GvrBasePointer.cs
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//-----------------------------------------------------------------------
// <copyright file="GvrBasePointer.cs" company="Google Inc.">
// Copyright 2017 Google Inc. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// 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.
// </copyright>
//-----------------------------------------------------------------------
using UnityEngine;
using UnityEngine.EventSystems;
/// <summary>An abstract class for handling pointer based input.</summary>
/// <remarks><para>
/// This abstract class should be implemented for pointer based input, and used with
/// the GvrPointerInputModule script.
/// </para><para>
/// It provides methods called on pointer interaction with in-game objects and UI,
/// trigger events, and 'BaseInputModule' class state changes.
/// </para><para>
/// To have the methods called, an instance of this (implemented) class must be
/// registered with the **GvrPointerManager** script in 'Start' by calling
/// GvrPointerInputModule.OnPointerCreated.
/// </para><para>
/// This abstract class should be implemented by pointers doing 1 of 2 things:
/// 1. Responding to movement of the users head (Cardboard gaze-based-pointer).
/// 2. Responding to the movement of the daydream controller (Daydream 3D pointer).
/// </para></remarks>
public abstract class GvrBasePointer : MonoBehaviour, IGvrControllerInputDeviceReceiver
{
/// <summary>Determines which raycast mode to use for this raycaster.</summary>
/// <remarks>
/// Supports the following modes: <ul>
/// <li>Camera - Ray is cast from the camera through the pointer.</li>
/// <li>Direct - Ray is cast forward from the pointer.</li>
/// <li>Hybrid - Begins with a Direct ray and transitions to a Camera ray.</li>
/// </ul>
/// </remarks>
[Tooltip("Determines which raycast mode to use for this raycaster.\n" +
" • Camera - Ray is cast from camera.\n" +
" • Direct - Ray is cast from pointer.\n" +
" • Hybrid - Transitions from Direct ray to Camera ray.")]
public RaycastMode raycastMode = RaycastMode.Hybrid;
/// <summary>
/// Determines the `eventCamera` for `GvrPointerPhysicsRaycaster` and
/// `GvrPointerGraphicRaycaster`.
/// </summary>
/// <remarks>
/// Additionaly, this is used to control what camera to use when calculating the Camera ray for
/// the Hybrid and Camera raycast modes.
/// </remarks>
[Tooltip("Optional: Use a camera other than Camera.main.")]
public Camera overridePointerCamera;
#if UNITY_EDITOR
/// <summary>
/// Determines if the rays used for raycasting will be drawn in the editor.
/// </summary>
[Tooltip("Determines if the rays used for raycasting will be drawn in the editor.")]
public bool drawDebugRays = false;
#endif // UNITY_EDITOR
// When using a Daydream (3DoF) controller:
// - Only TouchPadButton is mapped to mouse left click.
private const GvrControllerButton LEFT_BUTTON_MASK_3DOF =
GvrControllerButton.TouchPadButton;
// When using a Daydream 6DoF controller:
// - TouchPadButton and Trigger are mapped to mouse left click.
// - App and Grip are mapped to mouse right click.
private const GvrControllerButton LEFT_BUTTON_MASK_6DOF =
GvrControllerButton.TouchPadButton |
GvrControllerButton.Trigger;
private const GvrControllerButton RIGHT_BUTTON_MASK_6DOF =
GvrControllerButton.App |
GvrControllerButton.Grip;
private GvrControllerButton triggerButton;
private GvrControllerButton triggerButtonDown;
private GvrControllerButton triggerButtonUp;
private int lastUpdateFrame;
/// <summary>The method by which GvrPointer perorms Raycasts.</summary>
/// <remarks>
/// Camera is usually ideal at long range,
/// Direct is usually ideal at close range, and Hybrid interpolates between the two depending
/// on range.
/// </remarks>
public enum RaycastMode
{
/// <summary>
/// Camera-based raycasting. Detects collisions for the pointer from the Camera.
/// </summary>
/// <remarks><para>
/// Casts a ray from the camera through the target of the pointer. This is ideal for
/// reticles that are always rendered on top. The object that is selected will always be
/// the object that appears underneath the reticle from the perspective of the camera.
/// This also prevents the reticle from appearing to "jump" when it starts/stops hitting
/// an object.
/// </para><para>
/// Recommended for reticles that are always rendered on top such as the GvrReticlePointer
/// prefab which is used for cardboard apps.
/// </para><para>
/// Note: This will prevent the user from pointing around an object to hit something that
/// is out of sight. This isn't a problem in a typical use case.
/// </para><para>
/// When used with the standard daydream controller, the hit detection will not account for
/// the laser correctly for objects that are closer to the camera than the end of the
/// laser.
/// In that case, it is recommended to do one of the following things:
/// 1. Hide the laser.
/// 2. Use a full-length laser pointer in Direct mode.
/// 3. Use the Hybrid raycast mode.
/// </para></remarks>
Camera,
/// <summary>
/// Direct raycasting. Detects collisions for the pointer from the Controller.
/// </summary>
/// <remarks><para>
/// Cast a ray directly from the pointer origin.
/// </para><para>
/// Recommended for full-length laser pointers.
/// </para></remarks>
Direct,
/// <summary>
/// Hybrid raycasting. Interpolates between Camera and Direct based on distance.
/// </summary>
/// <remarks><para>
/// Default method for casting ray.
/// </para><para>
/// Combines the Camera and Direct raycast modes. Uses a Direct ray up until the
/// CameraRayIntersectionDistance, and then switches to use a Camera ray starting from the
/// point where the two rays intersect.
/// </para><para>
/// Recommended for use with the standard settings of the GvrControllerPointer prefab.
/// This is the most versatile raycast mode. Like Camera mode, this prevents the reticle
/// appearing jumpy. Additionally, it still allows the user to target objects that are
/// close to them by using the laser as a visual reference.
/// </para></remarks>
Hybrid,
}
/// <summary>Gets the current RaycastResult.</summary>
/// <remarks>
/// A convenience function for fetching the object the pointer is currently hitting.
/// </remarks>
/// <value>The current raycast result.</value>
public RaycastResult CurrentRaycastResult
{
get { return GvrPointerInputModule.CurrentRaycastResult; }
}
/// @deprecated Replaced by `CurrentRaycastResult.worldPosition`.
/// <summary>Gets the pointer intersection.</summary>
/// <value>The pointer intersection.</value>
[System.Obsolete("Replaced by CurrentRaycastResult.worldPosition")]
public Vector3 PointerIntersection
{
get
{
RaycastResult raycastResult = CurrentRaycastResult;
return raycastResult.worldPosition;
}
}
/// @deprecated Replaced by `CurrentRaycastResult.gameObject != null`.
/// <summary>
/// Gets a value indicating whether the pointer raycast intersects any object.
/// </summary>
/// <value>
/// Value `true` if the pointer raycast intersects any object, otherwise `false`.
/// </value>
[System.Obsolete("Replaced by CurrentRaycastResult.gameObject != null")]
public bool IsPointerIntersecting
{
get
{
RaycastResult raycastResult = CurrentRaycastResult;
return raycastResult.gameObject != null;
}
}
/// <summary>
/// Gets or sets a value indicating whether the `enterRadius` should be used for the raycast
/// or the `exitRadius` should be used.
/// </summary>
/// <remarks>
/// It is set by `GvrPointerInputModule` and doesn't need to be controlled manually.
/// </remarks>
/// <value>
/// Value `true` if enterRadius should be used for the racyast, `false` otherwise.
/// </value>
public bool ShouldUseExitRadiusForRaycast { get; set; }
/// <summary>Gets the current radius of the pointer.</summary>
/// <remarks>
/// Gets the `exitRadius` if `ShouldUseExitRadiusForRaycast` is `true`, otherwise returns the
/// `enterRadius`.
/// </remarks>
/// <value>The current pointer radius.</value>
public float CurrentPointerRadius
{
get
{
float enterRadius, exitRadius;
GetPointerRadius(out enterRadius, out exitRadius);
if (ShouldUseExitRadiusForRaycast)
{
return exitRadius;
}
else
{
return enterRadius;
}
}
}
/// <summary>Gets the transform that represents this pointer.</summary>
/// <remarks>It is used by `GvrBasePointerRaycaster` as the origin of the ray.</remarks>
/// <value>The pointer transform.</value>
public virtual Transform PointerTransform
{
get { return transform; }
}
/// <summary>Gets or sets the reference to the controller input device.</summary>
/// <value>The reference to the controller input device.</value>
public GvrControllerInputDevice ControllerInputDevice { get; set; }
/// <summary>Gets a value indicating whether the trigger was just pressed.</summary>
/// <remarks>
/// This is an event flag. It will be true for only one frame after the event happens.
/// Defaults to mouse button 0 down on Cardboard or
/// `ControllerInputDevice.GetButtonDown(TouchPadButton)` on Daydream.
/// Can be overridden to change the trigger.
/// </remarks>
/// <value>Value `true` if the trigger was just pressed, `false` otherwise.</value>
public virtual bool TriggerDown
{
get
{
UpdateTriggerState();
return triggerButtonDown != 0;
}
}
/// <summary>Gets a value indicating whether the trigger is currently being pressed.</summary>
/// <remarks>
/// This is not an event; it represents the trigger's state (it remains true while
/// the trigger is being pressed).
/// Defaults to mouse button 0 state on Cardboard or
/// `ControllerInputDevice.GetButton(TouchPadButton)` on Daydream.
/// Can be overridden to change the trigger.
/// </remarks>
/// <value>Value `true` if the trigger is currently being pressed, `false` otherwise.</value>
public virtual bool Triggering
{
get
{
UpdateTriggerState();
return triggerButton != 0;
}
}
/// <summary>
/// Gets a value indicating whether the trigger was just released.
/// </summary>
/// <remarks>
/// This is an event flag; it will be true for only one frame after the event happens.
/// Defaults to mouse button 0 up on Cardboard or
/// `ControllerInputDevice.GetButtonUp(TouchPadButton)` on Daydream.
/// Can be overridden to change the trigger.
/// </remarks>
/// <value>Value `true` if the trigger was just released, `false` otherwise.</value>
public virtual bool TriggerUp
{
get
{
UpdateTriggerState();
return triggerButtonUp != 0;
}
}
/// <summary>
/// Gets a value indicating whether the user just started touching the touchpad.
/// </summary>
/// <remarks>
/// This is an event flag; it is `true` for only one frame after the event happens,
/// then reverts to false.
/// Used by `GvrPointerScrollInput` to generate `OnScroll` events using Unity's event system.
/// Defaults to `ControllerInputDevice.GetButtonDown(TouchPadTouch)`, can be overridden to
/// change the input source.
/// </remarks>
/// <value>
/// Value `true` if the user just started touching the touchpad, `false` otherwise.
/// </value>
public virtual bool TouchDown
{
get
{
if (ControllerInputDevice == null)
{
return false;
}
else
{
return ControllerInputDevice.GetButtonDown(GvrControllerButton.TouchPadTouch);
}
}
}
/// <summary>
/// Gets a value indicating whether the user is currently touching the touchpad.
/// </summary>
/// <remarks>
/// Used by `GvrPointerScrollInput` to generate `OnScroll` events using Unity's event system.
/// Defaults to `ControllerInputDevice.GetButton(TouchPadTouch)`, can be overridden to change
/// the input source.
/// </remarks>
/// <value>
/// Value `true` the user is currently touching the touchpad; otherwise, `false`.
/// </value>
public virtual bool IsTouching
{
get
{
if (ControllerInputDevice == null)
{
return false;
}
else
{
return ControllerInputDevice.GetButton(GvrControllerButton.TouchPadTouch);
}
}
}
/// <summary>
/// Gets a value indicating whether the user just stopped touching the touchpad.
/// </summary>
/// <remarks>
/// This is an event flag; it is `true` for only one frame after the event happens,
/// then reverts to false.
/// Used by `GvrPointerScrollInput` to generate `OnScroll` events using Unity's event system.
/// Defaults to `ControllerInputDevice.GetButtonUp(TouchPadTouch)`, can be overridden to change
/// the input source.
/// </remarks>
/// <value>The touch up.</value>
public virtual bool TouchUp
{
get
{
if (ControllerInputDevice == null)
{
return false;
}
else
{
return ControllerInputDevice.GetButtonUp(GvrControllerButton.TouchPadTouch);
}
}
}
/// <summary>
/// Gets the position of the current touch, if touching the touchpad. If not touching, this
/// is the position of the last touch (when the finger left the touchpad).
/// </summary>
/// <remarks>
/// The X and Y range is from 0 to 1.
/// (0, 0) is the top left of the touchpad and (1, 1) is the bottom right of the touchpad.
/// Used by `GvrPointerScrollInput` to generate `OnScroll` events using Unity's event system.
/// Defaults to `ControllerInputDevice.TouchPos` but translated to top-left-relative coordinates
/// for backwards compatibility. Can be overridden to change the input source.
/// </remarks>
/// <value>The touch position.</value>
public virtual Vector2 TouchPos
{
get
{
if (ControllerInputDevice == null)
{
return Vector2.zero;
}
else
{
Vector2 touchPos = ControllerInputDevice.TouchPos;
touchPos.x = (touchPos.x / 2.0f) + 0.5f;
touchPos.y = (-touchPos.y / 2.0f) + 0.5f;
return touchPos;
}
}
}
/// <summary>
/// Gets the end point of the pointer when it is MaxPointerDistance away from the origin.
/// </summary>
/// <value>
/// The end point of the pointer when it is MaxPointerDistance away from the origin.
/// </value>
public virtual Vector3 MaxPointerEndPoint
{
get
{
Transform pointerTransform = PointerTransform;
if (pointerTransform == null)
{
return Vector3.zero;
}
Vector3 maxEndPoint = GetPointAlongPointer(MaxPointerDistance);
return maxEndPoint;
}
}
/// <summary>
/// Gets a value indicating whether the pointer will be used for generating input events by
/// `GvrPointerInputModule`.
/// </summary>
/// <value>
/// Value `true` if the pointer will be used for generating input events by
/// `GvrPointerInputModule`, `false`.
/// </value>
public virtual bool IsAvailable
{
get
{
Transform pointerTransform = PointerTransform;
if (pointerTransform == null)
{
return false;
}
if (!enabled)
{
return false;
}
return pointerTransform.gameObject.activeInHierarchy;
}
}
/// <summary>
/// Gets the location where the ray from the pointer will intersect with the ray from the
/// camera when using the Hybrid raycast mode.
/// </summary>
/// <value>
/// The location where the ray from the pointer will intersect with the ray from the camera
/// when using the Camera raycast mode.
/// </value>
public virtual float CameraRayIntersectionDistance
{
get { return MaxPointerDistance; }
}
/// <summary>Gets the camera used as the pointer.</summary>
/// <value>The camera used as the pointer.</value>
public Camera PointerCamera
{
get
{
if (overridePointerCamera != null)
{
return overridePointerCamera;
}
return Camera.main;
}
}
/// <summary>
/// Gets the max distance from the pointer that raycast hits will be detected.
/// </summary>
/// <value>The max pointer distance from the pointer that raycast hits will be detected.</value>
public abstract float MaxPointerDistance { get; }
internal PointerEventData.InputButton InputButtonDown
{
get
{
if (triggerButton == 0 ||
(triggerButton & LEFT_BUTTON_MASK_6DOF) != 0)
{
return PointerEventData.InputButton.Left;
}
else
{
return PointerEventData.InputButton.Right;
}
}
}
internal GvrControllerButton ControllerButtonDown
{
get { return triggerButton; }
}
/// <summary>
/// Calculates the ray for a given Raycast mode.
/// </summary>
/// <remarks>
/// Will throw an exception if the raycast mode Hybrid is passed in.
/// If you need to calculate the ray for the direct or camera segment of the Hybrid raycast,
/// use CalculateHybridRay instead.
/// </remarks>
/// <param name="pointer">Which pointer to project the ray from.</param>
/// <param name="mode">Which Raycast mode to use. Must be Camera or Direct.</param>
/// <returns>The PointerRay as projected from the GvrbasePointer in the given mode.</returns>
public static PointerRay CalculateRay(GvrBasePointer pointer, RaycastMode mode)
{
PointerRay result = new PointerRay();
if (pointer == null || !pointer.IsAvailable)
{
Debug.LogError("Cannot calculate ray when the pointer isn't available.");
return result;
}
Transform pointerTransform = pointer.PointerTransform;
if (pointerTransform == null)
{
Debug.LogError("Cannot calculate ray when pointerTransform is null.");
return result;
}
result.distance = pointer.MaxPointerDistance;
switch (mode)
{
case RaycastMode.Camera:
Camera camera = pointer.PointerCamera;
if (camera == null)
{
Debug.LogError("Cannot calculate ray because pointer.PointerCamera is null." +
"To fix this, either tag a Camera as \"MainCamera\" or set " +
"overridePointerCamera.");
return result;
}
Vector3 rayPointerStart = pointerTransform.position;
Vector3 rayPointerEnd = rayPointerStart +
(pointerTransform.forward *
pointer.CameraRayIntersectionDistance);
Vector3 cameraLocation = camera.transform.position;
Vector3 finalRayDirection = rayPointerEnd - cameraLocation;
finalRayDirection.Normalize();
Vector3 finalRayStart = cameraLocation + (finalRayDirection * camera.nearClipPlane);
result.ray = new Ray(finalRayStart, finalRayDirection);
break;
case RaycastMode.Direct:
result.ray = new Ray(pointerTransform.position, pointerTransform.forward);
break;
default:
throw new UnityException(
"Invalid RaycastMode " + mode + " passed into CalculateRay.");
}
return result;
}
/// <summary>
/// Calculates the ray for the segment of the Hybrid raycast determined by the raycast mode
/// passed in.
/// </summary>
/// <remarks>
/// Throws an exception if Hybrid is passed in.
/// </remarks>
/// <param name="pointer">Which pointer to project the ray from.</param>
/// <param name="hybridMode">
/// Which Raycast sub-mode to use within Hybrid mode. Must be Camera or Direct.
/// </param>
/// <returns>The PointerRay as projected from the GvrbasePointer in the given mode.</returns>
public static PointerRay CalculateHybridRay(GvrBasePointer pointer, RaycastMode hybridMode)
{
PointerRay result;
switch (hybridMode)
{
case RaycastMode.Direct:
result = CalculateRay(pointer, hybridMode);
result.distance = pointer.CameraRayIntersectionDistance;
break;
case RaycastMode.Camera:
result = CalculateRay(pointer, hybridMode);
PointerRay directRay = CalculateHybridRay(pointer, RaycastMode.Direct);
result.ray.origin = directRay.ray.GetPoint(directRay.distance);
result.distanceFromStart = directRay.distance;
result.distance = pointer.MaxPointerDistance - directRay.distance;
break;
default:
throw new UnityException(
"Invalid RaycastMode " + hybridMode + " passed into CalculateHybridRay.");
}
return result;
}
/// <summary>Called when the pointer is facing a valid GameObject.</summary>
/// <remarks>This can be a 3D or UI element.</remarks>
/// <param name="raycastResult">
/// The hit detection result for the object being pointed at.
/// </param>
/// <param name="isInteractive">
/// Value `true` if the object being pointed at is interactive.
/// </param>
public abstract void OnPointerEnter(RaycastResult raycastResult, bool isInteractive);
/// <summary>Called every frame the user is still pointing at a valid GameObject.</summary>
/// <remarks>This can be a 3D or UI element.</remarks>
/// <param name="raycastResultResult">
/// The hit detection result for the object being pointed at.
/// </param>
/// <param name="isInteractive">
/// Value `true` if the object being pointed at is interactive.
/// </param>
public abstract void OnPointerHover(RaycastResult raycastResultResult, bool isInteractive);
/// <summary>
/// Called when the pointer no longer faces an object previously
/// intersected with a ray projected from the camera.
/// </summary>
/// <remarks>
/// This is also called just before **OnInputModuleDisabled**
/// previousObject will be null in this case.
/// </remarks>
/// <param name="previousObject">
/// The object that was being pointed at the previous frame.
/// </param>
public abstract void OnPointerExit(GameObject previousObject);
/// <summary>
/// Called when a click is initiated.
/// </summary>
public abstract void OnPointerClickDown();
/// <summary>
/// Called when click is finished.
/// </summary>
public abstract void OnPointerClickUp();
/// <summary>Return the radius of the pointer.</summary>
/// <remarks><para>
/// It is used by GvrPointerPhysicsRaycaster when searching for valid pointer targets. If a
/// radius is 0, then a ray is used to find a valid pointer target. Otherwise it will use a
/// SphereCast.
/// </para><para>
/// The *enterRadius* is used for finding new targets while the *exitRadius*
/// is used to see if you are still nearby the object currently pointed at
/// to avoid a flickering effect when just at the border of the intersection.
/// </para><para>
/// NOTE: This is only works with GvrPointerPhysicsRaycaster. To use it with uGUI,
/// add 3D colliders to your canvas elements.
/// </para></remarks>
/// <param name="enterRadius">Used for finding new targets.</param>
/// <param name="exitRadius">
/// Used to see if the pointer is still nearby the object currently pointed at. This exists
/// to avoid a flickering effect when just at the border of the intersection.
/// </param>
public abstract void GetPointerRadius(out float enterRadius, out float exitRadius);
/// <summary>
/// Returns a point in worldspace a specified distance along the pointer.
/// </summary>
/// <remarks><para>
/// What this point will be is different depending on the raycastMode.
/// </para><para>
/// Because raycast modes differ, use this function instead of manually calculating a point
/// projected from the pointer.
/// </para></remarks>
/// <param name="distance">The distance along the pointer's laser.</param>
/// <returns>A worlspace position along the pointer's laser.</returns>
public Vector3 GetPointAlongPointer(float distance)
{
PointerRay pointerRay = GetRayForDistance(distance);
return pointerRay.ray.GetPoint(distance - pointerRay.distanceFromStart);
}
/// <summary>
/// Returns the ray used for projecting points out of the pointer for the given distance.
/// </summary>
/// <remarks>
/// In Hybrid raycast mode, the ray will be different depending upon the distance.
/// In Camera or Direct raycast mode, the ray will always be the same.
/// </remarks>
/// <param name="distance">The distance to check.</param>
/// <returns>
/// Either the Camera or Controller's PointerRay. For Hybrid mode, this will return Camera at
/// large distances and Controller at close distances. For other modes, the ray will always
/// be the mode's associated ray (Camera=Camera, Direct=Controller).
/// </returns>
public PointerRay GetRayForDistance(float distance)
{
PointerRay result = new PointerRay();
if (raycastMode == RaycastMode.Hybrid)
{
float directDistance = CameraRayIntersectionDistance;
if (distance < directDistance)
{
result = CalculateHybridRay(this, RaycastMode.Direct);
}
else
{
result = CalculateHybridRay(this, RaycastMode.Camera);
}
}
else
{
result = CalculateRay(this, raycastMode);
}
return result;
}
/// @cond
/// <summary>
/// This MonoBehavior's Start() implementation.
/// </summary>
protected virtual void Start()
{
GvrPointerInputModule.OnPointerCreated(this);
}
/// @endcond
#if UNITY_EDITOR
/// <summary>Draws gizmos that visualize the rays used by the pointer for raycasting.</summary>
/// <remarks><para>
/// These rays will change based on the `raycastMode` selected.
/// </para><para>
/// This is a `MonoBehavior` builtin implementation: Implement `OnDrawGizmos` if you want to
/// draw gizmos that are also pickable and always drawn. This allows you to quickly pick
/// important objects in your Scene. Note that `OnDrawGizmos` will use a mouse position that is
/// relative to the Scene View. This function does not get called if the component is collapsed
/// in the inspector. Use `OnDrawGizmosSelected` to draw gizmos when the game object is
/// selected.
/// </para></remarks>
protected virtual void OnDrawGizmos()
{
if (drawDebugRays && Application.isPlaying && isActiveAndEnabled)
{
switch (raycastMode)
{
case RaycastMode.Camera:
// Camera line.
Gizmos.color = Color.green;
PointerRay pointerRay = CalculateRay(this, RaycastMode.Camera);
Gizmos.DrawLine(pointerRay.ray.origin,
pointerRay.ray.GetPoint(pointerRay.distance));
Camera camera = PointerCamera;
// Pointer to intersection dotted line.
Vector3 intersection = PointerTransform.position +
(PointerTransform.forward *
CameraRayIntersectionDistance);
UnityEditor.Handles.DrawDottedLine(PointerTransform.position,
intersection,
1.0f);
break;
case RaycastMode.Direct:
// Direct line.
Gizmos.color = Color.blue;
pointerRay = CalculateRay(this, RaycastMode.Direct);
Gizmos.DrawLine(pointerRay.ray.origin,
pointerRay.ray.GetPoint(pointerRay.distance));
break;
case RaycastMode.Hybrid:
// Direct line.
Gizmos.color = Color.blue;
pointerRay = CalculateHybridRay(this, RaycastMode.Direct);
Gizmos.DrawLine(pointerRay.ray.origin,
pointerRay.ray.GetPoint(pointerRay.distance));
// Camera line.
Gizmos.color = Color.green;
pointerRay = CalculateHybridRay(this, RaycastMode.Camera);
Gizmos.DrawLine(pointerRay.ray.origin,
pointerRay.ray.GetPoint(pointerRay.distance));
// Camera to intersection dotted line.
camera = PointerCamera;
if (camera != null)
{
UnityEditor.Handles.DrawDottedLine(camera.transform.position,
pointerRay.ray.origin,
1.0f);
}
break;
default:
break;
}
}
}
#endif // UNITY_EDITOR
/// <summary>This MonoBehavior's OnEnable behavior.</summary>
private void OnEnable()
{
triggerButton = 0;
triggerButtonDown = 0;
triggerButtonUp = 0;
}
private void UpdateTriggerState()
{
if (lastUpdateFrame != Time.frameCount)
{
lastUpdateFrame = Time.frameCount;
GvrControllerButton allButtonsMask = 0;
if (ControllerInputDevice != null
&& ControllerInputDevice.SupportsPositionalTracking)
{
allButtonsMask = LEFT_BUTTON_MASK_6DOF | RIGHT_BUTTON_MASK_6DOF;
}
else
{
allButtonsMask = LEFT_BUTTON_MASK_3DOF;
}
GvrControllerButton buttonDown = 0;
GvrControllerButton buttonUp = 0;
// Cardboard button events come through as mouse button 0 and are
// mapped to TouchPadButton.
if (Input.GetMouseButtonDown(0))
{
buttonDown |= GvrControllerButton.TouchPadButton;
}
if (Input.GetMouseButtonUp(0))
{
buttonUp |= GvrControllerButton.TouchPadButton;
}
if (ControllerInputDevice != null)
{
buttonDown |= ControllerInputDevice.ButtonsDown;
buttonUp |= ControllerInputDevice.ButtonsUp;
}
buttonDown &= allButtonsMask;
buttonUp &= allButtonsMask;
// Only allow one button down at a time. If one is down, ignore the rest.
if (triggerButton != 0)
{
buttonDown &= triggerButton;
}
else
{
// Mask off everything except the right-most bit that is set in case
// more than one button went down in the same frame.
buttonDown &= (GvrControllerButton)(-(int)buttonDown);
}
// Ignore ups from buttons whose down we ignored.
buttonUp &= triggerButton;
// Build trigger button state from filtered ups and downs to ensure
// actual (A-down, B-down, A-up, B-up) results in
// event (A-down, A-up) instead of
// event (A-down, A-up, B-down, B-up).
triggerButton |= buttonDown;
triggerButton &= ~buttonUp;
triggerButtonDown = buttonDown;
triggerButtonUp = buttonUp;
}
}
/// <summary>Represents a ray segment for a series of intersecting rays.</summary>
/// <remarks>This is useful for Hybrid raycast mode, which uses two sequential rays.</remarks>
public struct PointerRay
{
/// <summary>The ray for this segment of the pointer.</summary>
public Ray ray;
/// <summary>
/// The distance along the pointer from the origin of the first ray to this ray.
/// </summary>
public float distanceFromStart;
/// <summary>Distance that this ray extends to.</summary>
public float distance;
}
}