FittsLaw/Assets/GoogleVR/Scripts/Cardboard/GvrReticlePointer.cs

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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 UnityEngine;
using UnityEngine.EventSystems;
/// Draws a circular reticle in front of any object that the user points at.
/// The circle dilates if the object is clickable.
[HelpURL("https://developers.google.com/vr/unity/reference/class/GvrReticlePointer")]
public class GvrReticlePointer : GvrBasePointer {
/// The constants below are expsed for testing. Minimum inner angle of the reticle (in degrees).
public const float RETICLE_MIN_INNER_ANGLE = 0.0f;
/// Minimum outer angle of the reticle (in degrees).
public const float RETICLE_MIN_OUTER_ANGLE = 0.5f;
/// Angle at which to expand the reticle when intersecting with an object (in degrees).
public const float RETICLE_GROWTH_ANGLE = 1.5f;
/// Minimum distance of the reticle (in meters).
public const float RETICLE_DISTANCE_MIN = 0.45f;
/// Maximum distance of the reticle (in meters).
public float maxReticleDistance = 20.0f;
/// Number of segments making the reticle circle.
public int reticleSegments = 20;
/// Growth speed multiplier for the reticle/
public float reticleGrowthSpeed = 8.0f;
/// Sorting order to use for the reticle's renderer.
/// Range values come from https://docs.unity3d.com/ScriptReference/Renderer-sortingOrder.html.
/// Default value 32767 ensures gaze reticle is always rendered on top.
[Range(-32767, 32767)]
public int reticleSortingOrder = 32767;
public Material MaterialComp { private get; set; }
// Current inner angle of the reticle (in degrees).
// Exposed for testing.
public float ReticleInnerAngle { get; private set; }
// Current outer angle of the reticle (in degrees).
// Exposed for testing.
public float ReticleOuterAngle { get; private set; }
// Current distance of the reticle (in meters).
// Getter exposed for testing.
public float ReticleDistanceInMeters { get; private set; }
// Current inner and outer diameters of the reticle, before distance multiplication.
// Getters exposed for testing.
public float ReticleInnerDiameter { get; private set; }
public float ReticleOuterDiameter { get; private set; }
public override float MaxPointerDistance { get { return maxReticleDistance; } }
public override void OnPointerEnter(RaycastResult raycastResultResult, bool isInteractive) {
SetPointerTarget(raycastResultResult.worldPosition, isInteractive);
}
public override void OnPointerHover(RaycastResult raycastResultResult, bool isInteractive) {
SetPointerTarget(raycastResultResult.worldPosition, isInteractive);
}
public override void OnPointerExit(GameObject previousObject) {
ReticleDistanceInMeters = maxReticleDistance;
ReticleInnerAngle = RETICLE_MIN_INNER_ANGLE;
ReticleOuterAngle = RETICLE_MIN_OUTER_ANGLE;
}
public override void OnPointerClickDown() {}
public override void OnPointerClickUp() {}
public override void GetPointerRadius(out float enterRadius, out float exitRadius) {
float min_inner_angle_radians = Mathf.Deg2Rad * RETICLE_MIN_INNER_ANGLE;
float max_inner_angle_radians = Mathf.Deg2Rad * (RETICLE_MIN_INNER_ANGLE + RETICLE_GROWTH_ANGLE);
enterRadius = 2.0f * Mathf.Tan(min_inner_angle_radians);
exitRadius = 2.0f * Mathf.Tan(max_inner_angle_radians);
}
public void UpdateDiameters() {
ReticleDistanceInMeters =
Mathf.Clamp(ReticleDistanceInMeters, RETICLE_DISTANCE_MIN, maxReticleDistance);
if (ReticleInnerAngle < RETICLE_MIN_INNER_ANGLE) {
ReticleInnerAngle = RETICLE_MIN_INNER_ANGLE;
}
if (ReticleOuterAngle < RETICLE_MIN_OUTER_ANGLE) {
ReticleOuterAngle = RETICLE_MIN_OUTER_ANGLE;
}
float inner_half_angle_radians = Mathf.Deg2Rad * ReticleInnerAngle * 0.5f;
float outer_half_angle_radians = Mathf.Deg2Rad * ReticleOuterAngle * 0.5f;
float inner_diameter = 2.0f * Mathf.Tan(inner_half_angle_radians);
float outer_diameter = 2.0f * Mathf.Tan(outer_half_angle_radians);
ReticleInnerDiameter =
Mathf.Lerp(ReticleInnerDiameter, inner_diameter, Time.unscaledDeltaTime * reticleGrowthSpeed);
ReticleOuterDiameter =
Mathf.Lerp(ReticleOuterDiameter, outer_diameter, Time.unscaledDeltaTime * reticleGrowthSpeed);
MaterialComp.SetFloat("_InnerDiameter", ReticleInnerDiameter * ReticleDistanceInMeters);
MaterialComp.SetFloat("_OuterDiameter", ReticleOuterDiameter * ReticleDistanceInMeters);
MaterialComp.SetFloat("_DistanceInMeters", ReticleDistanceInMeters);
}
void Awake() {
ReticleInnerAngle = RETICLE_MIN_INNER_ANGLE;
ReticleOuterAngle = RETICLE_MIN_OUTER_ANGLE;
}
protected override void Start() {
base.Start();
Renderer rendererComponent = GetComponent<Renderer>();
rendererComponent.sortingOrder = reticleSortingOrder;
MaterialComp = rendererComponent.material;
CreateReticleVertices();
}
void Update() {
UpdateDiameters();
}
private bool SetPointerTarget(Vector3 target, bool interactive) {
if (base.PointerTransform == null) {
Debug.LogWarning("Cannot operate on a null pointer transform");
return false;
}
Vector3 targetLocalPosition = base.PointerTransform.InverseTransformPoint(target);
ReticleDistanceInMeters =
Mathf.Clamp(targetLocalPosition.z, RETICLE_DISTANCE_MIN, maxReticleDistance);
if (interactive) {
ReticleInnerAngle = RETICLE_MIN_INNER_ANGLE + RETICLE_GROWTH_ANGLE;
ReticleOuterAngle = RETICLE_MIN_OUTER_ANGLE + RETICLE_GROWTH_ANGLE;
} else {
ReticleInnerAngle = RETICLE_MIN_INNER_ANGLE;
ReticleOuterAngle = RETICLE_MIN_OUTER_ANGLE;
}
return true;
}
private void CreateReticleVertices() {
Mesh mesh = new Mesh();
gameObject.AddComponent<MeshFilter>();
GetComponent<MeshFilter>().mesh = mesh;
int segments_count = reticleSegments;
int vertex_count = (segments_count+1)*2;
#region Vertices
Vector3[] vertices = new Vector3[vertex_count];
const float kTwoPi = Mathf.PI * 2.0f;
int vi = 0;
for (int si = 0; si <= segments_count; ++si) {
// Add two vertices for every circle segment: one at the beginning of the
// prism, and one at the end of the prism.
float angle = (float)si / (float)(segments_count) * kTwoPi;
float x = Mathf.Sin(angle);
float y = Mathf.Cos(angle);
vertices[vi++] = new Vector3(x, y, 0.0f); // Outer vertex.
vertices[vi++] = new Vector3(x, y, 1.0f); // Inner vertex.
}
#endregion
#region Triangles
int indices_count = (segments_count+1)*3*2;
int[] indices = new int[indices_count];
int vert = 0;
int idx = 0;
for (int si = 0; si < segments_count; ++si) {
indices[idx++] = vert+1;
indices[idx++] = vert;
indices[idx++] = vert+2;
indices[idx++] = vert+1;
indices[idx++] = vert+2;
indices[idx++] = vert+3;
vert += 2;
}
#endregion
mesh.vertices = vertices;
mesh.triangles = indices;
mesh.RecalculateBounds();
#if !UNITY_5_5_OR_NEWER
// Optimize() is deprecated as of Unity 5.5.0p1.
mesh.Optimize();
#endif // !UNITY_5_5_OR_NEWER
}
}