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A basic implementation of a laser pointer for the HTC Vive controllers in Unity3D
using UnityEngine;
using System.Collections;
public class ViveCursor : MonoBehaviour {
public enum AxisType
{
XAxis,
ZAxis
}
public Color color;
public float thickness = 0.002f;
public AxisType facingAxis = AxisType.XAxis;
public float length = 100f;
public bool showCursor = true;
GameObject holder;
GameObject pointer;
GameObject cursor;
Vector3 cursorScale = new Vector3(0.05f, 0.05f, 0.05f);
float contactDistance = 0f;
Transform contactTarget = null;
void SetPointerTransform(float setLength, float setThicknes)
{
//if the additional decimal isn't added then the beam position glitches
float beamPosition = setLength / (2 + 0.00001f);
if (facingAxis == AxisType.XAxis)
{
pointer.transform.localScale = new Vector3(setLength, setThicknes, setThicknes);
pointer.transform.localPosition = new Vector3(beamPosition, 0f, 0f);
if (showCursor)
{
cursor.transform.localPosition = new Vector3(setLength - cursor.transform.localScale.x, 0f, 0f);
}
} else
{
pointer.transform.localScale = new Vector3(setThicknes, setThicknes, setLength);
pointer.transform.localPosition = new Vector3(0f, 0f, beamPosition);
if (showCursor)
{
cursor.transform.localPosition = new Vector3(0f, 0f, setLength - cursor.transform.localScale.z);
}
}
}
// Use this for initialization
void Start () {
Material newMaterial = new Material(Shader.Find("Unlit/Color"));
newMaterial.SetColor("_Color", color);
holder = new GameObject();
holder.transform.parent = this.transform;
holder.transform.localPosition = Vector3.zero;
pointer = GameObject.CreatePrimitive(PrimitiveType.Cube);
pointer.transform.parent = holder.transform;
pointer.GetComponent<MeshRenderer>().material = newMaterial;
pointer.GetComponent<BoxCollider>().isTrigger = true;
pointer.AddComponent<Rigidbody>().isKinematic = true;
pointer.layer = 2;
if (showCursor)
{
cursor = GameObject.CreatePrimitive(PrimitiveType.Sphere);
cursor.transform.parent = holder.transform;
cursor.GetComponent<MeshRenderer>().material = newMaterial;
cursor.transform.localScale = cursorScale;
cursor.GetComponent<SphereCollider>().isTrigger = true;
cursor.AddComponent<Rigidbody>().isKinematic = true;
cursor.layer = 2;
}
SetPointerTransform(length, thickness);
}
float GetBeamLength(bool bHit, RaycastHit hit)
{
float actualLength = length;
//reset if beam not hitting or hitting new target
if (!bHit || (contactTarget && contactTarget != hit.transform))
{
contactDistance = 0f;
contactTarget = null;
}
//check if beam has hit a new target
if (bHit)
{
if (hit.distance <= 0)
{
}
contactDistance = hit.distance;
contactTarget = hit.transform;
}
//adjust beam length if something is blocking it
if (bHit && contactDistance < length)
{
actualLength = contactDistance;
}
if (actualLength <= 0)
{
actualLength = length;
}
return actualLength; ;
}
void Update () {
Ray raycast = new Ray(transform.position, transform.forward);
RaycastHit hitObject;
bool rayHit = Physics.Raycast(raycast, out hitObject);
float beamLength = GetBeamLength(rayHit, hitObject);
SetPointerTransform(beamLength, thickness);
}
}
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