Assignment for RMIT Mixed Reality in 2020
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// Knob|Controls3D|100060
namespace VRTK
{
using UnityEngine;
/// <summary>
/// Attaching the script to a game object will allow the user to interact with it as if it were a radial knob. The direction can be freely set.
/// </summary>
/// <remarks>
/// The script will instantiate the required Rigidbody and Interactable components automatically in case they do not exist yet.
/// </remarks>
/// <example>
/// `VRTK/Examples/025_Controls_Overview` has a couple of rotator knobs that can be rotated by grabbing with the controller and then rotating the controller in the desired direction.
/// </example>
[AddComponentMenu("VRTK/Scripts/Controls/3D/VRTK_Knob")]
[System.Obsolete("`VRTK.VRTK_Knob` has been deprecated and can be recreated with `VRTK.Controllables.PhysicsBased.VRTK_PhysicsRotator`. This script will be removed in a future version of VRTK.")]
public class VRTK_Knob : VRTK_Control
{
/// <summary>
/// The direction of the knob.
/// </summary>
public enum KnobDirection
{
/// <summary>
/// The world x direction.
/// </summary>
x,
/// <summary>
/// The world y direction.
/// </summary>
y,
/// <summary>
/// The world z direction.
/// </summary>
z
}
[Tooltip("An optional game object to which the knob will be connected. If the game object moves the knob will follow along.")]
public GameObject connectedTo;
[Tooltip("The axis on which the knob should rotate. All other axis will be frozen.")]
public KnobDirection direction = KnobDirection.x;
[Tooltip("The minimum value of the knob.")]
public float min = 0f;
[Tooltip("The maximum value of the knob.")]
public float max = 100f;
[Tooltip("The increments in which knob values can change.")]
public float stepSize = 1f;
protected const float MAX_AUTODETECT_KNOB_WIDTH = 3; // multiple of the knob width
protected KnobDirection finalDirection;
protected KnobDirection subDirection;
protected bool subDirectionFound = false;
protected Quaternion initialRotation;
protected Vector3 initialLocalRotation;
protected ConfigurableJoint knobJoint;
protected bool knobJointCreated = false;
protected override void InitRequiredComponents()
{
initialRotation = transform.rotation;
initialLocalRotation = transform.localRotation.eulerAngles;
InitKnob();
}
protected override bool DetectSetup()
{
finalDirection = direction;
if (knobJointCreated)
{
knobJoint.angularXMotion = ConfigurableJointMotion.Locked;
knobJoint.angularYMotion = ConfigurableJointMotion.Locked;
knobJoint.angularZMotion = ConfigurableJointMotion.Locked;
switch (finalDirection)
{
case KnobDirection.x:
knobJoint.angularXMotion = ConfigurableJointMotion.Free;
break;
case KnobDirection.y:
knobJoint.angularYMotion = ConfigurableJointMotion.Free;
break;
case KnobDirection.z:
knobJoint.angularZMotion = ConfigurableJointMotion.Free;
break;
}
}
if (knobJoint)
{
knobJoint.xMotion = ConfigurableJointMotion.Locked;
knobJoint.yMotion = ConfigurableJointMotion.Locked;
knobJoint.zMotion = ConfigurableJointMotion.Locked;
if (connectedTo)
{
knobJoint.connectedBody = connectedTo.GetComponent<Rigidbody>();
}
}
return true;
}
protected override ControlValueRange RegisterValueRange()
{
return new ControlValueRange()
{
controlMin = min,
controlMax = max
};
}
protected override void HandleUpdate()
{
value = CalculateValue();
}
protected virtual void InitKnob()
{
Rigidbody knobRigidbody = GetComponent<Rigidbody>();
if (knobRigidbody == null)
{
knobRigidbody = gameObject.AddComponent<Rigidbody>();
knobRigidbody.angularDrag = 10; // otherwise knob will continue to move too far on its own
}
knobRigidbody.isKinematic = false;
knobRigidbody.useGravity = false;
VRTK_InteractableObject knobInteractableObject = GetComponent<VRTK_InteractableObject>();
if (knobInteractableObject == null)
{
knobInteractableObject = gameObject.AddComponent<VRTK_InteractableObject>();
}
knobInteractableObject.isGrabbable = true;
knobInteractableObject.grabAttachMechanicScript = gameObject.AddComponent<GrabAttachMechanics.VRTK_TrackObjectGrabAttach>();
knobInteractableObject.grabAttachMechanicScript.precisionGrab = true;
knobInteractableObject.secondaryGrabActionScript = gameObject.AddComponent<SecondaryControllerGrabActions.VRTK_SwapControllerGrabAction>();
knobInteractableObject.stayGrabbedOnTeleport = false;
knobJoint = GetComponent<ConfigurableJoint>();
if (knobJoint == null)
{
knobJoint = gameObject.AddComponent<ConfigurableJoint>();
knobJoint.configuredInWorldSpace = false;
knobJointCreated = true;
}
if (connectedTo)
{
Rigidbody knobConnectedToRigidbody = connectedTo.GetComponent<Rigidbody>();
if (knobConnectedToRigidbody == null)
{
knobConnectedToRigidbody = connectedTo.AddComponent<Rigidbody>();
knobConnectedToRigidbody.useGravity = false;
knobConnectedToRigidbody.isKinematic = true;
}
}
}
protected virtual KnobDirection DetectDirection()
{
KnobDirection returnDirection = KnobDirection.x;
Bounds bounds = VRTK_SharedMethods.GetBounds(transform);
// shoot rays in all directions to learn about surroundings
RaycastHit hitForward;
RaycastHit hitBack;
RaycastHit hitLeft;
RaycastHit hitRight;
RaycastHit hitUp;
RaycastHit hitDown;
Physics.Raycast(bounds.center, Vector3.forward, out hitForward, bounds.extents.z * MAX_AUTODETECT_KNOB_WIDTH, Physics.DefaultRaycastLayers, QueryTriggerInteraction.UseGlobal);
Physics.Raycast(bounds.center, Vector3.back, out hitBack, bounds.extents.z * MAX_AUTODETECT_KNOB_WIDTH, Physics.DefaultRaycastLayers, QueryTriggerInteraction.UseGlobal);
Physics.Raycast(bounds.center, Vector3.left, out hitLeft, bounds.extents.x * MAX_AUTODETECT_KNOB_WIDTH, Physics.DefaultRaycastLayers, QueryTriggerInteraction.UseGlobal);
Physics.Raycast(bounds.center, Vector3.right, out hitRight, bounds.extents.x * MAX_AUTODETECT_KNOB_WIDTH, Physics.DefaultRaycastLayers, QueryTriggerInteraction.UseGlobal);
Physics.Raycast(bounds.center, Vector3.up, out hitUp, bounds.extents.y * MAX_AUTODETECT_KNOB_WIDTH, Physics.DefaultRaycastLayers, QueryTriggerInteraction.UseGlobal);
Physics.Raycast(bounds.center, Vector3.down, out hitDown, bounds.extents.y * MAX_AUTODETECT_KNOB_WIDTH, Physics.DefaultRaycastLayers, QueryTriggerInteraction.UseGlobal);
// shortest valid ray wins
float lengthX = (hitRight.collider != null) ? hitRight.distance : float.MaxValue;
float lengthY = (hitDown.collider != null) ? hitDown.distance : float.MaxValue;
float lengthZ = (hitBack.collider != null) ? hitBack.distance : float.MaxValue;
float lengthNegX = (hitLeft.collider != null) ? hitLeft.distance : float.MaxValue;
float lengthNegY = (hitUp.collider != null) ? hitUp.distance : float.MaxValue;
float lengthNegZ = (hitForward.collider != null) ? hitForward.distance : float.MaxValue;
// TODO: not yet the right decision strategy, works only partially
if (VRTK_SharedMethods.IsLowest(lengthX, new float[] { lengthY, lengthZ, lengthNegX, lengthNegY, lengthNegZ }))
{
returnDirection = KnobDirection.z;
}
else if (VRTK_SharedMethods.IsLowest(lengthY, new float[] { lengthX, lengthZ, lengthNegX, lengthNegY, lengthNegZ }))
{
returnDirection = KnobDirection.y;
}
else if (VRTK_SharedMethods.IsLowest(lengthZ, new float[] { lengthX, lengthY, lengthNegX, lengthNegY, lengthNegZ }))
{
returnDirection = KnobDirection.x;
}
else if (VRTK_SharedMethods.IsLowest(lengthNegX, new float[] { lengthX, lengthY, lengthZ, lengthNegY, lengthNegZ }))
{
returnDirection = KnobDirection.z;
}
else if (VRTK_SharedMethods.IsLowest(lengthNegY, new float[] { lengthX, lengthY, lengthZ, lengthNegX, lengthNegZ }))
{
returnDirection = KnobDirection.y;
}
else if (VRTK_SharedMethods.IsLowest(lengthNegZ, new float[] { lengthX, lengthY, lengthZ, lengthNegX, lengthNegY }))
{
returnDirection = KnobDirection.x;
}
return returnDirection;
}
protected virtual float CalculateValue()
{
if (!subDirectionFound)
{
float angleX = Mathf.Abs(transform.localRotation.eulerAngles.x - initialLocalRotation.x) % 90;
float angleY = Mathf.Abs(transform.localRotation.eulerAngles.y - initialLocalRotation.y) % 90;
float angleZ = Mathf.Abs(transform.localRotation.eulerAngles.z - initialLocalRotation.z) % 90;
angleX = (Mathf.RoundToInt(angleX) >= 89) ? 0 : angleX;
angleY = (Mathf.RoundToInt(angleY) >= 89) ? 0 : angleY;
angleZ = (Mathf.RoundToInt(angleZ) >= 89) ? 0 : angleZ;
if (Mathf.RoundToInt(angleX) != 0 || Mathf.RoundToInt(angleY) != 0 || Mathf.RoundToInt(angleZ) != 0)
{
subDirection = angleX < angleY ? (angleY < angleZ ? KnobDirection.z : KnobDirection.y) : (angleX < angleZ ? KnobDirection.z : KnobDirection.x);
subDirectionFound = true;
}
}
float angle = 0;
switch (subDirection)
{
case KnobDirection.x:
angle = transform.localRotation.eulerAngles.x - initialLocalRotation.x;
break;
case KnobDirection.y:
angle = transform.localRotation.eulerAngles.y - initialLocalRotation.y;
break;
case KnobDirection.z:
angle = transform.localRotation.eulerAngles.z - initialLocalRotation.z;
break;
}
angle = Mathf.Round(angle * 1000f) / 1000f; // not rounding will produce slight offsets in 4th digit that mess up initial value
// Quaternion.angle will calculate shortest route and only go to 180
float calculatedValue = 0;
if (angle > 0 && angle <= 180)
{
calculatedValue = 360 - Quaternion.Angle(initialRotation, transform.rotation);
}
else
{
calculatedValue = Quaternion.Angle(initialRotation, transform.rotation);
}
// adjust to value scale
calculatedValue = Mathf.Round((min + Mathf.Clamp01(calculatedValue / 360f) * (max - min)) / stepSize) * stepSize;
if (min > max && angle != 0)
{
calculatedValue = (max + min) - calculatedValue;
}
return calculatedValue;
}
}
}