241 lines
9.1 KiB
C#
241 lines
9.1 KiB
C#
|
// 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;
|
|||
|
}
|
|||
|
}
|