Example #1
0
        // Update the slider's position based on the mouse.
        void UpdateDrag(PointerEventData eventData, Camera cam)
        {
            RectTransform clickRect = m_HandleContainerRect;

            if (clickRect != null && clickRect.rect.size[0] > 0)
            {
                Vector2 localCursor;
                if (!RectTransformUtility.ScreenPointToLocalPointInRectangle(clickRect, eventData.position, cam, out localCursor))
                {
                    return;
                }
                //localCursor -= clickRect.rect.position;

                float val = Mathf.Clamp01(Mathf.Rad2Deg * (Mathf.Atan2(localCursor.x, localCursor.y) - m_Offset + (Mathf.PI)) / 360f);
                val = (reverseValue ? 1f - val : val);
                prevNormalizedValue = normalizedValue;

                //Loop Around
                if (prevNormalizedValue > 0.8f && val < 0.2f)
                {
                    wholeRotationValue += valuePerRotation;
                }
                if (prevNormalizedValue < 0.2f && val > 0.8f)
                {
                    wholeRotationValue -= valuePerRotation;
                }

                //Apply Max/Min Constraint
                float testval = (wholeRotationValue + (val * valuePerRotation));
                if (testval > maxValue)
                {
                    normalizedValue = ((maxValue - wholeRotationValue) / valuePerRotation);
                    if (!endHit)
                    {
                        m_EndHit.Invoke(m_Value);
                        endHit = true;
                    }
                }
                else if (testval < minValue)
                {
                    normalizedValue = ((minValue - wholeRotationValue) / valuePerRotation);
                    if (!endHit)
                    {
                        m_EndHit.Invoke(m_Value);
                        endHit = true;
                    }
                }
                else
                {
                    endHit          = false;
                    normalizedValue = val;
                }

                //Set the main Value
                Set((wholeRotationValue + (normalizedValue * valuePerRotation)));

                //Show the world
                UpdateVisuals();
            }
        }
Example #2
0
    public override void FocusUpdate(Selector cursor)
    {
        if (isSelected)
        {
            Quaternion currentRotation = transform.localRotation;
            float      dialValue       = 0;

            Vector3 currentPoint = transform.InverseTransformPoint(cursor.Cursor.localPosition);
            currentPoint.z = 0;

            Quaternion deltaRotation = Quaternion.FromToRotation(interactPoint, currentPoint);

            currentRotation        *= deltaRotation;
            transform.localRotation = currentRotation;


            // get dialValue
            Vector3 controlNorm = transform.localRotation * Vector3.up;
            controlNorm.Normalize();
            float angle = Vector3.Dot(controlNorm, Vector3.up);
            angle  = Mathf.Acos(angle);
            angle *= Mathf.Rad2Deg;

            if (Vector3.Dot(controlNorm, Vector3.right) > 0f)
            {
                angle = 360f - angle;
            }

            dialValue = angle;
            print(angle);
            degrees.Invoke(dialValue);
        }
    }
Example #3
0
        protected virtual void Set(float input, bool sendCallback)
        {
            // Clamp the input
            float newValue = ClampValue(input);

            // If the stepped value doesn't match the last one, it's time to update
            if (m_Value == newValue)
            {
                return;
            }

            m_Value = newValue;
            UpdateVisuals();
            if (sendCallback)
            {
                m_OnValueChanged.Invoke(newValue);
            }
        }
Example #4
0
        // The selector calls FocusUpdate every Update that a vodget has its focus.
        public override void FocusUpdate(Selector selector)
        {
            if (!isGrabbing)
            {
                return;
            }

            Vector3 currCursor = transform.InverseTransformPoint(selector.Cursor.localPosition);

            currCursor.z = 0;

            // degrees = radians * 180 / pi; // for later if I need it.

            Quaternion deltaRot = Quaternion.FromToRotation(StoredVector, currCursor); // sin() of theta over 2

            transform.localRotation = transform.localRotation * deltaRot;

            // Vector3 tempVec3ParentSpace = transform.localRotation * gameObject.GetComponentInParent<Transform>().up;

            float Radians = Mathf.Acos(Vector3.Dot(ParentVector, transform.up));
            float degrees = Radians * 180 / Mathf.PI;

            if (Vector3.Dot(this.transform.parent.transform.right, transform.up) > 0)
            {
                degrees = 360 - degrees;
            }

            float ratio = degrees / 360.0f;

            dial_changed.Invoke(degrees);

            // Convert the controllers current position into the local frame, calculate the change in rotation
            // about the knobs spin axis and apply the offset to transform.localRotatoin to rotate the dial.

            // Compute the dial "notch" value visible at the top of the knob from 0f to 360f as it rotates
            // away from the zero mark visible at the top of the backplate.

            // Invoke the dial changed event with the dial value that you created as a class variable.
            // Note: If you don't see your value printed in the console you need to make certain that you have
            // Added and properly configured an EventValuePrinter component as demonstrated with the Slider homework.
        }
Example #5
0
 private void Start()
 {
     spin_dir.Normalize();
     notch_dir.Normalize();
     dial_changed.Invoke(ComputeAngle());
 }