// 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().material; UpdateReticleProperties(); CreateReticleVertices(); } void Update() { UpdateReticleProperties(); reticlePointerImpl.UpdateDiameters(); } public void SetAsMainPointer() { GvrPointerManager.Pointer = reticlePointerImpl; } private void CreateReticleVertices() { Mesh mesh = new Mesh(); gameObject.AddComponent(); GetComponent().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; } }