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@lowteq
Created December 27, 2019 12:05
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子のrigidbodyにもraycastが反応するように修正したSteamVR_LaserPointer.cs
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
using UnityEngine;
using System.Collections;
namespace Valve.VR.Extras
{
public class SteamVR_LaserPointer : MonoBehaviour
{
public SteamVR_Behaviour_Pose pose;
//public SteamVR_Action_Boolean interactWithUI = SteamVR_Input.__actions_default_in_InteractUI;
public SteamVR_Action_Boolean interactWithUI = SteamVR_Input.GetBooleanAction("InteractUI");
public bool active = true;
public Color color;
public float thickness = 0.002f;
public Color clickColor = Color.green;
public GameObject holder;
public GameObject pointer;
bool isActive = false;
public bool addRigidBody = false;
public Transform reference;
public event PointerEventHandler PointerIn;
public event PointerEventHandler PointerOut;
public event PointerEventHandler PointerClick;
Transform previousContact = null;
private void Start()
{
if (pose == null)
pose = this.GetComponent<SteamVR_Behaviour_Pose>();
if (pose == null)
Debug.LogError("No SteamVR_Behaviour_Pose component found on this object", this);
if (interactWithUI == null)
Debug.LogError("No ui interaction action has been set on this component.", this);
holder = new GameObject();
holder.transform.parent = this.transform;
holder.transform.localPosition = Vector3.zero;
holder.transform.localRotation = Quaternion.identity;
pointer = GameObject.CreatePrimitive(PrimitiveType.Cube);
pointer.transform.parent = holder.transform;
pointer.transform.localScale = new Vector3(thickness, thickness, 100f);
pointer.transform.localPosition = new Vector3(0f, 0f, 50f);
pointer.transform.localRotation = Quaternion.identity;
BoxCollider collider = pointer.GetComponent<BoxCollider>();
if (addRigidBody)
{
if (collider)
{
collider.isTrigger = true;
}
Rigidbody rigidBody = pointer.AddComponent<Rigidbody>();
rigidBody.isKinematic = true;
}
else
{
if (collider)
{
Object.Destroy(collider);
}
}
Material newMaterial = new Material(Shader.Find("Unlit/Color"));
newMaterial.SetColor("_Color", color);
pointer.GetComponent<MeshRenderer>().material = newMaterial;
}
public virtual void OnPointerIn(PointerEventArgs e)
{
if (PointerIn != null)
PointerIn(this, e);
}
public virtual void OnPointerClick(PointerEventArgs e)
{
if (PointerClick != null)
PointerClick(this, e);
}
public virtual void OnPointerOut(PointerEventArgs e)
{
if (PointerOut != null)
PointerOut(this, e);
}
private void Update()
{
if (!isActive)
{
isActive = true;
this.transform.GetChild(0).gameObject.SetActive(true);
}
float dist = 100f;
Ray raycast = new Ray(transform.position, transform.forward);
RaycastHit hit;
bool bHit = Physics.Raycast(raycast, out hit);
if (hit.collider != null){
if (previousContact && previousContact != hit.collider.transform)
{
PointerEventArgs args = new PointerEventArgs();
args.fromInputSource = pose.inputSource;
args.distance = 0f;
args.flags = 0;
args.target = previousContact;
OnPointerOut(args);
previousContact = null;
}
if (bHit && previousContact != hit.collider.transform)
{
PointerEventArgs argsIn = new PointerEventArgs();
argsIn.fromInputSource = pose.inputSource;
argsIn.distance = hit.distance;
argsIn.flags = 0;
argsIn.target = hit.collider.transform;
OnPointerIn(argsIn);
previousContact = hit.collider.transform;
}
}
if (!bHit)
{
previousContact = null;
}
if (bHit && hit.distance < 100f)
{
dist = hit.distance;
}
if (bHit && interactWithUI.GetStateUp(pose.inputSource))
{
PointerEventArgs argsClick = new PointerEventArgs();
argsClick.fromInputSource = pose.inputSource;
argsClick.distance = hit.distance;
argsClick.flags = 0;
argsClick.target = hit.collider.transform;
OnPointerClick(argsClick);
}
if (interactWithUI != null && interactWithUI.GetState(pose.inputSource))
{
pointer.transform.localScale = new Vector3(thickness * 5f, thickness * 5f, dist);
pointer.GetComponent<MeshRenderer>().material.color = clickColor;
}
else
{
pointer.transform.localScale = new Vector3(thickness, thickness, dist);
pointer.GetComponent<MeshRenderer>().material.color = color;
}
pointer.transform.localPosition = new Vector3(0f, 0f, dist / 2f);
}
}
public struct PointerEventArgs
{
public SteamVR_Input_Sources fromInputSource;
public uint flags;
public float distance;
public Transform target;
}
public delegate void PointerEventHandler(object sender, PointerEventArgs e);
}
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