Files
2016-05-26 16:11:13 +02:00

250 lines
9.4 KiB
C#
Executable File

//====================================================================================
//
// Purpose: Provide curved laser pointer at the ground to VR Controller
//
// This script must be attached to a Controller within the [CameraRig] Prefab
//
// The SteamVR_ControllerEvents script must also be attached to the Controller
//
// Press the default 'Grip' button on the controller to activate the beam
// Released the default 'Grip' button on the controller to deactivate the beam
//
// This script is an implementation of the SteamVR_WorldPointer.
//
//====================================================================================
using UnityEngine;
using System.Collections;
public class SteamVR_BezierPointer : SteamVR_WorldPointer
{
public float pointerLength = 10f;
public int pointerDensity = 10;
public bool showPointerCursor = true;
public float pointerCursorRadius = 0.5f;
public float beamCurveOffset = 1f;
public GameObject customPointerTracer;
public GameObject customPointerCursor;
private Transform projectedBeamContainer;
private Transform projectedBeamForward;
private Transform projectedBeamJoint;
private Transform projectedBeamDown;
private GameObject pointerCursor;
private CurveGenerator curvedBeam;
// Use this for initialization
protected override void Start()
{
base.Start();
InitProjectedBeams();
InitPointer();
TogglePointer(false);
}
protected override void Update()
{
base.Update();
if (projectedBeamForward.gameObject.activeSelf)
{
ProjectForwardBeam();
ProjectDownBeam();
DisplayCurvedBeam();
SetPointerCursor();
}
}
protected override void InitPointer()
{
pointerCursor = (customPointerCursor ? Instantiate(customPointerCursor) : CreateCursor());
pointerCursor.name = string.Format("[{0}]PlayerObject_WorldPointer_BezierPointer_PointerCursor", this.gameObject.name);
pointerCursor.layer = 2;
pointerCursor.SetActive(false);
GameObject global = new GameObject(string.Format("[{0}]PlayerObject_WorldPointer_BezierPointer_CurvedBeamContainer", this.gameObject.name));
global.SetActive(false);
curvedBeam = global.gameObject.AddComponent<CurveGenerator>();
curvedBeam.transform.parent = null;
curvedBeam.Create(pointerDensity, pointerCursorRadius, customPointerTracer);
base.InitPointer();
}
private GameObject CreateCursor()
{
float cursorYOffset = 0.02f;
GameObject cursor = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
cursor.GetComponent<MeshRenderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
cursor.GetComponent<MeshRenderer>().receiveShadows = false;
cursor.transform.localScale = new Vector3(pointerCursorRadius, cursorYOffset, pointerCursorRadius);
Destroy(cursor.GetComponent<CapsuleCollider>());
return cursor;
}
protected override void SetPointerMaterial()
{
if (pointerCursor.GetComponent<MeshRenderer>())
{
pointerCursor.GetComponent<MeshRenderer>().material = pointerMaterial;
}
foreach(MeshRenderer mr in pointerCursor.GetComponentsInChildren<MeshRenderer>())
{
mr.material = pointerMaterial;
}
if (pointerCursor.GetComponent<SkinnedMeshRenderer>())
{
pointerCursor.GetComponent<SkinnedMeshRenderer>().material = pointerMaterial;
}
foreach (SkinnedMeshRenderer mr in pointerCursor.GetComponentsInChildren<SkinnedMeshRenderer>())
{
mr.material = pointerMaterial;
}
base.SetPointerMaterial();
}
protected override void TogglePointer(bool state)
{
state = (beamAlwaysOn ? true : state);
projectedBeamForward.gameObject.SetActive(state);
projectedBeamJoint.gameObject.SetActive(state);
projectedBeamDown.gameObject.SetActive(state);
}
protected override void DisablePointerBeam(object sender, ControllerClickedEventArgs e)
{
base.PointerSet();
base.DisablePointerBeam(sender, e);
TogglePointerCursor(false);
curvedBeam.TogglePoints(false);
}
private void TogglePointerCursor(bool state)
{
state = (beamAlwaysOn ? true : state);
bool pointerCursorState = (showPointerCursor && state ? showPointerCursor : false);
bool playAreaCursorState = (showPlayAreaCursor && state ? showPlayAreaCursor : false);
pointerCursor.gameObject.SetActive(pointerCursorState);
base.TogglePointer(playAreaCursorState);
}
private void InitProjectedBeams()
{
projectedBeamContainer = new GameObject(string.Format("[{0}]PlayerObject_WorldPointer_BezierPointer_ProjectedBeamContainer", this.gameObject.name)).transform;
projectedBeamContainer.transform.parent = this.transform;
projectedBeamContainer.transform.localPosition = Vector3.zero;
projectedBeamForward = new GameObject(string.Format("[{0}]PlayerObject_WorldPointer_BezierPointer_ProjectedBeamForward", this.gameObject.name)).transform;
projectedBeamForward.transform.parent = projectedBeamContainer.transform;
projectedBeamJoint = new GameObject(string.Format("[{0}]PlayerObject_WorldPointer_BezierPointer_ProjectedBeamJoint", this.gameObject.name)).transform;
projectedBeamJoint.transform.parent = projectedBeamContainer.transform;
projectedBeamJoint.transform.localScale = new Vector3(0.01f, 0.01f, 0.01f);
projectedBeamDown = new GameObject(string.Format("[{0}]PlayerObject_WorldPointer_BezierPointer_ProjectedBeamDown", this.gameObject.name)).transform;
}
private float GetForwardBeamLength()
{
float actualLength = pointerLength;
Ray pointerRaycast = new Ray(transform.position, transform.forward);
RaycastHit collidedWith;
bool hasRayHit = Physics.Raycast(pointerRaycast, out collidedWith);
//reset if beam not hitting or hitting new target
if (!hasRayHit || (pointerContactTarget && pointerContactTarget != collidedWith.transform))
{
pointerContactDistance = 0f;
}
//check if beam has hit a new target
if (hasRayHit)
{
pointerContactDistance = collidedWith.distance;
}
//adjust beam length if something is blocking it
if (hasRayHit && pointerContactDistance < pointerLength)
{
actualLength = pointerContactDistance;
}
return actualLength;
}
private void ProjectForwardBeam()
{
float setThicknes = 0.01f;
float setLength = GetForwardBeamLength();
//if the additional decimal isn't added then the beam position glitches
float beamPosition = setLength / (2 + 0.00001f);
projectedBeamForward.transform.localScale = new Vector3(setThicknes, setThicknes, setLength);
projectedBeamForward.transform.localPosition = new Vector3(0f, 0f, beamPosition);
projectedBeamJoint.transform.localPosition = new Vector3(0f, 0f, setLength - (projectedBeamJoint.transform.localScale.z / 2));
projectedBeamContainer.transform.localRotation = Quaternion.identity;
}
private void ProjectDownBeam()
{
projectedBeamDown.transform.position = new Vector3(projectedBeamJoint.transform.position.x, projectedBeamJoint.transform.position.y, projectedBeamJoint.transform.position.z);
Ray projectedBeamDownRaycast = new Ray(projectedBeamDown.transform.position, Vector3.down);
RaycastHit collidedWith;
bool downRayHit = Physics.Raycast(projectedBeamDownRaycast, out collidedWith);
if (!downRayHit || (pointerContactTarget && pointerContactTarget != collidedWith.transform))
{
if (pointerContactTarget != null)
{
base.PointerOut();
}
pointerContactTarget = null;
destinationPosition = Vector3.zero;
}
if (downRayHit)
{
projectedBeamDown.transform.position = new Vector3(projectedBeamJoint.transform.position.x, projectedBeamJoint.transform.position.y - collidedWith.distance, projectedBeamJoint.transform.position.z);
projectedBeamDown.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f);
pointerContactTarget = collidedWith.transform;
destinationPosition = projectedBeamDown.transform.position;
base.PointerIn();
}
}
private void SetPointerCursor()
{
if (pointerContactTarget != null)
{
TogglePointerCursor(true);
pointerCursor.transform.position = projectedBeamDown.transform.position;
base.SetPlayAreaCursorTransform(pointerCursor.transform.position);
UpdatePointerMaterial(pointerHitColor);
} else
{
TogglePointerCursor(false);
UpdatePointerMaterial(pointerMissColor);
}
}
private void DisplayCurvedBeam()
{
Vector3[] beamPoints = new Vector3[]
{
this.transform.position,
projectedBeamJoint.transform.position + new Vector3(0f, beamCurveOffset, 0f),
projectedBeamDown.transform.position,
projectedBeamDown.transform.position,
};
curvedBeam.SetPoints(beamPoints, pointerMaterial);
curvedBeam.TogglePoints(true);
}
}