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