220 lines
7.5 KiB
C#
220 lines
7.5 KiB
C#
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// Copyright 2017 Google Inc. All rights reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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using UnityEngine;
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using UnityEngine.EventSystems;
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/// Draws a circular reticle in front of any object that the user points at.
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/// The circle dilates if the object is clickable.
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[HelpURL("https://developers.google.com/vr/unity/reference/class/GvrReticlePointer")]
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public class GvrReticlePointer : GvrBasePointer {
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/// The constants below are expsed for testing. Minimum inner angle of the reticle (in degrees).
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public const float RETICLE_MIN_INNER_ANGLE = 0.0f;
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/// Minimum outer angle of the reticle (in degrees).
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public const float RETICLE_MIN_OUTER_ANGLE = 0.5f;
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/// Angle at which to expand the reticle when intersecting with an object (in degrees).
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public const float RETICLE_GROWTH_ANGLE = 1.5f;
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/// Minimum distance of the reticle (in meters).
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public const float RETICLE_DISTANCE_MIN = 0.45f;
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/// Maximum distance of the reticle (in meters).
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public float maxReticleDistance = 20.0f;
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/// Number of segments making the reticle circle.
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public int reticleSegments = 20;
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/// Growth speed multiplier for the reticle/
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public float reticleGrowthSpeed = 8.0f;
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/// Sorting order to use for the reticle's renderer.
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/// Range values come from https://docs.unity3d.com/ScriptReference/Renderer-sortingOrder.html.
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/// Default value 32767 ensures gaze reticle is always rendered on top.
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[Range(-32767, 32767)]
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public int reticleSortingOrder = 32767;
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public Material MaterialComp { private get; set; }
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// Current inner angle of the reticle (in degrees).
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// Exposed for testing.
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public float ReticleInnerAngle { get; private set; }
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// Current outer angle of the reticle (in degrees).
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// Exposed for testing.
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public float ReticleOuterAngle { get; private set; }
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// Current distance of the reticle (in meters).
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// Getter exposed for testing.
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public float ReticleDistanceInMeters { get; private set; }
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// Current inner and outer diameters of the reticle, before distance multiplication.
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// Getters exposed for testing.
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public float ReticleInnerDiameter { get; private set; }
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public float ReticleOuterDiameter { get; private set; }
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public override float MaxPointerDistance { get { return maxReticleDistance; } }
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public override void OnPointerEnter(RaycastResult raycastResultResult, bool isInteractive) {
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SetPointerTarget(raycastResultResult.worldPosition, isInteractive);
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}
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public override void OnPointerHover(RaycastResult raycastResultResult, bool isInteractive) {
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SetPointerTarget(raycastResultResult.worldPosition, isInteractive);
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}
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public override void OnPointerExit(GameObject previousObject) {
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ReticleDistanceInMeters = maxReticleDistance;
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ReticleInnerAngle = RETICLE_MIN_INNER_ANGLE;
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ReticleOuterAngle = RETICLE_MIN_OUTER_ANGLE;
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}
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public override void OnPointerClickDown() {}
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public override void OnPointerClickUp() {}
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public override void GetPointerRadius(out float enterRadius, out float exitRadius) {
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float min_inner_angle_radians = Mathf.Deg2Rad * RETICLE_MIN_INNER_ANGLE;
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float max_inner_angle_radians = Mathf.Deg2Rad * (RETICLE_MIN_INNER_ANGLE + RETICLE_GROWTH_ANGLE);
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enterRadius = 2.0f * Mathf.Tan(min_inner_angle_radians);
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exitRadius = 2.0f * Mathf.Tan(max_inner_angle_radians);
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}
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public void UpdateDiameters() {
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ReticleDistanceInMeters =
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Mathf.Clamp(ReticleDistanceInMeters, RETICLE_DISTANCE_MIN, maxReticleDistance);
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if (ReticleInnerAngle < RETICLE_MIN_INNER_ANGLE) {
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ReticleInnerAngle = RETICLE_MIN_INNER_ANGLE;
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}
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if (ReticleOuterAngle < RETICLE_MIN_OUTER_ANGLE) {
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ReticleOuterAngle = RETICLE_MIN_OUTER_ANGLE;
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}
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float inner_half_angle_radians = Mathf.Deg2Rad * ReticleInnerAngle * 0.5f;
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float outer_half_angle_radians = Mathf.Deg2Rad * ReticleOuterAngle * 0.5f;
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float inner_diameter = 2.0f * Mathf.Tan(inner_half_angle_radians);
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float outer_diameter = 2.0f * Mathf.Tan(outer_half_angle_radians);
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ReticleInnerDiameter =
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Mathf.Lerp(ReticleInnerDiameter, inner_diameter, Time.unscaledDeltaTime * reticleGrowthSpeed);
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ReticleOuterDiameter =
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Mathf.Lerp(ReticleOuterDiameter, outer_diameter, Time.unscaledDeltaTime * reticleGrowthSpeed);
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MaterialComp.SetFloat("_InnerDiameter", ReticleInnerDiameter * ReticleDistanceInMeters);
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MaterialComp.SetFloat("_OuterDiameter", ReticleOuterDiameter * ReticleDistanceInMeters);
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MaterialComp.SetFloat("_DistanceInMeters", ReticleDistanceInMeters);
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}
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void Awake() {
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ReticleInnerAngle = RETICLE_MIN_INNER_ANGLE;
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ReticleOuterAngle = RETICLE_MIN_OUTER_ANGLE;
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}
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protected override void Start() {
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base.Start();
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Renderer rendererComponent = GetComponent<Renderer>();
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rendererComponent.sortingOrder = reticleSortingOrder;
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MaterialComp = rendererComponent.material;
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CreateReticleVertices();
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}
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void Update() {
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UpdateDiameters();
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}
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private bool SetPointerTarget(Vector3 target, bool interactive) {
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if (base.PointerTransform == null) {
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Debug.LogWarning("Cannot operate on a null pointer transform");
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return false;
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}
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Vector3 targetLocalPosition = base.PointerTransform.InverseTransformPoint(target);
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ReticleDistanceInMeters =
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Mathf.Clamp(targetLocalPosition.z, RETICLE_DISTANCE_MIN, maxReticleDistance);
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if (interactive) {
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ReticleInnerAngle = RETICLE_MIN_INNER_ANGLE + RETICLE_GROWTH_ANGLE;
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ReticleOuterAngle = RETICLE_MIN_OUTER_ANGLE + RETICLE_GROWTH_ANGLE;
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} else {
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ReticleInnerAngle = RETICLE_MIN_INNER_ANGLE;
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ReticleOuterAngle = RETICLE_MIN_OUTER_ANGLE;
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}
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return true;
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}
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private void CreateReticleVertices() {
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Mesh mesh = new Mesh();
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gameObject.AddComponent<MeshFilter>();
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GetComponent<MeshFilter>().mesh = mesh;
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int segments_count = reticleSegments;
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int vertex_count = (segments_count+1)*2;
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#region Vertices
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Vector3[] vertices = new Vector3[vertex_count];
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const float kTwoPi = Mathf.PI * 2.0f;
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int vi = 0;
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for (int si = 0; si <= segments_count; ++si) {
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// Add two vertices for every circle segment: one at the beginning of the
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// prism, and one at the end of the prism.
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float angle = (float)si / (float)(segments_count) * kTwoPi;
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float x = Mathf.Sin(angle);
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float y = Mathf.Cos(angle);
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vertices[vi++] = new Vector3(x, y, 0.0f); // Outer vertex.
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vertices[vi++] = new Vector3(x, y, 1.0f); // Inner vertex.
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}
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#endregion
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#region Triangles
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int indices_count = (segments_count+1)*3*2;
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int[] indices = new int[indices_count];
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int vert = 0;
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int idx = 0;
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for (int si = 0; si < segments_count; ++si) {
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indices[idx++] = vert+1;
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indices[idx++] = vert;
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indices[idx++] = vert+2;
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indices[idx++] = vert+1;
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indices[idx++] = vert+2;
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indices[idx++] = vert+3;
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vert += 2;
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}
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#endregion
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mesh.vertices = vertices;
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mesh.triangles = indices;
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mesh.RecalculateBounds();
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#if !UNITY_5_5_OR_NEWER
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// Optimize() is deprecated as of Unity 5.5.0p1.
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mesh.Optimize();
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#endif // !UNITY_5_5_OR_NEWER
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}
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}
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