diff --git a/POINT-VR-Chapter-1/Assets/POINT/DensityShellAssets.meta b/POINT-VR-Chapter-1/Assets/POINT/DensityShellAssets.meta new file mode 100644 index 00000000..a1e7ef36 --- /dev/null +++ b/POINT-VR-Chapter-1/Assets/POINT/DensityShellAssets.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: fed31211bdd619a478dc43da102d66dc +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/POINT-VR-Chapter-1/Assets/POINT/DensityShellAssets/DensityExploration.cs b/POINT-VR-Chapter-1/Assets/POINT/DensityShellAssets/DensityExploration.cs new file mode 100644 index 00000000..0d41a283 --- /dev/null +++ b/POINT-VR-Chapter-1/Assets/POINT/DensityShellAssets/DensityExploration.cs @@ -0,0 +1,228 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.InputSystem; +/// +/// Attached to the Player in the DensityExploration Scene +/// Takes care of updating the shell masses and mass-shell snapping interactions +/// +public class DensityExploration : MonoBehaviour +{ + // Serialized fields + [Header("References")] + [SerializeField] private GameObject floor; + [SerializeField] private InputActionReference openMenuReference; + private Camera currentCamera = null; + private GameObject player = null; + private GameObject menus = null; + private GameObject buttons = null; + private UIManager UIManagerScript = null; + // Masses + private GameObject shell = null; + private GameObject shell2 = null; + + /// + /// 2D Array of Snap Locations + /// + Vector3[,] positionArray = new Vector3[8, 8]; + + /// + /// Number of snapped masses (first index corresponds to first shell (larger) and second corresponds to second shell) + /// + private int[] numSnapped = new int[2]; + + /// + /// Lists of what masses are snapped to each shell + /// + bool[] snapArray = new bool[8]; + bool[] snapArray2 = new bool[8]; + + /// + /// List holding all mass GameObjects + /// + GameObject[] massList = new GameObject[8]; + + // Start is called before the first frame update + void Start() + { + StartCoroutine(WaitForPlayerSpawn()); + } + private IEnumerator WaitForPlayerSpawn() + { + yield return new WaitUntil(() => Camera.current != null); + + // Initializing camera and player + currentCamera = Camera.current; + player = currentCamera.transform.parent.gameObject; + + // Initializing mass list and shell references + massList[0] = GameObject.Find("UnitMassOne"); + massList[1] = GameObject.Find("UnitMassTwo"); + massList[2] = GameObject.Find("UnitMassThree"); + massList[3] = GameObject.Find("UnitMassFour"); + massList[4] = GameObject.Find("UnitMassFive"); + massList[5] = GameObject.Find("UnitMassSix"); + massList[6] = GameObject.Find("UnitMassSeven"); + massList[7] = GameObject.Find("UnitMassEight"); + shell = GameObject.Find("Sphere"); + shell2 = GameObject.Find("Sphere2"); + + // Filling Snap List + positionArray[0, 0] = new Vector3(0f, 0f, 0f); + positionArray[1, 0] = new Vector3(-0.75f, 0f, 0f); + positionArray[1, 1] = new Vector3(0.75f, 0f, 0f); + positionArray[2, 0] = new Vector3(-0.75f, -0.75f, 0f); + positionArray[2, 1] = new Vector3(0.75f, -0.75f, 0f); + positionArray[2, 2] = new Vector3(0f, 0.75f, 0f); + positionArray[3, 0] = new Vector3(-0.7f, -0.7f, 0f); + positionArray[3, 1] = new Vector3(0.7f, -0.7f, 0f); + positionArray[3, 2] = new Vector3(0.7f, 0.7f, 0f); + positionArray[3, 3] = new Vector3(-0.7f, 0.7f, 0f); + positionArray[4, 0] = new Vector3(-0.7f, -0.7f, 0f); + positionArray[4, 1] = new Vector3(-0.7f, 0.7f, 0f); + positionArray[4, 2] = new Vector3(0.7f, -0.7f, 0f); + positionArray[4, 3] = new Vector3(0.7f, 0.7f, 0f); + positionArray[4, 4] = new Vector3(0f, 0f, 0f); + positionArray[5, 0] = new Vector3(-0.7f, -0.7f, 0f); + positionArray[5, 1] = new Vector3(-0.7f, 0.7f, 0f); + positionArray[5, 2] = new Vector3(0.7f, -0.7f, 0f); + positionArray[5, 3] = new Vector3(0.7f, 0.7f, 0f); + positionArray[5, 4] = new Vector3(0f, 0f, -0.75f); + positionArray[5, 5] = new Vector3(0f, 0f, 0.75f); + positionArray[6, 0] = new Vector3(-0.7f, -0.7f, 0f); + positionArray[6, 1] = new Vector3(-0.7f, 0.7f, 0f); + positionArray[6, 2] = new Vector3(0.7f, -0.7f, 0f); + positionArray[6, 3] = new Vector3(0.7f, 0.7f, 0f); + positionArray[6, 4] = new Vector3(0f, 0f, -0.75f); + positionArray[6, 5] = new Vector3(0f, 0f, 0.75f); + positionArray[6, 6] = new Vector3(0f, 0f, 0f); + positionArray[7, 0] = new Vector3(-0.7f, -0.7f, -0.75f); + positionArray[7, 1] = new Vector3(-0.7f, 0.7f, -0.75f); + positionArray[7, 2] = new Vector3(0.7f, -0.7f, -0.75f); + positionArray[7, 3] = new Vector3(0.7f, 0.7f, -0.75f); + positionArray[7, 4] = new Vector3(-0.7f, -0.7f, 0.75f); + positionArray[7, 5] = new Vector3(-0.7f, 0.7f, 0.75f); + positionArray[7, 6] = new Vector3(0.7f, -0.7f, 0.75f); + positionArray[7, 7] = new Vector3(0.7f, 0.7f, 0.75f); + + // Filling Snap Arrays + snapArray[0] = false; + snapArray[1] = false; + snapArray[2] = false; + snapArray[3] = false; + snapArray[4] = false; + snapArray[5] = false; + snapArray[6] = false; + snapArray[7] = false; + snapArray2[0] = false; + snapArray2[1] = false; + snapArray2[2] = false; + snapArray2[3] = false; + snapArray2[4] = false; + snapArray2[5] = false; + snapArray2[6] = false; + snapArray2[7] = false; + + // Setting number of snapped masses for each shell to 0 + numSnapped[0] = 0; + numSnapped[1] = 0; + StartCoroutine(StartScene()); + } + void Update() + { + snapChecker(shell, 1, snapArray); // handles snapping behavior for larger shell + snapChecker(shell2, 2, snapArray2); // handles snapping behavior for smaller shell + updateMass(shell, 1); // updates mass of larger shell + updateMass(shell2, 2); // updates mass of smaller shell + } + IEnumerator StartScene() + { + //Instantiate menus from player prefab and buttons from player prefab as well + GameObject mainCamera = player.transform.Find("Main Camera").gameObject; + GameObject UIContainer = mainCamera.transform.Find("UI Container").gameObject; + GameObject Menu = UIContainer.transform.Find("Menu").gameObject; + GameObject menuScreens = Menu.transform.Find("MenuScreens").gameObject; + + menus = menuScreens; + + // Get UI Manager UIManagerScript + UIManagerScript = Menu.GetComponent(); + + // Get References to Unit Masses + yield return new WaitForSecondsRealtime(100); + + yield break; + } + private void updateMass(GameObject shell, int factor) { + if (shell != null) { + shell.GetComponent().mass = 0.2f * numSnapped[factor - 1]; // adds 0.2 in mass for each unit mass snapped to the shell + } + } + /// + /// Handles the snapping and unsnapping of masses from the density shells + /// s - the reference to the shell + /// factor - the size factor of the shell (larger shell is 1, smaller shell 2), used to divide by 2 on snap placements/radius/etc. for smaller shell + /// snapArray - list of what masses are snapped to the current shell + /// + private void snapChecker(GameObject s, int factor, bool[] snapArray) { + /*****************IMPORTANT*****************/ + // When using Emulator, make the following change at all places applicable: + // !massList[i].GetComponentInParent() -> (massList[i].transform.parent == null || massList[i].transform.parent.gameObject.name != "Hand") + int count = 0; + // iterating through each mass + for (int i = 0; i < 8; i++) { + if (massList[i] != null) { // necessary changes of isKinematic for masses to stay in place + if ((massList[i].transform.parent == null || (massList[i].GetComponentInParent() && shell.transform.parent == null & shell2.transform.parent == null))) { + massList[i].GetComponent().isKinematic = false; + } else { + massList[i].GetComponent().isKinematic = true; + } + if (snapArray[i] == true) { // if mass is marked as snapped + if ((massList[i].transform.position - s.transform.position - positionArray[numSnapped[factor - 1] - 1, count] / factor).magnitude > 0.001 && !massList[i].GetComponentInParent()) { + // if mass is within snapping range and is not being held, snap it back into position + if (((massList[i].transform.position - s.transform.position).magnitude < 2 / factor) && !massList[i].GetComponentInParent()) { + int count2 = 0; + // rearranges the masses + for (int j = 0; j < 8; j++) { + if (snapArray[j] == true) { + massList[j].transform.position = s.transform.position + positionArray[numSnapped[factor - 1] - 1, count2] / factor; + count2 = count2 + 1; + } + } + } else { // if mass is marked as snapped but is not within snapping range + numSnapped[factor - 1] = numSnapped[factor - 1] - 1; // decrement numSnapped + snapArray[i] = false; // set snapArray value to false for this mass + int count2 = 0; + if (massList[i].transform.parent == s.transform) { + massList[i].transform.SetParent(null); + } + // rearranges the masses + for (int j = 0; j < 8; j++) { + if (snapArray[j] == true) { + massList[j].transform.position = s.transform.position + positionArray[numSnapped[factor - 1] -1, count2] / factor; + count2 = count2 + 1; + } + } + } + } + count = count + 1; // increments count so that we can count only through snapped masses + } else { + // mass is not currently marked as snapped, check if mass is inside range and is not being held + if (((massList[i].transform.position - s.transform.position).magnitude < 2 / factor) && !massList[i].GetComponentInParent() && (s.transform.parent == null)) { + numSnapped[factor - 1] = numSnapped[factor - 1] + 1; // increment numSnapped + snapArray[i] = true; // set snapArray value to true for this mass + massList[i].transform.SetParent(s.transform); // set the shell to be the parent of the mass + int count2 = 0; + // rearranges the masses + for (int j = 0; j < 8; j++) { + if (snapArray[j] == true) { + massList[j].transform.position = s.transform.position + positionArray[numSnapped[factor - 1] - 1, count2] / factor; + count2 = count2 + 1; + } + } + } + } + } + } + } +} diff --git a/POINT-VR-Chapter-1/Assets/POINT/DensityShellAssets/DensityExploration.cs.meta b/POINT-VR-Chapter-1/Assets/POINT/DensityShellAssets/DensityExploration.cs.meta new file mode 100644 index 00000000..41174b3d --- /dev/null +++ b/POINT-VR-Chapter-1/Assets/POINT/DensityShellAssets/DensityExploration.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ca65bb24a581f6749bea66f62ea76278 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/POINT-VR-Chapter-1/Assets/POINT/DensityShellAssets/DensityShell.cs b/POINT-VR-Chapter-1/Assets/POINT/DensityShellAssets/DensityShell.cs new file mode 100644 index 00000000..266b1439 --- /dev/null +++ b/POINT-VR-Chapter-1/Assets/POINT/DensityShellAssets/DensityShell.cs @@ -0,0 +1,71 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +/// +/// Attached to the Density Shell objects in the DensityExploration Scene +/// Handles material switching (will be replaced with animation), and collider updating to allow for both grabbing and selection +/// Snapping behavior and mass behavior is handled in DensityExploration.cs (can be moved here if necessary) +/// +public class DensityShell : MonoBehaviour +{ + // The Selected checkbox (when selected the shell is "open") + SelectObject selected; + // Reference to the Renderer component of the gameObject + private Renderer objectRenderer; + // Reference to the Collider component of the gameObject + private Collider objectCollider; + // Rigid body of the gameObject + private Rigidbody rb; + // The materials to switch between + public Material material_unselected; // The unselected material + public Material material_selected; // The selected material + + + void Start() + { + selected = GetComponent(); + objectRenderer = GetComponent(); + objectCollider = GetComponent(); + rb = GetComponent(); + UpdateMaterial(); + } + + // Update is called once per frame + void Update() + { + UpdateMaterial(); + UpdateCollider(); + } + private void UpdateMaterial() + { + bool selectval = selected.GetSelected(); + if (objectRenderer != null) + { + // Change the material based on the Selected state + objectRenderer.material = selectval ? material_selected : material_unselected; + } + } + private void UpdateCollider() + { + bool selectval = selected.GetSelected(); + if (selectval) + { + if (!objectCollider.isTrigger) + { + objectCollider.isTrigger = true; + } + // change layer to make it selectable + gameObject.layer = 12; + } + else + { + if (objectCollider.isTrigger) + { + objectCollider.isTrigger = false; + } + // change layer to make it grabbable + gameObject.layer = 9; + } + } +} diff --git a/POINT-VR-Chapter-1/Assets/POINT/DensityShellAssets/DensityShell.cs.meta b/POINT-VR-Chapter-1/Assets/POINT/DensityShellAssets/DensityShell.cs.meta new file mode 100644 index 00000000..14a87f8c --- /dev/null +++ b/POINT-VR-Chapter-1/Assets/POINT/DensityShellAssets/DensityShell.cs.meta @@ -0,0 +1,11 @@ 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b/POINT-VR-Chapter-1/Assets/POINT/DensityShellAssets/SelectObject.cs @@ -0,0 +1,19 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class SelectObject : MonoBehaviour +{ + // This will be the checkbox visible in the Inspector + public bool Selected = false; + + // You can add methods to interact with this variable + public void SetSelected(bool value) + { + Selected = value; + } + public bool GetSelected() + { + return Selected; + } +} diff --git a/POINT-VR-Chapter-1/Assets/POINT/DensityShellAssets/SelectObject.cs.meta b/POINT-VR-Chapter-1/Assets/POINT/DensityShellAssets/SelectObject.cs.meta new file mode 100644 index 00000000..7ef42f35 --- /dev/null +++ b/POINT-VR-Chapter-1/Assets/POINT/DensityShellAssets/SelectObject.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 118547b5f7c6b384da806c35f395b26e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/POINT-VR-Chapter-1/Assets/POINT/DensityShellAssets/ShellCollision.cs b/POINT-VR-Chapter-1/Assets/POINT/DensityShellAssets/ShellCollision.cs new file mode 100644 index 00000000..bcb6ce98 --- /dev/null +++ b/POINT-VR-Chapter-1/Assets/POINT/DensityShellAssets/ShellCollision.cs @@ -0,0 +1,45 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +/// +/// Attached to "Sphere" GameObject (only the big one) in DensityShell scene in order to handle interactions between the two shells +/// Works by manually finding objects with DensityShell script (aka the other shell) in a certain radius and moving them away from this shell +/// +public class ShellCollision : MonoBehaviour +{ + public float detectionRadius = 0.5f; + void Start() { + Vector3 scale = transform.localScale; + detectionRadius = 0.5f * scale.x; // Radius of the shell + } + + void Update() + { + // Perform an overlap check around this object to see if any colliders are within the detection radius + Collider[] colliders = Physics.OverlapSphere(transform.position, detectionRadius); + + foreach (var collider in colliders) + { + // Check if the other object has the "DensityShell" script + DensityShell shellScript = collider.GetComponent(); + + if (shellScript != null) // If the script is found (not null) + { + // Get the direction to move the object away from the shell + Vector3 direction = collider.transform.position - transform.position; + direction.Normalize(); // Normalize direction to avoid uneven pushing + + // Move the object away slightly + collider.transform.position += direction * 0.1f; + + // Stop the object's movement + Rigidbody sphereRigidbody = collider.GetComponent(); + if (sphereRigidbody != null) + { + sphereRigidbody.velocity = Vector3.zero; + } + } + } + } +} diff --git a/POINT-VR-Chapter-1/Assets/POINT/DensityShellAssets/ShellCollision.cs.meta b/POINT-VR-Chapter-1/Assets/POINT/DensityShellAssets/ShellCollision.cs.meta new file mode 100644 index 00000000..472bb338 --- /dev/null +++ b/POINT-VR-Chapter-1/Assets/POINT/DensityShellAssets/ShellCollision.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 85a25f4d6bc346646a1b19cbc9e2cd53 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/POINT-VR-Chapter-1/Assets/POINT/InputAssets/HandController.cs b/POINT-VR-Chapter-1/Assets/POINT/InputAssets/HandController.cs index 18edebf0..cf663466 100644 --- a/POINT-VR-Chapter-1/Assets/POINT/InputAssets/HandController.cs +++ b/POINT-VR-Chapter-1/Assets/POINT/InputAssets/HandController.cs @@ -215,6 +215,19 @@ private void Update() CheckScrollbar(hit); } } + else if (Physics.Raycast(transform.position, transform.forward, out hit, 10f, LayerMask.GetMask("Select"))) // Selectable found: turn this green (FOR NOW) + { + if (hit.collider != lastColliderHit) //did not hit the same collider as in the previous frame: haptic feedback + { + hardwareController.VibrateHand(); + } + SelectObject selectable = hit.collider.gameObject.GetComponent(); + if (selectable != null) + { + laser.material.color = Color.green; + } + lastColliderHit = hit.collider; + } else if (grabbingTransform != null || Physics.Raycast(transform.position, transform.forward, out hit, grabDistance, grabMask)) //grabbable found or is holding something: turn this cyan { if (hit.transform != lastGrabHit && grabbingTransform == null) //did not hit the same collider as in the previous frame: haptic feedback @@ -222,6 +235,12 @@ private void Update() hardwareController.VibrateHand(); } laser.material.color = Color.magenta; + // If the object has a Grab Mask but is a Selectable Object (ex. 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