Assignment for RMIT Mixed Reality in 2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 

375 lines
16 KiB

// Independent Radial Menu|Prefabs|0120
namespace VRTK
{
using UnityEngine;
using System.Collections.Generic;
using System.Collections;
/// <summary>
/// Allows the RadialMenu to be anchored to any object, not just a controller.
/// </summary>
/// <remarks>
/// **Prefab Usage:**
/// * Place the `VRTK/Prefabs/RadialMenu/RadialMenu` prefab as a child of the GameObject to associate the Radial Menu with.
/// * Position and scale the menu by adjusting the transform of the `RadialMenu` empty.
/// * Replace `VRTK_RadialMenuController` with `VRTK_IndependentRadialMenuController` that is located on the `RadialMenu/RadialMenuUI/Panel` GameObject.
/// * Ensure the parent object has the `VRTK_InteractableObject` script.
/// * Verify that `Is Usable` and `Hold Button to Use` are both checked on the `VRTK_InteractableObject`.
/// * Attach `VRTK_InteractTouch` and `VRTK_InteractUse` scripts to the objects that will activate the Radial Menu (e.g. the Controllers).
/// </remarks>
/// <example>
/// `VRTK/Examples/030_Controls_RadialTouchpadMenu` displays a radial menu for each controller. The left controller uses the `Hide On Release` variable, so it will only be visible if the left touchpad is being touched. It also uses the `Execute On Unclick` variable to delay execution until the touchpad button is unclicked. The example scene also contains a demonstration of anchoring the RadialMenu to an interactable cube instead of a controller.
/// </example>
public class VRTK_IndependentRadialMenuController : VRTK_RadialMenuController
{
[Tooltip("If the RadialMenu is the child of an object with VRTK_InteractableObject attached, this will be automatically obtained. It can also be manually set.")]
public VRTK_InteractableObject eventsManager;
[Tooltip("Whether or not the script should dynamically add a SphereCollider to surround the menu.")]
public bool addMenuCollider = true;
[Tooltip("This times the size of the RadialMenu is the size of the collider.")]
[Range(0, 10)]
public float colliderRadiusMultiplier = 1.2f;
[Tooltip("If true, after a button is clicked, the RadialMenu will hide.")]
public bool hideAfterExecution = true;
[Tooltip("How far away from the object the menu should be placed, relative to the size of the RadialMenu.")]
[Range(-10, 10)]
public float offsetMultiplier = 1.1f;
[Tooltip("The object the RadialMenu should face towards. If left empty, it will automatically try to find the Headset Camera.")]
public GameObject rotateTowards;
protected List<GameObject> interactingObjects = new List<GameObject>(); // Objects (controllers) that are either colliding with the menu or clicking the menu
protected HashSet<GameObject> collidingObjects = new HashSet<GameObject>(); // Just objects that are currently colliding with the menu or its parent
protected SphereCollider menuCollider;
protected Coroutine delayedSetColliderEnabledRoutine;
protected Vector3 desiredColliderCenter;
protected Quaternion initialRotation;
protected bool isClicked = false;
protected bool waitingToDisableCollider = false;
protected int counter = 2;
/// <summary>
/// The UpdateEventsManager method is used to update the events within the menu controller.
/// </summary>
public virtual void UpdateEventsManager()
{
VRTK_InteractableObject newEventsManager = transform.GetComponentInParent<VRTK_InteractableObject>();
if (newEventsManager == null)
{
VRTK_Logger.Error(VRTK_Logger.GetCommonMessage(VRTK_Logger.CommonMessageKeys.REQUIRED_COMPONENT_MISSING_NOT_INJECTED, "VRTK_IndependentRadialMenuController", "VRTK_InteractableObject", "eventsManager", "the parent"));
return;
}
else if (newEventsManager != eventsManager) // Changed managers
{
if (eventsManager != null)
{ // Unsubscribe from the old events
OnDisable();
}
eventsManager = newEventsManager;
// Subscribe to new events
OnEnable();
Destroy(menuCollider);
// Reset to initial state
Initialize();
}
}
protected override void Initialize()
{
if (eventsManager == null)
{
initialRotation = transform.localRotation;
UpdateEventsManager();
return; // If all goes well in updateEventsManager, it will then call Initialize again, skipping this if statement
}
// Reset variables
interactingObjects.Clear();
collidingObjects.Clear();
if (delayedSetColliderEnabledRoutine != null)
{
StopCoroutine(delayedSetColliderEnabledRoutine);
}
isClicked = false;
waitingToDisableCollider = false;
counter = 2;
if (transform.childCount == 0) // This means things haven't been properly initialized yet, will cause problems.
{
return;
}
float radius = (transform.GetChild(0).GetComponent<RectTransform>().rect.width / 2) * offsetMultiplier;
transform.localPosition = new Vector3(0, 0, radius);
if (addMenuCollider)
{
gameObject.SetActive(false); // Just be sure it doesn't briefly flash
transform.localScale = Vector3.one; // If this were left at zero it would ruin the transformations below
Quaternion startingRot = transform.rotation;
transform.rotation = Quaternion.Euler(new Vector3(0, 0, 0)); // Rotation can mess up the calculations below
SphereCollider collider = eventsManager.gameObject.AddComponent<SphereCollider>();
// All of the transformVector's are to account for the scaling of the radial menu's 'panel' and the scaling of the eventsManager parent object
collider.radius = (transform.GetChild(0).GetComponent<RectTransform>().rect.width / 2) * colliderRadiusMultiplier * eventsManager.transform.InverseTransformVector(transform.GetChild(0).TransformVector(Vector3.one)).x;
collider.center = eventsManager.transform.InverseTransformVector(transform.position - eventsManager.transform.position);
collider.isTrigger = true;
collider.enabled = false; // Want this to only activate when the menu is showing
menuCollider = collider;
desiredColliderCenter = collider.center;
transform.rotation = startingRot;
}
if (!menu.isShown)
{
transform.localScale = Vector3.zero;
}
gameObject.SetActive(true);
}
protected override void Awake()
{
menu = GetComponent<VRTK_RadialMenu>();
VRTK_SDKManager.AttemptAddBehaviourToToggleOnLoadedSetupChange(this);
}
protected virtual void Start()
{
Initialize();
}
protected override void OnEnable()
{
if (eventsManager != null)
{
eventsManager.InteractableObjectUsed += ObjectClicked;
eventsManager.InteractableObjectUnused += ObjectUnClicked;
eventsManager.InteractableObjectTouched += ObjectTouched;
eventsManager.InteractableObjectUntouched += ObjectUntouched;
menu.FireHapticPulse += AttemptHapticPulse;
}
else
{
Initialize();
}
}
protected override void OnDisable()
{
if (eventsManager != null)
{
eventsManager.InteractableObjectUsed -= ObjectClicked;
eventsManager.InteractableObjectUnused -= ObjectUnClicked;
eventsManager.InteractableObjectTouched -= ObjectTouched;
eventsManager.InteractableObjectUntouched -= ObjectUntouched;
menu.FireHapticPulse -= AttemptHapticPulse;
}
}
protected virtual void OnDestroy()
{
VRTK_SDKManager.AttemptRemoveBehaviourToToggleOnLoadedSetupChange(this);
}
protected virtual void Update()
{
if (rotateTowards == null) // Backup
{
Transform headset = VRTK_DeviceFinder.HeadsetTransform();
if (headset)
{
rotateTowards = headset.gameObject;
}
else
{
VRTK_Logger.Warn(VRTK_Logger.GetCommonMessage(VRTK_Logger.CommonMessageKeys.COULD_NOT_FIND_OBJECT_FOR_ACTION, "IndependentRadialMenu", "an object", "rotate towards"));
}
}
if (menu.isShown)
{
if (interactingObjects.Count > 0) // There's not really an event for the controller moving, so just update the position every frame
{
DoChangeAngle(CalculateAngle(interactingObjects[0]), this);
}
if (rotateTowards != null)
{
transform.rotation = Quaternion.LookRotation((rotateTowards.transform.position - transform.position) * -1, Vector3.up) * initialRotation; // Face the target, but maintain initial rotation
}
}
}
protected virtual void FixedUpdate()
{
if (waitingToDisableCollider)
{
if (counter == 0)
{
menuCollider.enabled = false;
waitingToDisableCollider = false;
counter = 2;
}
else
{
counter--;
}
}
}
protected override void AttemptHapticPulse(float strength)
{
if (interactingObjects.Count > 0)
{
VRTK_ControllerHaptics.TriggerHapticPulse(VRTK_ControllerReference.GetControllerReference(interactingObjects[0]), strength);
}
}
protected virtual void ObjectClicked(object sender, InteractableObjectEventArgs e)
{
DoClickButton(sender);
isClicked = true;
if (hideAfterExecution && !menu.executeOnUnclick)
{
ImmediatelyHideMenu(e);
}
}
protected virtual void ObjectUnClicked(object sender, InteractableObjectEventArgs e)
{
DoUnClickButton(sender);
isClicked = false;
if ((hideAfterExecution || (collidingObjects.Count == 0 && menu.hideOnRelease)) && menu.executeOnUnclick)
{
ImmediatelyHideMenu(e);
}
}
protected virtual void ObjectTouched(object sender, InteractableObjectEventArgs e)
{
DoShowMenu(CalculateAngle(e.interactingObject), sender);
collidingObjects.Add(e.interactingObject);
VRTK_SharedMethods.AddListValue(interactingObjects, e.interactingObject, true);
if (addMenuCollider && menuCollider != null)
{
SetColliderState(true, e);
if (delayedSetColliderEnabledRoutine != null)
{
StopCoroutine(delayedSetColliderEnabledRoutine);
}
}
}
protected virtual void ObjectUntouched(object sender, InteractableObjectEventArgs e)
{
collidingObjects.Remove(e.interactingObject);
if (((!menu.executeOnUnclick || !isClicked) && menu.hideOnRelease) || (Object)sender == this)
{
DoHideMenu(hideAfterExecution, sender);
interactingObjects.Remove(e.interactingObject);
if (addMenuCollider && menuCollider != null)
{
// In case there's any gap between the normal collider and the menuCollider, delay a bit. Cancelled if collider is re-entered
delayedSetColliderEnabledRoutine = StartCoroutine(DelayedSetColliderEnabled(false, 0.25f, e));
}
}
}
protected virtual TouchAngleDeflection CalculateAngle(GameObject interactingObject)
{
Vector3 controllerPosition = interactingObject.transform.position;
Vector3 toController = controllerPosition - transform.position;
Vector3 projection = transform.position + Vector3.ProjectOnPlane(toController, transform.forward);
float angle = 0;
angle = AngleSigned(transform.right * -1, projection - transform.position, transform.forward);
// Ensure angle is positive
if (angle < 0)
{
angle += 360.0f;
}
return new TouchAngleDeflection(angle, 1);
}
protected virtual float AngleSigned(Vector3 v1, Vector3 v2, Vector3 n)
{
return Mathf.Atan2(Vector3.Dot(n, Vector3.Cross(v1, v2)), Vector3.Dot(v1, v2)) * Mathf.Rad2Deg;
}
protected virtual void ImmediatelyHideMenu(InteractableObjectEventArgs e)
{
ObjectUntouched(this, e);
if (delayedSetColliderEnabledRoutine != null)
{
StopCoroutine(delayedSetColliderEnabledRoutine);
}
SetColliderState(false, e); // Don't want to wait for this
}
protected virtual void SetColliderState(bool state, InteractableObjectEventArgs e)
{
if (addMenuCollider && menuCollider != null)
{
if (state)
{
menuCollider.enabled = true;
menuCollider.center = desiredColliderCenter;
}
else
{
bool should = true;
Collider[] colliders = eventsManager.GetComponents<Collider>();
Collider[] controllerColliders = e.interactingObject.GetComponent<VRTK_InteractTouch>().ControllerColliders();
for (int i = 0; i < colliders.Length; i++)
{
Collider collider = colliders[i];
if (collider != menuCollider)
{
for (int j = 0; j < controllerColliders.Length; j++)
{
Collider controllerCollider = controllerColliders[j];
if (controllerCollider.bounds.Intersects(collider.bounds))
{
should = false;
}
}
}
}
if (should)
{
menuCollider.center = new Vector3(100000000.0f, 100000000.0f, 100000000.0f); // This needs to be done to get OnTriggerExit() to fire, unfortunately
waitingToDisableCollider = true; // Need to give other things time to realize that they're not colliding with this anymore, so do it a couple FixedUpdates
}
else
{
menuCollider.enabled = false;
}
}
}
}
protected virtual IEnumerator DelayedSetColliderEnabled(bool enabled, float delay, InteractableObjectEventArgs e)
{
yield return new WaitForSeconds(delay);
SetColliderState(enabled, e);
}
}
}