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349 lines
16 KiB
Plaintext
349 lines
16 KiB
Plaintext
// Bezier Pointer|Pointers|10040
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namespace VRTK
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{
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using UnityEngine;
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using System;
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/// <summary>
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/// The Bezier Pointer emits a curved line (made out of game objects) from the end of the attached object to a point on a ground surface (at any height).
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/// </summary>
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/// <remarks>
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/// It is more useful than the Simple Laser Pointer for traversing objects of various heights as the end point can be curved on top of objects that are not visible to the user.
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///
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/// The laser beam is activated by default by pressing the `Touchpad` on the controller. The event it is listening for is the `AliasPointer` events so the pointer toggle button can be set by changing the `Pointer Toggle` button on the `VRTK_ControllerEvents` script parameters.
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///
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/// > The bezier curve generation code is in another script located at `VRTK/Scripts/Internal/VRTK_CurveGenerator.cs` and was heavily inspired by the tutorial and code from [Catlike Coding](http://catlikecoding.com/unity/tutorials/curves-and-splines/).
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/// </remarks>
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/// <example>
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/// `VRTK/Examples/009_Controller_BezierPointer` is used in conjunction with the Height Adjust Teleporter shows how it is possible to traverse different height objects using the curved pointer without needing to see the top of the object.
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///
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/// `VRTK/Examples/036_Controller_CustomCompoundPointer' shows how to display an object (a teleport beam) only if the teleport location is valid, and can create an animated trail along the tracer curve.
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/// </example>
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[Obsolete("`VRTK_BezierPointer` has been replaced with `VRTK_BezierPointerRenderer` attached to a `VRTK_Pointer`. This script will be removed in a future version of VRTK.")]
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public class VRTK_BezierPointer : VRTK_BasePointer
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{
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[Header("Bezier Pointer Settings", order = 3)]
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[Tooltip("The length of the projected forward pointer beam, this is basically the distance able to point from the origin position.")]
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public float pointerLength = 10f;
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[Tooltip("The number of items to render in the beam bezier curve. A high number here will most likely have a negative impact of game performance due to large number of rendered objects.")]
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public int pointerDensity = 10;
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[Tooltip("The number of points along the bezier curve to check for an early beam collision. Useful if the bezier curve is appearing to clip through teleport locations. 0 won't make any checks and it will be capped at `Pointer Density`. The higher the number, the more CPU intensive the checks become.")]
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public int collisionCheckFrequency = 0;
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[Tooltip("The amount of height offset to apply to the projected beam to generate a smoother curve even when the beam is pointing straight.")]
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public float beamCurveOffset = 1f;
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[Tooltip("The maximum angle in degrees of the origin before the beam curve height is restricted. A lower angle setting will prevent the beam being projected high into the sky and curving back down.")]
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[Range(1, 100)]
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public float beamHeightLimitAngle = 100f;
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[Tooltip("Rescale each pointer tracer element according to the length of the Bezier curve.")]
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public bool rescalePointerTracer = false;
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[Tooltip("A cursor is displayed on the ground at the location the beam ends at, it is useful to see what height the beam end location is, however it can be turned off by toggling this.")]
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public bool showPointerCursor = true;
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[Tooltip("The size of the ground pointer cursor. This number also affects the size of the objects in the bezier curve beam. The larger the radius, the larger the objects will be.")]
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public float pointerCursorRadius = 0.5f;
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[Tooltip("The pointer cursor will be rotated to match the angle of the target surface if this is true, if it is false then the pointer cursor will always be horizontal.")]
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public bool pointerCursorMatchTargetRotation = false;
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[Header("Custom Appearance Settings", order = 4)]
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[Tooltip("A custom Game Object can be applied here to use instead of the default sphere for the beam tracer. The custom Game Object will match the rotation of the object attached to.")]
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public GameObject customPointerTracer;
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[Tooltip("A custom Game Object can be applied here to use instead of the default flat cylinder for the pointer cursor.")]
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public GameObject customPointerCursor;
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[Tooltip("A custom Game Object can be applied here to appear only if the teleport is allowed (its material will not be changed ).")]
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public GameObject validTeleportLocationObject = null;
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private GameObject pointerCursor;
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private GameObject curvedBeamContainer;
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private VRTK_CurveGenerator curvedBeam;
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private GameObject validTeleportLocationInstance = null;
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private bool beamActive = false;
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private Vector3 fixedForwardBeamForward;
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private Vector3 contactNormal;
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private const float BEAM_ADJUST_OFFSET = 0.00001f;
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protected override void OnEnable()
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{
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base.OnEnable();
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beamActive = false;
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InitPointer();
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TogglePointer(false);
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}
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protected override void OnDisable()
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{
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base.OnDisable();
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beamActive = false;
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if (pointerCursor != null)
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{
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Destroy(pointerCursor);
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}
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if (curvedBeam != null)
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{
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Destroy(curvedBeam);
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}
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if (curvedBeamContainer != null)
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{
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Destroy(curvedBeamContainer);
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}
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}
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protected override void Update()
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{
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base.Update();
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if (beamActive)
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{
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var jointPosition = ProjectForwardBeam();
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var downPosition = ProjectDownBeam(jointPosition);
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AdjustForEarlyCollisions(jointPosition, downPosition);
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}
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}
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protected override void InitPointer()
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{
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pointerCursor = (customPointerCursor ? Instantiate(customPointerCursor) : CreateCursor());
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if (validTeleportLocationObject != null)
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{
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validTeleportLocationInstance = Instantiate(validTeleportLocationObject);
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validTeleportLocationInstance.name = string.Format("[{0}]BasePointer_BezierPointer_TeleportBeam", gameObject.name);
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validTeleportLocationInstance.transform.SetParent(pointerCursor.transform);
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validTeleportLocationInstance.layer = LayerMask.NameToLayer("Ignore Raycast");
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validTeleportLocationInstance.SetActive(false);
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}
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pointerCursor.name = string.Format("[{0}]BasePointer_BezierPointer_PointerCursor", gameObject.name);
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VRTK_PlayerObject.SetPlayerObject(pointerCursor, VRTK_PlayerObject.ObjectTypes.Pointer);
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pointerCursor.layer = LayerMask.NameToLayer("Ignore Raycast");
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pointerCursor.SetActive(false);
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curvedBeamContainer = new GameObject(string.Format("[{0}]BasePointer_BezierPointer_CurvedBeamContainer", gameObject.name));
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VRTK_PlayerObject.SetPlayerObject(curvedBeamContainer, VRTK_PlayerObject.ObjectTypes.Pointer);
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curvedBeamContainer.SetActive(false);
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curvedBeam = curvedBeamContainer.gameObject.AddComponent<VRTK_CurveGenerator>();
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curvedBeam.transform.SetParent(null);
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curvedBeam.Create(pointerDensity, pointerCursorRadius, customPointerTracer, rescalePointerTracer);
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base.InitPointer();
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}
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protected override void SetPointerMaterial(Color color)
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{
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base.ChangeMaterialColor(pointerCursor, color);
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base.SetPointerMaterial(color);
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}
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protected override void TogglePointer(bool state)
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{
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state = (pointerVisibility == pointerVisibilityStates.Always_On ? true : state);
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beamActive = state;
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if (!beamActive)
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{
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ToggleBezierBeam(beamActive);
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}
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}
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protected override void DisablePointerBeam(object sender, ControllerInteractionEventArgs e)
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{
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base.DisablePointerBeam(sender, e);
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ToggleBezierBeam(false);
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}
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private void ToggleBezierBeam(bool state)
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{
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if (gameObject.activeInHierarchy)
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{
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TogglePointerCursor(state);
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curvedBeam.TogglePoints(state);
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}
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}
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private GameObject CreateCursor()
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{
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var cursorYOffset = 0.02f;
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var cursor = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
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var cursorRenderer = cursor.GetComponent<MeshRenderer>();
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cursor.transform.localScale = new Vector3(pointerCursorRadius, cursorYOffset, pointerCursorRadius);
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cursorRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
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cursorRenderer.receiveShadows = false;
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cursorRenderer.material = pointerMaterial;
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Destroy(cursor.GetComponent<CapsuleCollider>());
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return cursor;
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}
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private void TogglePointerCursor(bool state)
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{
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var pointerCursorState = (showPointerCursor && state ? showPointerCursor : false);
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pointerCursor.gameObject.SetActive(pointerCursorState);
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base.TogglePointer(state);
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}
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private Vector3 ProjectForwardBeam()
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{
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var origin = GetOrigin();
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var attachedRotation = Vector3.Dot(Vector3.up, origin.forward.normalized);
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var calculatedLength = pointerLength;
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var useForward = origin.forward;
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if ((attachedRotation * 100f) > beamHeightLimitAngle)
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{
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useForward = new Vector3(useForward.x, fixedForwardBeamForward.y, useForward.z);
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var controllerRotationOffset = 1f - (attachedRotation - (beamHeightLimitAngle / 100f));
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calculatedLength = (pointerLength * controllerRotationOffset) * controllerRotationOffset;
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}
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else
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{
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fixedForwardBeamForward = origin.forward;
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}
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var actualLength = calculatedLength;
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Ray pointerRaycast = new Ray(origin.position, useForward);
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RaycastHit collidedWith;
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var hasRayHit = Physics.Raycast(pointerRaycast, out collidedWith, calculatedLength, ~layersToIgnore);
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//reset if beam not hitting or hitting new target
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if (!hasRayHit || (pointerContactRaycastHit.collider && pointerContactRaycastHit.collider != collidedWith.collider))
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{
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pointerContactDistance = 0f;
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}
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//check if beam has hit a new target
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if (hasRayHit)
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{
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pointerContactDistance = collidedWith.distance;
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}
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//adjust beam length if something is blocking it
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if (hasRayHit && pointerContactDistance < calculatedLength)
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{
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actualLength = pointerContactDistance;
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}
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//Use BEAM_ADJUST_OFFSET to move point back and up a bit to prevent beam clipping at collision point
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return (pointerRaycast.GetPoint(actualLength - BEAM_ADJUST_OFFSET) + (Vector3.up * BEAM_ADJUST_OFFSET));
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}
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private Vector3 ProjectDownBeam(Vector3 jointPosition)
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{
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Vector3 downPosition = Vector3.zero;
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Ray projectedBeamDownRaycast = new Ray(jointPosition, Vector3.down);
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RaycastHit collidedWith;
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var downRayHit = Physics.Raycast(projectedBeamDownRaycast, out collidedWith, float.PositiveInfinity, ~layersToIgnore);
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if (!downRayHit || (pointerContactRaycastHit.collider && pointerContactRaycastHit.collider != collidedWith.collider))
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{
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if (pointerContactRaycastHit.collider != null)
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{
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base.PointerOut();
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}
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pointerContactTarget = null;
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pointerContactRaycastHit = new RaycastHit();
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contactNormal = Vector3.zero;
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downPosition = projectedBeamDownRaycast.GetPoint(0f);
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}
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if (downRayHit)
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{
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pointerContactTarget = collidedWith.transform;
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pointerContactRaycastHit = collidedWith;
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contactNormal = collidedWith.normal;
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downPosition = projectedBeamDownRaycast.GetPoint(collidedWith.distance);
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base.PointerIn();
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}
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return downPosition;
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}
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private void SetPointerCursor(Vector3 cursorPosition)
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{
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destinationPosition = cursorPosition;
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if (pointerContactTarget != null)
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{
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TogglePointerCursor(true);
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pointerCursor.transform.position = cursorPosition;
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if (pointerCursorMatchTargetRotation)
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{
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pointerCursor.transform.rotation = Quaternion.FromToRotation(Vector3.up, contactNormal);
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}
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base.UpdateDependencies(pointerCursor.transform.position);
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UpdatePointerMaterial(pointerHitColor);
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if (validTeleportLocationInstance != null)
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{
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validTeleportLocationInstance.SetActive(ValidDestination(pointerContactTarget, destinationPosition));
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}
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}
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else
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{
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TogglePointerCursor(false);
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UpdatePointerMaterial(pointerMissColor);
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}
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}
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private void AdjustForEarlyCollisions(Vector3 jointPosition, Vector3 downPosition)
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{
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Vector3 newDownPosition = downPosition;
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Vector3 newJointPosition = jointPosition;
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if (collisionCheckFrequency > 0)
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{
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collisionCheckFrequency = Mathf.Clamp(collisionCheckFrequency, 0, pointerDensity);
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Vector3[] beamPoints = new Vector3[]
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{
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GetOrigin().position,
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jointPosition + new Vector3(0f, beamCurveOffset, 0f),
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downPosition,
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downPosition,
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};
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Vector3[] checkPoints = curvedBeam.GetPoints(beamPoints);
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int checkFrequency = pointerDensity / collisionCheckFrequency;
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for (int i = 0; i < pointerDensity - checkFrequency; i += checkFrequency)
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{
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var currentPoint = checkPoints[i];
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var nextPoint = (i + checkFrequency < checkPoints.Length ? checkPoints[i + checkFrequency] : checkPoints[checkPoints.Length - 1]);
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var nextPointDirection = (nextPoint - currentPoint).normalized;
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var nextPointDistance = Vector3.Distance(currentPoint, nextPoint);
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Ray checkCollisionRay = new Ray(currentPoint, nextPointDirection);
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RaycastHit checkCollisionHit;
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if (Physics.Raycast(checkCollisionRay, out checkCollisionHit, nextPointDistance, ~layersToIgnore))
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{
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var collisionPoint = checkCollisionRay.GetPoint(checkCollisionHit.distance);
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Ray downwardCheckRay = new Ray(collisionPoint + (Vector3.up * 0.01f), Vector3.down);
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RaycastHit downwardCheckHit;
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if (Physics.Raycast(downwardCheckRay, out downwardCheckHit, float.PositiveInfinity, ~layersToIgnore))
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{
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newDownPosition = downwardCheckRay.GetPoint(downwardCheckHit.distance); ;
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newJointPosition = (newDownPosition.y < jointPosition.y ? new Vector3(newDownPosition.x, jointPosition.y, newDownPosition.z) : jointPosition);
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break;
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}
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}
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}
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}
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DisplayCurvedBeam(newJointPosition, newDownPosition);
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SetPointerCursor(newDownPosition);
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}
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private void DisplayCurvedBeam(Vector3 jointPosition, Vector3 downPosition)
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{
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Vector3[] beamPoints = new Vector3[]
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{
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GetOrigin(false).position,
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jointPosition + new Vector3(0f, beamCurveOffset, 0f),
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downPosition,
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downPosition,
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};
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var tracerMaterial = (customPointerTracer ? null : pointerMaterial);
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curvedBeam.SetPoints(beamPoints, tracerMaterial, currentPointerColor);
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if (pointerVisibility != pointerVisibilityStates.Always_Off)
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{
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curvedBeam.TogglePoints(true);
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}
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}
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}
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} |