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unity-vr-portoflio/Assets/GoogleVR/Scripts/UI/GvrReticlePointerImpl.cs

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// 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.
public class GvrReticlePointerImpl : 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 const float RETICLE_DISTANCE_MAX = 10.0f;
/// Growth speed multiplier for the reticle.
public float ReticleGrowthSpeed { private get; set; }
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; }
private Vector3 targetPoint = Vector3.zero;
public override Vector3 LineEndPoint { get { return targetPoint; } }
public override float MaxPointerDistance { get { return RETICLE_DISTANCE_MAX; } }
public GvrReticlePointerImpl() {
ReticleGrowthSpeed = 8.0f;
ReticleInnerAngle = 0.0f;
ReticleOuterAngle = 0.5f;
ReticleDistanceInMeters = 10.0f;
ReticleInnerDiameter = 0.0f;
ReticleOuterDiameter = 0.0f;
}
public override void OnStart () {
base.OnStart();
}
/// This is called when the 'BaseInputModule' system should be enabled.
public override void OnInputModuleEnabled() {}
/// This is called when the 'BaseInputModule' system should be disabled.
public override void OnInputModuleDisabled() {}
/// Called when the user is pointing at valid GameObject. This can be a 3D
/// or UI element.
///
/// The targetObject is the object the user is pointing at.
/// The intersectionPosition is where the ray intersected with the targetObject.
/// The intersectionRay is the ray that was cast to determine the intersection.
public override void OnPointerEnter(RaycastResult rayastResult, Ray ray,
bool isInteractive) {
SetPointerTarget(rayastResult.worldPosition, isInteractive);
}
/// Called every frame the user is still pointing at a valid GameObject. This
/// can be a 3D or UI element.
///
/// The targetObject is the object the user is pointing at.
/// The intersectionPosition is where the ray intersected with the targetObject.
/// The intersectionRay is the ray that was cast to determine the intersection.
public override void OnPointerHover(RaycastResult rayastResult, Ray ray,
bool isInteractive) {
SetPointerTarget(rayastResult.worldPosition, isInteractive);
}
/// Called when the user's look no longer intersects an object previously
/// intersected with a ray projected from the camera.
/// This is also called just before **OnInputModuleDisabled** and may have have any of
/// the values set as **null**.
public override void OnPointerExit(GameObject previousObject) {
ReticleDistanceInMeters = RETICLE_DISTANCE_MAX;
ReticleInnerAngle = RETICLE_MIN_INNER_ANGLE;
ReticleOuterAngle = RETICLE_MIN_OUTER_ANGLE;
}
/// Called when a trigger event is initiated. This is practically when
/// the user begins pressing the trigger.
public override void OnPointerClickDown() {}
/// Called when a trigger event is finished. This is practically when
/// the user releases the trigger.
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, RETICLE_DISTANCE_MAX);
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.deltaTime * ReticleGrowthSpeed);
ReticleOuterDiameter =
Mathf.Lerp(ReticleOuterDiameter, outer_diameter, Time.deltaTime * ReticleGrowthSpeed);
MaterialComp.SetFloat("_InnerDiameter", ReticleInnerDiameter * ReticleDistanceInMeters);
MaterialComp.SetFloat("_OuterDiameter", ReticleOuterDiameter * ReticleDistanceInMeters);
MaterialComp.SetFloat("_DistanceInMeters", ReticleDistanceInMeters);
}
private bool SetPointerTarget(Vector3 target, bool interactive) {
if (base.PointerTransform == null) {
Debug.LogWarning("Cannot operate on a null pointer transform");
return false;
}
targetPoint = target;
Vector3 targetLocalPosition = base.PointerTransform.InverseTransformPoint(target);
ReticleDistanceInMeters =
Mathf.Clamp(targetLocalPosition.z, RETICLE_DISTANCE_MIN, RETICLE_DISTANCE_MAX);
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;
}
}