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Created February 3, 2017 10:32
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/*copied from complete version in sample project of "https://developer.microsoft.com/en-us/windows/holographic/holograms_210"*/
using UnityEngine;
namespace Academy.HoloToolkit.Unity
{
/// <summary>
/// DirectionIndicator creates an indicator around the cursor showing
/// what direction to turn to find this GameObject.
/// </summary>
public class DirectionIndicator : MonoBehaviour
{
[Tooltip("The Cursor object an on-cursor direction indicator will attach to.")]
public GameObject Cursor;
[Tooltip("Model to display on-cursor direction to the object this script is attached to.")]
public GameObject DirectionIndicatorObject;
[Tooltip("Color to shade the direction indicator.")]
public Color DirectionIndicatorColor = Color.blue;
[Tooltip("Allowable percentage inside the holographic frame to continue to show a directional indicator.")]
[Range(-0.3f, 0.3f)]
public float TitleSafeFactor = 0.1f;
// The default rotation of the cursor direction indicator.
private Quaternion directionIndicatorDefaultRotation = Quaternion.identity;
// Cache the MeshRenderer for the on-cursor indicator since it will be enabled and disabled frequently.
private MeshRenderer directionIndicatorRenderer;
// Check if the cursor direction indicator is visible.
private bool isDirectionIndicatorVisible;
public void Awake()
{
if (DirectionIndicatorObject == null)
{
return;
}
// Instantiate the direction indicator.
DirectionIndicatorObject = InstantiateDirectionIndicator(DirectionIndicatorObject);
directionIndicatorDefaultRotation = DirectionIndicatorObject.transform.rotation;
directionIndicatorRenderer = DirectionIndicatorObject.GetComponent<MeshRenderer>();
}
public void OnDestroy()
{
GameObject.Destroy(DirectionIndicatorObject);
}
private GameObject InstantiateDirectionIndicator(GameObject directionIndicator)
{
GameObject indicator = Instantiate(directionIndicator);
MeshRenderer indicatorRenderer = indicator.GetComponent<MeshRenderer>();
if (indicatorRenderer == null)
{
// The Direction Indicator must have a MeshRenderer so it can give visual feedback to the user which way to look.
// Add one if there wasn't one.
indicatorRenderer = indicator.AddComponent<MeshRenderer>();
}
// Start with the indicator disabled.
indicatorRenderer.enabled = false;
// Remove any colliders and rigidbodies so the indicators do not interfere with Unity's physics system.
foreach (Collider collider in indicator.GetComponents<Collider>())
{
Destroy(collider);
}
foreach (Rigidbody rigidBody in indicator.GetComponents<Rigidbody>())
{
Destroy(rigidBody);
}
Material indicatorMaterial = indicatorRenderer.material;
indicatorMaterial.color = DirectionIndicatorColor;
indicatorMaterial.SetColor("_TintColor", DirectionIndicatorColor);
// Make this indicator a child of the targeted GameObject.
indicator.transform.SetParent(gameObject.transform);
return indicator;
}
public void Update()
{
if (DirectionIndicatorObject == null)
{
return;
}
// Direction from the Main Camera to this script's parent gameObject.
Vector3 camToObjectDirection = gameObject.transform.position - Camera.main.transform.position;
camToObjectDirection.Normalize();
// The cursor indicator should only be visible if the target is not visible.
isDirectionIndicatorVisible = !IsTargetVisible();
directionIndicatorRenderer.enabled = isDirectionIndicatorVisible;
if (isDirectionIndicatorVisible)
{
Vector3 position;
Quaternion rotation;
GetDirectionIndicatorPositionAndRotation(
camToObjectDirection,
out position,
out rotation);
DirectionIndicatorObject.transform.position = position;
DirectionIndicatorObject.transform.rotation = rotation;
}
}
private bool IsTargetVisible()
{
// This will return true if the target's mesh is within the Main Camera's view frustums.
Vector3 targetViewportPosition = Camera.main.WorldToViewportPoint(gameObject.transform.position);
return (targetViewportPosition.x > TitleSafeFactor && targetViewportPosition.x < 1 - TitleSafeFactor &&
targetViewportPosition.y > TitleSafeFactor && targetViewportPosition.y < 1 - TitleSafeFactor &&
targetViewportPosition.z > 0);
}
private void GetDirectionIndicatorPositionAndRotation(
Vector3 camToObjectDirection,
out Vector3 position,
out Quaternion rotation)
{
// Find position:
// Use this value to decrease the distance from the cursor center an object is rendered to keep it in view.
float metersFromCursor = 0.3f;
// Save the cursor transform position in a variable.
Vector3 origin = Cursor.transform.position;
// Project the camera to target direction onto the screen plane.
Vector3 cursorIndicatorDirection = Vector3.ProjectOnPlane(camToObjectDirection, -1 * Camera.main.transform.forward);
cursorIndicatorDirection.Normalize();
// If the direction is 0, set the direction to the right.
// This will only happen if the camera is facing directly away from the target.
if (cursorIndicatorDirection == Vector3.zero)
{
cursorIndicatorDirection = Camera.main.transform.right;
}
// The final position is translated from the center of the screen along this direction vector.
position = origin + cursorIndicatorDirection * metersFromCursor;
// Find the rotation from the facing direction to the target object.
rotation = Quaternion.LookRotation(
Camera.main.transform.forward,
cursorIndicatorDirection) * directionIndicatorDefaultRotation;
}
}
}
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