Files
RoomAwareVR/Assets/VRMPAssets/Scripts/Player/CalloutGazeController.cs
2025-05-26 00:46:28 +02:00

118 lines
4.2 KiB
C#

using System;
using UnityEngine;
using UnityEngine.Events;
namespace XRMultiplayer
{
/// <summary>
/// Fires events when this object is is within the field of view of the gaze transform. This is currently used to
/// hide and show tooltip callouts on the controllers when the controllers are within the field of view.
/// </summary>
public class CalloutGazeController : MonoBehaviour
{
[SerializeField, Tooltip("The transform which the forward direction will be used to evaluate as the gaze direction.")]
protected Transform m_GazeTransform;
[SerializeField, Tooltip("Threshold for the dot product when determining if the Gaze Transform is facing this object. The lower the threshold, the wider the field of view."), Range(0.0f, 1.0f)]
protected float m_FacingThreshold = 0.85f;
[SerializeField, Tooltip("Events fired when the Gaze Transform begins facing this game object")]
protected UnityEvent m_FacingEntered;
[SerializeField, Tooltip("Events fired when the Gaze Transform stops facing this game object")]
protected UnityEvent m_FacingExited;
[SerializeField, Tooltip("Distance threshold for movement in a single frame that determines a large movement that will trigger Facing Exited events.")]
float m_LargeMovementDistanceThreshold = 0.05f;
[SerializeField, Tooltip("Cool down time after a large movement for Facing Entered events to fire again.")]
float m_LargeMovementCoolDownTime = 0.25f;
[SerializeField, Tooltip("Use Distance Threshold")]
bool m_UseDistanceThreshold = false;
[SerializeField, Tooltip("Distance threshold to stop applying Facing Events")]
float m_MaxDistanceThreshold = 10.0f;
bool m_IsFacing;
float m_LargeMovementCoolDown;
Vector3 m_LastPosition;
void Start()
{
if (!m_GazeTransform)
m_GazeTransform = Camera.main.transform;
}
protected virtual void Update()
{
CheckLargeMovement();
if (m_LargeMovementCoolDown < m_LargeMovementCoolDownTime)
return;
CheckFacing();
}
void CheckFacing()
{
if (!m_GazeTransform)
return;
if (m_UseDistanceThreshold)
{
float currentDistance = Vector3.Distance(m_GazeTransform.position, transform.position);
if (currentDistance > m_MaxDistanceThreshold)
{
if (m_IsFacing)
{
FacingExited();
}
return;
}
}
var dotProduct = Vector3.Dot(m_GazeTransform.forward, (transform.position - m_GazeTransform.position).normalized);
if (dotProduct > m_FacingThreshold && !m_IsFacing)
FacingEntered();
else if (dotProduct < m_FacingThreshold && m_IsFacing)
FacingExited();
}
void CheckLargeMovement()
{
// Check if there is large movement
var currentPosition = transform.position;
var positionDelta = Mathf.Abs(Vector3.Distance(m_LastPosition, currentPosition));
if (positionDelta > m_LargeMovementDistanceThreshold)
{
m_LargeMovementCoolDown = 0.0f;
FacingExited();
}
m_LargeMovementCoolDown += Time.deltaTime;
m_LastPosition = currentPosition;
}
void FacingEntered()
{
m_IsFacing = true;
m_FacingEntered.Invoke();
}
void FacingExited()
{
m_IsFacing = false;
m_FacingExited.Invoke();
}
public void CheckPointerExit()
{
var dotProduct = Vector3.Dot(m_GazeTransform.forward, (transform.position - m_GazeTransform.position).normalized);
float currentDistance = Vector3.Distance(m_GazeTransform.position, transform.position);
if (dotProduct < m_FacingThreshold || (m_UseDistanceThreshold && currentDistance > m_MaxDistanceThreshold))
{
FacingExited();
}
}
}
}