InputInfoBase.cs 18 KB

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  1. using System;
  2. using UnityEngine;
  3. namespace EZXR.Glass.Inputs
  4. {
  5. public enum HandType
  6. {
  7. Left = 0,
  8. Right = 1
  9. }
  10. public abstract class InputInfoBase : MonoBehaviour
  11. {
  12. /// <summary>
  13. /// 这个HandInfo是属于左手还是右手,0为左手,1为右手
  14. /// </summary>
  15. [HideInInspector]
  16. public HandType handType;
  17. /// <summary>
  18. /// 当前手是否在做捏合动作
  19. /// </summary>
  20. [HideInInspector]
  21. public bool isPinching;
  22. /// <summary>
  23. /// 手开始做捏合动作(仅仅开始捏合的帧为true)
  24. /// </summary>
  25. [HideInInspector]
  26. public bool startPinch;
  27. /// <summary>
  28. /// 手结束做捏合动作(仅仅结束捏合的帧为true)
  29. /// </summary>
  30. [HideInInspector]
  31. public bool endPinch;
  32. public InputRaycast GetInputRaycast
  33. {
  34. get
  35. {
  36. if (handType == HandType.Left)
  37. {
  38. return GetComponent<InputRaycast>();
  39. }
  40. else
  41. {
  42. return GetComponent<InputRaycast>();
  43. }
  44. }
  45. }
  46. /// <summary>
  47. /// 是否启用射线交互
  48. /// </summary>
  49. [HideInInspector]
  50. public bool enableRayInteraction;
  51. /// <summary>
  52. /// 射线起始生效距离,决定了射线起始点的位置(从肩膀到食指根节点为发射方向,食指根节点Position + 生效距离 * 发射方向)
  53. /// </summary>
  54. protected float rayStartDistance = 0.15f;
  55. /// <summary>
  56. /// 手的射线起始点
  57. /// </summary>
  58. [HideInInspector]
  59. public Vector3 rayPoint_Start;
  60. /// <summary>
  61. /// 手的射线终止点
  62. /// </summary>
  63. [HideInInspector]
  64. public Pose rayPoint_End;
  65. /// <summary>
  66. /// 从射线起始点到终止点的射线方向(单位向量)
  67. /// </summary>
  68. [HideInInspector]
  69. public Vector3 rayDirection;
  70. /// <summary>
  71. /// 手捏合时刻抓住的点(在被抓住的物体的局部坐标系下的坐标)
  72. /// </summary>
  73. [HideInInspector]
  74. public Vector3 grabLocalPoint;
  75. /// <summary>
  76. /// 手正在拖拽
  77. /// </summary>
  78. [HideInInspector]
  79. public bool isDragging;
  80. #region 双手信息
  81. /// <summary>
  82. /// 正在执行双手射线抓取操作
  83. /// </summary>
  84. public static bool isTwoHandRayGrabbing;
  85. /// <summary>
  86. /// 正在执行双手近距离抓取操作
  87. /// </summary>
  88. public static bool isTwoHandCloseGrabbing;
  89. /// <summary>
  90. /// 用于双手,左手当前捏住物体拖动的目标坐标点
  91. /// </summary>
  92. public static Vector3 targetObjectPosition_Left;
  93. /// <summary>
  94. /// 用于双手,右手当前捏住物体拖动的目标坐标点
  95. /// </summary>
  96. public static Vector3 targetObjectPosition_Right;
  97. #endregion
  98. /// <summary>
  99. /// 当前眼镜视野中是否存在这个手
  100. /// </summary>
  101. public virtual bool Exist
  102. {
  103. get
  104. {
  105. return false;
  106. }
  107. }
  108. /// <summary>
  109. /// 手掌正在朝向头部,如果手掌朝向和手掌与头的连线的夹角小于angle则认为手掌是朝向了头部
  110. /// </summary>
  111. /// <param name="angle">默认90</param>
  112. /// <returns></returns>
  113. public abstract bool isPalmFacingHead(float angle = 90);
  114. /// <summary>
  115. /// 初始化,设置当前HandInfo所属的手是左手还是右手
  116. /// </summary>
  117. /// <param name="handType">0为左手,1为右手</param>
  118. public virtual void Init(HandType handType)
  119. {
  120. this.handType = handType;
  121. //if (handType == HandType.Left) leftHand = this;
  122. //if (handType == HandType.Right) rightHand = this;
  123. }
  124. protected virtual void Awake()
  125. {
  126. }
  127. protected virtual void Start()
  128. {
  129. }
  130. protected virtual void Update()
  131. {
  132. UpdatePinching();
  133. }
  134. protected virtual void UpdatePinching()
  135. {
  136. }
  137. #region 当前正在触碰的物体信息
  138. protected bool isRayContacting;
  139. /// <summary>
  140. /// 指示当前射线是否正射在某个物体上
  141. /// </summary>
  142. public bool IsRayContacting
  143. {
  144. get
  145. {
  146. return isRayContacting;
  147. }
  148. }
  149. /// <summary>
  150. /// 当前射线碰到的Collider(仅仅是射线碰到,并不是射线抓取)
  151. /// </summary>
  152. protected Collider curRayContactingTarget;
  153. public Collider CurRayContactingTarget
  154. {
  155. get
  156. {
  157. return curRayContactingTarget;
  158. }
  159. set
  160. {
  161. if (value == null)
  162. {
  163. isRayContacting = false;
  164. }
  165. else
  166. {
  167. isRayContacting = true;
  168. }
  169. //if (curRayContactingTarget != value)
  170. {
  171. //记录上一帧被射线打到的物体的相关信息
  172. LastRayContactingTarget = curRayContactingTarget;
  173. curRayContactingTarget = value;
  174. if (curRayContactingTarget != null)
  175. {
  176. curRayContactingTarget_Renderer = (curRayContactingTarget == null ? null : curRayContactingTarget.GetComponent<Renderer>());
  177. if (curRayContactingTarget_Renderer != null)
  178. {
  179. if (curRayContactingTarget_PropertyBlock == null)
  180. {
  181. curRayContactingTarget_PropertyBlock = new MaterialPropertyBlock();
  182. }
  183. curRayContactingTarget_Renderer.GetPropertyBlock(curRayContactingTarget_PropertyBlock);
  184. }
  185. if (curRayContactingTarget_Renderer != null && curRayContactingTarget_PropertyBlock != null)
  186. {
  187. curRayContactingTarget_PropertyBlock.SetVector("_HitWorldPos", Vector3.one * 1000);
  188. curRayContactingTarget_Renderer.SetPropertyBlock(curRayContactingTarget_PropertyBlock);
  189. }
  190. }
  191. }
  192. }
  193. }
  194. /// <summary>
  195. /// 射线碰到Collider的时候触发此事件
  196. /// </summary>
  197. public event Action<Collider, bool> Event_GetRayCastResult;
  198. /// <summary>
  199. /// 由HandRaycast调用此处来设置当前射线射击到的目标
  200. /// </summary>
  201. /// <param name="other">射线打到的Collider</param>
  202. /// <param name="isUI">射线打到的是否是UI</param>
  203. public void SetCurRayContactingTarget(Collider other, bool isUI = false)
  204. {
  205. if (CurRayContactingTarget != null && other != null)
  206. {
  207. if (CurRayContactingTarget != other)
  208. {
  209. SpatialObject.PerformOnHandRayExit(CurRayContactingTarget);
  210. SpatialObject.PerformOnHandRayEnter(other);
  211. }
  212. else
  213. {
  214. SpatialObject.PerformOnHandRayStay(other);
  215. }
  216. }
  217. else if (CurRayContactingTarget == null && other != null)
  218. {
  219. SpatialObject.PerformOnHandRayEnter(other);
  220. }
  221. else if (CurRayContactingTarget != null && other == null)
  222. {
  223. SpatialObject.PerformOnHandRayExit(CurRayContactingTarget);
  224. }
  225. CurRayContactingTarget = other;
  226. if (Event_GetRayCastResult != null)
  227. {
  228. //将射线检测结果分发出
  229. Event_GetRayCastResult(other, isUI);
  230. }
  231. }
  232. [HideInInspector]
  233. public Renderer curRayContactingTarget_Renderer;
  234. [HideInInspector]
  235. public MaterialPropertyBlock curRayContactingTarget_PropertyBlock;
  236. /// <summary>
  237. /// 射线上一次碰到的Collider
  238. /// </summary>
  239. protected Collider lastRayContactingTarget;
  240. public Collider LastRayContactingTarget
  241. {
  242. get
  243. {
  244. return lastRayContactingTarget;
  245. }
  246. set
  247. {
  248. if (lastRayContactingTarget != value)
  249. {
  250. lastRayContactingTarget = value;
  251. if (lastRayContactingTarget != null)
  252. {
  253. lastRayContactingTarget_Renderer = (lastRayContactingTarget == null ? null : lastRayContactingTarget.GetComponent<Renderer>());
  254. if (lastRayContactingTarget_Renderer != null)
  255. {
  256. if (lastRayContactingTarget_PropertyBlock == null)
  257. {
  258. lastRayContactingTarget_PropertyBlock = new MaterialPropertyBlock();
  259. }
  260. lastRayContactingTarget_Renderer.GetPropertyBlock(lastRayContactingTarget_PropertyBlock);
  261. }
  262. }
  263. }
  264. }
  265. }
  266. [HideInInspector]
  267. public Renderer lastRayContactingTarget_Renderer;
  268. [HideInInspector]
  269. public MaterialPropertyBlock lastRayContactingTarget_PropertyBlock;
  270. #endregion
  271. #region 当前正在抓取的物体的信息
  272. /// <summary>
  273. /// 指示手正在通过射线拖拽物体
  274. /// </summary>
  275. protected bool isRayGrabbing;
  276. /// <summary>
  277. /// 指示手正在通过射线拖拽物体
  278. /// </summary>
  279. public bool IsRayGrabbing
  280. {
  281. get
  282. {
  283. return isRayGrabbing;
  284. }
  285. private set
  286. {
  287. isRayGrabbing = value;
  288. if (isRayGrabbing)
  289. {
  290. if (((handType == HandType.Left && InputSystem.rightHand.IsRayGrabbing) || (handType == HandType.Right && InputSystem.leftHand.IsRayGrabbing)) && InputSystem.leftHand.CurRayGrabbingTarget == InputSystem.rightHand.CurRayGrabbingTarget)
  291. {
  292. isTwoHandRayGrabbing = true;
  293. }
  294. }
  295. else
  296. {
  297. isTwoHandRayGrabbing = false;
  298. }
  299. }
  300. }
  301. protected Transform curRayGrabbingTarget;
  302. /// <summary>
  303. /// 当前射线正在抓取的物体(非旋转手柄或者缩放角)
  304. /// </summary>
  305. public Transform CurRayGrabbingTarget
  306. {
  307. get
  308. {
  309. return curRayGrabbingTarget;
  310. }
  311. set
  312. {
  313. if (curRayGrabbingTarget == null && value == null)
  314. {
  315. return;
  316. }
  317. if (curRayGrabbingTarget == null && value != null)
  318. {
  319. SpatialObject.PerformOnHandRayGrab(value.GetComponent<Collider>());
  320. }
  321. else if (curRayGrabbingTarget != null && value == null)
  322. {
  323. SpatialObject.PerformOnHandRayRelease(curRayGrabbingTarget.GetComponent<Collider>());
  324. }
  325. curRayGrabbingTarget = value;
  326. if (value != null)
  327. {
  328. IsRayGrabbing = true;
  329. CurRayGrabbingSpatialObject = value.GetComponent<SpatialObject>();
  330. }
  331. else
  332. {
  333. IsRayGrabbing = false;
  334. CurRayGrabbingSpatialObject = null;
  335. }
  336. }
  337. }
  338. protected SpatialObject curRayGrabbingSpatialObject;
  339. public SpatialObject CurRayGrabbingSpatialObject
  340. {
  341. get
  342. {
  343. return curRayGrabbingSpatialObject;
  344. }
  345. set
  346. {
  347. curRayGrabbingSpatialObject = value;
  348. }
  349. }
  350. /// <summary>
  351. /// 指示手正在通过近距离抓取的方式拖拽物体
  352. /// </summary>
  353. private bool isCloseGrabbing;
  354. /// <summary>
  355. /// 指示手正在通过近距离抓取的方式拖拽物体
  356. /// </summary>
  357. public bool IsCloseGrabbing
  358. {
  359. get
  360. {
  361. return isCloseGrabbing;
  362. }
  363. private set
  364. {
  365. isCloseGrabbing = value;
  366. if (isCloseGrabbing)
  367. {
  368. //Debug.Log("IsCloseGrabbing: " + handType.ToString() + ", " + ARHandManager.leftHand.IsCloseGrabbing + ", " + ARHandManager.rightHand.IsCloseGrabbing + ", " + (InputSystem.leftHand.CurCloseGrabbingTarget == InputSystem.rightHand.CurCloseGrabbingTarget));
  369. if (((handType == HandType.Left && ARHandManager.rightHand.IsCloseGrabbing) || (handType == HandType.Right && ARHandManager.leftHand.IsCloseGrabbing)) && InputSystem.leftHand.CurCloseGrabbingTarget == InputSystem.rightHand.CurCloseGrabbingTarget)
  370. {
  371. isTwoHandCloseGrabbing = true;
  372. }
  373. }
  374. else
  375. {
  376. isTwoHandCloseGrabbing = false;
  377. }
  378. }
  379. }
  380. protected Transform curCloseGrabbingTarget;
  381. /// <summary>
  382. /// 当前正在近距离抓取的Transform(非旋转手柄或者缩放角)
  383. /// </summary>
  384. /// <param name="other"></param>
  385. public Transform CurCloseGrabbingTarget
  386. {
  387. get
  388. {
  389. return curCloseGrabbingTarget;
  390. }
  391. set
  392. {
  393. if (curCloseGrabbingTarget == null && value == null)
  394. {
  395. return;
  396. }
  397. if (curCloseGrabbingTarget == null && value != null)
  398. {
  399. SpatialObject.PerformOnHandTriggerGrab(value.GetComponent<Collider>());
  400. }
  401. else if (curCloseGrabbingTarget != null && value == null)
  402. {
  403. SpatialObject.PerformOnHandTriggerRelease(curCloseGrabbingTarget.GetComponent<Collider>());
  404. }
  405. curCloseGrabbingTarget = value;
  406. if (value != null)
  407. {
  408. IsCloseGrabbing = true;
  409. CurCloseGrabbingSpatialObject = value.GetComponent<SpatialObject>();
  410. }
  411. else
  412. {
  413. IsCloseGrabbing = false;
  414. CurCloseGrabbingSpatialObject = null;
  415. }
  416. }
  417. }
  418. protected SpatialObject curCloseGrabbingSpatialObject;
  419. public SpatialObject CurCloseGrabbingSpatialObject
  420. {
  421. get
  422. {
  423. return curCloseGrabbingSpatialObject;
  424. }
  425. set
  426. {
  427. curCloseGrabbingSpatialObject = value;
  428. }
  429. }
  430. /// <summary>
  431. /// 手当前是否正在抓取物体(无论射线还是近距离)
  432. /// </summary>
  433. public bool IsGrabbing
  434. {
  435. get
  436. {
  437. if (CurCloseGrabbingTarget == null && CurRayGrabbingTarget == null)
  438. {
  439. return false;
  440. }
  441. else
  442. {
  443. return true;
  444. }
  445. }
  446. }
  447. /// <summary>
  448. /// 得到当前手正在抓取的物体(无论射线还是近距离)
  449. /// </summary>
  450. public Transform CurGrabbingTarget
  451. {
  452. get
  453. {
  454. if (CurCloseGrabbingTarget == null)
  455. {
  456. if (CurRayGrabbingTarget != null)
  457. {
  458. return CurRayGrabbingTarget;
  459. }
  460. }
  461. else
  462. {
  463. return CurCloseGrabbingTarget;
  464. }
  465. return null;
  466. }
  467. }
  468. #endregion
  469. #region 用于非SpatialObject物体
  470. [HideInInspector]
  471. public Transform lastPointingObject;
  472. /// <summary>
  473. /// 仅用于非SpatialObject物体,指示手正在通过射线点击非SpatialObject,会向这种物体发送pointerDownHandler事件,通常用于UGUI这类的点击
  474. /// </summary>
  475. [HideInInspector]
  476. public bool IsRayPressing;
  477. [HideInInspector]
  478. public Transform curPressingObject;
  479. #endregion
  480. #region 手交互能力开关
  481. /// <summary>
  482. /// 设置或获得当前手的显示状态(仅仅影响显示,并不影响交互)
  483. /// </summary>
  484. public virtual bool Visibility
  485. {
  486. get
  487. {
  488. return false;
  489. }
  490. set
  491. {
  492. }
  493. }
  494. /// <summary>
  495. /// 设置或获得远距离射线交互状态
  496. /// </summary>
  497. public virtual bool RaycastInteraction
  498. {
  499. get
  500. {
  501. return false;
  502. }
  503. set
  504. {
  505. }
  506. }
  507. /// <summary>
  508. /// 设置或获得近距离交互状态
  509. /// </summary>
  510. public virtual bool TouchInteraction
  511. {
  512. get
  513. {
  514. return false;
  515. }
  516. set
  517. {
  518. }
  519. }
  520. /// <summary>
  521. /// 设置或获得手部的物理碰撞交互状态
  522. /// </summary>
  523. public virtual bool PhysicsInteraction
  524. {
  525. get
  526. {
  527. return false;
  528. }
  529. set
  530. {
  531. }
  532. }
  533. #endregion
  534. #region 手指近距离触摸UGUI信息
  535. /// <summary>
  536. /// 当前是否切换到近距离触摸UGUI模式
  537. /// </summary>
  538. [HideInInspector]
  539. public bool isCloseContactingUGUI;
  540. #endregion
  541. }
  542. }