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// Copyright 2015 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;
/// Draws a circular reticle in front of any object that the user points at.
/// The circle dilates if the object is clickable.
[AddComponentMenu("GoogleVR/UI/GvrReticlePointer")]
[RequireComponent(typeof(Renderer))]
public class GvrReticlePointer : MonoBehaviour {
private GvrReticlePointerImpl reticlePointerImpl;
/// Number of segments making the reticle circle.
public int reticleSegments = 20;
/// Growth speed multiplier for the reticle/
public float reticleGrowthSpeed = 8.0f;
void Awake() {
reticlePointerImpl = new GvrReticlePointerImpl();
}
void Start() {
reticlePointerImpl.OnStart();
reticlePointerImpl.MaterialComp = gameObject.GetComponent<Renderer>().material;
UpdateReticleProperties();
CreateReticleVertices();
}
void Update() {
UpdateReticleProperties();
reticlePointerImpl.UpdateDiameters();
}
public void SetAsMainPointer() {
GvrPointerManager.Pointer = reticlePointerImpl;
}
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
}
private void UpdateReticleProperties() {
if (reticlePointerImpl == null) {
return;
}
reticlePointerImpl.ReticleGrowthSpeed = reticleGrowthSpeed;
reticlePointerImpl.PointerTransform = transform;
}
}