VR_物体边框高亮(变红)

Posted huang--wei

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效果如图:

技术图片

 

实现脚本:

给要高亮的物体加上脚本:

gameObject.GetComponent<SpectrumController>().enabled = true;

取消高亮:

gameObject.GetComponent<SpectrumController>().enabled = False;

 

 

 using UnityEngine;
using System.Collections;

public class SpectrumController : HighlightingController

    public float speed = 0;//速度
    
    private readonly int period = 1530;
    private float counter = 0f;
    
    protected override void AfterUpdate()
    
        base.AfterUpdate();
        
        int val = (int)counter;
        Color col = new Color(GetColorValue(1020, val), GetColorValue(0, val), GetColorValue(510, val), 1f);//边框颜色
        
        ho.ConstantOnImmediate(col);
        
        counter += Time.deltaTime * speed;
        counter %= period;
    
    
    // Some color spectrum magic
    float GetColorValue(int offset, int x)
    
        int o = 0;
        x = (x - offset) % period;
        if (x < 0)
        
            x += period;
        
        
        if (x < 255)
        
            o = x;
        
        
        if (x >= 255 && x < 765)
        
            o = 255;
        
        
        if (x >= 765 && x < 1020)
        
            o = 1020 - x;
        
        
        return (float) o / 255f;
    

 

 

 

 

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class HighlightableObject : MonoBehaviour

    #region Editable Fields
    // Builtin layer reserved for the highlighting
    public static int highlightingLayer = 7;
    
    // Constant highlighting turning on speed
    private static float constantOnSpeed = 4.5f;
    
    // Constant highlighting turning off speed
    private static float constantOffSpeed = 4f;
    
    // Default transparent cutoff value used for shaders without _Cutoff property
    private static float transparentCutoff = 0.5f;
    #endregion
    
    #region Private Fields
    // 2 * PI constant required for flashing
    private const float doublePI = 2f * Mathf.PI;
    
    // Cached materials
    private List<HighlightingRendererCache> highlightableRenderers;
    
    // Cached layers of highlightable objects
    private int[] layersCache;
    
    // Need to reinit materials flag
    private bool materialsIsDirty = true;
    
    // Current state of highlighting
    private bool currentState = false;
    
    // Current materials highlighting color
    private Color currentColor;
    
    // Transition is active flag
    private bool transitionActive = false;
    
    // Current transition value
    private float transitionValue = 0f;
    
    // Flashing frequency
    private float flashingFreq = 2f;
    
    // One-frame highlighting flag
    private bool once = false;
    
    // One-frame highlighting color
    private Color onceColor = Color.red;
    
    // Flashing state flag
    private bool flashing = false;
    
    // Flashing from color
    private Color flashingColorMin = new Color(0.0f, 1.0f, 1.0f, 0.0f);
    
    // Flashing to color
    private Color flashingColorMax = new Color(0.0f, 1.0f, 1.0f, 1.0f);
    
    // Constant highlighting state flag
    private bool constantly = false;
    
    // Constant highlighting color
    private Color constantColor = Color.yellow;
    
    // Occluder
    private bool occluder = false;
    
    // Currently used shaders ZWriting state
    private bool zWrite = false;
    
    // Occlusion color (DON‘T TOUCH THIS!)
    private readonly Color occluderColor = new Color(0.0f, 0.0f, 0.0f, 0.005f);
    
    // 
    private Material highlightingMaterial
    
        get
        
            return zWrite ? opaqueZMaterial : opaqueMaterial;
        
    
        
    // Common (for this component) replacement material for opaque geometry highlighting
    private Material _opaqueMaterial;
    private Material opaqueMaterial
    
        get
        
            if (_opaqueMaterial == null)
            
                _opaqueMaterial = new Material(opaqueShader);
                _opaqueMaterial.hideFlags = HideFlags.HideAndDontSave;
            
            return _opaqueMaterial;
        
    
    
    // Common (for this component) replacement material for opaque geometry highlighting with Z-Buffer writing enabled
    private Material _opaqueZMaterial;
    private Material opaqueZMaterial
    
        get
        
            if (_opaqueZMaterial == null)
            
                _opaqueZMaterial = new Material(opaqueZShader);
                _opaqueZMaterial.hideFlags = HideFlags.HideAndDontSave;
            
            return _opaqueZMaterial;
        
    
    
    // 
    private static Shader _opaqueShader;
    private static Shader opaqueShader
    
        get
        
            if (_opaqueShader == null)
            
                _opaqueShader = Shader.Find("Hidden/Highlighted/StencilOpaque");
            
            return _opaqueShader;
        
    
    
    // 
    private static Shader _transparentShader;
    public static Shader transparentShader
    
        get
        
            if (_transparentShader == null)
            
                _transparentShader = Shader.Find("Hidden/Highlighted/StencilTransparent");
            
            return _transparentShader;
        
    
    
    // 
    private static Shader _opaqueZShader;
    private static Shader opaqueZShader
    
        get
        
            if (_opaqueZShader == null)
            
                _opaqueZShader = Shader.Find("Hidden/Highlighted/StencilOpaqueZ");
            
            return _opaqueZShader;
        
    
    
    // 
    private static Shader _transparentZShader;
    private static Shader transparentZShader
    
        get
        
            if (_transparentZShader == null)
            
                _transparentZShader = Shader.Find("Hidden/Highlighted/StencilTransparentZ");
            
            return _transparentZShader;
        
    
    #endregion
    
    #region Common
    // Internal class for renderers caching
    private class HighlightingRendererCache
    
        public Renderer rendererCached;
        public GameObject goCached;
        private Material[] sourceMaterials;
        private Material[] replacementMaterials;
        private List<int> transparentMaterialIndexes;
        
        // Constructor
        public HighlightingRendererCache(Renderer rend, Material[] mats, Material sharedOpaqueMaterial, bool writeDepth)
        
            rendererCached = rend;
            goCached = rend.gameObject;
            sourceMaterials = mats;
            replacementMaterials = new Material[mats.Length];
            transparentMaterialIndexes = new List<int>();
            
            for (int i = 0; i < mats.Length; i++)
            
                Material sourceMat = mats[i];
                if (sourceMat == null)
                
                    continue;
                
                string tag = sourceMat.GetTag("RenderType", true);
                if (tag == "Transparent" || tag == "TransparentCutout")
                
                    Material replacementMat = new Material(writeDepth ? transparentZShader : transparentShader);
                    if (sourceMat.HasProperty("_MainTex"))
                    
                        replacementMat.SetTexture("_MainTex", sourceMat.mainTexture);
                        replacementMat.SetTextureOffset("_MainTex", sourceMat.mainTextureOffset);
                        replacementMat.SetTextureScale("_MainTex", sourceMat.mainTextureScale);
                    
                    
                    replacementMat.SetFloat("_Cutoff", sourceMat.HasProperty("_Cutoff") ? sourceMat.GetFloat("_Cutoff") : transparentCutoff);
                    
                    replacementMaterials[i] = replacementMat;
                    transparentMaterialIndexes.Add(i);
                
                else
                
                    replacementMaterials[i] = sharedOpaqueMaterial;
                
            
        
        
        // Based on given state variable, replaces materials of this cached renderer to the highlighted ones and back
        public void SetState(bool state)
        
            rendererCached.sharedMaterials = state ? replacementMaterials : sourceMaterials;
        
        
        // Sets given color as the highlighting color on all transparent materials for this cached renderer
        public void SetColorForTransparent(Color clr)
        
            for (int i = 0; i < transparentMaterialIndexes.Count; i++)
            
                replacementMaterials[transparentMaterialIndexes[i]].SetColor("_Outline", clr);
            
        
    
    
    // 
    private void OnEnable()
    
        StartCoroutine(EndOfFrame());
        // Subscribe to highlighting event
        HighlightingEffect.highlightingEvent += UpdateEventHandler;
    
    
    // 
    private void OnDisable()
    
        StopAllCoroutines();
        // Unsubscribe from highlighting event
        HighlightingEffect.highlightingEvent -= UpdateEventHandler;
        
        // Clear cached renderers
        if (highlightableRenderers != null)
        
            highlightableRenderers.Clear();
        
        
        // Reset highlighting parameters to default values
        layersCache = null;
        materialsIsDirty = true;
        currentState = false;
        currentColor = Color.clear;
        transitionActive = false;
        transitionValue = 0f;
        once = false;
        flashing = false;
        constantly = false;
        occluder = false;
        zWrite = false;
        
        /* 
        // Reset custom parameters of the highlighting
        onceColor = Color.red;
        flashingColorMin = new Color(0f, 1f, 1f, 0f);
        flashingColorMax = new Color(0f, 1f, 1f, 1f);
        flashingFreq = 2f;
        constantColor = Color.yellow;
        */
        
        if (_opaqueMaterial)
        
            DestroyImmediate(_opaqueMaterial);
        
        
        if (_opaqueZMaterial)
        
            DestroyImmediate(_opaqueZMaterial);
        
    
    #endregion
    
    #region Public Methods
    /// <summary>
    /// Materials reinitialization. 
    /// Call this method if your highlighted object changed his materials or child objects.
    /// Can be called multiple times per update - renderers reinitialization will occur only once.
    /// </summary>
    public void ReinitMaterials()
    
        materialsIsDirty = true;
    
    
    /// <summary>
    /// Immediately restore original materials. Obsolete. Use ReinitMaterials() instead.
    /// </summary>
    public void RestoreMaterials()
    
        Debug.LogWarning("HighlightingSystem : RestoreMaterials() is obsolete. Please use ReinitMaterials() instead.");
        ReinitMaterials();
    
    
    /// <summary>
    /// Set color for one-frame highlighting mode.
    /// </summary>
    /// <param name=‘color‘>
    /// Highlighting color.
    /// </param>
    public void OnParams(Color color)
    
        onceColor = color;
    
    
    /// <summary>
    /// Turn on one-frame highlighting.
    /// </summary>
    public void On()
    
        // Highlight object only in this frame
        once = true;
    
    
    /// <summary>
    /// Turn on one-frame highlighting with given color.
    /// Can be called multiple times per update, color only from the latest call will be used.
    /// </summary>
    /// <param name=‘color‘>
    /// Highlighting color.
    /// </param>
    public void On(Color color)
    
        // Set new color for one-frame highlighting
        onceColor = color;
        On();
    
    
    /// <summary>
    /// Set flashing parameters.
    /// </summary>
    /// <param name=‘color1‘>
    /// Starting color.
    /// </param>
    /// <param name=‘color2‘>
    /// Ending color.
    /// </param>
    /// <param name=‘freq‘>
    /// Flashing frequency.
    /// </param>
    public void FlashingParams(Color color1, Color color2, float freq)
    
        flashingColorMin = color1;
        flashingColorMax = color2;
        flashingFreq = freq;
    
    
    /// <summary>
    /// Turn on flashing.
    /// </summary>
    public void FlashingOn()
    
        flashing = true;
    
    
    /// <summary>
    /// Turn on flashing from color1 to color2.
    /// </summary>
    /// <param name=‘color1‘>
    /// Starting color.
    /// </param>
    /// <param name=‘color2‘>
    /// Ending color.
    /// </param>
    public void FlashingOn(Color color1, Color color2)
    
        flashingColorMin = color1;
        flashingColorMax = color2;
        FlashingOn();
    
    
    /// <summary>
    /// Turn on flashing from color1 to color2 with given frequency.
    /// </summary>
    /// <param name=‘color1‘>
    /// Starting color.
    /// </param>
    /// <param name=‘color2‘>
    /// Ending color.
    /// </param>
    /// <param name=‘freq‘>
    /// Flashing frequency.
    /// </param>
    public void FlashingOn(Color color1, Color color2, float freq)
    
        flashingFreq = freq;
        FlashingOn(color1, color2);
    
    
    /// <summary>
    /// Turn on flashing with given frequency.
    /// </summary>
    /// <param name=‘f‘>
    /// Flashing frequency.
    /// </param>
    public void FlashingOn(float freq)
    
        flashingFreq = freq;
        FlashingOn();
    
    
    /// <summary>
    /// Turn off flashing.
    /// </summary>
    public void FlashingOff()
    
        flashing = false;
    
    
    /// <summary>
    /// Switch flashing mode.
    /// </summary>
    public void FlashingSwitch()
    
        flashing = !flashing;
    
    
    /// <summary>
    /// Set constant highlighting color.
    /// </summary>
    /// <param name=‘color‘>
    /// Constant highlighting color.
    /// </param>
    public void ConstantParams(Color color)
    
        constantColor = color;
    
    
    /// <summary>
    /// Fade in constant highlighting.
    /// </summary>
    public void ConstantOn()
    
        // Enable constant highlighting
        constantly = true;
        // Start transition
        transitionActive = true;
    
    
    /// <summary>
    /// Fade in constant highlighting with given color.
    /// </summary>
    /// <param name=‘color‘>
    /// Constant highlighting color.
    /// </param>
    public void ConstantOn(Color color)
    
        // Set constant highlighting color
        constantColor = color;
        ConstantOn();
    
    
    /// <summary>
    /// Fade out constant highlighting.
    /// </summary>
    public void ConstantOff()
    
        // Disable constant highlighting
        constantly = false;
        // Start transition
        transitionActive = true;
    
    
    /// <summary>
    /// Switch Constant Highlighting.
    /// </summary>
    public void ConstantSwitch()
    
        // Switch constant highlighting
        constantly = !constantly;
        // Start transition
        transitionActive = true;
    
    
    /// <summary>
    /// Turn on constant highlighting immediately (without fading in).
    /// </summary>
    public void ConstantOnImmediate()
    
        constantly = true;
        // Set transition value to 1
        transitionValue = 1f;
        // Stop transition
        transitionActive = false;
    
    
    /// <summary>
    /// Turn on constant highlighting with given color immediately (without fading in).
    /// </summary>
    /// <param name=‘color‘>
    /// Constant highlighting color.
    /// </param>
    public void ConstantOnImmediate(Color color)
    
        // Set constant highlighting color
        constantColor = color;
        ConstantOnImmediate();
    
    
    /// <summary>
    /// Turn off constant highlighting immediately (without fading out).
    /// </summary>
    public void ConstantOffImmediate()
    
        constantly = false;
        // Set transition value to 0
        transitionValue = 0f;
        // Stop transition
        transitionActive = false;
    
    
    /// <summary>
    /// Switch constant highlighting immediately (without fading in/out).
    /// </summary>
    public void ConstantSwitchImmediate()
    
        constantly = !constantly;
        // Set transition value to the final value
        transitionValue = constantly ? 1f : 0f;
        // Stop transition
        transitionActive = false;
    
    
    /// <summary>
    /// Enable occluder mode
    /// </summary>
    public void OccluderOn()
    
        occluder = true;
    
    
    /// <summary>
    /// Disable occluder mode
    /// </summary>
    public void OccluderOff()
    
        occluder = false;
    
    
    /// <summary>
    /// Switch occluder mode
    /// </summary>
    public void OccluderSwitch()
    
        occluder = !occluder;
    
    
    /// <summary>
    /// Turn off all types of highlighting. 
    /// </summary>
    public void Off()
    
        // Turn off all types of highlighting
        once = false;
        flashing = false;
        constantly = false;
        // Set transition value to 0
        transitionValue = 0f;
        // Stop transition
        transitionActive = false;
    
    
    /// <summary>
    /// Destroy this HighlightableObject component.
    /// </summary>
    public void Die()
    
        Destroy(this);
    
    #endregion
    
    
    #region Private Methods
    // Materials initialisation
    private void InitMaterials(bool writeDepth)
    
        currentState = false;
        
        zWrite = writeDepth;
        
        highlightableRenderers = new List<HighlightingRendererCache>();
        
        MeshRenderer[] mr = GetComponentsInChildren<MeshRenderer>();
        CacheRenderers(mr);
        
        SkinnedMeshRenderer[] smr = GetComponentsInChildren<SkinnedMeshRenderer>();
        CacheRenderers(smr);
        
        #if !UNITY_FLASH
        //ClothRenderer[] cr = GetComponentsInChildren<ClothRenderer>();
        //CacheRenderers(cr);
        #endif
        
        currentState = false;
        materialsIsDirty = false;
        currentColor = Color.clear;
    
    
    // Cache given renderers properties
    private void CacheRenderers(Renderer[] renderers)
    
        for (int i = 0; i < renderers.Length; i++)
        
            Material[] materials = renderers[i].sharedMaterials;
            
            if (materials != null)
            
                highlightableRenderers.Add(new HighlightingRendererCache(renderers[i], materials, highlightingMaterial, zWrite));
            
        
    
    
    // Update highlighting color to a given value
    private void SetColor(Color c)
    
        if (currentColor == c)
        
            return;
        
        
        if (zWrite)
        
            opaqueZMaterial.SetColor("_Outline", c);
        
        else
        
            opaqueMaterial.SetColor("_Outline", c);
        
        
        for (int i = 0; i < highlightableRenderers.Count; i++)
        
            highlightableRenderers[i].SetColorForTransparent(c);
        
        
        currentColor = c;
    
    
    // Set new color if needed
    private void UpdateColors()
    
        // Don‘t update colors if highlighting is disabled
        if (currentState == false)
        
            return;
        
        
        if (occluder)
        
            SetColor(occluderColor);
            return;
        
        
        if (once)
        
            SetColor(onceColor);
            return;
        
        
        if (flashing)
        
            // Flashing frequency is not affected by Time.timeScale
            Color c = Color.Lerp(flashingColorMin, flashingColorMax, 0.5f * Mathf.Sin(Time.realtimeSinceStartup * flashingFreq * doublePI) + 0.5f);
            SetColor(c);
            return;
        
        
        if (transitionActive)
        
            Color c = new Color(constantColor.r, constantColor.g, constantColor.b, constantColor.a * transitionValue);
            SetColor(c);
            return;
        
        else if (constantly)
        
            SetColor(constantColor);
            return;
        
    
    
    // Calculate new transition value if needed.
    private void PerformTransition()
    
        if (transitionActive == false)
        
            return;
        
        
        float targetValue = constantly ? 1f : 0f;
        
        // Is transition finished?
        if (transitionValue == targetValue)
        
            transitionActive = false;
            return;
        
        
        if (Time.timeScale != 0f)
        
            // Calculating delta time untouched by Time.timeScale
            float unscaledDeltaTime = Time.deltaTime / Time.timeScale;
            
            // Calculating new transition value
            transitionValue += (constantly ? constantOnSpeed : -constantOffSpeed) * unscaledDeltaTime;
            transitionValue = Mathf.Clamp01(transitionValue);
        
        else
        
            return;
        
    
    
    // Highlighting event handler (main highlighting method)
    private void UpdateEventHandler(bool trigger, bool writeDepth)
    
        // Update and enable highlighting
        if (trigger)
        
            // ZWriting state changed?
            if (zWrite != writeDepth)
            
                materialsIsDirty = true;
            
            
            // Initialize new materials if needed
            if (materialsIsDirty)
            
                InitMaterials(writeDepth);
            
            
            currentState = (once || flashing || constantly || transitionActive || occluder);
            
            if (currentState)
            
                UpdateColors();
                PerformTransition();
                
                if (highlightableRenderers != null)
                
                    layersCache = new int[highlightableRenderers.Count];
                    for (int i = 0; i < highlightableRenderers.Count; i++)
                    
                        GameObject go = highlightableRenderers[i].goCached;
                        // cache layer
                        layersCache[i] = go.layer;
                        // temporary set layer to renderable by the highlighting effect camera
                        go.layer = highlightingLayer;
                        highlightableRenderers[i].SetState(true);
                    
                
            
        
        // Disable highlighting
        else
        
            if (currentState && highlightableRenderers != null)
            
                for (int i = 0; i < highlightableRenderers.Count; i++)
                
                    highlightableRenderers[i].goCached.layer = layersCache[i];
                    highlightableRenderers[i].SetState(false);
                
            
        
    
    
    IEnumerator EndOfFrame()
    
        while (enabled)
        
            yield return new WaitForEndOfFrame();
            // Reset one-frame highlighting state after each HighlightingEffect in the scene has finished rendering
            once = false;
        
    
    #endregion

 

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