134 lines
4.7 KiB
C#
134 lines
4.7 KiB
C#
// Copyright (c) Microsoft Corporation.
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// Licensed under the MIT License.
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Microsoft.MixedReality.Toolkit.UI
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{
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/// <summary>
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/// Theme Engine to control a GameObject's rotation based on state changes
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/// </summary>
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public class InteractableRotationTheme : InteractableThemeBase
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{
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/// <summary>
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/// If true, the theme rotation value will be added to the initial Gameobject's rotation. Otherwise, it will set directly as absolute euler angles.
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/// </summary>
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public bool IsRelativeRotation => GetThemeProperty(RelativeRotationPropertyIndex).Value.Bool;
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/// <summary>
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/// If true, the theme manipulate the target's local rotation. Otherwise, the theme will control the world space rotation.
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/// </summary>
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public bool IsLocalRotation => GetThemeProperty(LocalRotationPropertyIndex).Value.Bool;
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protected Vector3 originalLocalRotation;
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protected Vector3 originalRotation;
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protected Transform hostTransform;
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private const int RelativeRotationPropertyIndex = 0;
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private const int LocalRotationPropertyIndex = 1;
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public InteractableRotationTheme()
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{
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Types = new Type[] { typeof(Transform) };
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Name = "Rotation Theme";
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}
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/// <inheritdoc />
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public override ThemeDefinition GetDefaultThemeDefinition()
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{
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return new ThemeDefinition()
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{
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ThemeType = GetType(),
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StateProperties = new List<ThemeStateProperty>()
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{
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new ThemeStateProperty()
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{
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Name = "Rotation",
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Type = ThemePropertyTypes.Vector3,
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Values = new List<ThemePropertyValue>(),
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Default = new ThemePropertyValue() { Vector3 = Vector3.zero }
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},
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},
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CustomProperties = new List<ThemeProperty>()
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{
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new ThemeProperty()
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{
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Name = "Relative Rotation",
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Tooltip = "Should the theme rotation value be added to the initial Gameobject's rotation, or set directly as absolute euler angles",
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Type = ThemePropertyTypes.Bool,
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Value = new ThemePropertyValue() { Bool = false }
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},
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new ThemeProperty()
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{
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Name = "Local Rotation",
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Tooltip = "Should the theme manipulate the target's local rotation or world space rotation",
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Type = ThemePropertyTypes.Bool,
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Value = new ThemePropertyValue() { Bool = true }
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},
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},
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};
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}
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/// <inheritdoc />
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public override void Init(GameObject host, ThemeDefinition settings)
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{
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hostTransform = host.transform;
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originalLocalRotation = hostTransform.localEulerAngles;
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originalRotation = hostTransform.eulerAngles;
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base.Init(host, settings);
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}
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/// <inheritdoc />
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public override void Reset()
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{
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if (hostTransform != null)
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{
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hostTransform.localEulerAngles = originalLocalRotation;
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hostTransform.eulerAngles = originalRotation;
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}
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}
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/// <inheritdoc />
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public override ThemePropertyValue GetProperty(ThemeStateProperty property)
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{
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ThemePropertyValue start = new ThemePropertyValue();
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start.Vector3 = IsLocalRotation ? hostTransform.localEulerAngles : hostTransform.eulerAngles;
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return start;
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}
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/// <inheritdoc />
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public override void SetValue(ThemeStateProperty property, int index, float percentage)
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{
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Vector3 lerpTarget = property.Values[index].Vector3;
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if (IsRelativeRotation)
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{
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lerpTarget = (IsLocalRotation ? originalLocalRotation : originalRotation) + lerpTarget;
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}
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SetRotation(Quaternion.Euler(Vector3.Lerp(property.StartValue.Vector3, lerpTarget, percentage)));
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}
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/// <inheritdoc />
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protected override void SetValue(ThemeStateProperty property, ThemePropertyValue value)
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{
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SetRotation(value.Quaternion);
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}
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private void SetRotation(Quaternion rot)
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{
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if (IsLocalRotation)
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{
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hostTransform.localRotation = rot;
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}
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else
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{
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hostTransform.rotation = rot;
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}
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}
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}
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}
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