// Outline Object Copy|Highlighters|40030
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namespace VRTK.Highlighters
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{
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using UnityEngine;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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/// <summary>
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/// Creates a mesh copy and applies an outline shader which is toggled on and off when highlighting the object.
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/// </summary>
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/// <remarks>
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/// > A valid mesh must be found or provided for the clone mesh to be created.
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///
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/// **Script Usage:**
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/// * Place the `VRTK_OutlineObjectCopyHighlighter` script on either:
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/// * The GameObject of the Interactable Object to highlight.
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/// * Any other scene GameObject and then link that GameObject to the Interactable Objects `Object Highlighter` parameter to denote use of the highlighter.
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/// * Ensure the `Active` parameter is checked.
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/// </remarks>
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/// <example>
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/// `VRTK/Examples/005_Controller_BasicObjectGrabbing` demonstrates the outline highlighting on the green sphere when the controller touches it.
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///
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/// `VRTK/Examples/035_Controller_OpacityAndHighlighting` demonstrates the outline highlighting if the left controller collides with the green box.
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/// </example>
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[AddComponentMenu("VRTK/Scripts/Interactions/Highlighters/VRTK_OutlineObjectCopyHighlighter")]
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public class VRTK_OutlineObjectCopyHighlighter : VRTK_BaseHighlighter
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{
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[Tooltip("The thickness of the outline effect")]
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public float thickness = 1f;
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[Tooltip("The GameObjects to use as the model to outline. If one isn't provided then the first GameObject with a valid Renderer in the current GameObject hierarchy will be used.")]
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public GameObject[] customOutlineModels;
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[Tooltip("A path to a GameObject to find at runtime, if the GameObject doesn't exist at edit time.")]
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public string[] customOutlineModelPaths;
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[Tooltip("If the mesh has multiple sub-meshes to highlight then this should be checked, otherwise only the first mesh will be highlighted.")]
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public bool enableSubmeshHighlight = false;
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protected Material stencilOutline;
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protected Renderer[] highlightModels;
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protected string[] copyComponents = new string[] { "UnityEngine.MeshFilter", "UnityEngine.MeshRenderer" };
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/// <summary>
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/// The Initialise method sets up the highlighter for use.
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/// </summary>
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/// <param name="color">Not used.</param>
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/// <param name="affectObject">An optional GameObject to specify which object to apply the highlighting to.</param>
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/// <param name="options">A dictionary array containing the highlighter options:\r * `<'thickness', float>` - Same as `thickness` inspector parameter.\r * `<'customOutlineModels', GameObject[]>` - Same as `customOutlineModels` inspector parameter.\r * `<'customOutlineModelPaths', string[]>` - Same as `customOutlineModelPaths` inspector parameter.</param>
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public override void Initialise(Color? color = null, GameObject affectObject = null, Dictionary<string, object> options = null)
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{
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objectToAffect = (affectObject != null ? affectObject : gameObject);
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usesClonedObject = true;
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if (stencilOutline == null)
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{
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stencilOutline = Instantiate((Material)Resources.Load("OutlineBasic"));
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}
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SetOptions(options);
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ResetHighlighter();
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}
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/// <summary>
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/// The ResetHighlighter method creates the additional model to use as the outline highlighted object.
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/// </summary>
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public override void ResetHighlighter()
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{
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DeleteExistingHighlightModels();
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//First try and use the paths if they have been set
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ResetHighlighterWithCustomModelPaths();
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//If the custom models have been set then use these to override any set paths.
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ResetHighlighterWithCustomModels();
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//if no highlights set then try falling back
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ResetHighlightersWithCurrentGameObject();
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}
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/// <summary>
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/// The Highlight method initiates the outline object to be enabled and display the outline colour.
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/// </summary>
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/// <param name="color">The colour to outline with.</param>
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/// <param name="duration">Not used.</param>
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public override void Highlight(Color? color, float duration = 0f)
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{
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if (highlightModels != null && highlightModels.Length > 0 && stencilOutline != null)
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{
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stencilOutline.SetFloat("_Thickness", thickness);
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stencilOutline.SetColor("_OutlineColor", (Color)color);
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for (int i = 0; i < highlightModels.Length; i++)
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{
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if (highlightModels[i] != null)
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{
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highlightModels[i].gameObject.SetActive(true);
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highlightModels[i].material = stencilOutline;
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}
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}
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}
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}
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/// <summary>
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/// The Unhighlight method hides the outline object and removes the outline colour.
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/// </summary>
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/// <param name="color">Not used.</param>
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/// <param name="duration">Not used.</param>
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public override void Unhighlight(Color? color = null, float duration = 0f)
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{
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if (objectToAffect == null)
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{
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return;
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}
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if (highlightModels != null)
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{
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for (int i = 0; i < highlightModels.Length; i++)
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{
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if (highlightModels[i] != null)
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{
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highlightModels[i].gameObject.SetActive(false);
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}
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}
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}
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}
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protected virtual void OnEnable()
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{
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if (customOutlineModels == null)
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{
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customOutlineModels = new GameObject[0];
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}
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if (customOutlineModelPaths == null)
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{
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customOutlineModelPaths = new string[0];
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}
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}
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protected virtual void OnDestroy()
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{
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if (highlightModels != null)
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{
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for (int i = 0; i < highlightModels.Length; i++)
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{
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if (highlightModels[i] != null)
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{
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Destroy(highlightModels[i]);
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}
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}
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}
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Destroy(stencilOutline);
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}
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protected virtual void ResetHighlighterWithCustomModels()
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{
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if (customOutlineModels != null && customOutlineModels.Length > 0)
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{
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highlightModels = new Renderer[customOutlineModels.Length];
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for (int i = 0; i < customOutlineModels.Length; i++)
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{
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highlightModels[i] = CreateHighlightModel(customOutlineModels[i], "");
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}
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}
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}
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protected virtual void ResetHighlighterWithCustomModelPaths()
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{
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if (customOutlineModelPaths != null && customOutlineModelPaths.Length > 0)
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{
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highlightModels = new Renderer[customOutlineModelPaths.Length];
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for (int i = 0; i < customOutlineModelPaths.Length; i++)
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{
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highlightModels[i] = CreateHighlightModel(null, customOutlineModelPaths[i]);
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}
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}
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}
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protected virtual void ResetHighlightersWithCurrentGameObject()
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{
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if (highlightModels == null || highlightModels.Length == 0)
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{
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highlightModels = new Renderer[1];
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highlightModels[0] = CreateHighlightModel(null, "");
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}
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}
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protected virtual void SetOptions(Dictionary<string, object> options = null)
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{
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float tmpThickness = GetOption<float>(options, "thickness");
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if (tmpThickness > 0f)
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{
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thickness = tmpThickness;
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}
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GameObject[] tmpCustomModels = GetOption<GameObject[]>(options, "customOutlineModels");
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if (tmpCustomModels != null)
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{
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customOutlineModels = tmpCustomModels;
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}
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string[] tmpCustomModelPaths = GetOption<string[]>(options, "customOutlineModelPaths");
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if (tmpCustomModelPaths != null)
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{
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customOutlineModelPaths = tmpCustomModelPaths;
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}
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}
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protected virtual void DeleteExistingHighlightModels()
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{
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VRTK_PlayerObject[] existingHighlighterObjects = objectToAffect.GetComponentsInChildren<VRTK_PlayerObject>(true);
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for (int i = 0; i < existingHighlighterObjects.Length; i++)
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{
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if (existingHighlighterObjects[i].objectType == VRTK_PlayerObject.ObjectTypes.Highlighter)
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{
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Destroy(existingHighlighterObjects[i].gameObject);
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}
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}
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highlightModels = new Renderer[0];
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}
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protected virtual Renderer CreateHighlightModel(GameObject givenOutlineModel, string givenOutlineModelPath)
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{
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if (givenOutlineModel != null)
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{
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givenOutlineModel = (givenOutlineModel.GetComponent<Renderer>() ? givenOutlineModel : givenOutlineModel.GetComponentInChildren<Renderer>().gameObject);
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}
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else if (givenOutlineModelPath != "")
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{
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Transform getChildModel = objectToAffect.transform.Find(givenOutlineModelPath);
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givenOutlineModel = (getChildModel ? getChildModel.gameObject : null);
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}
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GameObject copyModel = givenOutlineModel;
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if (copyModel == null)
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{
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Renderer copyModelRenderer = objectToAffect.GetComponentInChildren<Renderer>();
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copyModel = (copyModelRenderer != null ? copyModelRenderer.gameObject : null);
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}
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if (copyModel == null)
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{
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VRTK_Logger.Error(VRTK_Logger.GetCommonMessage(VRTK_Logger.CommonMessageKeys.REQUIRED_COMPONENT_MISSING_FROM_GAMEOBJECT, "VRTK_OutlineObjectCopyHighlighter", "Renderer", "the same or child", " to add the highlighter to"));
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return null;
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}
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GameObject highlightModel = new GameObject(objectToAffect.name + "_HighlightModel");
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highlightModel.transform.SetParent(copyModel.transform.parent, false);
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highlightModel.transform.localPosition = copyModel.transform.localPosition;
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highlightModel.transform.localRotation = copyModel.transform.localRotation;
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highlightModel.transform.localScale = copyModel.transform.localScale;
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highlightModel.transform.SetParent(objectToAffect.transform);
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Component[] copyModelComponents = copyModel.GetComponents<Component>();
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for (int i = 0; i < copyModelComponents.Length; i++)
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{
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Component copyModelComponent = copyModelComponents[i];
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if (Array.IndexOf(copyComponents, copyModelComponent.GetType().ToString()) >= 0)
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{
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VRTK_SharedMethods.CloneComponent(copyModelComponent, highlightModel);
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}
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}
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MeshFilter copyMesh = copyModel.GetComponent<MeshFilter>();
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MeshFilter highlightMesh = highlightModel.GetComponent<MeshFilter>();
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Renderer returnHighlightModel = highlightModel.GetComponent<Renderer>();
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if (highlightMesh != null)
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{
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if (enableSubmeshHighlight)
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{
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HashSet<CombineInstance> combine = new HashSet<CombineInstance>();
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for (int i = 0; i < copyMesh.mesh.subMeshCount; i++)
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{
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CombineInstance ci = new CombineInstance();
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ci.mesh = copyMesh.mesh;
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ci.subMeshIndex = i;
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ci.transform = copyMesh.transform.localToWorldMatrix;
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combine.Add(ci);
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}
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highlightMesh.mesh = new Mesh();
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highlightMesh.mesh.CombineMeshes(combine.ToArray(), true, false);
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}
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else
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{
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highlightMesh.mesh = copyMesh.mesh;
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}
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returnHighlightModel.material = stencilOutline;
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returnHighlightModel.shadowCastingMode = copyModel.transform.GetComponent<Renderer>().shadowCastingMode;
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}
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highlightModel.SetActive(false);
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VRTK_PlayerObject.SetPlayerObject(highlightModel, VRTK_PlayerObject.ObjectTypes.Highlighter);
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return returnHighlightModel;
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}
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}
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}
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