// Control|Controls3D|100010
namespace VRTK
{
using UnityEngine;
///
/// Event Payload
///
/// The current value being reported by the control.
/// The normalized value being reported by the control.
public struct Control3DEventArgs
{
public float value;
public float normalizedValue;
}
///
/// Event Payload
///
/// this object
///
public delegate void Control3DEventHandler(object sender, Control3DEventArgs e);
///
/// All 3D controls extend the `VRTK_Control` abstract class which provides a default set of methods and events that all of the subsequent controls expose.
///
[ExecuteInEditMode]
[System.Obsolete("`VRTK_Control` has been deprecated. This script will be removed in a future version of VRTK.")]
public abstract class VRTK_Control : MonoBehaviour
{
///
/// The ControlValueRange struct provides a way for each inherited control to support value normalization.
///
public struct ControlValueRange
{
public float controlMin;
public float controlMax;
}
///
/// 3D Control Directions
///
public enum Direction
{
///
/// Attempt to auto detect the axis.
///
autodetect,
///
/// The world x direction.
///
x,
///
/// The world y direction.
///
y,
///
/// The world z direction.
///
z
}
[Tooltip("If active the control will react to the controller without the need to push the grab button.")]
public bool interactWithoutGrab = false;
///
/// Emitted when the 3D Control value has changed.
///
public event Control3DEventHandler ValueChanged;
abstract protected void InitRequiredComponents();
abstract protected bool DetectSetup();
abstract protected ControlValueRange RegisterValueRange();
protected Bounds bounds;
protected bool setupSuccessful = true;
protected VRTK_ControllerRigidbodyActivator autoTriggerVolume;
protected float value;
protected static Color COLOR_OK = Color.yellow;
protected static Color COLOR_ERROR = new Color(1, 0, 0, 0.9f);
protected const float MIN_OPENING_DISTANCE = 20f; // percentage how far open something needs to be in order to activate it
protected ControlValueRange valueRange;
protected GameObject controlContent;
protected bool hideControlContent = false;
public virtual void OnValueChanged(Control3DEventArgs e)
{
if (ValueChanged != null)
{
ValueChanged(this, e);
}
}
///
/// The GetValue method returns the current value/position/setting of the control depending on the control that is extending this abstract class.
///
/// The current value of the control.
public virtual float GetValue()
{
return value;
}
///
/// The GetNormalizedValue method returns the current value mapped onto a range between 0 and 100.
///
/// The current normalized value of the control.
public virtual float GetNormalizedValue()
{
return Mathf.Abs(Mathf.Round((value - valueRange.controlMin) / (valueRange.controlMax - valueRange.controlMin) * 100));
}
///
/// The SetContent method sets the given game object as the content of the control. This will then disable and optionally hide the content when a control is obscuring its view to prevent interacting with content within a control.
///
/// The content to be considered within the control.
/// When true the content will be hidden in addition to being non-interactable in case the control is fully closed.
public virtual void SetContent(GameObject content, bool hideContent)
{
controlContent = content;
hideControlContent = hideContent;
}
///
/// The GetContent method returns the current game object of the control's content.
///
/// The currently stored content for the control.
public virtual GameObject GetContent()
{
return controlContent;
}
abstract protected void HandleUpdate();
protected virtual void Awake()
{
if (Application.isPlaying)
{
InitRequiredComponents();
if (interactWithoutGrab)
{
CreateTriggerVolume();
}
}
setupSuccessful = DetectSetup();
if (Application.isPlaying)
{
valueRange = RegisterValueRange();
HandleInteractables();
}
}
protected virtual void Update()
{
if (!Application.isPlaying)
{
setupSuccessful = DetectSetup();
}
else if (setupSuccessful)
{
float oldValue = value;
HandleUpdate();
// trigger events
if (value != oldValue)
{
HandleInteractables();
OnValueChanged(SetControlEvent());
}
}
}
protected virtual Control3DEventArgs SetControlEvent()
{
Control3DEventArgs e;
e.value = GetValue();
e.normalizedValue = GetNormalizedValue();
return e;
}
protected virtual void OnDrawGizmos()
{
if (!enabled)
{
return;
}
bounds = VRTK_SharedMethods.GetBounds(transform);
Gizmos.color = (setupSuccessful) ? COLOR_OK : COLOR_ERROR;
if (setupSuccessful)
{
Gizmos.DrawWireCube(bounds.center, bounds.size);
}
else
{
Gizmos.DrawCube(bounds.center, bounds.size * 1.01f); // draw slightly bigger to eliminate flickering
}
}
protected virtual void CreateTriggerVolume()
{
GameObject autoTriggerVolumeGO = new GameObject(name + "-Trigger");
autoTriggerVolumeGO.transform.SetParent(transform);
autoTriggerVolume = autoTriggerVolumeGO.AddComponent();
// calculate bounding box
Bounds triggerBounds = VRTK_SharedMethods.GetBounds(transform);
triggerBounds.Expand(triggerBounds.size * 0.2f);
autoTriggerVolumeGO.transform.position = triggerBounds.center;
BoxCollider triggerCollider = autoTriggerVolumeGO.AddComponent();
triggerCollider.isTrigger = true;
triggerCollider.size = triggerBounds.size;
}
protected Vector3 GetThirdDirection(Vector3 axis1, Vector3 axis2)
{
bool xTaken = axis1.x != 0 || axis2.x != 0;
bool yTaken = axis1.y != 0 || axis2.y != 0;
bool zTaken = axis1.z != 0 || axis2.z != 0;
if (xTaken && yTaken)
{
return Vector3.forward;
}
else if (xTaken && zTaken)
{
return Vector3.up;
}
else
{
return Vector3.right;
}
}
protected virtual void HandleInteractables()
{
if (controlContent == null)
{
return;
}
if (hideControlContent)
{
controlContent.SetActive(value > 0);
}
// do not cache objects since otherwise they would still be made inactive once taken out of the content
VRTK_InteractableObject[] foundInteractableObjects = controlContent.GetComponentsInChildren(true);
for (int i = 0; i < foundInteractableObjects.Length; i++)
{
foundInteractableObjects[i].enabled = value > MIN_OPENING_DISTANCE;
}
}
}
}