Grab working

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Legonzaur 2023-01-10 17:09:03 +01:00
parent 150ba3f8e8
commit 8e129d8f6c
72 changed files with 57447 additions and 24493 deletions

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Quick Outline
=============
Developed by Chris Nolet (c) 2018
Instructions
------------
To add an outline to an object, drag-and-drop the Outline.cs
script onto the object. The outline materials will be loaded
at runtime.
You can also add outlines programmatically with:
var outline = gameObject.AddComponent<Outline>();
outline.OutlineMode = Outline.Mode.OutlineAll;
outline.OutlineColor = Color.yellow;
outline.OutlineWidth = 5f;
The outline script does a small amount of work in Awake().
For best results, use outline.enabled to toggle the outline.
Avoid removing and re-adding the component if possible.
For large meshes, you may also like to enable 'Precompute
Outline' in the editor. This will reduce the amount of work
performed in Awake().
Troubleshooting
---------------
If the outline appears off-center, please try the following:
1. Set 'Read/Write Enabled' on each model's import settings.
2. Disable 'Optimize Mesh Data' in the player settings.

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//
// OutlineFill.shader
// QuickOutline
//
// Created by Chris Nolet on 2/21/18.
// Copyright © 2018 Chris Nolet. All rights reserved.
//
Shader "Custom/Outline Fill" {
Properties {
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 0
_OutlineColor("Outline Color", Color) = (1, 1, 1, 1)
_OutlineWidth("Outline Width", Range(0, 10)) = 2
}
SubShader {
Tags {
"Queue" = "Transparent+110"
"RenderType" = "Transparent"
"DisableBatching" = "True"
}
Pass {
Name "Fill"
Cull Off
ZTest [_ZTest]
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGB
Stencil {
Ref 1
Comp NotEqual
}
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert
#pragma fragment frag
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
float3 smoothNormal : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 position : SV_POSITION;
fixed4 color : COLOR;
UNITY_VERTEX_OUTPUT_STEREO
};
uniform fixed4 _OutlineColor;
uniform float _OutlineWidth;
v2f vert(appdata input) {
v2f output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float3 normal = any(input.smoothNormal) ? input.smoothNormal : input.normal;
float3 viewPosition = UnityObjectToViewPos(input.vertex);
float3 viewNormal = normalize(mul((float3x3)UNITY_MATRIX_IT_MV, normal));
output.position = UnityViewToClipPos(viewPosition + viewNormal * -viewPosition.z * _OutlineWidth / 1000.0);
output.color = _OutlineColor;
return output;
}
fixed4 frag(v2f input) : SV_Target {
return input.color;
}
ENDCG
}
}
}

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//
// OutlineMask.shader
// QuickOutline
//
// Created by Chris Nolet on 2/21/18.
// Copyright © 2018 Chris Nolet. All rights reserved.
//
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//
// Outline.cs
// QuickOutline
//
// Created by Chris Nolet on 3/30/18.
// Copyright © 2018 Chris Nolet. All rights reserved.
//
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
[DisallowMultipleComponent]
public class ObjectOutline : MonoBehaviour {
private static HashSet<Mesh> registeredMeshes = new HashSet<Mesh>();
public enum Mode {
OutlineAll,
OutlineVisible,
OutlineHidden,
OutlineAndSilhouette,
SilhouetteOnly
}
public Mode OutlineMode {
get { return outlineMode; }
set {
outlineMode = value;
needsUpdate = true;
}
}
public Color OutlineColor {
get { return outlineColor; }
set {
outlineColor = value;
needsUpdate = true;
}
}
public float OutlineWidth {
get { return outlineWidth; }
set {
outlineWidth = value;
needsUpdate = true;
}
}
[Serializable]
private class ListVector3 {
public List<Vector3> data;
}
[SerializeField]
private Mode outlineMode;
[SerializeField]
private Color outlineColor = Color.white;
[SerializeField, Range(0f, 10f)]
private float outlineWidth = 2f;
[Header("Optional")]
[SerializeField, Tooltip("Precompute enabled: Per-vertex calculations are performed in the editor and serialized with the object. "
+ "Precompute disabled: Per-vertex calculations are performed at runtime in Awake(). This may cause a pause for large meshes.")]
private bool precomputeOutline;
[SerializeField, HideInInspector]
private List<Mesh> bakeKeys = new List<Mesh>();
[SerializeField, HideInInspector]
private List<ListVector3> bakeValues = new List<ListVector3>();
private Renderer[] renderers;
private Material outlineMaskMaterial;
private Material outlineFillMaterial;
private bool needsUpdate;
void Awake() {
// Cache renderers
renderers = GetComponentsInChildren<Renderer>();
// Instantiate outline materials
outlineMaskMaterial = Instantiate(Resources.Load<Material>(@"Materials/OutlineMask"));
outlineFillMaterial = Instantiate(Resources.Load<Material>(@"Materials/OutlineFill"));
outlineMaskMaterial.name = "OutlineMask (Instance)";
outlineFillMaterial.name = "OutlineFill (Instance)";
// Retrieve or generate smooth normals
LoadSmoothNormals();
// Apply material properties immediately
needsUpdate = true;
}
void OnEnable() {
foreach (var renderer in renderers) {
// Append outline shaders
var materials = renderer.sharedMaterials.ToList();
materials.Add(outlineMaskMaterial);
materials.Add(outlineFillMaterial);
renderer.materials = materials.ToArray();
}
}
void OnValidate() {
// Update material properties
needsUpdate = true;
// Clear cache when baking is disabled or corrupted
if (!precomputeOutline && bakeKeys.Count != 0 || bakeKeys.Count != bakeValues.Count) {
bakeKeys.Clear();
bakeValues.Clear();
}
// Generate smooth normals when baking is enabled
if (precomputeOutline && bakeKeys.Count == 0) {
Bake();
}
}
void Update() {
if (needsUpdate) {
needsUpdate = false;
UpdateMaterialProperties();
}
}
void OnDisable() {
foreach (var renderer in renderers) {
// Remove outline shaders
var materials = renderer.sharedMaterials.ToList();
materials.Remove(outlineMaskMaterial);
materials.Remove(outlineFillMaterial);
renderer.materials = materials.ToArray();
}
}
void OnDestroy() {
// Destroy material instances
Destroy(outlineMaskMaterial);
Destroy(outlineFillMaterial);
}
void Bake() {
// Generate smooth normals for each mesh
var bakedMeshes = new HashSet<Mesh>();
foreach (var meshFilter in GetComponentsInChildren<MeshFilter>()) {
// Skip duplicates
if (!bakedMeshes.Add(meshFilter.sharedMesh)) {
continue;
}
// Serialize smooth normals
var smoothNormals = SmoothNormals(meshFilter.sharedMesh);
bakeKeys.Add(meshFilter.sharedMesh);
bakeValues.Add(new ListVector3() { data = smoothNormals });
}
}
void LoadSmoothNormals() {
// Retrieve or generate smooth normals
foreach (var meshFilter in GetComponentsInChildren<MeshFilter>()) {
// Skip if smooth normals have already been adopted
if (!registeredMeshes.Add(meshFilter.sharedMesh)) {
continue;
}
// Retrieve or generate smooth normals
var index = bakeKeys.IndexOf(meshFilter.sharedMesh);
var smoothNormals = (index >= 0) ? bakeValues[index].data : SmoothNormals(meshFilter.sharedMesh);
// Store smooth normals in UV3
meshFilter.sharedMesh.SetUVs(3, smoothNormals);
// Combine submeshes
var renderer = meshFilter.GetComponent<Renderer>();
if (renderer != null) {
CombineSubmeshes(meshFilter.sharedMesh, renderer.sharedMaterials);
}
}
// Clear UV3 on skinned mesh renderers
foreach (var skinnedMeshRenderer in GetComponentsInChildren<SkinnedMeshRenderer>()) {
// Skip if UV3 has already been reset
if (!registeredMeshes.Add(skinnedMeshRenderer.sharedMesh)) {
continue;
}
// Clear UV3
skinnedMeshRenderer.sharedMesh.uv4 = new Vector2[skinnedMeshRenderer.sharedMesh.vertexCount];
// Combine submeshes
CombineSubmeshes(skinnedMeshRenderer.sharedMesh, skinnedMeshRenderer.sharedMaterials);
}
}
List<Vector3> SmoothNormals(Mesh mesh) {
// Group vertices by location
var groups = mesh.vertices.Select((vertex, index) => new KeyValuePair<Vector3, int>(vertex, index)).GroupBy(pair => pair.Key);
// Copy normals to a new list
var smoothNormals = new List<Vector3>(mesh.normals);
// Average normals for grouped vertices
foreach (var group in groups) {
// Skip single vertices
if (group.Count() == 1) {
continue;
}
// Calculate the average normal
var smoothNormal = Vector3.zero;
foreach (var pair in group) {
smoothNormal += smoothNormals[pair.Value];
}
smoothNormal.Normalize();
// Assign smooth normal to each vertex
foreach (var pair in group) {
smoothNormals[pair.Value] = smoothNormal;
}
}
return smoothNormals;
}
void CombineSubmeshes(Mesh mesh, Material[] materials) {
// Skip meshes with a single submesh
if (mesh.subMeshCount == 1) {
return;
}
// Skip if submesh count exceeds material count
if (mesh.subMeshCount > materials.Length) {
return;
}
// Append combined submesh
mesh.subMeshCount++;
mesh.SetTriangles(mesh.triangles, mesh.subMeshCount - 1);
}
void UpdateMaterialProperties() {
// Apply properties according to mode
outlineFillMaterial.SetColor("_OutlineColor", outlineColor);
switch (outlineMode) {
case Mode.OutlineAll:
outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth);
break;
case Mode.OutlineVisible:
outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.LessEqual);
outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth);
break;
case Mode.OutlineHidden:
outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Greater);
outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth);
break;
case Mode.OutlineAndSilhouette:
outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.LessEqual);
outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth);
break;
case Mode.SilhouetteOnly:
outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.LessEqual);
outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Greater);
outlineFillMaterial.SetFloat("_OutlineWidth", 0f);
break;
}
}
}

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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using Valve.VR;
using Valve.VR.Extras;
public class FurnitureMover : MonoBehaviour
{
private SteamVR_LaserPointer steamVrLaserPointer;
Transform previousContact = null;
public SteamVR_Behaviour_Pose pose;
public SteamVR_Action_Boolean interactWithUI = SteamVR_Input.GetBooleanAction("InteractUI");
public GameObject pointer;
private MovableFurniture Grabbing;
public Color color;
public float thickness = 0.002f;
public Color clickColor = Color.green;
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);
pointer = GameObject.CreatePrimitive(PrimitiveType.Cube);
pointer.transform.parent = this.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 (collider)
{
Object.Destroy(collider);
}
Material newMaterial = new Material(Shader.Find("Unlit/Color"));
newMaterial.SetColor("_Color", color);
pointer.GetComponent<MeshRenderer>().material = newMaterial;
}
private void Awake()
{
}
private void Update()
{
float dist = 100f;
Ray raycast = new Ray(transform.position, transform.forward);
RaycastHit hit;
bool bHit = Physics.Raycast(raycast, out hit);
if (previousContact && previousContact != hit.transform)
{
PointerEventArgs args = new PointerEventArgs();
args.fromInputSource = pose.inputSource;
args.distance = 0f;
args.flags = 0;
args.target = previousContact;
OnPointerOut(this, args);
previousContact = null;
}
if (bHit && previousContact != hit.transform)
{
PointerEventArgs argsIn = new PointerEventArgs();
argsIn.fromInputSource = pose.inputSource;
argsIn.distance = hit.distance;
argsIn.flags = 0;
argsIn.target = hit.transform;
OnPointerIn(this, argsIn);
previousContact = hit.transform;
}
if (!bHit)
{
previousContact = null;
}
if (bHit && hit.distance < 100f)
{
dist = hit.distance;
}
if (bHit && interactWithUI.GetStateDown(pose.inputSource))
{
PointerEventArgs argsClick = new PointerEventArgs();
argsClick.fromInputSource = pose.inputSource;
argsClick.distance = hit.distance;
argsClick.flags = 0;
argsClick.target = hit.transform;
OnPointerClickDown(this, argsClick);
}
if (bHit && interactWithUI.GetStateUp(pose.inputSource))
{
PointerEventArgs argsClick = new PointerEventArgs();
argsClick.fromInputSource = pose.inputSource;
argsClick.distance = hit.distance;
argsClick.flags = 0;
argsClick.target = hit.transform;
OnPointerClickUp(this, 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);
}
private void OnPointerClickDown(object sender, PointerEventArgs e)
{
MovableFurniturePart clickHandler = e.target.GetComponent<MovableFurniturePart>();
if (clickHandler == null)
{
return;
}
clickHandler.OnPointerClickDown();
Grabbing = clickHandler.parent;
Grabbing.transform.SetParent(this.transform);
}
private void OnPointerClickUp(object sender, PointerEventArgs e)
{
/*MovableFurniturePart clickHandler = e.target.GetComponent<MovableFurniturePart>();
if (clickHandler == null)
{
return;
}
clickHandler.OnPointerClickDown();*/
if(Grabbing != null)
{
Grabbing.OnPointerClickUp();
Grabbing.transform.SetParent(this.transform.root);
Grabbing = null;
}
}
private void OnPointerOut(object sender, PointerEventArgs e)
{
MovableFurniturePart pointerExitHandler = e.target.GetComponent<MovableFurniturePart>();
if (pointerExitHandler == null)
{
return;
}
pointerExitHandler.OnPointerExit();
}
private void OnPointerIn(object sender, PointerEventArgs e)
{
MovableFurniturePart pointerEnterHandler = e.target.GetComponent<MovableFurniturePart>();
if (pointerEnterHandler == null)
{
return;
}
pointerEnterHandler.OnPointerEnter();
}
}

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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;
public class MovableFurniture : MonoBehaviour
{
private List<Transform> children;
private List<ObjectOutline> outlines;
private Rigidbody _rigidbody;
// Start is called before the first frame update
void Start()
{
_rigidbody = GetComponent<Rigidbody>();
children = new List<Transform>(GetComponentsInChildren<Transform>());
outlines = new List<ObjectOutline>();
foreach (Transform child in children)
{
var part = child.gameObject.AddComponent<MovableFurniturePart>();
part.parent = this;
var outline = child.gameObject.AddComponent<ObjectOutline>();
outlines.Add(outline);
outline.OutlineMode = ObjectOutline.Mode.OutlineAll;
outline.OutlineColor = Color.yellow;
outline.OutlineWidth = 5f;
outline.enabled = false;
}
}
// Update is called once per frame
void Update()
{
}
public void OnPointerClickUp()
{
if (_rigidbody != null)
{
_rigidbody.useGravity = true;
}
}
public void OnPointerClickDown()
{
if(_rigidbody!= null)
{
_rigidbody.useGravity= false;
}
}
public void OnPointerEnter()
{
foreach (ObjectOutline outline in outlines)
{
/*child.OutlineMode = ObjectOutline.Mode.OutlineAll;
child.OutlineColor = Color.yellow;
child.OutlineWidth = 5f;*/
outline.enabled = true;
}
}
public void OnPointerExit()
{
foreach (ObjectOutline outline in outlines)
{
outline.enabled = false;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class MovableFurniturePart : MonoBehaviour
{
public MovableFurniture parent;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public void OnPointerClickDown()
{
parent.OnPointerClickDown();
}
public void OnPointerEnter()
{
parent.OnPointerEnter();
}
public void OnPointerExit()
{
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