Assignment for RMIT Mixed Reality in 2020
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// Pointer Direction Indicator|Prefabs|0100
namespace VRTK
{
using UnityEngine;
/// <summary>
/// Event Payload
/// </summary>
/// <param name="sender">this object</param>
public delegate void PointerDirectionIndicatorEventHandler(object sender);
/// <summary>
/// Adds a Pointer Direction Indicator to a pointer renderer and determines a given world rotation that can be used by a Destiantion Marker.
/// </summary>
/// <remarks>
/// **Prefab Usage:**
/// * Place the `VRTK/Prefabs/PointerDirectionIndicator/PointerDirectionIndicator` prefab into the scene hierarchy.
/// * Attach the `PointerDirectionIndicator` scene GameObejct to the `Direction Indicator` inspector parameter on a `VRTK_BasePointerRenderer` component.
///
/// > This can be useful for rotating the play area upon teleporting to face the user in a new direction without expecting them to physically turn in the play space.
/// </remarks>
public class VRTK_PointerDirectionIndicator : MonoBehaviour
{
/// <summary>
/// States of Direction Indicator Visibility.
/// </summary>
public enum VisibilityState
{
/// <summary>
/// Only shows the direction indicator when the pointer is active.
/// </summary>
OnWhenPointerActive,
/// <summary>
/// Only shows the direction indicator when the pointer cursor is visible or if the cursor is hidden and the pointer is active.
/// </summary>
AlwaysOnWithPointerCursor
}
[Header("Control Settings")]
[Tooltip("The touchpad axis needs to be above this deadzone for it to register as a valid touchpad angle.")]
public Vector2 touchpadDeadzone = Vector2.zero;
[Tooltip("The axis to use for the direction coordinates.")]
public VRTK_ControllerEvents.Vector2AxisAlias coordinateAxis = VRTK_ControllerEvents.Vector2AxisAlias.Touchpad;
[Header("Appearance Settings")]
[Tooltip("If this is checked then the reported rotation will include the offset of the headset rotation in relation to the play area.")]
public bool includeHeadsetOffset = true;
[Tooltip("If this is checked then the direction indicator will be displayed when the location is invalid.")]
public bool displayOnInvalidLocation = true;
[Tooltip("If this is checked then the pointer valid/invalid colours will also be used to change the colour of the direction indicator.")]
public bool usePointerColor = false;
[Tooltip("Determines when the direction indicator will be visible.")]
public VisibilityState indicatorVisibility = VisibilityState.OnWhenPointerActive;
[HideInInspector]
public bool isActive = true;
/// <summary>
/// Emitted when the object tooltip is reset.
/// </summary>
public event PointerDirectionIndicatorEventHandler PointerDirectionIndicatorPositionSet;
protected VRTK_ControllerEvents controllerEvents;
protected Transform playArea;
protected Transform headset;
protected GameObject validLocation;
protected GameObject invalidLocation;
public virtual void OnPointerDirectionIndicatorPositionSet()
{
if (PointerDirectionIndicatorPositionSet != null)
{
PointerDirectionIndicatorPositionSet(this);
}
}
/// <summary>
/// The Initialize method is used to set up the direction indicator.
/// </summary>
/// <param name="events">The Controller Events script that is used to control the direction indicator's rotation.</param>
public virtual void Initialize(VRTK_ControllerEvents events)
{
controllerEvents = events;
playArea = VRTK_DeviceFinder.PlayAreaTransform();
headset = VRTK_DeviceFinder.HeadsetTransform();
}
/// <summary>
/// The SetPosition method is used to set the world position of the direction indicator.
/// </summary>
/// <param name="active">Determines if the direction indicator GameObject should be active or not.</param>
/// <param name="position">The position to set the direction indicator to.</param>
public virtual void SetPosition(bool active, Vector3 position)
{
transform.position = position;
gameObject.SetActive((isActive && active));
OnPointerDirectionIndicatorPositionSet();
}
/// <summary>
/// The GetRotation method returns the current reported rotation of the direction indicator.
/// </summary>
/// <returns>The reported rotation of the direction indicator.</returns>
public virtual Quaternion GetRotation()
{
float offset = (includeHeadsetOffset ? playArea.eulerAngles.y - headset.eulerAngles.y : 0f);
return Quaternion.Euler(0f, transform.localEulerAngles.y + offset, 0f);
}
/// <summary>
/// The SetMaterialColor method sets the current material colour on the direction indicator.
/// </summary>
/// <param name="color">The colour to update the direction indicatormaterial to.</param>
/// <param name="validity">Determines if the colour being set is based from a valid location or invalid location.</param>
public virtual void SetMaterialColor(Color color, bool validity)
{
if (validLocation != null)
{
validLocation.SetActive(validity);
}
if (invalidLocation != null)
{
invalidLocation.SetActive((displayOnInvalidLocation ? !validity : validity));
}
if (usePointerColor)
{
Renderer[] renderers = GetComponentsInChildren<Renderer>();
for (int i = 0; i < renderers.Length; i++)
{
renderers[i].material.color = color;
}
}
}
/// <summary>
/// The GetControllerEvents method returns the associated Controller Events script with the Pointer Direction Indicator script.
/// </summary>
/// <returns>The associated Controller Events script.</returns>
public virtual VRTK_ControllerEvents GetControllerEvents()
{
return controllerEvents;
}
protected virtual void Awake()
{
validLocation = transform.Find("ValidLocation").gameObject;
invalidLocation = transform.Find("InvalidLocation").gameObject;
gameObject.SetActive(false);
}
protected virtual void Update()
{
if (controllerEvents != null && controllerEvents.GetAxisState(coordinateAxis, SDK_BaseController.ButtonPressTypes.Touch) && !InsideDeadzone(controllerEvents.GetAxis(coordinateAxis)))
{
float touchpadAngle = controllerEvents.GetAxisAngle(coordinateAxis);
float angle = ((touchpadAngle > 180) ? touchpadAngle -= 360 : touchpadAngle) + headset.eulerAngles.y;
transform.localEulerAngles = new Vector3(0f, angle, 0f);
}
}
protected virtual bool InsideDeadzone(Vector2 currentAxis)
{
return (currentAxis == Vector2.zero || (Mathf.Abs(currentAxis.x) <= touchpadDeadzone.x && Mathf.Abs(currentAxis.y) <= touchpadDeadzone.y));
}
}
}