campfire/Assets/SteamVR/InteractionSystem/Core/Scripts/Interactable.cs
2020-04-29 20:40:05 +03:00

367 lines
14 KiB
C#

//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: This object will get hover events and can be attached to the hands
//
//=============================================================================
using UnityEngine;
using UnityEngine.Events;
using System.Collections;
using System.Collections.Generic;
namespace Valve.VR.InteractionSystem
{
//-------------------------------------------------------------------------
public class Interactable : MonoBehaviour
{
[Tooltip("Activates an action set on attach and deactivates on detach")]
public SteamVR_ActionSet activateActionSetOnAttach;
[Tooltip("Hide the whole hand on attachment and show on detach")]
public bool hideHandOnAttach = true;
[Tooltip("Hide the skeleton part of the hand on attachment and show on detach")]
public bool hideSkeletonOnAttach = false;
[Tooltip("Hide the controller part of the hand on attachment and show on detach")]
public bool hideControllerOnAttach = false;
[Tooltip("The integer in the animator to trigger on pickup. 0 for none")]
public int handAnimationOnPickup = 0;
[Tooltip("The range of motion to set on the skeleton. None for no change.")]
public SkeletalMotionRangeChange setRangeOfMotionOnPickup = SkeletalMotionRangeChange.None;
public delegate void OnAttachedToHandDelegate(Hand hand);
public delegate void OnDetachedFromHandDelegate(Hand hand);
public event OnAttachedToHandDelegate onAttachedToHand;
public event OnDetachedFromHandDelegate onDetachedFromHand;
[Tooltip("Specify whether you want to snap to the hand's object attachment point, or just the raw hand")]
public bool useHandObjectAttachmentPoint = true;
public bool attachEaseIn = false;
[HideInInspector]
public AnimationCurve snapAttachEaseInCurve = AnimationCurve.EaseInOut(0.0f, 0.0f, 1.0f, 1.0f);
public float snapAttachEaseInTime = 0.15f;
public bool snapAttachEaseInCompleted = false;
// [Tooltip("The skeleton pose to apply when grabbing. Can only set this or handFollowTransform.")]
[HideInInspector]
public SteamVR_Skeleton_Poser skeletonPoser;
[Tooltip("Should the rendered hand lock on to and follow the object")]
public bool handFollowTransform= true;
[Tooltip("Set whether or not you want this interactible to highlight when hovering over it")]
public bool highlightOnHover = true;
protected MeshRenderer[] highlightRenderers;
protected MeshRenderer[] existingRenderers;
protected GameObject highlightHolder;
protected SkinnedMeshRenderer[] highlightSkinnedRenderers;
protected SkinnedMeshRenderer[] existingSkinnedRenderers;
protected static Material highlightMat;
[Tooltip("An array of child gameObjects to not render a highlight for. Things like transparent parts, vfx, etc.")]
public GameObject[] hideHighlight;
[Tooltip("Higher is better")]
public int hoverPriority = 0;
[System.NonSerialized]
public Hand attachedToHand;
[System.NonSerialized]
public List<Hand> hoveringHands = new List<Hand>();
public Hand hoveringHand
{
get
{
if (hoveringHands.Count > 0)
return hoveringHands[0];
return null;
}
}
public bool isDestroying { get; protected set; }
public bool isHovering { get; protected set; }
public bool wasHovering { get; protected set; }
private void Awake()
{
skeletonPoser = GetComponent<SteamVR_Skeleton_Poser>();
}
protected virtual void Start()
{
highlightMat = (Material)Resources.Load("SteamVR_HoverHighlight", typeof(Material));
if (highlightMat == null)
Debug.LogError("<b>[SteamVR Interaction]</b> Hover Highlight Material is missing. Please create a material named 'SteamVR_HoverHighlight' and place it in a Resources folder", this);
if (skeletonPoser != null)
{
if (useHandObjectAttachmentPoint)
{
//Debug.LogWarning("<b>[SteamVR Interaction]</b> SkeletonPose and useHandObjectAttachmentPoint both set at the same time. Ignoring useHandObjectAttachmentPoint.");
useHandObjectAttachmentPoint = false;
}
}
}
protected virtual bool ShouldIgnoreHighlight(Component component)
{
return ShouldIgnore(component.gameObject);
}
protected virtual bool ShouldIgnore(GameObject check)
{
for (int ignoreIndex = 0; ignoreIndex < hideHighlight.Length; ignoreIndex++)
{
if (check == hideHighlight[ignoreIndex])
return true;
}
return false;
}
protected virtual void CreateHighlightRenderers()
{
existingSkinnedRenderers = this.GetComponentsInChildren<SkinnedMeshRenderer>(true);
highlightHolder = new GameObject("Highlighter");
highlightSkinnedRenderers = new SkinnedMeshRenderer[existingSkinnedRenderers.Length];
for (int skinnedIndex = 0; skinnedIndex < existingSkinnedRenderers.Length; skinnedIndex++)
{
SkinnedMeshRenderer existingSkinned = existingSkinnedRenderers[skinnedIndex];
if (ShouldIgnoreHighlight(existingSkinned))
continue;
GameObject newSkinnedHolder = new GameObject("SkinnedHolder");
newSkinnedHolder.transform.parent = highlightHolder.transform;
SkinnedMeshRenderer newSkinned = newSkinnedHolder.AddComponent<SkinnedMeshRenderer>();
Material[] materials = new Material[existingSkinned.sharedMaterials.Length];
for (int materialIndex = 0; materialIndex < materials.Length; materialIndex++)
{
materials[materialIndex] = highlightMat;
}
newSkinned.sharedMaterials = materials;
newSkinned.sharedMesh = existingSkinned.sharedMesh;
newSkinned.rootBone = existingSkinned.rootBone;
newSkinned.updateWhenOffscreen = existingSkinned.updateWhenOffscreen;
newSkinned.bones = existingSkinned.bones;
highlightSkinnedRenderers[skinnedIndex] = newSkinned;
}
MeshFilter[] existingFilters = this.GetComponentsInChildren<MeshFilter>(true);
existingRenderers = new MeshRenderer[existingFilters.Length];
highlightRenderers = new MeshRenderer[existingFilters.Length];
for (int filterIndex = 0; filterIndex < existingFilters.Length; filterIndex++)
{
MeshFilter existingFilter = existingFilters[filterIndex];
MeshRenderer existingRenderer = existingFilter.GetComponent<MeshRenderer>();
if (existingFilter == null || existingRenderer == null || ShouldIgnoreHighlight(existingFilter))
continue;
GameObject newFilterHolder = new GameObject("FilterHolder");
newFilterHolder.transform.parent = highlightHolder.transform;
MeshFilter newFilter = newFilterHolder.AddComponent<MeshFilter>();
newFilter.sharedMesh = existingFilter.sharedMesh;
MeshRenderer newRenderer = newFilterHolder.AddComponent<MeshRenderer>();
Material[] materials = new Material[existingRenderer.sharedMaterials.Length];
for (int materialIndex = 0; materialIndex < materials.Length; materialIndex++)
{
materials[materialIndex] = highlightMat;
}
newRenderer.sharedMaterials = materials;
highlightRenderers[filterIndex] = newRenderer;
existingRenderers[filterIndex] = existingRenderer;
}
}
protected virtual void UpdateHighlightRenderers()
{
if (highlightHolder == null)
return;
for (int skinnedIndex = 0; skinnedIndex < existingSkinnedRenderers.Length; skinnedIndex++)
{
SkinnedMeshRenderer existingSkinned = existingSkinnedRenderers[skinnedIndex];
SkinnedMeshRenderer highlightSkinned = highlightSkinnedRenderers[skinnedIndex];
if (existingSkinned != null && highlightSkinned != null && attachedToHand == false)
{
highlightSkinned.transform.position = existingSkinned.transform.position;
highlightSkinned.transform.rotation = existingSkinned.transform.rotation;
highlightSkinned.transform.localScale = existingSkinned.transform.lossyScale;
highlightSkinned.localBounds = existingSkinned.localBounds;
highlightSkinned.enabled = isHovering && existingSkinned.enabled && existingSkinned.gameObject.activeInHierarchy;
int blendShapeCount = existingSkinned.sharedMesh.blendShapeCount;
for (int blendShapeIndex = 0; blendShapeIndex < blendShapeCount; blendShapeIndex++)
{
highlightSkinned.SetBlendShapeWeight(blendShapeIndex, existingSkinned.GetBlendShapeWeight(blendShapeIndex));
}
}
else if (highlightSkinned != null)
highlightSkinned.enabled = false;
}
for (int rendererIndex = 0; rendererIndex < highlightRenderers.Length; rendererIndex++)
{
MeshRenderer existingRenderer = existingRenderers[rendererIndex];
MeshRenderer highlightRenderer = highlightRenderers[rendererIndex];
if (existingRenderer != null && highlightRenderer != null && attachedToHand == false)
{
highlightRenderer.transform.position = existingRenderer.transform.position;
highlightRenderer.transform.rotation = existingRenderer.transform.rotation;
highlightRenderer.transform.localScale = existingRenderer.transform.lossyScale;
highlightRenderer.enabled = isHovering && existingRenderer.enabled && existingRenderer.gameObject.activeInHierarchy;
}
else if (highlightRenderer != null)
highlightRenderer.enabled = false;
}
}
/// <summary>
/// Called when a Hand starts hovering over this object
/// </summary>
protected virtual void OnHandHoverBegin(Hand hand)
{
wasHovering = isHovering;
isHovering = true;
hoveringHands.Add(hand);
if (highlightOnHover == true && wasHovering == false)
{
CreateHighlightRenderers();
UpdateHighlightRenderers();
}
}
/// <summary>
/// Called when a Hand stops hovering over this object
/// </summary>
protected virtual void OnHandHoverEnd(Hand hand)
{
wasHovering = isHovering;
hoveringHands.Remove(hand);
if (hoveringHands.Count == 0)
{
isHovering = false;
if (highlightOnHover && highlightHolder != null)
Destroy(highlightHolder);
}
}
protected virtual void Update()
{
if (highlightOnHover)
{
UpdateHighlightRenderers();
if (isHovering == false && highlightHolder != null)
Destroy(highlightHolder);
}
}
protected float blendToPoseTime = 0.1f;
protected float releasePoseBlendTime = 0.2f;
protected virtual void OnAttachedToHand(Hand hand)
{
if (activateActionSetOnAttach != null)
activateActionSetOnAttach.Activate(hand.handType);
if (onAttachedToHand != null)
{
onAttachedToHand.Invoke(hand);
}
if (skeletonPoser != null && hand.skeleton != null)
{
hand.skeleton.BlendToPoser(skeletonPoser, blendToPoseTime);
}
attachedToHand = hand;
}
protected virtual void OnDetachedFromHand(Hand hand)
{
if (activateActionSetOnAttach != null)
{
if (hand.otherHand == null || hand.otherHand.currentAttachedObjectInfo.HasValue == false ||
(hand.otherHand.currentAttachedObjectInfo.Value.interactable != null &&
hand.otherHand.currentAttachedObjectInfo.Value.interactable.activateActionSetOnAttach != this.activateActionSetOnAttach))
{
activateActionSetOnAttach.Deactivate(hand.handType);
}
}
if (onDetachedFromHand != null)
{
onDetachedFromHand.Invoke(hand);
}
if (skeletonPoser != null)
{
if (hand.skeleton != null)
hand.skeleton.BlendToSkeleton(releasePoseBlendTime);
}
attachedToHand = null;
}
protected virtual void OnDestroy()
{
isDestroying = true;
if (attachedToHand != null)
{
attachedToHand.DetachObject(this.gameObject, false);
attachedToHand.skeleton.BlendToSkeleton(0.1f);
}
if (highlightHolder != null)
Destroy(highlightHolder);
}
protected virtual void OnDisable()
{
isDestroying = true;
if (attachedToHand != null)
{
attachedToHand.ForceHoverUnlock();
}
if (highlightHolder != null)
Destroy(highlightHolder);
}
}
}