边缘高亮及柜门开关

This commit is contained in:
王军 2023-08-20 10:56:03 +08:00
parent 76bf4a5086
commit 8de7305349
8 changed files with 480 additions and 0 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 可交互脚本
/// </summary>
public class HighLight_VR : MonoBehaviour
{
[ContextMenu("Highlight")]
public void Highlight()
{
wasHovering = isHovering;
isHovering = true;
if (highlightOnHover == true && wasHovering == false)
{
CreateHighlightRenderers();
UpdateHighlightRenderers();
}
}
[ContextMenu("ShutDownHighlight")]
public void ShutDownHighlight()
{
wasHovering = isHovering;
isHovering = false;
if (highlightOnHover && highlightHolder != null)
Destroy(highlightHolder);
}
public void OnMouseEnter()
{
wasHovering = isHovering;
isHovering = true;
if (highlightOnHover == true && wasHovering == false)
{
CreateHighlightRenderers();
UpdateHighlightRenderers();
}
}
public void OnMouseExit()
{
wasHovering = isHovering;
isHovering = false;
if (highlightOnHover && highlightHolder != null)
Destroy(highlightHolder);
}
public bool highlightOnHover = true;
protected MeshRenderer[] highlightRenderers;
protected MeshRenderer[] existingRenderers;
protected GameObject highlightHolder;
protected SkinnedMeshRenderer[] highlightSkinnedRenderers;
protected SkinnedMeshRenderer[] existingSkinnedRenderers;
protected static Material highlightMat;
public GameObject[] hideHighlight;
public bool isDestroying { get; protected set; }
public bool isHovering { get; protected set; }
public bool wasHovering { get; protected set; }
protected virtual bool ShouldIgnoreHighlight(Component component)
{
return ShouldIgnore(component.gameObject);
}
protected virtual bool ShouldIgnore(GameObject check)
{
for (int ignoreIndex = 0; ignoreIndex < hideHighlight.Length; ignoreIndex++)
{
if (check == hideHighlight[ignoreIndex])
return true;
}
return false;
}
protected virtual void Start()
{
highlightMat = (Material)Resources.Load("SteamVR_HoverHighlight", typeof(Material));
if (highlightMat == null)
Debug.LogError("<b>[SteamVR Interaction]</b> Hover Highlight Material is missing. Please create a material named 'SteamVR_HoverHighlight' and place it in a Resources folder", this);
}
protected virtual void CreateHighlightRenderers()
{
existingSkinnedRenderers = this.GetComponentsInChildren<SkinnedMeshRenderer>(true);
highlightHolder = new GameObject("Highlighter");
highlightSkinnedRenderers = new SkinnedMeshRenderer[existingSkinnedRenderers.Length];
for (int skinnedIndex = 0; skinnedIndex < existingSkinnedRenderers.Length; skinnedIndex++)
{
SkinnedMeshRenderer existingSkinned = existingSkinnedRenderers[skinnedIndex];
if (ShouldIgnoreHighlight(existingSkinned))
continue;
GameObject newSkinnedHolder = new GameObject("SkinnedHolder");
newSkinnedHolder.transform.parent = highlightHolder.transform;
SkinnedMeshRenderer newSkinned = newSkinnedHolder.AddComponent<SkinnedMeshRenderer>();
Material[] materials = new Material[existingSkinned.sharedMaterials.Length];
for (int materialIndex = 0; materialIndex < materials.Length; materialIndex++)
{
materials[materialIndex] = highlightMat;
}
newSkinned.sharedMaterials = materials;
newSkinned.sharedMesh = existingSkinned.sharedMesh;
newSkinned.rootBone = existingSkinned.rootBone;
newSkinned.updateWhenOffscreen = existingSkinned.updateWhenOffscreen;
newSkinned.bones = existingSkinned.bones;
highlightSkinnedRenderers[skinnedIndex] = newSkinned;
}
MeshFilter[] existingFilters = this.GetComponentsInChildren<MeshFilter>(true);
existingRenderers = new MeshRenderer[existingFilters.Length];
highlightRenderers = new MeshRenderer[existingFilters.Length];
for (int filterIndex = 0; filterIndex < existingFilters.Length; filterIndex++)
{
MeshFilter existingFilter = existingFilters[filterIndex];
MeshRenderer existingRenderer = existingFilter.GetComponent<MeshRenderer>();
if (existingFilter == null || existingRenderer == null || ShouldIgnoreHighlight(existingFilter))
continue;
GameObject newFilterHolder = new GameObject("FilterHolder");
newFilterHolder.transform.parent = highlightHolder.transform;
MeshFilter newFilter = newFilterHolder.AddComponent<MeshFilter>();
newFilter.sharedMesh = existingFilter.sharedMesh;
MeshRenderer newRenderer = newFilterHolder.AddComponent<MeshRenderer>();
Material[] materials = new Material[existingRenderer.sharedMaterials.Length];
for (int materialIndex = 0; materialIndex < materials.Length; materialIndex++)
{
materials[materialIndex] = highlightMat;
}
newRenderer.sharedMaterials = materials;
highlightRenderers[filterIndex] = newRenderer;
existingRenderers[filterIndex] = existingRenderer;
}
}
protected virtual void UpdateHighlightRenderers()
{
if (highlightHolder == null)
return;
for (int skinnedIndex = 0; skinnedIndex < existingSkinnedRenderers.Length; skinnedIndex++)
{
SkinnedMeshRenderer existingSkinned = existingSkinnedRenderers[skinnedIndex];
SkinnedMeshRenderer highlightSkinned = highlightSkinnedRenderers[skinnedIndex];
if (existingSkinned != null && highlightSkinned != null /*&& attachedToHand == false*/)
{
highlightSkinned.transform.position = existingSkinned.transform.position;
highlightSkinned.transform.rotation = existingSkinned.transform.rotation;
highlightSkinned.transform.localScale = existingSkinned.transform.lossyScale;
highlightSkinned.localBounds = existingSkinned.localBounds;
highlightSkinned.enabled = isHovering && existingSkinned.enabled && existingSkinned.gameObject.activeInHierarchy;
int blendShapeCount = existingSkinned.sharedMesh.blendShapeCount;
for (int blendShapeIndex = 0; blendShapeIndex < blendShapeCount; blendShapeIndex++)
{
highlightSkinned.SetBlendShapeWeight(blendShapeIndex, existingSkinned.GetBlendShapeWeight(blendShapeIndex));
}
}
else if (highlightSkinned != null)
highlightSkinned.enabled = false;
}
for (int rendererIndex = 0; rendererIndex < highlightRenderers.Length; rendererIndex++)
{
MeshRenderer existingRenderer = existingRenderers[rendererIndex];
MeshRenderer highlightRenderer = highlightRenderers[rendererIndex];
if (existingRenderer != null && highlightRenderer != null /*&& attachedToHand == false*/)
{
highlightRenderer.transform.position = existingRenderer.transform.position;
highlightRenderer.transform.rotation = existingRenderer.transform.rotation;
highlightRenderer.transform.localScale = existingRenderer.transform.lossyScale;
highlightRenderer.enabled = isHovering && existingRenderer.enabled && existingRenderer.gameObject.activeInHierarchy;
}
else if (highlightRenderer != null)
highlightRenderer.enabled = false;
}
}
}

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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: Used to show the outline of the object
//
//=============================================================================
// UNITY_SHADER_NO_UPGRADE
Shader "Valve/VR/Silhouette"
{
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
Properties
{
g_vOutlineColor( "Outline Color", Color ) = ( .5, .5, .5, 1 )
g_flOutlineWidth( "Outline width", Range ( .001, 0.03 ) ) = .005
g_flCornerAdjust( "Corner Adjustment", Range( 0, 2 ) ) = .5
}
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
CGINCLUDE
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
#pragma target 5.0
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
#include "UnityCG.cginc"
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
float4 g_vOutlineColor;
float g_flOutlineWidth;
float g_flCornerAdjust;
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
struct VS_INPUT
{
float4 vPositionOs : POSITION;
float3 vNormalOs : NORMAL;
};
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
struct PS_INPUT
{
float4 vPositionOs : TEXCOORD0;
float3 vNormalOs : TEXCOORD1;
float4 vPositionPs : SV_POSITION;
};
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
PS_INPUT MainVs( VS_INPUT i )
{
PS_INPUT o;
o.vPositionOs.xyzw = i.vPositionOs.xyzw;
o.vNormalOs.xyz = i.vNormalOs.xyz;
#if UNITY_VERSION >= 540
o.vPositionPs = UnityObjectToClipPos( i.vPositionOs.xyzw );
#else
o.vPositionPs = mul( UNITY_MATRIX_MVP, i.vPositionOs.xyzw );
#endif
return o;
}
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
PS_INPUT Extrude( PS_INPUT vertex )
{
PS_INPUT extruded = vertex;
// Offset along normal in projection space
float3 vNormalVs = mul( ( float3x3 )UNITY_MATRIX_IT_MV, vertex.vNormalOs.xyz );
float2 vOffsetPs = TransformViewToProjection( vNormalVs.xy );
vOffsetPs.xy = normalize( vOffsetPs.xy );
// Calculate position
#if UNITY_VERSION >= 540
extruded.vPositionPs = UnityObjectToClipPos( vertex.vPositionOs.xyzw );
#else
extruded.vPositionPs = mul( UNITY_MATRIX_MVP, vertex.vPositionOs.xyzw );
#endif
extruded.vPositionPs.xy += vOffsetPs.xy * extruded.vPositionPs.w * g_flOutlineWidth;
return extruded;
}
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
[maxvertexcount(18)]
void ExtrudeGs( triangle PS_INPUT inputTriangle[3], inout TriangleStream<PS_INPUT> outputStream )
{
float3 a = normalize(inputTriangle[0].vPositionOs.xyz - inputTriangle[1].vPositionOs.xyz);
float3 b = normalize(inputTriangle[1].vPositionOs.xyz - inputTriangle[2].vPositionOs.xyz);
float3 c = normalize(inputTriangle[2].vPositionOs.xyz - inputTriangle[0].vPositionOs.xyz);
inputTriangle[0].vNormalOs = inputTriangle[0].vNormalOs + normalize( a - c) * g_flCornerAdjust;
inputTriangle[1].vNormalOs = inputTriangle[1].vNormalOs + normalize(-a + b) * g_flCornerAdjust;
inputTriangle[2].vNormalOs = inputTriangle[2].vNormalOs + normalize(-b + c) * g_flCornerAdjust;
PS_INPUT extrudedTriangle0 = Extrude( inputTriangle[0] );
PS_INPUT extrudedTriangle1 = Extrude( inputTriangle[1] );
PS_INPUT extrudedTriangle2 = Extrude( inputTriangle[2] );
outputStream.Append( inputTriangle[0] );
outputStream.Append( extrudedTriangle0 );
outputStream.Append( inputTriangle[1] );
outputStream.Append( extrudedTriangle0 );
outputStream.Append( extrudedTriangle1 );
outputStream.Append( inputTriangle[1] );
outputStream.Append( inputTriangle[1] );
outputStream.Append( extrudedTriangle1 );
outputStream.Append( extrudedTriangle2 );
outputStream.Append( inputTriangle[1] );
outputStream.Append( extrudedTriangle2 );
outputStream.Append( inputTriangle[2] );
outputStream.Append( inputTriangle[2] );
outputStream.Append( extrudedTriangle2 );
outputStream.Append(inputTriangle[0]);
outputStream.Append( extrudedTriangle2 );
outputStream.Append( extrudedTriangle0 );
outputStream.Append( inputTriangle[0] );
}
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
fixed4 MainPs( PS_INPUT i ) : SV_Target
{
return g_vOutlineColor;
}
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
fixed4 NullPs( PS_INPUT i ) : SV_Target
{
return float4( 1.0, 0.0, 1.0, 1.0 );
}
ENDCG
SubShader
{
Tags { "RenderType"="Outline" "Queue" = "Geometry-1" }
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
// Render the object with stencil=1 to mask out the part that isn't the silhouette
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
Pass
{
Tags { "LightMode" = "Always" }
ColorMask 0
Cull Off
ZWrite Off
Stencil
{
Ref 1
Comp always
Pass replace
}
CGPROGRAM
#pragma vertex MainVs
#pragma fragment NullPs
ENDCG
}
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
// Render the outline by extruding along vertex normals and using the stencil mask previously rendered. Only render depth, so that the final pass executes
// once per fragment (otherwise alpha blending will look bad).
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
Pass
{
Tags { "LightMode" = "Always" }
Cull Off
ZWrite On
Stencil
{
Ref 1
Comp notequal
Pass keep
Fail keep
}
CGPROGRAM
#pragma vertex MainVs
#pragma geometry ExtrudeGs
#pragma fragment MainPs
ENDCG
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CabinetDevice : MonoBehaviour
{
public Vector3 open_angle;
public List<Transform> door_list = new List<Transform>();
// Start is called before the first frame update
void Start()
{
for (int i = 0; i < transform.childCount; i++)
{
if(transform.GetChild(i).name.Contains("Object")|| transform.GetChild(i).name.Contains("object"))
{
door_list.Add(transform.GetChild(i));
}
}
}
// Update is called once per frame
void Update()
{
UpdateDoorState(open);
}
public bool open;
/// <summary>
/// ¸üйñÃÅ״̬
/// </summary>
public void UpdateDoorState(bool open)
{
door_list.ForEach(t => { t.localEulerAngles = open ? open_angle : Vector3.zero; });
}
}

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