FittsLaw/Assets/GoogleVR/Scripts/Controller/GvrLaserVisual.cs

241 lines
9.1 KiB
C#
Raw Permalink Normal View History

2018-10-08 23:54:11 -04:00
// Copyright 2017 Google Inc. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// 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 System;
using UnityEngine;
using UnityEngine.Assertions;
/// Visualizes a laser and a reticle using a LineRenderer and a Quad.
/// Provides functions for settings the end point of the laser,
/// and clamps the laser and reticle based on max distances.
[RequireComponent(typeof(LineRenderer))]
[HelpURL("https://developers.google.com/vr/unity/reference/class/GvrLaserVisual")]
public class GvrLaserVisual : MonoBehaviour, IGvrArmModelReceiver {
/// Used to position the reticle at the current position.
[Tooltip("Used to position the reticle at the current position.")]
public GvrControllerReticleVisual reticle;
/// The end point of the visual will not necessarily be along the forward direction of the laser.
/// This is particularly true in both Camera and Hybrid Raycast Modes. In that case, both the
/// laser and the controller are rotated to face the end point. This reference is used to control
/// the rotation of the controller.
[Tooltip("Used to rotate the controller to face the current position.")]
public Transform controller;
/// Color of the laser pointer including alpha transparency.
[Tooltip("Start color of the laser pointer including alpha transparency.")]
public Color laserColor = new Color(1.0f, 1.0f, 1.0f, 0.25f);
/// Color of the laser pointer including alpha transparency.
[Tooltip("End color of the laser pointer including alpha transparency.")]
public Color laserColorEnd = new Color(1.0f, 1.0f, 1.0f, 0.0f);
/// Maximum distance of the laser (meters).
[Tooltip("Maximum distance of the laser (meters).")]
[Range(0.0f, 20.0f)]
public float maxLaserDistance = 1.0f;
/// The rate that the current position moves towards the target position.
[Tooltip("The rate that the current position moves towards the target position.")]
public float lerpSpeed = 20.0f;
/// If the targetPosition is greater than this threshold, then
/// the position changes immediately instead of lerping.
[Tooltip("If the target position is greater than this threshold, then the position changes " +
"immediately instead of lerping.")]
public float lerpThreshold = 1.0f;
/// This is primarily used for Hybrid Raycast mode (details in _GvrBasePointer_) to prevent
/// mismatches between the laser and the reticle when the "camera" component of the ray is used.
[Tooltip("Determines if the laser will shrink when it isn't facing in the forward direction " +
"of the transform.")]
public bool shrinkLaser = true;
/// Amount to shrink the laser when it is fully shrunk.
[Range(0.0f, 1.0f)]
[Tooltip("Amount to shrink the laser when it is fully shrunk.")]
public float shrunkScale = 0.2f;
/// Begin shrinking the laser when the angle between transform.forward and the reticle
/// is greater than this value.
[Range(0.0f, 15.0f)]
[Tooltip("Begin shrinking the laser when the angle between transform.forward and the reticle " +
"is greater than this value.")]
public float beginShrinkAngleDegrees = 0.0f;
/// Finish shrinking the laser when the angle between transform.forward and the reticle is
/// greater than this value.
[Range(0.0f, 15.0f)]
[Tooltip("Finish shrinking the laser when the angle between transform.forward and the reticle " +
"is greater than this value.")]
public float endShrinkAngleDegrees = 2.0f;
private const float LERP_CLAMP_THRESHOLD = 0.02f;
public GvrBaseArmModel ArmModel { get; set; }
/// Reference to the laser's line renderer.
public LineRenderer Laser { get; private set; }
/// Optional delegate for customizing how the currentPosition is calculated based on the distance.
/// If not set, the currentPosition is determined based on the distance multiplied by the forward
/// direction of the transform added to the position of the transform.
public delegate Vector3 GetPointForDistanceDelegate(float distance);
public GetPointForDistanceDelegate GetPointForDistanceFunction { get; set; }
protected float shrinkRatio;
protected float targetDistance;
protected float currentDistance;
protected Vector3 currentPosition;
protected Vector3 currentLocalPosition;
protected Quaternion currentLocalRotation;
/// Set the distance of the laser.
/// Clamps the distance of the laser and reticle.
///
/// **distance** target distance from the pointer to draw the visual at.
/// **immediate** If true, the distance is changed immediately. Otherwise, it will lerp.
public virtual void SetDistance(float distance, bool immediate = false) {
targetDistance = distance;
if (immediate) {
currentDistance = targetDistance;
}
if (targetDistance > lerpThreshold) {
currentDistance = targetDistance;
}
}
public float CurrentDistance {
get { return currentDistance; }
}
protected virtual void Awake() {
Laser = GetComponent<LineRenderer>();
}
protected virtual void LateUpdate() {
UpdateCurrentPosition();
UpdateControllerOrientation();
UpdateReticlePosition();
UpdateLaserEndPoint();
UpdateLaserAlpha();
}
protected virtual void UpdateCurrentPosition() {
if (currentDistance != targetDistance) {
float speed = GetSpeed();
currentDistance = Mathf.Lerp(currentDistance, targetDistance, speed);
float diff = Mathf.Abs(targetDistance - currentDistance);
if (diff < LERP_CLAMP_THRESHOLD) {
currentDistance = targetDistance;
}
}
if (GetPointForDistanceFunction != null) {
currentPosition = GetPointForDistanceFunction(currentDistance);
} else {
Vector3 origin = transform.position;
currentPosition = origin + (transform.forward * currentDistance);
}
currentLocalPosition = transform.InverseTransformPoint(currentPosition);
currentLocalRotation = Quaternion.FromToRotation(Vector3.forward, currentLocalPosition);
}
protected virtual void UpdateControllerOrientation() {
if (controller == null) {
return;
}
controller.localRotation = currentLocalRotation;
}
protected virtual void UpdateReticlePosition() {
if (reticle == null) {
return;
}
reticle.transform.position = currentPosition;
}
protected virtual void UpdateLaserEndPoint() {
if (Laser == null) {
return;
}
Vector3 laserStartPoint = Vector3.zero;
Vector3 laserEndPoint;
if (controller != null) {
Vector3 worldPosition = transform.position;
Vector3 rotatedPosition = controller.InverseTransformPoint(worldPosition);
rotatedPosition = currentLocalRotation * rotatedPosition;
laserStartPoint = controller.TransformPoint(rotatedPosition);
laserStartPoint = transform.InverseTransformPoint(laserStartPoint);
}
laserEndPoint = Vector3.ClampMagnitude(currentLocalPosition, maxLaserDistance);
if (shrinkLaser) {
// Calculate the angle of rotation in degrees.
float angle = Vector3.Angle(Vector3.forward, currentLocalPosition);
// Calculate the shrink ratio based on the angle.
float shrinkAngleDelta = endShrinkAngleDegrees - beginShrinkAngleDegrees;
float clampedAngle = Mathf.Clamp(angle - beginShrinkAngleDegrees, 0.0f, shrinkAngleDelta);
shrinkRatio = clampedAngle / shrinkAngleDelta;
// Calculate the shrink coeff.
float shrinkCoeff = GvrMathHelpers.EaseOutCubic(shrunkScale, 1.0f, 1.0f - shrinkRatio);
// Calculate the final distance of the laser.
Vector3 diff = laserStartPoint - currentLocalPosition;
Vector3 dir = diff.normalized;
float dist = Mathf.Min(diff.magnitude, maxLaserDistance) * shrinkCoeff;
// Update the laser start and end points.
laserEndPoint = currentLocalPosition;
laserStartPoint = laserEndPoint + (dir * dist);
}
Laser.useWorldSpace = false;
Laser.SetPosition(0, laserStartPoint);
Laser.SetPosition(1, laserEndPoint);
}
protected virtual void UpdateLaserAlpha() {
float alpha = ArmModel != null ? ArmModel.PreferredAlpha : 1.0f;
Color finalStartColor = Color.Lerp(Color.clear, laserColor, alpha);
Color finalEndColor = laserColorEnd;
// If shrinking the laser, the colors are inversed based on the shrink ratio.
// This is to ensure that the feathering of the laser goes in the right direction.
if (shrinkLaser) {
float colorRatio = GvrMathHelpers.EaseOutCubic(0.0f, 1.0f, shrinkRatio);
finalEndColor = Color.Lerp(finalEndColor, finalStartColor, colorRatio);
finalStartColor = Color.Lerp(finalStartColor, laserColorEnd, colorRatio);
}
Laser.startColor = finalStartColor;
Laser.endColor = finalEndColor;
}
protected virtual float GetSpeed() {
return lerpSpeed > 0.0f ? lerpSpeed * Time.unscaledDeltaTime : 1.0f;
}
}