Assignment for RMIT Mixed Reality in 2020
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// Outline Object Copy|Highlighters|40030
namespace VRTK.Highlighters
{
using UnityEngine;
using System;
using System.Collections.Generic;
using System.Linq;
/// <summary>
/// Creates a mesh copy and applies an outline shader which is toggled on and off when highlighting the object.
/// </summary>
/// <remarks>
/// > A valid mesh must be found or provided for the clone mesh to be created.
///
/// **Script Usage:**
/// * Place the `VRTK_OutlineObjectCopyHighlighter` script on either:
/// * The GameObject of the Interactable Object to highlight.
/// * Any other scene GameObject and then link that GameObject to the Interactable Objects `Object Highlighter` parameter to denote use of the highlighter.
/// * Ensure the `Active` parameter is checked.
/// </remarks>
/// <example>
/// `VRTK/Examples/005_Controller_BasicObjectGrabbing` demonstrates the outline highlighting on the green sphere when the controller touches it.
///
/// `VRTK/Examples/035_Controller_OpacityAndHighlighting` demonstrates the outline highlighting if the left controller collides with the green box.
/// </example>
[AddComponentMenu("VRTK/Scripts/Interactions/Highlighters/VRTK_OutlineObjectCopyHighlighter")]
public class VRTK_OutlineObjectCopyHighlighter : VRTK_BaseHighlighter
{
[Tooltip("The thickness of the outline effect")]
public float thickness = 1f;
[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.")]
public GameObject[] customOutlineModels;
[Tooltip("A path to a GameObject to find at runtime, if the GameObject doesn't exist at edit time.")]
public string[] customOutlineModelPaths;
[Tooltip("If the mesh has multiple sub-meshes to highlight then this should be checked, otherwise only the first mesh will be highlighted.")]
public bool enableSubmeshHighlight = false;
protected Material stencilOutline;
protected Renderer[] highlightModels;
protected string[] copyComponents = new string[] { "UnityEngine.MeshFilter", "UnityEngine.MeshRenderer" };
/// <summary>
/// The Initialise method sets up the highlighter for use.
/// </summary>
/// <param name="color">Not used.</param>
/// <param name="affectObject">An optional GameObject to specify which object to apply the highlighting to.</param>
/// <param name="options">A dictionary array containing the highlighter options:\r * `&lt;'thickness', float&gt;` - Same as `thickness` inspector parameter.\r * `&lt;'customOutlineModels', GameObject[]&gt;` - Same as `customOutlineModels` inspector parameter.\r * `&lt;'customOutlineModelPaths', string[]&gt;` - Same as `customOutlineModelPaths` inspector parameter.</param>
public override void Initialise(Color? color = null, GameObject affectObject = null, Dictionary<string, object> options = null)
{
objectToAffect = (affectObject != null ? affectObject : gameObject);
usesClonedObject = true;
if (stencilOutline == null)
{
stencilOutline = Instantiate((Material)Resources.Load("OutlineBasic"));
}
SetOptions(options);
ResetHighlighter();
}
/// <summary>
/// The ResetHighlighter method creates the additional model to use as the outline highlighted object.
/// </summary>
public override void ResetHighlighter()
{
DeleteExistingHighlightModels();
//First try and use the paths if they have been set
ResetHighlighterWithCustomModelPaths();
//If the custom models have been set then use these to override any set paths.
ResetHighlighterWithCustomModels();
//if no highlights set then try falling back
ResetHighlightersWithCurrentGameObject();
}
/// <summary>
/// The Highlight method initiates the outline object to be enabled and display the outline colour.
/// </summary>
/// <param name="color">The colour to outline with.</param>
/// <param name="duration">Not used.</param>
public override void Highlight(Color? color, float duration = 0f)
{
if (highlightModels != null && highlightModels.Length > 0 && stencilOutline != null)
{
stencilOutline.SetFloat("_Thickness", thickness);
stencilOutline.SetColor("_OutlineColor", (Color)color);
for (int i = 0; i < highlightModels.Length; i++)
{
if (highlightModels[i] != null)
{
highlightModels[i].gameObject.SetActive(true);
highlightModels[i].material = stencilOutline;
}
}
}
}
/// <summary>
/// The Unhighlight method hides the outline object and removes the outline colour.
/// </summary>
/// <param name="color">Not used.</param>
/// <param name="duration">Not used.</param>
public override void Unhighlight(Color? color = null, float duration = 0f)
{
if (objectToAffect == null)
{
return;
}
if (highlightModels != null)
{
for (int i = 0; i < highlightModels.Length; i++)
{
if (highlightModels[i] != null)
{
highlightModels[i].gameObject.SetActive(false);
}
}
}
}
protected virtual void OnEnable()
{
if (customOutlineModels == null)
{
customOutlineModels = new GameObject[0];
}
if (customOutlineModelPaths == null)
{
customOutlineModelPaths = new string[0];
}
}
protected virtual void OnDestroy()
{
if (highlightModels != null)
{
for (int i = 0; i < highlightModels.Length; i++)
{
if (highlightModels[i] != null)
{
Destroy(highlightModels[i]);
}
}
}
Destroy(stencilOutline);
}
protected virtual void ResetHighlighterWithCustomModels()
{
if (customOutlineModels != null && customOutlineModels.Length > 0)
{
highlightModels = new Renderer[customOutlineModels.Length];
for (int i = 0; i < customOutlineModels.Length; i++)
{
highlightModels[i] = CreateHighlightModel(customOutlineModels[i], "");
}
}
}
protected virtual void ResetHighlighterWithCustomModelPaths()
{
if (customOutlineModelPaths != null && customOutlineModelPaths.Length > 0)
{
highlightModels = new Renderer[customOutlineModelPaths.Length];
for (int i = 0; i < customOutlineModelPaths.Length; i++)
{
highlightModels[i] = CreateHighlightModel(null, customOutlineModelPaths[i]);
}
}
}
protected virtual void ResetHighlightersWithCurrentGameObject()
{
if (highlightModels == null || highlightModels.Length == 0)
{
highlightModels = new Renderer[1];
highlightModels[0] = CreateHighlightModel(null, "");
}
}
protected virtual void SetOptions(Dictionary<string, object> options = null)
{
float tmpThickness = GetOption<float>(options, "thickness");
if (tmpThickness > 0f)
{
thickness = tmpThickness;
}
GameObject[] tmpCustomModels = GetOption<GameObject[]>(options, "customOutlineModels");
if (tmpCustomModels != null)
{
customOutlineModels = tmpCustomModels;
}
string[] tmpCustomModelPaths = GetOption<string[]>(options, "customOutlineModelPaths");
if (tmpCustomModelPaths != null)
{
customOutlineModelPaths = tmpCustomModelPaths;
}
}
protected virtual void DeleteExistingHighlightModels()
{
VRTK_PlayerObject[] existingHighlighterObjects = objectToAffect.GetComponentsInChildren<VRTK_PlayerObject>(true);
for (int i = 0; i < existingHighlighterObjects.Length; i++)
{
if (existingHighlighterObjects[i].objectType == VRTK_PlayerObject.ObjectTypes.Highlighter)
{
Destroy(existingHighlighterObjects[i].gameObject);
}
}
highlightModels = new Renderer[0];
}
protected virtual Renderer CreateHighlightModel(GameObject givenOutlineModel, string givenOutlineModelPath)
{
if (givenOutlineModel != null)
{
givenOutlineModel = (givenOutlineModel.GetComponent<Renderer>() ? givenOutlineModel : givenOutlineModel.GetComponentInChildren<Renderer>().gameObject);
}
else if (givenOutlineModelPath != "")
{
Transform getChildModel = objectToAffect.transform.Find(givenOutlineModelPath);
givenOutlineModel = (getChildModel ? getChildModel.gameObject : null);
}
GameObject copyModel = givenOutlineModel;
if (copyModel == null)
{
Renderer copyModelRenderer = objectToAffect.GetComponentInChildren<Renderer>();
copyModel = (copyModelRenderer != null ? copyModelRenderer.gameObject : null);
}
if (copyModel == null)
{
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"));
return null;
}
GameObject highlightModel = new GameObject(objectToAffect.name + "_HighlightModel");
highlightModel.transform.SetParent(copyModel.transform.parent, false);
highlightModel.transform.localPosition = copyModel.transform.localPosition;
highlightModel.transform.localRotation = copyModel.transform.localRotation;
highlightModel.transform.localScale = copyModel.transform.localScale;
highlightModel.transform.SetParent(objectToAffect.transform);
Component[] copyModelComponents = copyModel.GetComponents<Component>();
for (int i = 0; i < copyModelComponents.Length; i++)
{
Component copyModelComponent = copyModelComponents[i];
if (Array.IndexOf(copyComponents, copyModelComponent.GetType().ToString()) >= 0)
{
VRTK_SharedMethods.CloneComponent(copyModelComponent, highlightModel);
}
}
MeshFilter copyMesh = copyModel.GetComponent<MeshFilter>();
MeshFilter highlightMesh = highlightModel.GetComponent<MeshFilter>();
Renderer returnHighlightModel = highlightModel.GetComponent<Renderer>();
if (highlightMesh != null)
{
if (enableSubmeshHighlight)
{
HashSet<CombineInstance> combine = new HashSet<CombineInstance>();
for (int i = 0; i < copyMesh.mesh.subMeshCount; i++)
{
CombineInstance ci = new CombineInstance();
ci.mesh = copyMesh.mesh;
ci.subMeshIndex = i;
ci.transform = copyMesh.transform.localToWorldMatrix;
combine.Add(ci);
}
highlightMesh.mesh = new Mesh();
highlightMesh.mesh.CombineMeshes(combine.ToArray(), true, false);
}
else
{
highlightMesh.mesh = copyMesh.mesh;
}
returnHighlightModel.material = stencilOutline;
returnHighlightModel.shadowCastingMode = copyModel.transform.GetComponent<Renderer>().shadowCastingMode;
}
highlightModel.SetActive(false);
VRTK_PlayerObject.SetPlayerObject(highlightModel, VRTK_PlayerObject.ObjectTypes.Highlighter);
return returnHighlightModel;
}
}
}