Move third party assets to ThirdParty folder

This commit is contained in:
2024-08-08 11:26:28 +02:00
parent 386f303057
commit bd91af6f98
10340 changed files with 100 additions and 175 deletions

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="UxrAnimatedTransform.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using System;
using UltimateXR.Animation.Interpolation;
using UltimateXR.Core.Components;
using UltimateXR.Extensions.Unity;
using UnityEngine;
namespace UltimateXR.Animation.Transforms
{
/// <summary>
/// Component that allows to animate transforms on objects or even camera properties. Both at runtime through scripting
/// or at edit time through the inspector properties.
/// </summary>
public sealed class UxrAnimatedTransform : UxrComponent
{
#region Inspector Properties/Serialized Fields
[SerializeField] private UxrAnimationMode _translationMode;
[SerializeField] private UxrTransformTranslationSpace _translationSpace;
[SerializeField] private Vector3 _translationSpeed;
[SerializeField] private Vector3 _translationStart;
[SerializeField] private Vector3 _translationEnd;
[SerializeField] private bool _translationUseUnscaledTime;
[SerializeField] private UxrInterpolationSettings _translationInterpolationSettings = new UxrInterpolationSettings();
[SerializeField] private UxrAnimationMode _rotationMode;
[SerializeField] private UxrTransformRotationSpace _rotationSpace;
[SerializeField] private Vector3 _eulerSpeed;
[SerializeField] private Vector3 _eulerStart;
[SerializeField] private Vector3 _eulerEnd;
[SerializeField] private bool _rotationUseUnscaledTime;
[SerializeField] private UxrInterpolationSettings _rotationInterpolationSettings = new UxrInterpolationSettings();
[SerializeField] private UxrAnimationMode _scalingMode;
[SerializeField] private Vector3 _scalingSpeed;
[SerializeField] private Vector3 _scalingStart;
[SerializeField] private Vector3 _scalingEnd;
[SerializeField] private bool _scalingUseUnscaledTime;
[SerializeField] private UxrInterpolationSettings _scalingInterpolationSettings = new UxrInterpolationSettings();
#endregion
#region Public Types & Data
/// <summary>
/// Event called when the translation animation finished. This only applies to translation animations that end.
/// </summary>
public event Action TranslationFinished;
/// <summary>
/// Event called when the rotation animation finished. This only applies to rotation animations that end.
/// </summary>
public event Action RotationFinished;
/// <summary>
/// Event called when the scaling animation finished. This only applies to scaling animations that end.
/// </summary>
public event Action ScalingFinished;
/// <summary>
/// Gets whether the translation interpolation curve finished.
/// If no translation interpolation curve was started it will return false.
/// </summary>
public bool HasTranslationFinished { get; private set; }
/// <summary>
/// Gets whether the rotation interpolation curve finished.
/// If no rotation interpolation curve was started it will return false.
/// </summary>
public bool HasRotationFinished { get; private set; }
/// <summary>
/// Gets whether the scaling interpolation curve finished.
/// If no scaling interpolation curve was started it will return false.
/// </summary>
public bool HasScalingFinished { get; private set; }
#endregion
#region Public Methods
/// <summary>
/// Starts a translation at a constant speed
/// </summary>
/// <param name="gameObject">The GameObject to apply the translation to</param>
/// <param name="space">The space where the translation takes place</param>
/// <param name="speed">The translation speed (units per second in X/Y/Z axes)</param>
/// <param name="useUnscaledTime">
/// If it is true then <see cref="Time.unscaledTime" /> will be used to count seconds. By default it is false meaning
/// <see cref="Time.time" /> will be used instead.
/// <see cref="Time.time" /> is affected by <see cref="Time.timeScale" /> which in many cases is used for application
/// pauses or bullet-time effects, while <see cref="Time.unscaledTime" /> is not.
/// </param>
/// <returns>The animation component</returns>
public static UxrAnimatedTransform Translate(GameObject gameObject, UxrTransformTranslationSpace space, Vector3 speed, bool useUnscaledTime = false)
{
UxrAnimatedTransform component = gameObject.GetOrAddComponent<UxrAnimatedTransform>();
if (component)
{
component._translationMode = UxrAnimationMode.Speed;
component._translationSpace = space;
component._translationSpeed = speed;
component._translationInterpolationSettings.UseUnscaledTime = useUnscaledTime;
component.HasTranslationFinished = false;
}
return component;
}
/// <summary>
/// Starts a rotation at a constant speed
/// </summary>
/// <param name="gameObject">The GameObject to apply the rotation to</param>
/// <param name="space">The space where the rotation takes place</param>
/// <param name="speed">The rotation speed (degrees per second, per component X/Y/Z)</param>
/// <param name="useUnscaledTime">
/// If it is true then Time.unscaledTime will be used
/// to count seconds. By default it is false meaning Time.time will be used instead.
/// Time.time is affected by Time.timeScale which in many cases is used for application pauses
/// or bullet-time effects, while Time.unscaledTime is not.
/// </param>
/// <returns>The animation component</returns>
public static UxrAnimatedTransform Rotate(GameObject gameObject, UxrTransformRotationSpace space, Vector3 speed, bool useUnscaledTime = false)
{
UxrAnimatedTransform component = gameObject.GetOrAddComponent<UxrAnimatedTransform>();
if (component)
{
component._rotationMode = UxrAnimationMode.Speed;
component._rotationSpace = space;
component._useEuler = true;
component._eulerSpeed = speed;
component._rotationInterpolationSettings.UseUnscaledTime = useUnscaledTime;
component.HasRotationFinished = false;
}
return component;
}
/// <summary>
/// Starts scaling at a constant speed
/// </summary>
/// <param name="gameObject">The GameObject to apply the scaling to</param>
/// <param name="speed">The scaling speed (units per second in X/Y/Z axes)</param>
/// <param name="useUnscaledTime">
/// If it is true then Time.unscaledTime will be used
/// to count seconds. By default it is false meaning Time.time will be used instead.
/// Time.time is affected by Time.timeScale which in many cases is used for application pauses
/// or bullet-time effects, while Time.unscaledTime is not.
/// </param>
/// <returns>The animation component</returns>
public static UxrAnimatedTransform Scale(GameObject gameObject, Vector3 speed, bool useUnscaledTime = false)
{
UxrAnimatedTransform component = gameObject.GetOrAddComponent<UxrAnimatedTransform>();
if (component)
{
component._scalingMode = UxrAnimationMode.Speed;
component._scalingSpeed = speed;
component._scalingInterpolationSettings.UseUnscaledTime = useUnscaledTime;
component.HasScalingFinished = false;
}
return component;
}
/// <summary>
/// Starts a translation using an interpolation curve
/// </summary>
/// <param name="gameObject">The GameObject to apply the translation to</param>
/// <param name="space">The space where the translation takes place</param>
/// <param name="startPos">The start position</param>
/// <param name="endPos">The end position</param>
/// <param name="settings">The interpolation settings with the curve parameters</param>
/// <param name="finishedCallback">
/// Optional callback called when the animation finished. Only applies to non-looping
/// animations.
/// </param>
/// <returns>The animation component</returns>
public static UxrAnimatedTransform PositionInterpolation(GameObject gameObject, UxrTransformTranslationSpace space, Vector3 startPos, Vector3 endPos, UxrInterpolationSettings settings, Action finishedCallback = null)
{
UxrAnimatedTransform component = gameObject.GetOrAddComponent<UxrAnimatedTransform>();
if (component)
{
component._translationMode = UxrAnimationMode.Interpolate;
component._translationSpace = space;
component._translationStart = startPos;
component._translationEnd = endPos;
component._translationInterpolationSettings = settings;
component._translationFinishedCallback = finishedCallback;
}
return component;
}
/// <summary>
/// Starts a rotation using an interpolation curve
/// </summary>
/// <param name="gameObject">The GameObject to apply the rotation to</param>
/// <param name="space">The space where the rotation takes place</param>
/// <param name="startEuler">The start Euler angles</param>
/// <param name="endEuler">The end Euler angles</param>
/// <param name="settings">The interpolation settings with the curve parameters</param>
/// <param name="finishedCallback">
/// Optional callback called when the animation finished. Only applies to non-looping
/// animations.
/// </param>
/// <returns>The animation component</returns>
public static UxrAnimatedTransform RotationInterpolation(GameObject gameObject, UxrTransformRotationSpace space, Vector3 startEuler, Vector3 endEuler, UxrInterpolationSettings settings, Action finishedCallback = null)
{
UxrAnimatedTransform component = gameObject.GetOrAddComponent<UxrAnimatedTransform>();
if (component)
{
component._rotationMode = UxrAnimationMode.Interpolate;
component._useEuler = true;
component._rotationSpace = space;
component._eulerStart = startEuler;
component._eulerEnd = endEuler;
component._rotationInterpolationSettings = settings;
component._rotationFinishedCallback = finishedCallback;
}
return component;
}
/// <summary>
/// Starts a rotation using an interpolation curve
/// </summary>
/// <param name="gameObject">The GameObject to apply the rotation to</param>
/// <param name="space">The space where the rotation takes place</param>
/// <param name="startRot">The start Quaternion orientation</param>
/// <param name="endRot">The end Quaternion orientation</param>
/// <param name="settings">The interpolation settings with the curve parameters</param>
/// <param name="finishedCallback">
/// Optional callback called when the animation finished. Only applies to non-looping
/// animations.
/// </param>
/// <returns>The animation component</returns>
public static UxrAnimatedTransform RotationInterpolation(GameObject gameObject, UxrTransformRotationSpace space, Quaternion startRot, Quaternion endRot, UxrInterpolationSettings settings, Action finishedCallback = null)
{
UxrAnimatedTransform component = gameObject.GetOrAddComponent<UxrAnimatedTransform>();
if (component)
{
component._rotationMode = UxrAnimationMode.Interpolate;
component._useEuler = false;
component._rotationSpace = space;
component._quaternionStart = startRot;
component._quaternionEnd = endRot;
component._rotationInterpolationSettings = settings;
component._rotationFinishedCallback = finishedCallback;
}
return component;
}
/// <summary>
/// Starts scaling using an interpolation curve
/// </summary>
/// <param name="gameObject">The GameObject to apply the scaling to</param>
/// <param name="startScale">The start scale</param>
/// <param name="endScale">The end scale</param>
/// <param name="settings">The interpolation settings with the curve parameters</param>
/// <param name="finishedCallback">
/// Optional callback called when the animation finished. Only applies to non-looping
/// animations.
/// </param>
/// <returns>The animation component</returns>
public static UxrAnimatedTransform ScalingInterpolation(GameObject gameObject, Vector3 startScale, Vector3 endScale, UxrInterpolationSettings settings, Action finishedCallback = null)
{
UxrAnimatedTransform component = gameObject.GetOrAddComponent<UxrAnimatedTransform>();
if (component)
{
component._scalingMode = UxrAnimationMode.Interpolate;
component._scalingStart = startScale;
component._scalingEnd = endScale;
component._scalingInterpolationSettings = settings;
component._scalingFinishedCallback = finishedCallback;
}
return component;
}
/// <summary>
/// Stops the position/rotation/scaling animations on an object if it has an <see cref="UxrAnimatedTransform" />
/// component currently attached.
/// </summary>
/// <param name="gameObject">Target GameObject</param>
/// <param name="restoreOriginal">
/// Whether to reset the position/rotation/scale values to the state before the animation
/// started
/// </param>
public static void StopAll(GameObject gameObject, bool restoreOriginal = true)
{
UxrAnimatedTransform anim = gameObject.GetComponent<UxrAnimatedTransform>();
if (anim)
{
anim.StopAll(restoreOriginal);
}
}
/// <summary>
/// Stops the translation animation on an object if it has an <see cref="UxrAnimatedTransform" />
/// component currently attached.
/// </summary>
/// <param name="gameObject">Target GameObject</param>
/// <param name="restoreOriginal">Whether to reset the position to the state before the animation started.</param>
public static void StopTranslation(GameObject gameObject, bool restoreOriginal = true)
{
UxrAnimatedTransform anim = gameObject.GetComponent<UxrAnimatedTransform>();
if (anim)
{
anim.StopTranslation(restoreOriginal);
}
}
/// <summary>
/// Stops the rotation animation on an object if it has an <see cref="UxrAnimatedTransform" />
/// component currently attached.
/// </summary>
/// <param name="gameObject">Target GameObject</param>
/// <param name="restoreOriginal">Whether to reset the rotation to the state before the animation started.</param>
public static void StopRotation(GameObject gameObject, bool restoreOriginal = true)
{
UxrAnimatedTransform anim = gameObject.GetComponent<UxrAnimatedTransform>();
if (anim)
{
anim.StopRotation(restoreOriginal);
}
}
/// <summary>
/// Stops the scaling animation on an object if it has an <see cref="UxrAnimatedTransform" />
/// component currently attached.
/// </summary>
/// <param name="gameObject">Target GameObject</param>
/// <param name="restoreOriginal">Whether to reset the scale to the state before the animation started.</param>
public static void StopScaling(GameObject gameObject, bool restoreOriginal = true)
{
UxrAnimatedTransform anim = gameObject.GetComponent<UxrAnimatedTransform>();
if (anim)
{
anim.StopScaling(restoreOriginal);
}
}
/// <summary>
/// Stops the position/rotation/scaling animations on an object if it has an <see cref="UxrAnimatedTransform" />
/// component currently attached.
/// </summary>
/// <param name="restoreOriginal">
/// Whether to reset the position/rotation/scale values to the state before the animation
/// started
/// </param>
public void StopAll(bool restoreOriginal = true)
{
HasTranslationFinished = true;
HasRotationFinished = true;
HasScalingFinished = true;
if (restoreOriginal)
{
transform.localPosition = _initialLocalPosition;
transform.localRotation = _initialLocalRotation;
transform.localScale = _initialLocalScale;
}
}
/// <summary>
/// Stops the translation animation on an object if it has an <see cref="UxrAnimatedTransform" />
/// component currently attached.
/// </summary>
/// <param name="restoreOriginal">Whether to reset the position to the state before the animation started.</param>
public void StopTranslation(bool restoreOriginal = true)
{
HasTranslationFinished = true;
if (restoreOriginal)
{
transform.localPosition = _initialLocalPosition;
}
}
/// <summary>
/// Stops the rotation animation on an object if it has an <see cref="UxrAnimatedTransform" />
/// component currently attached.
/// </summary>
/// <param name="restoreOriginal">Whether to reset the rotation to the state before the animation started.</param>
public void StopRotation(bool restoreOriginal = true)
{
HasRotationFinished = true;
if (restoreOriginal)
{
transform.localRotation = _initialLocalRotation;
}
}
/// <summary>
/// Stops the scaling animation on an object if it has an <see cref="UxrAnimatedTransform" />
/// component currently attached.
/// </summary>
/// <param name="restoreOriginal">Whether to reset the scale to the state before the animation started.</param>
public void StopScaling(bool restoreOriginal = true)
{
HasScalingFinished = true;
if (restoreOriginal)
{
transform.localScale = _initialLocalScale;
}
}
#endregion
#region Unity
/// <summary>
/// Stores some initial values.
/// </summary>
protected override void Awake()
{
base.Awake();
_scaleTimer = 0.0f;
}
/// <summary>
/// Called each time the object is enabled. Reset timer and set the curve state to unfinished.
/// The first time it's called it stores the original transform values.
/// </summary>
protected override void OnEnable()
{
base.OnEnable();
_startTimeTranslation = GetCurrentTime(_translationUseUnscaledTime, _translationMode, _translationInterpolationSettings);
_startTimeRotation = GetCurrentTime(_rotationUseUnscaledTime, _rotationMode, _rotationInterpolationSettings);
_startTimeScaling = GetCurrentTime(_scalingUseUnscaledTime, _scalingMode, _scalingInterpolationSettings);
HasTranslationFinished = false;
HasRotationFinished = false;
HasScalingFinished = false;
if (!_originalValuesStored)
{
_originalValuesStored = true;
_initialLocalPosition = transform.localPosition;
_initialLocalRotation = transform.localRotation;
_initialLocalScale = transform.localScale;
}
}
/// <summary>
/// Performs transform updates
/// </summary>
private void Update()
{
// Translation ////////////////////////////////////////////////////////////////////////////////
if (!HasTranslationFinished)
{
switch (_translationMode)
{
case UxrAnimationMode.None: break;
case UxrAnimationMode.Speed:
{
Vector3 xAxis = Vector3.right;
Vector3 yAxis = Vector3.up;
Vector3 zAxis = Vector3.forward;
if (_translationSpace == UxrTransformTranslationSpace.Local)
{
xAxis = transform.right;
yAxis = transform.up;
zAxis = transform.forward;
}
else if (_translationSpace == UxrTransformTranslationSpace.Parent)
{
if (transform.parent != null)
{
xAxis = transform.parent.right;
yAxis = transform.parent.up;
zAxis = transform.parent.forward;
}
}
float deltaTime = GetDeltaTime(_translationUseUnscaledTime);
transform.Translate(_translationSpeed.x * deltaTime * xAxis + _translationSpeed.y * deltaTime * yAxis + _translationSpeed.z * deltaTime * zAxis, Space.World);
break;
}
case UxrAnimationMode.Interpolate:
{
float time = GetCurrentTime(_translationUseUnscaledTime, _translationMode, _translationInterpolationSettings) - _startTimeTranslation;
Vector3 position = UxrInterpolator.Interpolate(_translationStart, _translationEnd, time, _translationInterpolationSettings);
switch (_translationSpace)
{
case UxrTransformTranslationSpace.World:
transform.position = position;
break;
case UxrTransformTranslationSpace.Local:
transform.localPosition = position;
break;
case UxrTransformTranslationSpace.Parent:
if (transform.parent == null)
{
transform.position = position;
}
else
{
transform.position = transform.parent.position + transform.parent.GetScaledVector(position);
}
break;
default: throw new ArgumentOutOfRangeException();
}
if (_translationInterpolationSettings.CheckInterpolationHasFinished(time))
{
HasTranslationFinished = true;
OnTranslationFinished();
}
break;
}
case UxrAnimationMode.Noise: // TODO
break;
}
}
// Rotation ////////////////////////////////////////////////////////////////////////////////
if (!HasRotationFinished)
{
switch (_rotationMode)
{
case UxrAnimationMode.None: break;
case UxrAnimationMode.Speed:
{
float deltaTime = GetDeltaTime(_rotationUseUnscaledTime);
transform.Rotate(_eulerSpeed * deltaTime, _rotationSpace == UxrTransformRotationSpace.Local ? Space.Self : Space.World);
break;
}
case UxrAnimationMode.Interpolate:
{
float time = GetCurrentTime(_rotationUseUnscaledTime, _rotationMode, _rotationInterpolationSettings) - _startTimeRotation;
Quaternion rotation = Quaternion.identity;
if (_useEuler)
{
Vector3 euler = UxrInterpolator.Interpolate(_eulerStart, _eulerEnd, time, _rotationInterpolationSettings);
rotation = Quaternion.Euler(euler);
}
else
{
rotation = UxrInterpolator.Interpolate(_quaternionStart, _quaternionEnd, time, _rotationInterpolationSettings);
}
switch (_rotationSpace)
{
case UxrTransformRotationSpace.World:
transform.rotation = rotation;
break;
case UxrTransformRotationSpace.Local:
transform.localRotation = rotation;
break;
default: throw new ArgumentOutOfRangeException();
}
if (_rotationInterpolationSettings.CheckInterpolationHasFinished(time))
{
HasRotationFinished = true;
OnRotationFinished();
}
break;
}
case UxrAnimationMode.Noise:
// TODO
break;
}
}
// Scaling /////////////////////////////////////////////////////////////////////////////////
if (!HasScalingFinished)
{
switch (_scalingMode)
{
case UxrAnimationMode.None: break;
case UxrAnimationMode.Speed:
_scaleTimer += GetDeltaTime(_scalingUseUnscaledTime);
transform.localScale = _initialLocalScale + Vector3.Scale(_initialLocalScale, _scalingSpeed * _scaleTimer);
break;
case UxrAnimationMode.Interpolate:
{
float time = GetCurrentTime(_scalingUseUnscaledTime, _scalingMode, _scalingInterpolationSettings) - _startTimeScaling;
transform.localScale = UxrInterpolator.Interpolate(_scalingStart, _scalingEnd, time, _scalingInterpolationSettings);
if (_scalingInterpolationSettings.CheckInterpolationHasFinished(time))
{
HasScalingFinished = true;
OnScalingFinished();
}
break;
}
case UxrAnimationMode.Noise:
// TODO
break;
}
}
}
#endregion
#region Event Trigger Methods
private void OnTranslationFinished()
{
TranslationFinished?.Invoke();
_translationFinishedCallback?.Invoke();
}
private void OnRotationFinished()
{
RotationFinished?.Invoke();
_rotationFinishedCallback?.Invoke();
}
private void OnScalingFinished()
{
ScalingFinished?.Invoke();
_scalingFinishedCallback?.Invoke();
}
#endregion
#region Private Methods
/// <summary>
/// Gets the current delta time depending on the timing used.
/// </summary>
/// <param name="useUnscaledTime">Whether to use the unscaled delta time or not</param>
/// <returns>Correct delta time value to use</returns>
private float GetDeltaTime(bool useUnscaledTime)
{
return useUnscaledTime ? Time.unscaledDeltaTime : Time.deltaTime;
}
/// <summary>
/// Gets the current time in seconds. It computes the correct time, either <see cref="Time.unscaledTime" /> or
/// <see cref="Time.time" />, depending on the animation configuration.
/// </summary>
/// <param name="useUnscaledTime">The default value if no interpolation is set up</param>
/// <param name="mode">Animation mode</param>
/// <param name="settings">
/// The interpolation settings to use if animation is set to
/// <see cref="UxrAnimationMode.Interpolate" />.
/// </param>
/// <returns>Correct time value to use</returns>
private float GetCurrentTime(bool useUnscaledTime, UxrAnimationMode mode, UxrInterpolationSettings settings)
{
if (settings != null && mode == UxrAnimationMode.Interpolate)
{
return settings.UseUnscaledTime ? Time.unscaledTime : Time.time;
}
return useUnscaledTime ? Time.unscaledTime : Time.time;
}
#endregion
#region Private Types & Data
private bool _useEuler = true;
private Quaternion _quaternionStart;
private Quaternion _quaternionEnd;
private float _scaleTimer;
private Action _translationFinishedCallback;
private Action _rotationFinishedCallback;
private Action _scalingFinishedCallback;
private bool _originalValuesStored;
private Vector3 _initialLocalPosition;
private Quaternion _initialLocalRotation;
private Vector3 _initialLocalScale;
private float _startTimeTranslation;
private float _startTimeRotation;
private float _startTimeScaling;
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="UxrLookAt.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using UltimateXR.Core;
using UltimateXR.Core.Components;
using UltimateXR.Core.Math;
using UltimateXR.Extensions.Unity;
using UnityEngine;
namespace UltimateXR.Animation.Transforms
{
/// <summary>
/// Component that allows to continuously orientate an object looking at a specified point or along an axis.
/// </summary>
public sealed class UxrLookAt : UxrComponent
{
#region Inspector Properties/Serialized Fields
[SerializeField] private UxrLookAtMode _mode = UxrLookAtMode.Target;
[SerializeField] private Transform _target;
[SerializeField] private UxrAxis _lookAxis = UxrAxis.Z;
[SerializeField] private UxrAxis _upAxis = UxrAxis.Y;
[SerializeField] private UxrAxis _matchDirection = UxrAxis.Z;
[SerializeField] private bool _allowRotateAroundUp = true;
[SerializeField] private bool _allowRotateAroundRight = true;
[SerializeField] private bool _invertedLookAxis;
[SerializeField] private bool _onlyOnce;
#endregion
#region Public Methods
/// <summary>
/// Makes an object look at a specific target.
/// </summary>
/// <param name="gameObject">The object that will look at the target</param>
/// <param name="target">The target</param>
/// <param name="lookAxis">The object look axis</param>
/// <param name="upAxis">The object up vector</param>
/// <param name="allowRotateAroundObjectUp">
/// Should the lookAt alter the rotation around the vertical axis?
/// </param>
/// <param name="allowRotateAroundObjectRight">
/// Should the lookAt alter the rotation around the horizontal axis?
/// </param>
/// <param name="invertedLookAxis">
/// If true, the target's look axis will try to point at the opposite direction where the target is. By default this is
/// false, meaning the look vector will try to point at the target
/// </param>
public static void MakeLookAt(GameObject gameObject,
Transform target,
UxrAxis lookAxis,
UxrAxis upAxis,
bool allowRotateAroundObjectUp = true,
bool allowRotateAroundObjectRight = true,
bool invertedLookAxis = false,
bool onlyOnce = false)
{
if (gameObject == null)
{
return;
}
UxrLookAt lookAtComponent = gameObject.GetOrAddComponent<UxrLookAt>();
lookAtComponent._mode = UxrLookAtMode.Target;
lookAtComponent._target = target;
lookAtComponent._lookAxis = lookAxis;
lookAtComponent._upAxis = upAxis;
lookAtComponent._allowRotateAroundUp = allowRotateAroundObjectUp;
lookAtComponent._allowRotateAroundRight = allowRotateAroundObjectRight;
lookAtComponent._invertedLookAxis = invertedLookAxis;
lookAtComponent._onlyOnce = onlyOnce;
lookAtComponent.PerformLookAt(false);
}
/// <summary>
/// Makes an object look along a specific target's direction.
/// </summary>
/// <param name="gameObject">The object that will look at the target</param>
/// <param name="target">The target</param>
/// <param name="direction">The target axis</param>
/// <param name="lookAxis">The object look axis</param>
/// <param name="upAxis">The object up vector</param>
/// <param name="allowRotateAroundUp">
/// Should the lookAt alter the rotation around the vertical axis?
/// </param>
/// <param name="allowRotateAroundRight">
/// Should the lookAt alter the rotation around the horizontal axis?
/// </param>
/// <param name="invertedForwardAxis">
/// If true, the target's forward axis will try to point at the opposite direction where the target is. By default this
/// is false, meaning the forward vector will try to point at the target
/// </param>
/// <param name="onlyOnce">Whether to perform the look at only once</param>
public static void MatchTargetDirection(GameObject gameObject,
Transform target,
UxrAxis direction,
UxrAxis lookAxis,
UxrAxis upAxis,
bool allowRotateAroundUp = true,
bool allowRotateAroundRight = true,
bool invertedForwardAxis = false,
bool onlyOnce = false)
{
if (gameObject == null)
{
return;
}
UxrLookAt lookAtComponent = gameObject.GetOrAddComponent<UxrLookAt>();
lookAtComponent._mode = UxrLookAtMode.MatchTargetDirection;
lookAtComponent._target = target;
lookAtComponent._matchDirection = direction;
lookAtComponent._lookAxis = lookAxis;
lookAtComponent._upAxis = upAxis;
lookAtComponent._allowRotateAroundUp = allowRotateAroundUp;
lookAtComponent._allowRotateAroundRight = allowRotateAroundRight;
lookAtComponent._invertedLookAxis = invertedForwardAxis;
lookAtComponent._onlyOnce = onlyOnce;
lookAtComponent.PerformLookAt(false);
}
/// <summary>
/// Makes an object look in a specific direction.
/// </summary>
/// <param name="gameObject">The object that will look at the given direction</param>
/// <param name="direction">The world direction that the object will look at</param>
/// <param name="lookAxis">The object look axis</param>
/// <param name="upAxis">The object up vector</param>
/// <param name="allowRotateAroundObjectUp">
/// Should the lookAt alter the rotation around the vertical axis?
/// </param>
/// <param name="allowRotateAroundObjectRight">
/// Should the lookAt alter the rotation around the horizontal axis?
/// </param>
/// <param name="invertedForwardAxis">
/// If true, the target's forward axis will try to point at the opposite direction where the target is. By default this
/// is false, meaning the forward vector will try to point at the target
/// </param>
/// <param name="onlyOnce">Whether to perform the look at only once</param>
public static void MatchWorldDirection(GameObject gameObject,
UxrAxis direction,
UxrAxis lookAxis,
UxrAxis upAxis,
bool allowRotateAroundUp = true,
bool allowRotateAroundRight = true,
bool invertedForwardAxis = false,
bool onlyOnce = false)
{
if (gameObject == null)
{
return;
}
UxrLookAt lookAtComponent = gameObject.GetOrAddComponent<UxrLookAt>();
lookAtComponent._mode = UxrLookAtMode.MatchWorldDirection;
lookAtComponent._matchDirection = direction;
lookAtComponent._lookAxis = lookAxis;
lookAtComponent._upAxis = upAxis;
lookAtComponent._allowRotateAroundUp = allowRotateAroundUp;
lookAtComponent._allowRotateAroundRight = allowRotateAroundRight;
lookAtComponent._invertedLookAxis = invertedForwardAxis;
lookAtComponent._onlyOnce = onlyOnce;
lookAtComponent.PerformLookAt(false);
}
/// <summary>
/// Removes an UxrLookAt component if it exists.
/// </summary>
/// <param name="gameObject">The GameObject to remove the component from</param>
public static void RemoveLookAt(GameObject gameObject)
{
if (gameObject == null)
{
return;
}
UxrLookAt lookAtComponent = gameObject.GetComponent<UxrLookAt>();
if (lookAtComponent)
{
Destroy(lookAtComponent);
}
}
/// <summary>
/// Forces to execute an instant LookAt.
/// </summary>
public void ForceLookAt()
{
PerformLookAt(true);
}
#endregion
#region Unity
/// <summary>
/// Subscribes to events.
/// </summary>
protected override void OnEnable()
{
base.OnEnable();
UxrManager.AvatarsUpdated += UxrManager_AvatarsUpdated;
_initialLocalRotation = gameObject.transform.localRotation;
}
/// <summary>
/// Unsubscribes from events.
/// </summary>
protected override void OnDisable()
{
base.OnDisable();
UxrManager.AvatarsUpdated -= UxrManager_AvatarsUpdated;
}
#endregion
#region Event Handling Methods
/// <summary>
/// Called when the avatars finished updating. Performs the look at.
/// </summary>
private void UxrManager_AvatarsUpdated()
{
PerformLookAt(false);
}
#endregion
#region Private Methods
/// <summary>
/// Performs look at.
/// </summary>
private static void PerformLookAt(GameObject gameObject,
Quaternion initialLocalRotation,
UxrLookAtMode mode,
Transform target,
UxrAxis direction,
UxrAxis lookAxis,
UxrAxis upAxis,
bool allowRotateAroundUp = true,
bool allowRotateAroundRight = true,
bool invertedForwardAxis = false)
{
if (gameObject == null)
{
return;
}
if (!allowRotateAroundUp && !allowRotateAroundRight)
{
return;
}
Vector3 worldDir = Vector3.forward;
if (mode == UxrLookAtMode.Target)
{
if (target == null)
{
return;
}
worldDir = target.position - gameObject.transform.position;
}
else if (mode == UxrLookAtMode.MatchTargetDirection)
{
if (target == null)
{
return;
}
worldDir = target.TransformDirection(direction);
}
else if (mode == UxrLookAtMode.MatchWorldDirection)
{
worldDir = direction;
}
if (invertedForwardAxis)
{
worldDir = -worldDir;
}
Quaternion sourceRot = TransformExt.GetWorldRotation(gameObject.transform.parent, initialLocalRotation);
Quaternion rotation = Quaternion.identity;
if (allowRotateAroundUp && allowRotateAroundRight)
{
rotation = Quaternion.FromToRotation(sourceRot * lookAxis, worldDir);
}
else if (allowRotateAroundUp)
{
Vector3 axis = sourceRot * upAxis;
// Project on the up plane
worldDir = Vector3.ProjectOnPlane(worldDir, axis);
float degrees = Vector3.SignedAngle(sourceRot * lookAxis, worldDir, axis);
rotation = Quaternion.AngleAxis(degrees, axis);
}
else if (allowRotateAroundRight)
{
Vector3 axis = sourceRot * Vector3.Cross(upAxis, lookAxis);
// Project on the right plane
worldDir = Vector3.ProjectOnPlane(worldDir, axis);
float degrees = Vector3.SignedAngle(sourceRot * lookAxis, worldDir, axis);
rotation = Quaternion.AngleAxis(degrees, axis);
}
gameObject.transform.rotation = rotation * sourceRot;
}
/// <summary>
/// Performs look at.
/// </summary>
/// <param name="force">Whether to force the look-at</param>
private void PerformLookAt(bool force)
{
if (_repeat || force)
{
PerformLookAt(gameObject, _initialLocalRotation, _mode, _target, _matchDirection, _lookAxis, _upAxis, _allowRotateAroundUp, _allowRotateAroundRight, _invertedLookAxis);
if (_onlyOnce)
{
_repeat = false;
}
}
}
#endregion
#region Private Types & Data
private bool _repeat = true;
private Quaternion _initialLocalRotation;
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="UxrLookAtLocalAvatar.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using UltimateXR.Avatar;
using UltimateXR.Core;
using UltimateXR.Core.Components;
using UltimateXR.Extensions.Unity;
using UnityEngine;
namespace UltimateXR.Animation.Transforms
{
/// <summary>
/// Component that allows to continuously orientate an object looking at the local avatar camera.
/// If there is no local avatar, it will use the first enabled camera.
/// </summary>
public class UxrLookAtLocalAvatar : UxrComponent
{
#region Inspector Properties/Serialized Fields
[SerializeField] private bool _allowRotateAroundY = true;
[SerializeField] private bool _allowRotateAroundX = true;
[SerializeField] private bool _invertedForwardAxis;
[SerializeField] private bool _onlyOnce;
#endregion
#region Public Types & Data
/// <summary>
/// Should the lookAt alter the rotation around the vertical axis?
/// </summary>
public bool AllowRotateAroundVerticalAxis
{
get => _allowRotateAroundY;
set => _allowRotateAroundY = value;
}
/// <summary>
/// Should the lookAt alter the rotation around the horizontal axis?
/// </summary>
public bool AllowRotateAroundHorizontalAxis
{
get => _allowRotateAroundX;
set => _allowRotateAroundX = value;
}
/// <summary>
/// If true, the target's forward axis will try to point at the opposite direction where the
/// avatar is. By default this is false, meaning the forward vector will try to point at
/// the avatar.
/// </summary>
public bool InvertedForwardAxis
{
get => _invertedForwardAxis;
set => _invertedForwardAxis = value;
}
/// <summary>
/// If true, will only perform the lookat the first time it is called. Useful for explosions
/// or similar effects in VR.
/// </summary>
public bool OnlyOnce
{
get => _onlyOnce;
set => _onlyOnce = true;
}
#endregion
#region Public Methods
/// <summary>
/// Makes an object look at the local avatar continuously over time.
/// </summary>
/// <param name="gameObject">The object that will look at the local avatar</param>
/// <param name="allowRotateAroundVerticalAxis">
/// Should the lookAt alter the rotation around the vertical axis?
/// </param>
/// <param name="allowRotateAroundHorizontalAxis">
/// Should the lookAt alter the rotation around the horizontal axis?
/// </param>
/// <param name="invertedForwardAxis">
/// If true, the target's forward axis will try to point at the opposite direction where the avatar is. By default this
/// is false, meaning the forward vector will try to point at the avatar
/// </param>
/// <returns>The look-at component</returns>
public UxrLookAtLocalAvatar MakeLookAt(GameObject gameObject, bool allowRotateAroundVerticalAxis, bool allowRotateAroundHorizontalAxis, bool invertedForwardAxis)
{
UxrLookAtLocalAvatar lookAtComponent = gameObject.GetOrAddComponent<UxrLookAtLocalAvatar>();
lookAtComponent._allowRotateAroundY = allowRotateAroundVerticalAxis;
lookAtComponent._allowRotateAroundX = allowRotateAroundHorizontalAxis;
lookAtComponent._invertedForwardAxis = invertedForwardAxis;
return lookAtComponent;
}
/// <summary>
/// Makes an object look at the local avatar a single time.
/// </summary>
/// <param name="gameObject">The object that will look at the local avatar</param>
/// <param name="allowRotateAroundVerticalAxis">
/// Should the lookAt alter the rotation around the vertical axis?
/// </param>
/// <param name="allowRotateAroundHorizontalAxis">
/// Should the lookAt alter the rotation around the horizontal axis?
/// </param>
/// <param name="invertedForwardAxis">
/// If true, the target's forward axis will try to point at the opposite direction where the avatar is. By default this
/// is false, meaning the forward vector will try to point at the avatar
/// </param>
public static void MakeLookAtOnlyOnce(GameObject gameObject, bool allowRotateAroundVerticalAxis, bool allowRotateAroundHorizontalAxis, bool invertedForwardAxis)
{
PerformLookAt(gameObject.transform, allowRotateAroundVerticalAxis, allowRotateAroundHorizontalAxis, invertedForwardAxis);
}
/// <summary>
/// Removes an UxrLookAtLocalAvatar component if it exists.
/// </summary>
/// <param name="gameObject">The GameObject to remove the component from</param>
public static void RemoveLookAt(GameObject gameObject)
{
if (gameObject)
{
UxrLookAtLocalAvatar lookAtComponent = gameObject.GetComponent<UxrLookAtLocalAvatar>();
if (lookAtComponent)
{
Destroy(lookAtComponent);
}
}
}
#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>
/// Called after avatars are updated. Performs look at.
/// </summary>
private void UxrManager_AvatarsUpdated()
{
if (_repeat)
{
PerformLookAt(transform, _allowRotateAroundY, _allowRotateAroundX, _invertedForwardAxis);
if (_onlyOnce)
{
_repeat = false;
}
}
}
#endregion
#region Private Methods
/// <summary>
/// Performs look at.
/// </summary>
/// <param name="transform">The Transform that will look at the local avatar</param>
/// <param name="allowRotateAroundVerticalAxis">
/// Should the lookAt alter the rotation around the vertical axis?
/// </param>
/// <param name="allowRotateAroundHorizontalAxis">
/// Should the lookAt alter the rotation around the horizontal axis?
/// </param>
/// <param name="invertedForwardAxis">
/// If true, the target's forward axis will try to point at the opposite direction where the avatar is. By default this
/// is false, meaning the forward vector will try to point at the avatar
/// </param>
private static void PerformLookAt(Transform transform, bool allowRotateAroundVerticalAxis, bool allowRotateAroundHorizontalAxis, bool invertedForwardAxis)
{
Camera currentCamera = UxrAvatar.LocalOrFirstEnabledCamera;
if (currentCamera == null)
{
return;
}
Vector3 lookAt = currentCamera.transform.position - transform.position;
if (allowRotateAroundHorizontalAxis == false)
{
lookAt.y = 0.0f;
}
if (allowRotateAroundVerticalAxis == false)
{
lookAt = Vector3.ProjectOnPlane(lookAt, transform.right);
}
if (lookAt != Vector3.zero)
{
transform.rotation = Quaternion.LookRotation(invertedForwardAxis ? -lookAt : lookAt);
}
}
#endregion
#region Private Types & Data
private bool _repeat = true;
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="UxrLookAtMode.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
namespace UltimateXR.Animation.Transforms
{
/// <summary>
/// Enumerates the different modes for a "look at" operation.
/// </summary>
public enum UxrLookAtMode
{
/// <summary>
/// Look at the target.
/// </summary>
Target,
/// <summary>
/// Align to a specific target's direction.
/// </summary>
MatchTargetDirection,
/// <summary>
/// Use a direction in world-space coordinates.
/// </summary>
MatchWorldDirection
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="UxrPositionInFrontOfCamera.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using UltimateXR.Avatar;
using UltimateXR.Core.Components;
using UnityEngine;
namespace UltimateXR.Animation.Transforms
{
/// <summary>
/// Positions an object in front of the VR camera with a height offset compared to it
/// </summary>
public sealed class UxrPositionInFrontOfCamera : UxrComponent
{
#region Inspector Properties/Serialized Fields
[SerializeField] private float _distance = 0.2f;
[SerializeField] private float _heightOffset = -0.2f;
[SerializeField] private Vector3 _eulerAngles = Vector3.zero;
#endregion
#region Unity
/// <summary>
/// Performs transform
/// </summary>
private void LateUpdate()
{
if (UxrAvatar.LocalAvatarCamera)
{
Transform cameraTransform = UxrAvatar.LocalAvatar.CameraTransform;
Vector3 forward = UxrAvatar.LocalAvatar.ProjectedCameraForward;
if (forward != Vector3.zero)
{
forward.Normalize();
if ((cameraTransform.forward.y < 0.0f && Vector3.Dot(cameraTransform.forward, -Vector3.up) < 0.9f) || (cameraTransform.forward.y >= 0.0f && Vector3.Dot(cameraTransform.forward, Vector3.up) < 0.9f))
{
_forward = forward;
}
}
transform.SetPositionAndRotation(UxrAvatar.LocalAvatar.CameraPosition + _forward * _distance + Vector3.up * _heightOffset, Quaternion.LookRotation(_forward, Vector3.up) * Quaternion.Euler(_eulerAngles));
}
}
#endregion
#region Private Types & Data
private Vector3 _forward;
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="UxrTransformRotationSpace.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
namespace UltimateXR.Animation.Transforms
{
/// <summary>
/// Rotation space for rotation transforms.
/// </summary>
public enum UxrTransformRotationSpace
{
/// <summary>
/// Local coordinates.
/// </summary>
Local,
/// <summary>
/// World-space coordinates.
/// </summary>
World
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="UxrTransformTranslationSpace.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
namespace UltimateXR.Animation.Transforms
{
/// <summary>
/// The space in which we can translate an object. World will translate an object along the global X/Y/Z axes, Local
/// will translate it along the object's local X/Y/Z axes and Parent will translate it along its parent's local X/Y/Z
/// axes.
/// In case there is no parent, Parent mode will be the same as using World mode.
/// </summary>
public enum UxrTransformTranslationSpace
{
Local,
World,
Parent
}
}

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