Initialer Upload neues Unity-Projekt
This commit is contained in:
@ -0,0 +1,462 @@
|
||||
/*
|
||||
* Copyright (c) Meta Platforms, Inc. and affiliates.
|
||||
* All rights reserved.
|
||||
*
|
||||
* Licensed under the Oculus SDK License Agreement (the "License");
|
||||
* you may not use the Oculus SDK except in compliance with the License,
|
||||
* which is provided at the time of installation or download, or which
|
||||
* otherwise accompanies this software in either electronic or hard copy form.
|
||||
*
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* https://developer.oculus.com/licenses/oculussdk/
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, the Oculus SDK
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Oculus.Interaction.Grab;
|
||||
using Oculus.Interaction.GrabAPI;
|
||||
using Oculus.Interaction.Input;
|
||||
using System;
|
||||
using UnityEngine.Assertions;
|
||||
using UnityEngine.Serialization;
|
||||
using Oculus.Interaction.HandGrab;
|
||||
|
||||
namespace Oculus.Interaction
|
||||
{
|
||||
/// <summary>
|
||||
/// HandGrabGlow controls the glow properties of the OculusHand material to get a glow effect
|
||||
/// when pinch / palm grabbing objects depending on the per finger pinch / palm strength.
|
||||
/// To achive the glow effect, it also generates a custom UV channel and using the joints
|
||||
/// in the hand visual component adds per finger mask information.
|
||||
/// </summary>
|
||||
public class HandGrabGlow : MonoBehaviour
|
||||
{
|
||||
#region Inspector
|
||||
|
||||
[SerializeField, Interface(typeof(IHandGrabInteractor), typeof(IInteractor))]
|
||||
private UnityEngine.Object _handGrabInteractor;
|
||||
|
||||
[SerializeField]
|
||||
private SkinnedMeshRenderer _handRenderer;
|
||||
|
||||
[SerializeField]
|
||||
private MaterialPropertyBlockEditor _materialEditor;
|
||||
|
||||
[SerializeField]
|
||||
private HandVisual _handVisual;
|
||||
|
||||
[SerializeField]
|
||||
private Color _glowColorGrabing;
|
||||
|
||||
[SerializeField]
|
||||
private Color _glowColorHover;
|
||||
|
||||
[SerializeField]
|
||||
[Range(0.0f, 1.0f)]
|
||||
private float _colorChangeSpeed = 0.5f;
|
||||
|
||||
[SerializeField]
|
||||
[Range(0.0f, 0.25f)]
|
||||
private float _glowFadeStartTime = 0.2f;
|
||||
|
||||
[SerializeField]
|
||||
[Range(0.0f, 1.0f)]
|
||||
private float _glowStrengthChangeSpeed = 0.5f;
|
||||
|
||||
[SerializeField]
|
||||
private bool _fadeOut;
|
||||
|
||||
[SerializeField]
|
||||
[Range(0.0f, 1.0f)]
|
||||
[Tooltip("Recommended from 0.7 to 1.0")]
|
||||
private float _gradientLength = 0.85f;
|
||||
|
||||
[SerializeField]
|
||||
private GlowType _glowType = GlowType.Outline;
|
||||
|
||||
#endregion
|
||||
|
||||
public enum GlowType
|
||||
{
|
||||
Fill = 27,
|
||||
Outline = 28,
|
||||
Both = 29
|
||||
}
|
||||
|
||||
enum GlowState
|
||||
{
|
||||
None,
|
||||
Hover,
|
||||
Selected,
|
||||
SelectedGlowOut,
|
||||
}
|
||||
|
||||
private GlowState _state;
|
||||
private float _accumulatedSelectedTime;
|
||||
|
||||
enum GrabState
|
||||
{
|
||||
None,
|
||||
Pinch,
|
||||
Palm
|
||||
}
|
||||
|
||||
private GrabState _grabState;
|
||||
|
||||
private float _glowFadeValue;
|
||||
private Color _currentColor;
|
||||
|
||||
private IHandGrabInteractor HandGrabInteractor;
|
||||
private IInteractor Interactor;
|
||||
|
||||
private float[] _glowStregth = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f };
|
||||
|
||||
#region ShaderPropertyIDs
|
||||
|
||||
private readonly int _generateGlowID = Shader.PropertyToID("_GenerateGlow");
|
||||
private readonly int _glowColorID = Shader.PropertyToID("_GlowColor");
|
||||
private readonly int _glowTypeID = Shader.PropertyToID("_GlowType");
|
||||
private readonly int _glowParameterID = Shader.PropertyToID("_GlowParameter");
|
||||
|
||||
private readonly int[] _fingersGlowIDs =
|
||||
{
|
||||
Shader.PropertyToID("_ThumbGlowValue"), Shader.PropertyToID("_IndexGlowValue"),
|
||||
Shader.PropertyToID("_MiddleGlowValue"), Shader.PropertyToID("_RingGlowValue"),
|
||||
Shader.PropertyToID("_PinkyGlowValue"),
|
||||
};
|
||||
|
||||
#endregion
|
||||
|
||||
protected bool _started = false;
|
||||
|
||||
protected virtual void Awake()
|
||||
{
|
||||
_glowFadeValue = 1.0f;
|
||||
_state = GlowState.None;
|
||||
_grabState = GrabState.None;
|
||||
HandGrabInteractor = _handGrabInteractor as IHandGrabInteractor;
|
||||
Interactor = _handGrabInteractor as IInteractor;
|
||||
}
|
||||
|
||||
protected virtual void Start()
|
||||
{
|
||||
this.BeginStart(ref _started);
|
||||
|
||||
Assert.IsNotNull(_materialEditor);
|
||||
Assert.IsNotNull(HandGrabInteractor);
|
||||
Assert.IsNotNull(Interactor);
|
||||
Assert.IsNotNull(_handVisual);
|
||||
HandFingerMaskGenerator.GenerateFingerMask(_handRenderer, _handVisual,
|
||||
_materialEditor.MaterialPropertyBlock);
|
||||
|
||||
this.EndStart(ref _started);
|
||||
}
|
||||
|
||||
protected virtual void OnEnable()
|
||||
{
|
||||
if (_started)
|
||||
{
|
||||
Interactor.WhenPostprocessed += UpdateVisual;
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void OnDisable()
|
||||
{
|
||||
if (_started)
|
||||
{
|
||||
Interactor.WhenPostprocessed -= UpdateVisual;
|
||||
}
|
||||
}
|
||||
|
||||
private void SetMaterialPropertyBlockValues()
|
||||
{
|
||||
MaterialPropertyBlock block = _materialEditor.MaterialPropertyBlock;
|
||||
if (block == null) return;
|
||||
block.SetInt(_generateGlowID, 1);
|
||||
block.SetColor(_glowColorID, _currentColor);
|
||||
if (_glowType == GlowType.Fill || _glowType == GlowType.Both)
|
||||
{
|
||||
float glowParam = _gradientLength;
|
||||
if (_fadeOut)
|
||||
{
|
||||
glowParam *= _glowFadeValue;
|
||||
}
|
||||
|
||||
block.SetFloat(_glowParameterID, glowParam);
|
||||
}
|
||||
else
|
||||
{
|
||||
block.SetFloat(_glowParameterID, _glowFadeValue);
|
||||
}
|
||||
|
||||
for (int i = 0; i < _fingersGlowIDs.Length; i++)
|
||||
{
|
||||
block.SetFloat(_fingersGlowIDs[i], Mathf.Clamp01(_glowStregth[i]));
|
||||
}
|
||||
|
||||
block.SetInt(_glowTypeID, (int) _glowType);
|
||||
}
|
||||
|
||||
private void UpdateFingerGlowStrength(int fingerIndex, float strength)
|
||||
{
|
||||
float glowStrength =
|
||||
Mathf.Lerp(_glowStregth[fingerIndex], strength, _glowStrengthChangeSpeed);
|
||||
_glowStregth[fingerIndex] = glowStrength;
|
||||
}
|
||||
|
||||
private bool FingerOptionalOrRequired(GrabbingRule rules, HandFinger finger)
|
||||
{
|
||||
return rules[finger] == FingerRequirement.Optional ||
|
||||
rules[finger] == FingerRequirement.Required;
|
||||
}
|
||||
|
||||
private void UpdateGlowStrength()
|
||||
{
|
||||
float maxStrength = 0.0f;
|
||||
for (int i = 1; i < Input.Constants.NUM_FINGERS; i++)
|
||||
{
|
||||
Input.HandFinger finger = (Input.HandFinger)i;
|
||||
bool isPinchOptionalOrRequired =
|
||||
FingerOptionalOrRequired(HandGrabInteractor.TargetInteractable.PinchGrabRules, finger);
|
||||
float pinchStrength = TargetSupportsPinch() && isPinchOptionalOrRequired
|
||||
? HandGrabInteractor.HandGrabApi.GetFingerPinchStrength(finger)
|
||||
: 0.0f;
|
||||
bool isPalmOptionalOrRequired =
|
||||
FingerOptionalOrRequired(HandGrabInteractor.TargetInteractable.PalmGrabRules, finger);
|
||||
float palmStrength = TargetSupportsPalm() && isPalmOptionalOrRequired
|
||||
? HandGrabInteractor.HandGrabApi.GetFingerPalmStrength(finger)
|
||||
: 0.0f;
|
||||
float strength = Mathf.Max(pinchStrength, palmStrength);
|
||||
UpdateFingerGlowStrength(i, strength);
|
||||
maxStrength = Mathf.Max(pinchStrength, maxStrength);
|
||||
}
|
||||
|
||||
//Set thumb strength
|
||||
bool isPalmOptionalOrRequiredThumb =
|
||||
FingerOptionalOrRequired(HandGrabInteractor.TargetInteractable.PalmGrabRules,
|
||||
HandFinger.Thumb);
|
||||
var thumbStrength = TargetSupportsPalm() && isPalmOptionalOrRequiredThumb
|
||||
? HandGrabInteractor.HandGrabApi.GetFingerPalmStrength(HandFinger.Thumb)
|
||||
: 0.0f;
|
||||
//Not getting the pinch thumb strength because it might not give the correct value
|
||||
UpdateFingerGlowStrength(0, Mathf.Max(thumbStrength, maxStrength));
|
||||
}
|
||||
|
||||
private void UpdateGlowState()
|
||||
{
|
||||
if (Interactor.State == InteractorState.Hover)
|
||||
{
|
||||
_state = GlowState.Hover;
|
||||
}
|
||||
else if (Interactor.State == InteractorState.Select)
|
||||
{
|
||||
if (_state == GlowState.Hover || _state == GlowState.None)
|
||||
{
|
||||
_accumulatedSelectedTime = 0.0f;
|
||||
_state = GlowState.Selected;
|
||||
}
|
||||
else if (_state == GlowState.Selected)
|
||||
{
|
||||
_accumulatedSelectedTime += Time.deltaTime;
|
||||
if (_fadeOut && _accumulatedSelectedTime >= _glowFadeStartTime)
|
||||
{
|
||||
_state = GlowState.SelectedGlowOut;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_state = GlowState.None;
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateGlowColorAndFade()
|
||||
{
|
||||
if (_state == GlowState.Hover)
|
||||
{
|
||||
_glowFadeValue = 1.0f;
|
||||
_currentColor = Color.Lerp(_currentColor,
|
||||
_fadeOut ? _glowColorGrabing : _glowColorHover, _colorChangeSpeed);
|
||||
}
|
||||
else if (_state == GlowState.Selected)
|
||||
{
|
||||
if (_fadeOut)
|
||||
{
|
||||
_glowFadeValue = Mathf.Lerp(_glowFadeValue, 0.5f, 0.8f);
|
||||
_currentColor = _glowColorGrabing;
|
||||
}
|
||||
else
|
||||
{
|
||||
_glowFadeValue = 1.0f;
|
||||
_currentColor = Color.Lerp(_currentColor, _glowColorGrabing, _colorChangeSpeed);
|
||||
}
|
||||
}
|
||||
else if (_state == GlowState.SelectedGlowOut)
|
||||
{
|
||||
_glowFadeValue = Mathf.Lerp(_glowFadeValue, 1.15f, 0.3f);
|
||||
_currentColor = _glowColorGrabing;
|
||||
}
|
||||
else
|
||||
{
|
||||
_glowFadeValue = Mathf.Lerp(_glowFadeValue, 0.0f, 0.15f);
|
||||
}
|
||||
}
|
||||
|
||||
private bool TargetSupportsPinch()
|
||||
{
|
||||
if (HandGrabInteractor.TargetInteractable == null) return false;
|
||||
|
||||
return (HandGrabInteractor.SupportedGrabTypes &
|
||||
HandGrabInteractor.TargetInteractable.SupportedGrabTypes &
|
||||
GrabTypeFlags.Pinch) != 0;
|
||||
}
|
||||
|
||||
private bool TargetSupportsPalm()
|
||||
{
|
||||
if (HandGrabInteractor.TargetInteractable == null) return false;
|
||||
|
||||
return (HandGrabInteractor.SupportedGrabTypes &
|
||||
HandGrabInteractor.TargetInteractable.SupportedGrabTypes &
|
||||
GrabTypeFlags.Palm) != 0;
|
||||
}
|
||||
|
||||
private void UpdateGrabState()
|
||||
{
|
||||
if (HandGrabInteractor.TargetInteractable == null)
|
||||
{
|
||||
_grabState = GrabState.None;
|
||||
return;
|
||||
}
|
||||
|
||||
GrabbingRule pinchGrabRules = HandGrabInteractor.TargetInteractable.PinchGrabRules;
|
||||
bool pinchGestureActive = HandGrabInteractor.HandGrabApi.IsHandPinchGrabbing(pinchGrabRules);
|
||||
if (TargetSupportsPinch() && pinchGestureActive)
|
||||
{
|
||||
if (_grabState == GrabState.None || _grabState == GrabState.Pinch)
|
||||
{
|
||||
_grabState = GrabState.Pinch;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
GrabbingRule palmGrabRules = HandGrabInteractor.TargetInteractable.PalmGrabRules;
|
||||
bool palmGestureActive = HandGrabInteractor.HandGrabApi.IsHandPalmGrabbing(palmGrabRules);
|
||||
if (TargetSupportsPalm() && palmGestureActive)
|
||||
{
|
||||
if (_grabState == GrabState.None || _grabState == GrabState.Palm)
|
||||
{
|
||||
_grabState = GrabState.Palm;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
_grabState = GrabState.None;
|
||||
}
|
||||
|
||||
private void ClearGlow()
|
||||
{
|
||||
var block = _materialEditor.MaterialPropertyBlock;
|
||||
foreach (var fingerID in _fingersGlowIDs) block.SetFloat(fingerID, 0.0f);
|
||||
block.SetInt(_generateGlowID, 0);
|
||||
}
|
||||
|
||||
private void UpdateVisual()
|
||||
{
|
||||
GlowState prevGlowState = _state;
|
||||
UpdateGrabState();
|
||||
UpdateGlowState();
|
||||
if (prevGlowState != _state && _state == GlowState.None)
|
||||
{
|
||||
ClearGlow();
|
||||
}
|
||||
else if (_state != GlowState.None)
|
||||
{
|
||||
UpdateGlowStrength();
|
||||
UpdateGlowColorAndFade();
|
||||
SetMaterialPropertyBlockValues();
|
||||
}
|
||||
}
|
||||
|
||||
#region Inject
|
||||
|
||||
public void InjectAllHandGrabGlow(IHandGrabInteractor handGrabInteractor,
|
||||
SkinnedMeshRenderer handRenderer, MaterialPropertyBlockEditor materialEditor,
|
||||
HandVisual handVisual, Color grabbingColor, Color hoverColor, float colorChangeSpeed,
|
||||
float fadeStartTime, float glowStrengthChangeSpeed, bool fadeOut,
|
||||
float gradientLength, GlowType glowType)
|
||||
{
|
||||
InjectHandGrabInteractor(handGrabInteractor);
|
||||
InjectHandRenderer(handRenderer);
|
||||
InjectMaterialPropertyBlockEditor(materialEditor);
|
||||
InjectHandVisual(handVisual);
|
||||
InjectGlowColors(grabbingColor, hoverColor);
|
||||
InjectVisualChangeSpeed(colorChangeSpeed, fadeStartTime,
|
||||
glowStrengthChangeSpeed);
|
||||
InjectFadeOut(fadeOut);
|
||||
InjectGradientLength(gradientLength);
|
||||
InjectGlowType(glowType);
|
||||
}
|
||||
|
||||
public void InjectHandGrabInteractor(IHandGrabInteractor handGrabInteractor)
|
||||
{
|
||||
_handGrabInteractor = handGrabInteractor as UnityEngine.Object;
|
||||
Interactor = handGrabInteractor as IInteractor;
|
||||
HandGrabInteractor = handGrabInteractor;
|
||||
}
|
||||
|
||||
public void InjectHandRenderer(SkinnedMeshRenderer handRenderer)
|
||||
{
|
||||
_handRenderer = handRenderer;
|
||||
}
|
||||
|
||||
public void InjectMaterialPropertyBlockEditor(MaterialPropertyBlockEditor materialEditor)
|
||||
{
|
||||
_materialEditor = materialEditor;
|
||||
}
|
||||
|
||||
public void InjectHandVisual(HandVisual handVisual)
|
||||
{
|
||||
_handVisual = handVisual;
|
||||
}
|
||||
|
||||
public void InjectGlowColors(Color grabbingColor, Color hoverColor)
|
||||
{
|
||||
_glowColorGrabing = grabbingColor;
|
||||
_glowColorHover = hoverColor;
|
||||
}
|
||||
|
||||
public void InjectVisualChangeSpeed(float colorChangeSpeed, float fadeStartTime, float glowStrengthChangeSpeed)
|
||||
{
|
||||
_colorChangeSpeed = colorChangeSpeed;
|
||||
_glowFadeStartTime = fadeStartTime;
|
||||
_glowStrengthChangeSpeed = glowStrengthChangeSpeed;
|
||||
}
|
||||
|
||||
public void InjectFadeOut(bool fadeOut)
|
||||
{
|
||||
_fadeOut = fadeOut;
|
||||
}
|
||||
|
||||
/// <param name="gradientLength">Clamped 0.0 to 1.0</param>
|
||||
public void InjectGradientLength(float gradientLength)
|
||||
{
|
||||
_gradientLength = Mathf.Clamp01(gradientLength);
|
||||
}
|
||||
|
||||
public void InjectGlowType(GlowType glowType)
|
||||
{
|
||||
_glowType = glowType;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user