if (!m_UpVectorDriven) + localY *= (1.0f - (k_ModeSwitchDeadZone * 0.5f)); + else + localY *= (1.0f + (k_ModeSwitchDeadZone * 0.5f)); + } + + if (localY > 0.707f) + { + if (!m_UpVectorDriven || freshCheck) + { + m_UpVectorAngles.SetBaseFromVector(localUp); + m_UpVectorDriven = true; + } + } + else + { + if (m_UpVectorDriven || freshCheck) + { + m_ForwardVectorAngles.SetBaseFromVector(localForward); + m_UpVectorDriven = false; + } + } + + // Get angle from position + if (m_PositionDriven) + m_PositionAngles.SetTargetFromVector(localOffset); + + if (m_UpVectorDriven) + m_UpVectorAngles.SetTargetFromVector(localUp); + else + m_ForwardVectorAngles.SetTargetFromVector(localForward); + + // Apply offset to base knob rotation to get new knob rotation + var knobRotation = m_BaseKnobRotation - ((m_UpVectorAngles.totalOffset + m_ForwardVectorAngles.totalOffset) * m_TwistSensitivity) - m_PositionAngles.totalOffset; + + // Clamp to range + if (m_ClampedMotion) + knobRotation = Mathf.Clamp(knobRotation, m_MinAngle, m_MaxAngle); + + SetKnobRotation(knobRotation); + + // Reverse to get value + var knobValue = (knobRotation - m_MinAngle) / (m_MaxAngle - m_MinAngle); + SetValue(knobValue); + } + + void SetKnobRotation(float angle) + { + if (m_AngleIncrement > 0) + { + var normalizeAngle = angle - m_MinAngle; + angle = (Mathf.Round(normalizeAngle / m_AngleIncrement) * m_AngleIncrement) + m_MinAngle; + } + + if (m_Handle != null) + m_Handle.localEulerAngles = new Vector3(0.0f, angle, 0.0f); + } + + void SetValue(float newValue) + { + if (m_ClampedMotion) + newValue = Mathf.Clamp01(newValue); + + if (m_AngleIncrement > 0) + { + var angleRange = m_MaxAngle - m_MinAngle; + var angle = Mathf.Lerp(0.0f, angleRange, newValue); + angle = Mathf.Round(angle / m_AngleIncrement) * m_AngleIncrement; + newValue = Mathf.InverseLerp(0.0f, angleRange, angle); + } + + m_Value = newValue; + m_OnValueChange.Invoke(m_Value); + } + + float ValueToRotation() + { + return m_ClampedMotion ? Mathf.Lerp(m_MinAngle, m_MaxAngle, m_Value) : Mathf.LerpUnclamped(m_MinAngle, m_MaxAngle, m_Value); + } + + void UpdateBaseKnobRotation() + { + m_BaseKnobRotation = Mathf.LerpUnclamped(m_MinAngle, m_MaxAngle, m_Value); + } + + static float ShortestAngleDistance(float start, float end, float max) + { + var angleDelta = end - start; + var angleSign = Mathf.Sign(angleDelta); + + angleDelta = Math.Abs(angleDelta) % max; + if (angleDelta > (max * 0.5f)) + angleDelta = -(max - angleDelta); + + return angleDelta * angleSign; + } + + void OnDrawGizmosSelected() + { + const int k_CircleSegments = 16; + const float k_SegmentRatio = 1.0f / k_CircleSegments; + + // Nothing to do if position radius is too small + if (m_PositionTrackedRadius <= Mathf.Epsilon) + return; + + var knobTransform = transform; + + // Draw a circle from the handle point at size of position tracked radius + var circleCenter = knobTransform.position; + + if (m_Handle != null) + circleCenter = m_Handle.position; + + var circleX = knobTransform.right; + var circleY = knobTransform.forward; + + Gizmos.color = Color.green; + var segmentCounter = 0; + while (segmentCounter < k_CircleSegments) + { + var startAngle = segmentCounter * k_SegmentRatio * 2.0f * Mathf.PI; + segmentCounter++; + var endAngle = segmentCounter * k_SegmentRatio * 2.0f * Mathf.PI; + + Gizmos.DrawLine(circleCenter + (Mathf.Cos(startAngle) * circleX + Mathf.Sin(startAngle) * circleY) * m_PositionTrackedRadius, + circleCenter + (Mathf.Cos(endAngle) * circleX + Mathf.Sin(endAngle) * circleY) * m_PositionTrackedRadius); + } + } + + void OnValidate() + { + if (m_ClampedMotion) + m_Value = Mathf.Clamp01(m_Value); + + if (m_MinAngle > m_MaxAngle) + m_MinAngle = m_MaxAngle; + + SetKnobRotation(ValueToRotation()); + } + } +} diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/XRKnob.cs.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/XRKnob.cs.meta new file mode 100644 index 00000000..e1bd92b3 --- /dev/null +++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/XRKnob.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e888dc0064d84d041818fa202b52d6be +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/XRPokeFollowAffordanceFill.cs b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/XRPokeFollowAffordanceFill.cs new file mode 100644 index 00000000..5a7f5ce9 --- /dev/null +++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/XRPokeFollowAffordanceFill.cs @@ -0,0 +1,246 @@ +using Unity.Mathematics; +using Unity.XR.CoreUtils.Bindings; +using UnityEngine; +using UnityEngine.XR.Interaction.Toolkit.AffordanceSystem.State; +using UnityEngine.XR.Interaction.Toolkit.Filtering; +using UnityEngine.XR.Interaction.Toolkit.Utilities.Tweenables.Primitives; + +namespace Unity.VRTemplate +{ + /// + /// Follow animation affordance for , such as . + /// Used to animate a pressed transform, such as a button to follow the poke position. + /// + [AddComponentMenu("XR/XR Poke Follow Affordance Fill", 22)] + public class XRPokeFollowAffordanceFill : MonoBehaviour + { + [SerializeField] + [Tooltip("Transform that will move in the poke direction when this or a parent GameObject is poked." + + "\nNote: Should be a direct child GameObject.")] + Transform m_PokeFollowTransform; + + [SerializeField] + [Tooltip("Transform that will scale the mask when this interactable is poked.")] + RectTransform m_PokeFill; + + [SerializeField] + [Tooltip("The max width size for the poke fill image when pressed")] + float m_PokeFillMaxSizeX; + + [SerializeField] + [Tooltip("The max height size for the poke fill image when pressed")] + float m_PokeFillMaxSizeY; + + /// + /// Transform that will animate along the axis of interaction when this interactable is poked. + /// Note: Must be a direct child GameObject as it moves in local space relative to the poke target's transform. + /// + public Transform pokeFollowTransform + { + get => m_PokeFollowTransform; + set => m_PokeFollowTransform = value; + } + + [SerializeField] + [Range(0f, 20f)] + [Tooltip("Multiplies transform position interpolation as a factor of Time.deltaTime. If 0, no smoothing will be applied.")] + float m_SmoothingSpeed = 8f; + + /// + /// Multiplies transform position interpolation as a factor of . If 0, no smoothing will be applied. + /// + public float smoothingSpeed + { + get => m_SmoothingSpeed; + set => m_SmoothingSpeed = value; + } + + [SerializeField] + [Tooltip("When this component is no longer the target of the poke, the Poke Follow Transform returns to the original position.")] + bool m_ReturnToInitialPosition = true; + + /// + /// When this component is no longer the target of the poke, the returns to the original position. + /// + public bool returnToInitialPosition + { + get => m_ReturnToInitialPosition; + set => m_ReturnToInitialPosition = value; + } + + [SerializeField] + [Tooltip("Whether to apply the follow animation if the target of the poke is a child of this transform. " + + "This is useful for UI objects that may have child graphics.")] + bool m_ApplyIfChildIsTarget = true; + + /// + /// Whether to apply the follow animation if the target of the poke is a child of this transform. + /// This is useful for UI objects that may have child graphics. + /// + public bool applyIfChildIsTarget + { + get => m_ApplyIfChildIsTarget; + set => m_ApplyIfChildIsTarget = value; + } + + [Header("Distance Clamping")] + [SerializeField] + [Tooltip("Whether to keep the Poke Follow Transform from moving past a minimum distance from the poke target.")] + bool m_ClampToMinDistance; + + /// + /// Whether to keep the from moving past from the poke target. + /// + public bool clampToMinDistance + { + get => m_ClampToMinDistance; + set => m_ClampToMinDistance = value; + } + + [SerializeField] + [Tooltip("The minimum distance from this transform that the Poke Follow Transform can move.")] + float m_MinDistance; + + /// + /// The minimum distance from this transform that the can move when + /// is . + /// + public float minDistance + { + get => m_MinDistance; + set => m_MinDistance = value; + } + [Space] + [SerializeField] + [Tooltip("Whether to keep the Poke Follow Transform from moving past a maximum distance from the poke target.")] + bool m_ClampToMaxDistance; + + /// + /// Whether to keep the from moving past from the poke target. + /// + public bool clampToMaxDistance + { + get => m_ClampToMaxDistance; + set => m_ClampToMaxDistance = value; + } + + [SerializeField] + [Tooltip("The maximum distance from this transform that the Poke Follow Transform can move. Will shrink to the distance of initial position if that is smaller, or if this is 0.")] + float m_MaxDistance; + + /// + /// The maximum distance from this transform that the can move when + /// is . + /// + public float maxDistance + { + get => m_MaxDistance; + set => m_MaxDistance = value; + } + + IPokeStateDataProvider m_PokeDataProvider; + +#pragma warning disable CS0618 // Type or member is obsolete + readonly Vector3TweenableVariable m_TransformTweenableVariable = new Vector3TweenableVariable(); + readonly FloatTweenableVariable m_PokeStrengthTweenableVariable = new FloatTweenableVariable(); +#pragma warning restore CS0618 // Type or member is obsolete + readonly BindingsGroup m_BindingsGroup = new BindingsGroup(); + Vector3 m_InitialPosition; + bool m_IsFirstFrame; + + /// + /// See . + /// + protected void Awake() + { + m_PokeDataProvider = GetComponentInParent(); + } + + /// + /// See . + /// + protected void Start() + { + if (m_PokeFollowTransform != null) + { + m_InitialPosition = m_PokeFollowTransform.localPosition; + m_MaxDistance = m_MaxDistance > 0f ? Mathf.Min(m_InitialPosition.magnitude, m_MaxDistance) : m_InitialPosition.magnitude; + m_BindingsGroup.AddBinding(m_TransformTweenableVariable.Subscribe(OnTransformTweenableVariableUpdated)); + m_BindingsGroup.AddBinding(m_PokeStrengthTweenableVariable.Subscribe(OnPokeStrengthChanged)); + m_BindingsGroup.AddBinding(m_PokeDataProvider.pokeStateData.SubscribeAndUpdate(OnPokeStateDataUpdated)); + } + else + { + enabled = false; + Debug.LogWarning($"Missing Poke Follow Transform assignment on {this}. Disabling component.", this); + } + } + + /// + /// See . + /// + protected void OnDestroy() + { + m_BindingsGroup.Clear(); + m_TransformTweenableVariable?.Dispose(); + } + + /// + /// See . + /// + protected void LateUpdate() + { + if (m_IsFirstFrame) + { + m_TransformTweenableVariable.HandleTween(1f); + m_PokeStrengthTweenableVariable.target = 0f; + m_PokeStrengthTweenableVariable.HandleTween(1f); + m_IsFirstFrame = false; + return; + } + + float tweenAmt = m_SmoothingSpeed > 0f ? Time.deltaTime * m_SmoothingSpeed : 1f; + m_TransformTweenableVariable.HandleTween(tweenAmt); + m_PokeStrengthTweenableVariable.HandleTween(tweenAmt); + } + + void OnTransformTweenableVariableUpdated(float3 position) + { + m_PokeFollowTransform.localPosition = position; + } + + void OnPokeStrengthChanged(float newStrength) + { + var newX = m_PokeFillMaxSizeX * newStrength; + var newY = m_PokeFillMaxSizeY * newStrength; + m_PokeFill.sizeDelta = new Vector2(newX, newY); + } + + void OnPokeStateDataUpdated(PokeStateData data) + { + var pokeTarget = data.target; + var applyFollow = m_ApplyIfChildIsTarget + ? pokeTarget != null && pokeTarget.IsChildOf(transform) + : pokeTarget == transform; + + if (applyFollow) + { + var targetPosition = pokeTarget.InverseTransformPoint(data.axisAlignedPokeInteractionPoint); + + if (m_ClampToMinDistance && targetPosition.sqrMagnitude < m_MinDistance * m_MinDistance) + targetPosition = Vector3.ClampMagnitude(targetPosition, m_MinDistance); + + if (m_ClampToMaxDistance && targetPosition.sqrMagnitude > m_MaxDistance * m_MaxDistance) + targetPosition = Vector3.ClampMagnitude(targetPosition, m_MaxDistance); + + m_TransformTweenableVariable.target = targetPosition; + m_PokeStrengthTweenableVariable.target = Mathf.Clamp01(data.interactionStrength); + } + else if (m_ReturnToInitialPosition) + { + m_TransformTweenableVariable.target = m_InitialPosition; + m_PokeStrengthTweenableVariable.target = 0f; + } + } + } +} diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/XRPokeFollowAffordanceFill.cs.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/XRPokeFollowAffordanceFill.cs.meta new file mode 100644 index 00000000..6ba02ad6 --- /dev/null +++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/XRPokeFollowAffordanceFill.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0908100b30fe0ab4191734ae3261431f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Shaders.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Shaders.meta new file mode 100644 index 00000000..6eea1269 --- /dev/null +++ b/VR4RoboticArm/Assets/VRTemplateAssets/Shaders.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d40bcdc4371d1ce4f90f7b2a0c8d3f09 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/FauxBlurURP.shader b/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/FauxBlurURP.shader new file mode 100644 index 00000000..b6185ddd --- /dev/null +++ b/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/FauxBlurURP.shader @@ -0,0 +1,153 @@ +Shader "SpatialFramework/FauxBackgroundOverlayBlurURP" +{ + Properties + { + _Blur("Blur", Range(0, 10)) = 1.5 + _Alpha("Alpha", Range(0, 1)) = 1 + _GradientSize("Gradient Size", Range(0, 6)) = 2 + _MainTex("Noise Texture (REQUIRED for Blur Noise)", 2D) = "white" {} + } + + SubShader + { + PackageRequirements + { + "com.unity.render-pipelines.universal": "12.1.3" + } + + Tags { "RenderPipeline" = "UniversalRenderPipeline" "Queue" = "Transparent-1" "LightMode" = "Always" "IgnoreProjector" = "True" "RenderType" = "Transparent" } + + ZWrite On + ZTest LEqual + Lighting Off + Blend SrcAlpha OneMinusSrcAlpha + + Pass + { + Tags { "LightMode" = "UniversalForward" } + + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl" + + SAMPLER(_MainTex); + + CBUFFER_START(UnityPerMaterial) + half _Alpha; + half _Blur; + half _GradientSize; + CBUFFER_END + + struct appdata_t + { + half4 position : POSITION; + half3 normal : NORMAL; + half2 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + half4 position : POSITION; + half3 worldPos : TEXCOORD0; + half2 cleanUV : TEXCOORD2; + UNITY_VERTEX_OUTPUT_STEREO + }; + + v2f vert(appdata_t v) + { + v2f output; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + output.position = TransformObjectToHClip(v.position.xyz); + output.worldPos = mul(unity_ObjectToWorld, v.position).xyz; + output.cleanUV = v.texcoord; + + return output; + } + + half4 frag(v2f input) : SV_Target + { + half2 uvPos = abs(input.cleanUV - float2(0.5, 0.5)); + half uvMax = max(uvPos.x, uvPos.y); + half fadeFromBorderAmount = 1 - clamp(0, 1, pow(uvMax, _GradientSize) * 2); + half3 reflectionDir = -normalize(GetWorldSpaceViewDir(input.worldPos)); + half noise = tex2D(_MainTex, input.cleanUV).r; + half4 reflectionData = SAMPLE_TEXTURECUBE_LOD(unity_SpecCube0, samplerunity_SpecCube0, reflectionDir, 1.5); + half3 reflectionColor = DecodeHDREnvironment(reflectionData, unity_SpecCube0_HDR); + return half4(reflectionColor, clamp(0, 1 - pow((uvMax * 2), _GradientSize * (_Blur / 10)), fadeFromBorderAmount) * _Alpha * noise); + } + ENDHLSL + } + } + + SubShader + { + Tags{ "RenderPipeline" = " " "Queue" = "Transparent-1" "LightMode" = "Always" "IgnoreProjector" = "True" "RenderType" = "Transparent" } + + ZWrite On + ZTest LEqual + Lighting Off + Blend SrcAlpha OneMinusSrcAlpha + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + + half _Alpha; + half _Blur; + half _GradientSize; + sampler2D _MainTex; + + struct appdata_t + { + half4 position : POSITION; + half3 normal : NORMAL; + half2 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + half4 position : POSITION; + half3 worldPos : TEXCOORD0; + half2 cleanUV : TEXCOORD2; + UNITY_VERTEX_OUTPUT_STEREO + }; + + v2f vert(appdata_t v) + { + v2f output; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + output.position = UnityObjectToClipPos(v.position); + output.worldPos = mul(unity_ObjectToWorld, v.position).xyz; + output.cleanUV = v.texcoord; + + return output; + } + + fixed4 frag(v2f input) : SV_Target + { + half2 uvPos = abs(input.cleanUV - float2(0.5, 0.5)); + half uvMax = max(uvPos.x, uvPos.y); + half fadeFromBorderAmount = 1 - clamp(0, 1, pow(uvMax, _GradientSize) * 2); + half3 reflectionDir = -normalize(UnityWorldSpaceViewDir(input.worldPos)); + half noise = tex2D(_MainTex, input.cleanUV).r; + half4 reflectionData = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, reflectionDir, 1.5); + half3 reflectionColor = DecodeHDR(reflectionData, unity_SpecCube0_HDR); + return half4(reflectionColor, clamp(0, 1 - pow((uvMax * 2), _GradientSize * (_Blur / 10)), fadeFromBorderAmount) * _Alpha * noise); + } + ENDCG + } + } +} diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/FauxBlurURP.shader.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/FauxBlurURP.shader.meta new file mode 100644 index 00000000..75b70d46 --- /dev/null +++ b/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/FauxBlurURP.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 0109ca49f001aed4a9b9378ad072e89a +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/Grid.shader b/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/Grid.shader new file mode 100644 index 00000000..726b37cd --- /dev/null +++ b/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/Grid.shader @@ -0,0 +1,75 @@ +Shader "Unlit/Grid" +{ + Properties + { + _GridColour ("Grid Colour", color) = (1, 1, 1, 1) + _BaseColour ("Base Colour", color) = (1, 1, 1, 0) + _GridSpacing ("Grid Spacing", float) = 1 + _LineThickness ("Line Thickness", float) = .1 + _ODistance ("Start Transparency Distance", float) = 5 + _TDistance ("Full Transparency Distance", float) = 10 + } + SubShader + { + Tags { "RenderType"="Transparent" "Queue"="Transparent"} + LOD 100 + Blend SrcAlpha OneMinusSrcAlpha + ZWrite Off + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + struct appdata + { + float4 vertex : POSITION; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + struct v2f + { + float4 vertex : SV_POSITION; + float2 uv : TEXCOORD0; + float3 worldPos : TEXCOORD1; + UNITY_VERTEX_OUTPUT_STEREO + }; + + fixed4 _GridColour; + fixed4 _BaseColour; + float _GridSpacing; + float _LineThickness; + float _ODistance; + float _TDistance; + + v2f vert (appdata_full v) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + o.vertex = UnityObjectToClipPos(v.vertex); + o.worldPos = mul(unity_ObjectToWorld, v.vertex); + o.uv = o.worldPos.xz / _GridSpacing; + return o; + } + + fixed4 frag (v2f i) : SV_Target + { + float2 wrapped = frac(i.uv) - 0.5f; + float2 range = abs(wrapped); + float2 speeds; + speeds = fwidth(i.uv); + float2 pixelRange = range/speeds; + float lineWeight = saturate(min(pixelRange.x, pixelRange.y) - _LineThickness); + half4 param = lerp(_GridColour, _BaseColour, lineWeight); + + //distance falloff + half3 viewDirW = _WorldSpaceCameraPos - i.worldPos; + half viewDist = length(viewDirW); + half falloff = saturate((viewDist - _ODistance) / (_TDistance - _ODistance) ); + param.a *= (1.0f - falloff); + return param; + } + ENDCG + } + } +} diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/Grid.shader.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/Grid.shader.meta new file mode 100644 index 00000000..dcd662fd --- /dev/null +++ b/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/Grid.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 186077f5a09f3b64a812922fa946fe52 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff 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transparent overdraw in subsequent steps + Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" } + Pass + { + Tags + { + "RenderType" = "Transparent" + "Queue" = "Transparent" + "LightMode" = "UniversalForward" + "RenderPipeline" = "UniversalPipeline" + } + LOD 100 + + Name "Depth Fill" + Blend One One + Lighting Off + ZTest Less + Offset -1, 0 + + ColorMask 0 + + CGPROGRAM + + #pragma vertex vert + #pragma fragment fragEmpty + + #include "UnityCG.cginc" + #include "TexturedStableFresnelCommon.cginc" + + ENDCG + } + + Pass + { + Tags + { + "RenderType" = "Transparent" + "Queue" = "Transparent" + "LightMode" = "Always" + } + LOD 100 + + Name "Depth Fill" + Blend One One + Lighting Off + ZWrite Off + Offset -1, 0 + + ColorMask 0 + + CGPROGRAM + + #pragma vertex vert + #pragma fragment fragEmpty + + #include "UnityCG.cginc" + #include "TexturedStableFresnelCommon.cginc" + + ENDCG + } + + // Next, fill in with the base and rim color + Pass + { + Tags + { + "RenderType" = "Transparent" + "Queue" = "Transparent" + } + + Name "Fresnel Color" + Blend SrcAlpha OneMinusSrcAlpha + Lighting Off + ZTest LEqual + ZWrite Off + Offset -1, 0 + + CGPROGRAM + + #pragma vertex vert + #pragma fragment fragRimShader + + #include "UnityCG.cginc" + #include "TexturedStableFresnelCommon.cginc" + + ENDCG + } + } + FallBack "Diffuse" +} diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/TexturedFresnelStandard.shader.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/TexturedFresnelStandard.shader.meta new file mode 100644 index 00000000..9ca361bb --- /dev/null +++ b/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/TexturedFresnelStandard.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 5e723135b0fd1e34ba403dc074c61877 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/TexturedStableFresnelCommon.cginc b/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/TexturedStableFresnelCommon.cginc new file mode 100644 index 00000000..099260ef --- /dev/null +++ b/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/TexturedStableFresnelCommon.cginc @@ -0,0 +1,54 @@ +#ifndef STABLE_FRESNEL_COMMON +#define STABLE_FRESNEL_COMMON + +half4 _EdgeColor; // Color and alpha of the fresnel effect +half4 _Color; // Color and alpha of the base of the object +half4 _EdgeData; // Min, Max, Power, Blend values + +sampler2D _MainTex; +float4 _MainTex_ST; + +struct appdata_fresnel +{ + float4 vertex : POSITION; + float3 normal : NORMAL; + + float2 uv : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID +}; + +struct fresnel_vertex +{ + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float2 uv : TEXCOORD2; + UNITY_VERTEX_OUTPUT_STEREO +}; + +fresnel_vertex vert(appdata_fresnel v) +{ + fresnel_vertex o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + o.uv = o.uv = TRANSFORM_TEX(v.uv, _MainTex); + o.pos = UnityObjectToClipPos(v.vertex); + o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; + o.worldNormal = UnityObjectToWorldNormal(v.normal); + return o; +} + +half4 fragEmpty(fresnel_vertex i) : COLOR +{ + return half4(0,0,0,1); +} + +half4 fragRimShader(fresnel_vertex i) : COLOR +{ + half3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos)); + half rim = saturate(((1.0 - saturate(dot(normalize(worldViewDir), i.worldNormal))) - _EdgeData.x) / (_EdgeData.y - _EdgeData.x)); + half processedRim = (3 + _EdgeData.z) * pow(rim, _EdgeData.z + 1) - (2 + _EdgeData.z) * pow(rim, _EdgeData.z + 2); + return lerp(_Color, _EdgeColor, lerp(rim, processedRim, _EdgeData.w)) * tex2D(_MainTex, i.uv).rgba; +} + +#endif // STABLE_FRESNEL_COMMON diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/TexturedStableFresnelCommon.cginc.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/TexturedStableFresnelCommon.cginc.meta new file mode 100644 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