// Object Appearance|Interactions|30090
namespace VRTK
{
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Highlighters;
///
/// A collection of static methods for calling controlling the appearance of GameObjects such as opacity, render state and highlighter state.
///
///
/// **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)`.
///
public class VRTK_ObjectAppearance : MonoBehaviour
{
protected static VRTK_ObjectAppearance instance;
protected Dictionary setOpacityCoroutines = new Dictionary();
///
/// The SetOpacity method allows the opacity of the given GameObject to be changed. `0f` is full transparency, `1f` is full opacity.
///
/// The GameObject to change the renderer opacity on.
/// The colour alpha/opacity level. `0f` to `1f`.
/// The time to transition from the current opacity to the new opacity.
public static void SetOpacity(GameObject model, float alpha, float transitionDuration = 0f)
{
SetupInstance();
if (instance != null)
{
instance.InternalSetOpacity(model, alpha, transitionDuration);
}
}
///
/// 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.
///
/// The GameObject to show the renderers for.
/// An optional GameObject to ignore the renderer toggle on.
public static void SetRendererVisible(GameObject model, GameObject ignoredModel = null)
{
SetupInstance();
if (instance != null)
{
instance.InternalSetRendererVisible(model, ignoredModel);
}
}
///
/// 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.
///
/// The GameObject to hide the renderers for.
/// An optional GameObject to ignore the renderer toggle on.
public static void SetRendererHidden(GameObject model, GameObject ignoredModel = null)
{
SetupInstance();
if (instance != null)
{
instance.InternalSetRendererHidden(model, ignoredModel);
}
}
///
/// 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.
///
/// If true then the renderers will be enabled, if false the renderers will be disabled.
/// The GameObject to toggle the renderer states of.
/// An optional GameObject to ignore the renderer toggle on.
public static void ToggleRenderer(bool state, GameObject model, GameObject ignoredModel = null)
{
if (state)
{
SetRendererVisible(model, ignoredModel);
}
else
{
SetRendererHidden(model, ignoredModel);
}
}
///
/// 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.
///
/// The GameObject to check for visibility on.
/// A GameObject to ignore when doing the visibility check.
/// Returns true if any of the child renderers are enabled, returns false if all child renderers are disabled.
public static bool IsRendererVisible(GameObject model, GameObject ignoredModel = null)
{
if (model != null)
{
Renderer[] renderers = model.GetComponentsInChildren(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;
}
///
/// The HighlightObject method calls the Highlight method on the highlighter attached to the given GameObject with the provided colour.
///
/// The GameObject to attempt to call the Highlight on.
/// The Color to highlight to.
/// The duration in time to fade from the initial colour to the target colour.
public static void HighlightObject(GameObject model, Color? highlightColor, float fadeDuration = 0f)
{
SetupInstance();
if (instance != null)
{
instance.InternalHighlightObject(model, highlightColor, fadeDuration);
}
}
///
/// The UnhighlightObject method calls the Unhighlight method on the highlighter attached to the given GameObject.
///
/// The GameObject to attempt to call the Unhighlight on.
public static void UnhighlightObject(GameObject model)
{
SetupInstance();
if (instance != null)
{
instance.InternalUnhighlightObject(model);
}
}
protected virtual void OnDisable()
{
foreach (KeyValuePair setOpacityCoroutine in setOpacityCoroutines)
{
CancelSetOpacityCoroutine(setOpacityCoroutine.Key);
}
}
protected static void SetupInstance()
{
if (instance == null && VRTK_SDKManager.ValidInstance())
{
instance = VRTK_SDKManager.instance.gameObject.AddComponent();
}
}
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(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(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();
if (model.activeInHierarchy && highlighter != null)
{
highlighter.Highlight((highlightColor != null ? highlightColor : Color.white), fadeDuration);
}
}
protected virtual void InternalUnhighlightObject(GameObject model)
{
VRTK_BaseHighlighter highlighter = model.GetComponentInChildren();
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();
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(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(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);
}
}
}
}