Add ultimate xr

This commit is contained in:
2024-08-06 21:58:35 +02:00
parent 864033bf10
commit 7165bacd9d
3952 changed files with 2162037 additions and 35 deletions

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="RotateShoulder.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using UltimateXR.Core;
using UltimateXR.Core.Components;
using UnityEngine;
namespace UltimateXR.Mechanics.CyborgAvatar
{
/// <summary>
/// Component that rotates the Cyborg shoulder so that the opening points in the arm direction to leave it
/// more space.
/// </summary>
public class RotateShoulder : UxrComponent
{
#region Inspector Properties/Serialized Fields
[SerializeField] private Transform _rotatingShoulder;
[SerializeField] private Vector3 _rotatingShoulderAxis;
[SerializeField] private Vector3 _rotatingShoulderOpeningAxis;
[SerializeField] private Transform _arm;
[SerializeField] private Vector3 _armLocalForward;
[SerializeField] private float _rotationDampingMin = 1.0f;
[SerializeField] private float _rotationDampingMax = 0.2f;
[SerializeField] private float _armAngleToRotateMin = 30.0f;
[SerializeField] private float _armAngleToRotateMax = 60.0f;
#endregion
#region Unity
/// <summary>
/// Subscribes to events.
/// </summary>
protected override void OnEnable()
{
base.OnEnable();
UxrManager.AvatarsUpdated += UxrManager_AvatarsUpdated;
}
/// <summary>
/// Unsubscribes from events.
/// </summary>
protected override void OnDisable()
{
base.OnDisable();
UxrManager.AvatarsUpdated -= UxrManager_AvatarsUpdated;
}
#endregion
#region Event Handling Methods
/// <summary>
/// Performs the shoulder rotation.
/// </summary>
private void UxrManager_AvatarsUpdated()
{
Vector3 armForward = _arm.TransformDirection(_armLocalForward);
Vector3 rotatingShoulderAxis = _rotatingShoulder.TransformDirection(_rotatingShoulderAxis);
float armAngle = Vector3.Angle(armForward, rotatingShoulderAxis);
if (armAngle > _armAngleToRotateMin)
{
float t = Mathf.Clamp01((armAngle - _armAngleToRotateMin) / (_armAngleToRotateMax - _armAngleToRotateMin));
Vector3 openingCurrent = _rotatingShoulder.TransformDirection(_rotatingShoulderOpeningAxis);
Vector3 openingTarget = Vector3.ProjectOnPlane(armForward, rotatingShoulderAxis);
float currentAngle = Vector3.SignedAngle(openingCurrent, openingTarget, rotatingShoulderAxis);
float dampedAngle = Mathf.SmoothDampAngle(currentAngle, 0.0f, ref _currentAngleVelocity, Mathf.Lerp(_rotationDampingMin, _rotationDampingMax, t));
_rotatingShoulder.Rotate(_rotatingShoulderAxis, currentAngle - dampedAngle, Space.Self);
}
else
{
_currentAngleVelocity = 0.0f;
}
}
#endregion
#region Private Types & Data
private float _currentAngleVelocity;
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="WristConnectionRays.RayProperties.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using System;
using UnityEngine;
namespace UltimateXR.Mechanics.CyborgAvatar
{
public partial class WristConnectionRays
{
#region Private Types & Data
/// <summary>
/// Stores the properties of a connection ray.
/// </summary>
[Serializable]
private class RayProperties
{
#region Inspector Properties/Serialized Fields
[SerializeField] [ColorUsage(true, true)] private Color _color;
[SerializeField] private float _thickness;
[SerializeField] private float _offset;
#endregion
#region Public Types & Data
/// <summary>
/// Gets the ray thickness.
/// </summary>
public float Thickness => _thickness;
/// <summary>
/// Gets the ray offset.
/// </summary>
public float Offset => _offset;
/// <summary>
/// Gets the ray color.
/// </summary>
public Color Color
{
get => _color;
set => _color = value;
}
/// <summary>
/// Gets or sets the GameObject created at runtime for the ray.
/// </summary>
public GameObject GameObject { get; set; }
/// <summary>
/// Gets or sets the line renderer component created at runtime for the ray.
/// </summary>
public LineRenderer LineRenderer { get; set; }
/// <summary>
/// Gets or sets the offset in the 2d section of the ray direction.
/// </summary>
public Vector2 OffsetXY { get; set; }
/// <summary>
/// Gets or sets the start color.
/// </summary>
public Color StartColor { get; set; }
#endregion
}
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="WristConnectionRays.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using System.Collections.Generic;
using UltimateXR.Core;
using UltimateXR.Core.Components;
using UnityEngine;
namespace UltimateXR.Mechanics.CyborgAvatar
{
/// <summary>
/// Component that drives the two devices that connect the Cyborg wrist to the arm.
/// </summary>
public partial class WristConnectionRays : UxrComponent
{
#region Inspector Properties/Serialized Fields
[SerializeField] private float _gradientPosStart1 = 0.15f;
[SerializeField] private float _gradientPosStart2 = 0.2f;
[SerializeField] private float _gradientPosEnd1 = 0.8f;
[SerializeField] private float _gradientPosEnd2 = 0.85f;
[SerializeField] private Material _rayMaterial;
[SerializeField] private bool _useMaterialNoiseParameters;
[SerializeField] private Transform _src;
[SerializeField] private Transform _dst;
[SerializeField] private List<RayProperties> _rays;
#endregion
#region Unity
/// <summary>
/// Subscribes to avatar update event.
/// </summary>
protected override void OnEnable()
{
base.OnEnable();
UxrManager.AvatarsUpdated += UxrManager_AvatarsUpdated;
}
/// <summary>
/// Unsubscribes from avatar update events.
/// </summary>
protected override void OnDisable()
{
base.OnDisable();
UxrManager.AvatarsUpdated -= UxrManager_AvatarsUpdated;
}
/// <summary>
/// Initializes the component.
/// </summary>
protected override void Start()
{
base.Start();
Create(_src.position, _dst.position);
}
#endregion
#region Event Handling Methods
/// <summary>
/// Updates the component.
/// </summary>
private void UxrManager_AvatarsUpdated()
{
if (_src != null && _dst != null)
{
UpdateRays(_src.position, _dst.position);
}
}
#endregion
#region Private Methods
/// <summary>
/// Creates the connections.
/// </summary>
/// <param name="src">Source position</param>
/// <param name="dst">Destination position</param>
private void Create(Vector3 src, Vector3 dst)
{
foreach (RayProperties ray in _rays)
{
ray.GameObject = new GameObject("Ray");
ray.GameObject.transform.SetParent(transform, true);
ray.GameObject.transform.localPosition = Vector3.zero;
ray.GameObject.transform.localRotation = Quaternion.identity;
ray.LineRenderer = ray.GameObject.AddComponent<LineRenderer>();
ray.LineRenderer.material = _rayMaterial;
if (_useMaterialNoiseParameters)
{
ray.LineRenderer.material.SetFloat(DistortTimeStartVarName, Random.value * 10000.0f);
}
ray.LineRenderer.textureMode = LineTextureMode.Stretch;
ray.OffsetXY = Random.insideUnitCircle;
}
UpdateRays(src, dst);
}
/// <summary>
/// Updates the connection rays.
/// </summary>
/// <param name="src">Source position</param>
/// <param name="dst">End position</param>
private void UpdateRays(Vector3 src, Vector3 dst)
{
foreach (RayProperties ray in _rays)
{
if (ray.GameObject == null)
{
continue;
}
ray.GameObject.transform.position = src;
ray.GameObject.transform.LookAt(dst);
float rayLength = Vector3.Distance(src, dst) / ray.LineRenderer.transform.lossyScale.z;
Vector3[] positions =
{
new Vector3(0.0f, 0.0f, 0.0f),
new Vector3(0.0f, 0.0f, rayLength * _gradientPosStart1),
new Vector3(0.0f, 0.0f, rayLength * _gradientPosStart2),
new Vector3(0.0f, 0.0f, rayLength * _gradientPosEnd1),
new Vector3(0.0f, 0.0f, rayLength * _gradientPosEnd2),
new Vector3(0.0f, 0.0f, rayLength)
};
Vector3 offset = (ray.GameObject.transform.right * ray.OffsetXY.x + ray.GameObject.transform.up * ray.OffsetXY.y).normalized * ray.Offset;
for (int pos = 0; pos < positions.Length; ++pos)
{
positions[pos] = ray.LineRenderer.transform.InverseTransformPoint(ray.GameObject.transform.TransformPoint(positions[pos]) + offset);
}
ray.LineRenderer.useWorldSpace = false;
ray.LineRenderer.positionCount = 6;
ray.LineRenderer.SetPositions(positions);
ray.LineRenderer.startWidth = ray.Thickness;
ray.LineRenderer.endWidth = ray.Thickness;
ray.LineRenderer.material.color = ray.Color;
if (ray.LineRenderer.material.mainTexture != null)
{
ray.LineRenderer.material.mainTextureScale = new Vector2(rayLength / ray.Thickness / (ray.LineRenderer.material.mainTexture.width / (float)ray.LineRenderer.material.mainTexture.height), 1.0f);
}
Gradient colorGradient = new Gradient();
colorGradient.colorKeys = new[]
{
new GradientColorKey(Color.white, 0.0f),
new GradientColorKey(Color.white, _gradientPosStart1),
new GradientColorKey(Color.white, _gradientPosStart2),
new GradientColorKey(Color.white, _gradientPosEnd1),
new GradientColorKey(Color.white, _gradientPosEnd2),
new GradientColorKey(Color.white, 1.0f)
};
colorGradient.alphaKeys = new[]
{
new GradientAlphaKey(0.0f, 0.0f),
new GradientAlphaKey(0.0f, _gradientPosStart1),
new GradientAlphaKey(1.0f, _gradientPosStart2),
new GradientAlphaKey(1.0f, _gradientPosEnd1),
new GradientAlphaKey(0.0f, _gradientPosEnd2),
new GradientAlphaKey(0.0f, 1.0f)
};
ray.LineRenderer.colorGradient = colorGradient;
}
}
#endregion
#region Private Types & Data
private readonly string DistortTimeStartVarName = "_DistortTimeStart";
#endregion
}
}

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