mixedreality/com.microsoft.mixedreality..../SDK/Features/UX/Scripts/VisualThemes/ThemeEngines/InteractableRotationTheme.cs

134 lines
4.7 KiB
C#

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