//======= Copyright (c) Valve Corporation, All rights reserved. =============== // // Purpose: This object will get hover events and can be attached to the hands // //============================================================================= using UnityEngine; using UnityEngine.Events; using System.Collections; using System.Collections.Generic; namespace Valve.VR.InteractionSystem { //------------------------------------------------------------------------- public class Interactable : MonoBehaviour { [Tooltip("Activates an action set on attach and deactivates on detach")] public SteamVR_ActionSet activateActionSetOnAttach; [Tooltip("Hide the whole hand on attachment and show on detach")] public bool hideHandOnAttach = true; [Tooltip("Hide the skeleton part of the hand on attachment and show on detach")] public bool hideSkeletonOnAttach = false; [Tooltip("Hide the controller part of the hand on attachment and show on detach")] public bool hideControllerOnAttach = false; [Tooltip("The integer in the animator to trigger on pickup. 0 for none")] public int handAnimationOnPickup = 0; [Tooltip("The range of motion to set on the skeleton. None for no change.")] public SkeletalMotionRangeChange setRangeOfMotionOnPickup = SkeletalMotionRangeChange.None; public delegate void OnAttachedToHandDelegate(Hand hand); public delegate void OnDetachedFromHandDelegate(Hand hand); public event OnAttachedToHandDelegate onAttachedToHand; public event OnDetachedFromHandDelegate onDetachedFromHand; [Tooltip("Specify whether you want to snap to the hand's object attachment point, or just the raw hand")] public bool useHandObjectAttachmentPoint = true; public bool attachEaseIn = false; [HideInInspector] public AnimationCurve snapAttachEaseInCurve = AnimationCurve.EaseInOut(0.0f, 0.0f, 1.0f, 1.0f); public float snapAttachEaseInTime = 0.15f; public bool snapAttachEaseInCompleted = false; // [Tooltip("The skeleton pose to apply when grabbing. Can only set this or handFollowTransform.")] [HideInInspector] public SteamVR_Skeleton_Poser skeletonPoser; [Tooltip("Should the rendered hand lock on to and follow the object")] public bool handFollowTransform= true; [Tooltip("Set whether or not you want this interactible to highlight when hovering over it")] public bool highlightOnHover = true; protected MeshRenderer[] highlightRenderers; protected MeshRenderer[] existingRenderers; protected GameObject highlightHolder; protected SkinnedMeshRenderer[] highlightSkinnedRenderers; protected SkinnedMeshRenderer[] existingSkinnedRenderers; protected static Material highlightMat; [Tooltip("An array of child gameObjects to not render a highlight for. Things like transparent parts, vfx, etc.")] public GameObject[] hideHighlight; [System.NonSerialized] public Hand attachedToHand; [System.NonSerialized] public Hand hoveringHand; public bool isDestroying { get; protected set; } public bool isHovering { get; protected set; } public bool wasHovering { get; protected set; } private void Awake() { skeletonPoser = GetComponent(); } protected virtual void Start() { highlightMat = (Material)Resources.Load("SteamVR_HoverHighlight", typeof(Material)); if (highlightMat == null) Debug.LogError("[SteamVR Interaction] Hover Highlight Material is missing. Please create a material named 'SteamVR_HoverHighlight' and place it in a Resources folder"); if (skeletonPoser != null) { if (useHandObjectAttachmentPoint) { //Debug.LogWarning("[SteamVR Interaction] SkeletonPose and useHandObjectAttachmentPoint both set at the same time. Ignoring useHandObjectAttachmentPoint."); useHandObjectAttachmentPoint = false; } } } protected virtual bool ShouldIgnoreHighlight(Component component) { return ShouldIgnore(component.gameObject); } protected virtual bool ShouldIgnore(GameObject check) { for (int ignoreIndex = 0; ignoreIndex < hideHighlight.Length; ignoreIndex++) { if (check == hideHighlight[ignoreIndex]) return true; } return false; } protected virtual void CreateHighlightRenderers() { existingSkinnedRenderers = this.GetComponentsInChildren(true); highlightHolder = new GameObject("Highlighter"); highlightSkinnedRenderers = new SkinnedMeshRenderer[existingSkinnedRenderers.Length]; for (int skinnedIndex = 0; skinnedIndex < existingSkinnedRenderers.Length; skinnedIndex++) { SkinnedMeshRenderer existingSkinned = existingSkinnedRenderers[skinnedIndex]; if (ShouldIgnoreHighlight(existingSkinned)) continue; GameObject newSkinnedHolder = new GameObject("SkinnedHolder"); newSkinnedHolder.transform.parent = highlightHolder.transform; SkinnedMeshRenderer newSkinned = newSkinnedHolder.AddComponent(); Material[] materials = new Material[existingSkinned.sharedMaterials.Length]; for (int materialIndex = 0; materialIndex < materials.Length; materialIndex++) { materials[materialIndex] = highlightMat; } newSkinned.sharedMaterials = materials; newSkinned.sharedMesh = existingSkinned.sharedMesh; newSkinned.rootBone = existingSkinned.rootBone; newSkinned.updateWhenOffscreen = existingSkinned.updateWhenOffscreen; newSkinned.bones = existingSkinned.bones; highlightSkinnedRenderers[skinnedIndex] = newSkinned; } MeshFilter[] existingFilters = this.GetComponentsInChildren(true); existingRenderers = new MeshRenderer[existingFilters.Length]; highlightRenderers = new MeshRenderer[existingFilters.Length]; for (int filterIndex = 0; filterIndex < existingFilters.Length; filterIndex++) { MeshFilter existingFilter = existingFilters[filterIndex]; MeshRenderer existingRenderer = existingFilter.GetComponent(); if (existingFilter == null || existingRenderer == null || ShouldIgnoreHighlight(existingFilter)) continue; GameObject newFilterHolder = new GameObject("FilterHolder"); newFilterHolder.transform.parent = highlightHolder.transform; MeshFilter newFilter = newFilterHolder.AddComponent(); newFilter.sharedMesh = existingFilter.sharedMesh; MeshRenderer newRenderer = newFilterHolder.AddComponent(); Material[] materials = new Material[existingRenderer.sharedMaterials.Length]; for (int materialIndex = 0; materialIndex < materials.Length; materialIndex++) { materials[materialIndex] = highlightMat; } newRenderer.sharedMaterials = materials; highlightRenderers[filterIndex] = newRenderer; existingRenderers[filterIndex] = existingRenderer; } } protected virtual void UpdateHighlightRenderers() { if (highlightHolder == null) return; for (int skinnedIndex = 0; skinnedIndex < existingSkinnedRenderers.Length; skinnedIndex++) { SkinnedMeshRenderer existingSkinned = existingSkinnedRenderers[skinnedIndex]; SkinnedMeshRenderer highlightSkinned = highlightSkinnedRenderers[skinnedIndex]; if (existingSkinned != null && highlightSkinned != null && attachedToHand == false) { highlightSkinned.transform.position = existingSkinned.transform.position; highlightSkinned.transform.rotation = existingSkinned.transform.rotation; highlightSkinned.transform.localScale = existingSkinned.transform.lossyScale; highlightSkinned.localBounds = existingSkinned.localBounds; highlightSkinned.enabled = isHovering && existingSkinned.enabled && existingSkinned.gameObject.activeInHierarchy; int blendShapeCount = existingSkinned.sharedMesh.blendShapeCount; for (int blendShapeIndex = 0; blendShapeIndex < blendShapeCount; blendShapeIndex++) { highlightSkinned.SetBlendShapeWeight(blendShapeIndex, existingSkinned.GetBlendShapeWeight(blendShapeIndex)); } } else if (highlightSkinned != null) highlightSkinned.enabled = false; } for (int rendererIndex = 0; rendererIndex < highlightRenderers.Length; rendererIndex++) { MeshRenderer existingRenderer = existingRenderers[rendererIndex]; MeshRenderer highlightRenderer = highlightRenderers[rendererIndex]; if (existingRenderer != null && highlightRenderer != null && attachedToHand == false) { highlightRenderer.transform.position = existingRenderer.transform.position; highlightRenderer.transform.rotation = existingRenderer.transform.rotation; highlightRenderer.transform.localScale = existingRenderer.transform.lossyScale; highlightRenderer.enabled = isHovering && existingRenderer.enabled && existingRenderer.gameObject.activeInHierarchy; } else if (highlightRenderer != null) highlightRenderer.enabled = false; } } /// /// Called when a Hand starts hovering over this object /// protected virtual void OnHandHoverBegin(Hand hand) { wasHovering = isHovering; isHovering = true; hoveringHand = hand; if (highlightOnHover == true) { CreateHighlightRenderers(); UpdateHighlightRenderers(); } } /// /// Called when a Hand stops hovering over this object /// private void OnHandHoverEnd(Hand hand) { wasHovering = isHovering; isHovering = false; if (highlightOnHover && highlightHolder != null) Destroy(highlightHolder); } protected virtual void Update() { if (highlightOnHover) { UpdateHighlightRenderers(); if (isHovering == false && highlightHolder != null) Destroy(highlightHolder); } } protected float blendToPoseTime = 0.1f; protected float releasePoseBlendTime = 0.2f; protected virtual void OnAttachedToHand(Hand hand) { if (activateActionSetOnAttach != null) activateActionSetOnAttach.Activate(hand.handType); if (onAttachedToHand != null) { onAttachedToHand.Invoke(hand); } if (skeletonPoser != null && hand.skeleton != null) { hand.skeleton.BlendToPoser(skeletonPoser, blendToPoseTime); } attachedToHand = hand; } protected virtual void OnDetachedFromHand(Hand hand) { if (activateActionSetOnAttach != null) { if (hand.otherHand == null || hand.otherHand.currentAttachedObjectInfo.HasValue == false || (hand.otherHand.currentAttachedObjectInfo.Value.interactable != null && hand.otherHand.currentAttachedObjectInfo.Value.interactable.activateActionSetOnAttach != this.activateActionSetOnAttach)) { activateActionSetOnAttach.Deactivate(hand.handType); } } if (onDetachedFromHand != null) { onDetachedFromHand.Invoke(hand); } if (skeletonPoser != null) { if (hand.skeleton != null) hand.skeleton.BlendToSkeleton(releasePoseBlendTime); } attachedToHand = null; } protected virtual void OnDestroy() { isDestroying = true; if (attachedToHand != null) { attachedToHand.DetachObject(this.gameObject, false); attachedToHand.skeleton.BlendToSkeleton(0.1f); } if (highlightHolder != null) Destroy(highlightHolder); } protected virtual void OnDisable() { isDestroying = true; if (attachedToHand != null) { attachedToHand.ForceHoverUnlock(); } if (highlightHolder != null) Destroy(highlightHolder); } } }