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- // Object Appearance|Interactions|30090
- namespace VRTK
- {
- using UnityEngine;
- using System.Collections;
- using System.Collections.Generic;
- using Highlighters;
-
- /// <summary>
- /// A collection of static methods for calling controlling the appearance of GameObjects such as opacity, render state and highlighter state.
- /// </summary>
- /// <remarks>
- /// **Script Usage:**
- /// > There is no requirement to add this script to a GameObject as all of the public methods are static and can be called directly e.g. `VRTK_ObjectAppearance.SetOpacity(obj, 1f)`.
- /// </remarks>
- public class VRTK_ObjectAppearance : MonoBehaviour
- {
- protected static VRTK_ObjectAppearance instance;
- protected Dictionary<GameObject, Coroutine> setOpacityCoroutines = new Dictionary<GameObject, Coroutine>();
-
- /// <summary>
- /// The SetOpacity method allows the opacity of the given GameObject to be changed. `0f` is full transparency, `1f` is full opacity.
- /// </summary>
- /// <param name="model">The GameObject to change the renderer opacity on.</param>
- /// <param name="alpha">The colour alpha/opacity level. `0f` to `1f`.</param>
- /// <param name="transitionDuration">The time to transition from the current opacity to the new opacity.</param>
- public static void SetOpacity(GameObject model, float alpha, float transitionDuration = 0f)
- {
- SetupInstance();
- if (instance != null)
- {
- instance.InternalSetOpacity(model, alpha, transitionDuration);
- }
- }
-
- /// <summary>
- /// The SetRendererVisible method turns on renderers of a given GameObject. It can also be provided with an optional GameObject to ignore the render toggle on.
- /// </summary>
- /// <param name="model">The GameObject to show the renderers for.</param>
- /// <param name="ignoredModel">An optional GameObject to ignore the renderer toggle on.</param>
- public static void SetRendererVisible(GameObject model, GameObject ignoredModel = null)
- {
- SetupInstance();
- if (instance != null)
- {
- instance.InternalSetRendererVisible(model, ignoredModel);
- }
- }
-
- /// <summary>
- /// The SetRendererHidden method turns off renderers of a given GameObject. It can also be provided with an optional GameObject to ignore the render toggle on.
- /// </summary>
- /// <param name="model">The GameObject to hide the renderers for.</param>
- /// <param name="ignoredModel">An optional GameObject to ignore the renderer toggle on.</param>
- public static void SetRendererHidden(GameObject model, GameObject ignoredModel = null)
- {
- SetupInstance();
- if (instance != null)
- {
- instance.InternalSetRendererHidden(model, ignoredModel);
- }
- }
-
- /// <summary>
- /// The ToggleRenderer method turns on or off the renderers of a given GameObject. It can also be provided with an optional GameObject to ignore the render toggle of.
- /// </summary>
- /// <param name="state">If true then the renderers will be enabled, if false the renderers will be disabled.</param>
- /// <param name="model">The GameObject to toggle the renderer states of.</param>
- /// <param name="ignoredModel">An optional GameObject to ignore the renderer toggle on.</param>
- public static void ToggleRenderer(bool state, GameObject model, GameObject ignoredModel = null)
- {
- if (state)
- {
- SetRendererVisible(model, ignoredModel);
- }
- else
- {
- SetRendererHidden(model, ignoredModel);
- }
- }
-
- /// <summary>
- /// The IsRendererVisible method is used to check if a given GameObject is visible in the scene by any of it's child renderers being enabled.
- /// </summary>
- /// <param name="model">The GameObject to check for visibility on.</param>
- /// <param name="ignoredModel">A GameObject to ignore when doing the visibility check.</param>
- /// <returns>Returns true if any of the child renderers are enabled, returns false if all child renderers are disabled.</returns>
- public static bool IsRendererVisible(GameObject model, GameObject ignoredModel = null)
- {
- if (model != null)
- {
- Renderer[] renderers = model.GetComponentsInChildren<Renderer>(true);
- for (int i = 0; i < renderers.Length; i++)
- {
- Renderer renderer = renderers[i];
- if (renderer.gameObject != ignoredModel && (ignoredModel == null || !renderer.transform.IsChildOf(ignoredModel.transform)) && renderer.enabled)
- {
- return true;
- }
- }
- }
- return false;
- }
-
- /// <summary>
- /// The HighlightObject method calls the Highlight method on the highlighter attached to the given GameObject with the provided colour.
- /// </summary>
- /// <param name="model">The GameObject to attempt to call the Highlight on.</param>
- /// <param name="highlightColor">The Color to highlight to.</param>
- /// <param name="fadeDuration">The duration in time to fade from the initial colour to the target colour.</param>
- public static void HighlightObject(GameObject model, Color? highlightColor, float fadeDuration = 0f)
- {
- SetupInstance();
- if (instance != null)
- {
- instance.InternalHighlightObject(model, highlightColor, fadeDuration);
- }
- }
-
- /// <summary>
- /// The UnhighlightObject method calls the Unhighlight method on the highlighter attached to the given GameObject.
- /// </summary>
- /// <param name="model">The GameObject to attempt to call the Unhighlight on.</param>
- public static void UnhighlightObject(GameObject model)
- {
- SetupInstance();
- if (instance != null)
- {
- instance.InternalUnhighlightObject(model);
- }
- }
-
- protected virtual void OnDisable()
- {
- foreach (KeyValuePair<GameObject, Coroutine> setOpacityCoroutine in setOpacityCoroutines)
- {
- CancelSetOpacityCoroutine(setOpacityCoroutine.Key);
- }
- }
-
- protected static void SetupInstance()
- {
- if (instance == null && VRTK_SDKManager.ValidInstance())
- {
- instance = VRTK_SDKManager.instance.gameObject.AddComponent<VRTK_ObjectAppearance>();
- }
- }
-
- protected virtual void InternalSetOpacity(GameObject model, float alpha, float transitionDuration = 0f)
- {
- if (model && model.activeInHierarchy)
- {
- if (transitionDuration == 0f)
- {
- ChangeRendererOpacity(model, alpha);
- }
- else
- {
- CancelSetOpacityCoroutine(model);
- VRTK_SharedMethods.AddDictionaryValue(setOpacityCoroutines, model, StartCoroutine(TransitionRendererOpacity(model, GetInitialAlpha(model), alpha, transitionDuration)));
- }
- }
- }
-
- protected virtual void InternalSetRendererVisible(GameObject model, GameObject ignoredModel = null)
- {
- if (model != null)
- {
- Renderer[] renderers = model.GetComponentsInChildren<Renderer>(true);
- for (int i = 0; i < renderers.Length; i++)
- {
- Renderer renderer = renderers[i];
- if (renderer.gameObject != ignoredModel && (ignoredModel == null || !renderer.transform.IsChildOf(ignoredModel.transform)))
- {
- renderer.enabled = true;
- }
- }
- }
-
- EmitControllerEvents(model, true);
- }
-
- protected virtual void InternalSetRendererHidden(GameObject model, GameObject ignoredModel = null)
- {
- if (model != null)
- {
- Renderer[] renderers = model.GetComponentsInChildren<Renderer>(true);
- for (int i = 0; i < renderers.Length; i++)
- {
- Renderer renderer = renderers[i];
- if (renderer.gameObject != ignoredModel && (ignoredModel == null || !renderer.transform.IsChildOf(ignoredModel.transform)))
- {
- renderer.enabled = false;
- }
- }
- }
-
- EmitControllerEvents(model, false);
- }
-
- protected virtual void InternalHighlightObject(GameObject model, Color? highlightColor, float fadeDuration = 0f)
- {
- VRTK_BaseHighlighter highlighter = model.GetComponentInChildren<VRTK_BaseHighlighter>();
- if (model.activeInHierarchy && highlighter != null)
- {
- highlighter.Highlight((highlightColor != null ? highlightColor : Color.white), fadeDuration);
- }
- }
-
- protected virtual void InternalUnhighlightObject(GameObject model)
- {
- VRTK_BaseHighlighter highlighter = model.GetComponentInChildren<VRTK_BaseHighlighter>();
- if (model.activeInHierarchy && highlighter != null)
- {
- highlighter.Unhighlight();
- }
- }
-
- //If the object is a controller, then emit the relevant event for it.
- protected virtual void EmitControllerEvents(GameObject model, bool state)
- {
- GameObject controllerObject = null;
-
- //Check to see if the given model is either the left or right controller model alias object
- if (VRTK_DeviceFinder.GetModelAliasControllerHand(model) == SDK_BaseController.ControllerHand.Left)
- {
- controllerObject = VRTK_DeviceFinder.GetControllerLeftHand(false);
- }
- else if (VRTK_DeviceFinder.GetModelAliasControllerHand(model) == SDK_BaseController.ControllerHand.Right)
- {
- controllerObject = VRTK_DeviceFinder.GetControllerRightHand(false);
- }
-
- //if it is then attempt to get the controller events script from the script alias
- if (controllerObject != null && controllerObject.activeInHierarchy)
- {
- VRTK_ControllerEvents controllerEvents = controllerObject.GetComponentInChildren<VRTK_ControllerEvents>();
- if (controllerEvents != null)
- {
- if (state)
- {
- controllerEvents.OnControllerVisible(controllerEvents.SetControllerEvent());
- }
- else
- {
- controllerEvents.OnControllerHidden(controllerEvents.SetControllerEvent());
- }
- }
- }
- }
-
- protected virtual void ChangeRendererOpacity(GameObject model, float alpha)
- {
- if (model != null)
- {
- alpha = Mathf.Clamp(alpha, 0f, 1f);
- Renderer[] renderers = model.GetComponentsInChildren<Renderer>(true);
- for (int i = 0; i < renderers.Length; i++)
- {
- Renderer renderer = renderers[i];
- if (alpha < 1f)
- {
- renderer.material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
- renderer.material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
- renderer.material.SetInt("_ZWrite", 0);
- renderer.material.DisableKeyword("_ALPHATEST_ON");
- renderer.material.DisableKeyword("_ALPHABLEND_ON");
- renderer.material.EnableKeyword("_ALPHAPREMULTIPLY_ON");
- renderer.material.renderQueue = 3000;
- }
- else
- {
- renderer.material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
- renderer.material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
- renderer.material.SetInt("_ZWrite", 1);
- renderer.material.DisableKeyword("_ALPHATEST_ON");
- renderer.material.DisableKeyword("_ALPHABLEND_ON");
- renderer.material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
- renderer.material.renderQueue = -1;
- }
-
- if (renderer.material.HasProperty("_Color"))
- {
- renderer.material.color = new Color(renderer.material.color.r, renderer.material.color.g, renderer.material.color.b, alpha);
- }
- }
- }
- }
-
- protected virtual float GetInitialAlpha(GameObject model)
- {
- Renderer modelRenderer = model.GetComponentInChildren<Renderer>(true);
- if (modelRenderer.material.HasProperty("_Color"))
- {
- return modelRenderer.material.color.a;
- }
- return 0f;
- }
-
- protected virtual IEnumerator TransitionRendererOpacity(GameObject model, float initialAlpha, float targetAlpha, float transitionDuration)
- {
- float elapsedTime = 0f;
- while (elapsedTime < transitionDuration)
- {
- float newAlpha = Mathf.Lerp(initialAlpha, targetAlpha, (elapsedTime / transitionDuration));
- ChangeRendererOpacity(model, newAlpha);
- elapsedTime += Time.deltaTime;
- yield return null;
- }
- ChangeRendererOpacity(model, targetAlpha);
- }
-
- protected virtual void CancelSetOpacityCoroutine(GameObject model)
- {
- Coroutine currentOpacityRoutine = VRTK_SharedMethods.GetDictionaryValue(setOpacityCoroutines, model);
- if (currentOpacityRoutine != null)
- {
- StopCoroutine(currentOpacityRoutine);
- }
- }
- }
- }
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