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MaiDXR/Assets/Oculus/VR/Scripts/Util/OVRGazePointer.cs
2022-08-20 21:35:57 +02:00

283 lines
8.7 KiB
C#

/*
* 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 UnityEngine.EventSystems;
using UnityEngine.UI;
/// <summary>
/// UI pointer driven by gaze input.
/// </summary>
public class OVRGazePointer : OVRCursor {
private Transform gazeIcon; //the transform that rotates according to our movement
[Tooltip("Should the pointer be hidden when not over interactive objects.")]
public bool hideByDefault = true;
[Tooltip("Time after leaving interactive object before pointer fades.")]
public float showTimeoutPeriod = 1;
[Tooltip("Time after mouse pointer becoming inactive before pointer unfades.")]
public float hideTimeoutPeriod = 0.1f;
[Tooltip("Keep a faint version of the pointer visible while using a mouse")]
public bool dimOnHideRequest = true;
[Tooltip("Angular scale of pointer")]
public float depthScaleMultiplier = 0.03f;
public bool matchNormalOnPhysicsColliders;
/// <summary>
/// The gaze ray.
/// </summary>
public Transform rayTransform;
/// <summary>
/// Is gaze pointer current visible
/// </summary>
public bool hidden { get; private set; }
/// <summary>
/// Current scale applied to pointer
/// </summary>
public float currentScale { get; private set; }
/// <summary>
/// Current depth of pointer from camera
/// </summary>
private float depth;
private float hideUntilTime;
/// <summary>
/// How many times position has been set this frame. Used to detect when there are no position sets in a frame.
/// </summary>
private int positionSetsThisFrame = 0;
/// <summary>
/// Last time code requested the pointer be shown. Usually when pointer passes over interactive elements.
/// </summary>
private float lastShowRequestTime;
/// <summary>
/// Last time pointer was requested to be hidden. Usually mouse pointer activity.
/// </summary>
private float lastHideRequestTime;
// Optionally present GUI element displaying progress when using gaze-to-select mechanics
private OVRProgressIndicator progressIndicator;
private static OVRGazePointer _instance;
public static OVRGazePointer instance
{
// If there's no GazePointer already in the scene, instanciate one now.
get
{
if (_instance == null)
{
Debug.Log(string.Format("Instanciating GazePointer", 0));
_instance = (OVRGazePointer)GameObject.Instantiate((OVRGazePointer)Resources.Load("Prefabs/GazePointerRing", typeof(OVRGazePointer)));
}
return _instance;
}
}
/// <summary>
/// Used to determine alpha level of gaze cursor. Could also be used to determine cursor size, for example, as the cursor fades out.
/// </summary>
public float visibilityStrength
{
get
{
// It's possible there are reasons to show the cursor - such as it hovering over some UI - and reasons to hide
// the cursor - such as another input method (e.g. mouse) being used. We take both of these in to account.
float strengthFromShowRequest;
if (hideByDefault)
{
// fade the cursor out with time
strengthFromShowRequest = Mathf.Clamp01(1 - (Time.time - lastShowRequestTime) / showTimeoutPeriod);
}
else
{
// keep it fully visible
strengthFromShowRequest = 1;
}
// Now consider factors requesting pointer to be hidden
float strengthFromHideRequest;
strengthFromHideRequest = (lastHideRequestTime + hideTimeoutPeriod > Time.time) ? (dimOnHideRequest ? 0.1f : 0) : 1;
// Hide requests take priority
return Mathf.Min(strengthFromShowRequest, strengthFromHideRequest);
}
}
public float SelectionProgress
{
get
{
return progressIndicator ? progressIndicator.currentProgress : 0;
}
set
{
if (progressIndicator)
progressIndicator.currentProgress = value;
}
}
public void Awake()
{
currentScale = 1;
// Only allow one instance at runtime.
if (_instance != null && _instance != this)
{
enabled = false;
DestroyImmediate(this);
return;
}
_instance = this;
gazeIcon = transform.Find("GazeIcon");
progressIndicator = transform.GetComponent<OVRProgressIndicator>();
}
void Update ()
{
if (rayTransform == null && Camera.main != null)
rayTransform = Camera.main.transform;
// Move the gaze cursor to keep it in the middle of the view
transform.position = rayTransform.position + rayTransform.forward * depth;
// Should we show or hide the gaze cursor?
if (visibilityStrength == 0 && !hidden)
{
Hide();
}
else if (visibilityStrength > 0 && hidden)
{
Show();
}
}
/// <summary>
/// Set position and orientation of pointer
/// </summary>
/// <param name="pos"></param>
/// <param name="normal"></param>
public override void SetCursorStartDest(Vector3 _, Vector3 pos, Vector3 normal)
{
transform.position = pos;
if (!matchNormalOnPhysicsColliders) normal = rayTransform.forward;
// Set the rotation to match the normal of the surface it's on.
Quaternion newRot = transform.rotation;
newRot.SetLookRotation(normal, rayTransform.up);
transform.rotation = newRot;
// record depth so that distance doesn't pop when pointer leaves an object
depth = (rayTransform.position - pos).magnitude;
//set scale based on depth
currentScale = depth * depthScaleMultiplier;
transform.localScale = new Vector3(currentScale, currentScale, currentScale);
positionSetsThisFrame++;
RequestShow();
}
public override void SetCursorRay(Transform ray)
{
// We don't do anything here, because we already set this properly by default in Update.
}
void LateUpdate()
{
// This happens after all Updates so we know that if positionSetsThisFrame is zero then nothing set the position this frame
if (positionSetsThisFrame == 0)
{
// No geometry intersections, so gazing into space. Make the cursor face directly at the camera
Quaternion newRot = transform.rotation;
newRot.SetLookRotation(rayTransform.forward, rayTransform.up);
transform.rotation = newRot;
}
Quaternion iconRotation = gazeIcon.rotation;
iconRotation.SetLookRotation(transform.rotation * new Vector3(0, 0, 1));
gazeIcon.rotation = iconRotation;
positionSetsThisFrame = 0;
}
/// <summary>
/// Request the pointer be hidden
/// </summary>
public void RequestHide()
{
if (!dimOnHideRequest)
{
Hide();
}
lastHideRequestTime = Time.time;
}
/// <summary>
/// Request the pointer be shown. Hide requests take priority
/// </summary>
public void RequestShow()
{
Show();
lastShowRequestTime = Time.time;
}
// Disable/Enable child elements when we show/hide the cursor. For performance reasons.
void Hide()
{
var cachedTransform = transform;
for (int i = 0; i < cachedTransform.childCount; i++)
{
cachedTransform.GetChild(i).gameObject.SetActive(false);
}
if (GetComponent<Renderer>())
GetComponent<Renderer>().enabled = false;
hidden = true;
}
void Show()
{
var cachedTransform = transform;
for (int i = 0; i < cachedTransform.childCount; i++)
{
cachedTransform.GetChild(i).gameObject.SetActive(true);
}
if (GetComponent<Renderer>())
GetComponent<Renderer>().enabled = true;
hidden = false;
}
}