holopy3/Assets/SteamVR/InteractionSystem/Teleport/Scripts/TeleportArc.cs
2020-12-10 15:25:12 +01:00

311 lines
11 KiB
C#

//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: Displays the arc lines for teleporting and does the traces
//
//=============================================================================
using UnityEngine;
namespace Valve.VR.InteractionSystem
{
//-------------------------------------------------------------------------
public class TeleportArc : MonoBehaviour
{
public int segmentCount = 60;
public float thickness = 0.01f;
[Tooltip("The amount of time in seconds to predict the motion of the projectile.")]
public float arcDuration = 3.0f;
[Tooltip("The amount of time in seconds between each segment of the projectile.")]
public float segmentBreak = 0.025f;
[Tooltip("The speed at which the line segments of the arc move.")]
public float arcSpeed = 0.2f;
public Material material;
[HideInInspector]
public int traceLayerMask = 0;
//Private data
private LineRenderer[] lineRenderers;
private float arcTimeOffset = 0.0f;
private float prevThickness = 0.0f;
private int prevSegmentCount = 0;
private bool showArc = true;
private Vector3 startPos;
private Vector3 projectileVelocity;
private bool useGravity = true;
private Transform arcObjectsTransfrom;
private bool arcInvalid = false;
private float scale = 1;
//-------------------------------------------------
void Start()
{
arcTimeOffset = Time.time;
}
//-------------------------------------------------
void Update()
{
//scale arc to match player scale
scale = Player.instance.transform.lossyScale.x;
if (thickness != prevThickness || segmentCount != prevSegmentCount)
{
CreateLineRendererObjects();
prevThickness = thickness;
prevSegmentCount = segmentCount;
}
}
//-------------------------------------------------
private void CreateLineRendererObjects()
{
//Destroy any existing line renderer objects
if (arcObjectsTransfrom != null)
{
Destroy(arcObjectsTransfrom.gameObject);
}
GameObject arcObjectsParent = new GameObject("ArcObjects");
arcObjectsTransfrom = arcObjectsParent.transform;
arcObjectsTransfrom.SetParent(this.transform);
//Create new line renderer objects
lineRenderers = new LineRenderer[segmentCount];
for (int i = 0; i < segmentCount; ++i)
{
GameObject newObject = new GameObject("LineRenderer_" + i);
newObject.transform.SetParent(arcObjectsTransfrom);
lineRenderers[i] = newObject.AddComponent<LineRenderer>();
lineRenderers[i].receiveShadows = false;
lineRenderers[i].reflectionProbeUsage = UnityEngine.Rendering.ReflectionProbeUsage.Off;
lineRenderers[i].lightProbeUsage = UnityEngine.Rendering.LightProbeUsage.Off;
lineRenderers[i].shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
lineRenderers[i].material = material;
#if (UNITY_5_4)
lineRenderers[i].SetWidth(thickness, thickness);
#else
lineRenderers[i].startWidth = thickness * scale;
lineRenderers[i].endWidth = thickness * scale;
#endif
lineRenderers[i].enabled = false;
}
}
//-------------------------------------------------
public void SetArcData(Vector3 position, Vector3 velocity, bool gravity, bool pointerAtBadAngle)
{
startPos = position;
projectileVelocity = velocity;
useGravity = gravity;
if (arcInvalid && !pointerAtBadAngle)
{
arcTimeOffset = Time.time;
}
arcInvalid = pointerAtBadAngle;
}
//-------------------------------------------------
public void Show()
{
showArc = true;
if (lineRenderers == null)
{
CreateLineRendererObjects();
}
}
//-------------------------------------------------
public void Hide()
{
//Hide the line segments if they were previously being shown
if (showArc)
{
HideLineSegments(0, segmentCount);
}
showArc = false;
}
//-------------------------------------------------
// Draws each segment of the arc individually
//-------------------------------------------------
public bool DrawArc(out RaycastHit hitInfo)
{
float timeStep = arcDuration / segmentCount;
float currentTimeOffset = (Time.time - arcTimeOffset) * arcSpeed;
//Reset the arc time offset when it has gone beyond a segment length
if (currentTimeOffset > (timeStep + segmentBreak))
{
arcTimeOffset = Time.time;
currentTimeOffset = 0.0f;
}
float segmentStartTime = currentTimeOffset;
float arcHitTime = FindProjectileCollision(out hitInfo);
if (arcInvalid)
{
//Only draw first segment
lineRenderers[0].enabled = true;
lineRenderers[0].SetPosition(0, GetArcPositionAtTime(0.0f));
lineRenderers[0].SetPosition(1, GetArcPositionAtTime(arcHitTime < timeStep ? arcHitTime : timeStep));
HideLineSegments(1, segmentCount);
}
else
{
//Draw the first segment outside the loop if needed
int loopStartSegment = 0;
if (segmentStartTime > segmentBreak)
{
float firstSegmentEndTime = currentTimeOffset - segmentBreak;
if (arcHitTime < firstSegmentEndTime)
{
firstSegmentEndTime = arcHitTime;
}
DrawArcSegment(0, 0.0f, firstSegmentEndTime);
loopStartSegment = 1;
}
bool stopArc = false;
int currentSegment = 0;
if (segmentStartTime < arcHitTime)
{
for (currentSegment = loopStartSegment; currentSegment < segmentCount; ++currentSegment)
{
//Clamp the segment end time to the arc duration
float segmentEndTime = segmentStartTime + timeStep;
if (segmentEndTime >= arcDuration)
{
segmentEndTime = arcDuration;
stopArc = true;
}
if (segmentEndTime >= arcHitTime)
{
segmentEndTime = arcHitTime;
stopArc = true;
}
DrawArcSegment(currentSegment, segmentStartTime, segmentEndTime);
segmentStartTime += timeStep + segmentBreak;
//If the previous end time or the next start time is beyond the duration then stop the arc
if (stopArc || segmentStartTime >= arcDuration || segmentStartTime >= arcHitTime)
{
break;
}
}
}
else
{
currentSegment--;
}
//Hide the rest of the line segments
HideLineSegments(currentSegment + 1, segmentCount);
}
return arcHitTime != float.MaxValue;
}
//-------------------------------------------------
private void DrawArcSegment(int index, float startTime, float endTime)
{
lineRenderers[index].enabled = true;
lineRenderers[index].SetPosition(0, GetArcPositionAtTime(startTime));
lineRenderers[index].SetPosition(1, GetArcPositionAtTime(endTime));
}
//-------------------------------------------------
public void SetColor(Color color)
{
for (int i = 0; i < segmentCount; ++i)
{
#if (UNITY_5_4)
lineRenderers[i].SetColors(color, color);
#else
lineRenderers[i].startColor = color;
lineRenderers[i].endColor = color;
#endif
}
}
//-------------------------------------------------
private float FindProjectileCollision(out RaycastHit hitInfo)
{
float timeStep = arcDuration / segmentCount;
float segmentStartTime = 0.0f;
hitInfo = new RaycastHit();
Vector3 segmentStartPos = GetArcPositionAtTime(segmentStartTime);
for (int i = 0; i < segmentCount; ++i)
{
float segmentEndTime = segmentStartTime + timeStep;
Vector3 segmentEndPos = GetArcPositionAtTime(segmentEndTime);
if (Physics.Linecast(segmentStartPos, segmentEndPos, out hitInfo, traceLayerMask))
{
if (hitInfo.collider.GetComponent<IgnoreTeleportTrace>() == null)
{
Util.DrawCross(hitInfo.point, Color.red, 0.5f);
float segmentDistance = Vector3.Distance(segmentStartPos, segmentEndPos);
float hitTime = segmentStartTime + (timeStep * (hitInfo.distance / segmentDistance));
return hitTime;
}
}
segmentStartTime = segmentEndTime;
segmentStartPos = segmentEndPos;
}
return float.MaxValue;
}
//-------------------------------------------------
public Vector3 GetArcPositionAtTime(float time)
{
Vector3 gravity = useGravity ? Physics.gravity : Vector3.zero;
Vector3 arcPos = startPos + ((projectileVelocity * time) + (0.5f * time * time) * gravity) * scale;
return arcPos;
}
//-------------------------------------------------
private void HideLineSegments(int startSegment, int endSegment)
{
if (lineRenderers != null)
{
for (int i = startSegment; i < endSegment; ++i)
{
lineRenderers[i].enabled = false;
}
}
}
}
}