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- // Fallback Controller|SDK_Fallback|003
- namespace VRTK
- {
- using UnityEngine;
- using System.Collections.Generic;
-
- /// <summary>
- /// The Fallback Controller SDK script provides a fallback collection of methods that return null or default headset values.
- /// </summary>
- /// <remarks>
- /// This is the fallback class that will just return default values.
- /// </remarks>
- [SDK_Description(typeof(SDK_FallbackSystem))]
- public class SDK_FallbackController : SDK_BaseController
- {
- /// <summary>
- /// The ProcessUpdate method enables an SDK to run logic for every Unity Update
- /// </summary>
- /// <param name="controllerReference">The reference for the controller.</param>
- /// <param name="options">A dictionary of generic options that can be used to within the update.</param>
- public override void ProcessUpdate(VRTK_ControllerReference controllerReference, Dictionary<string, object> options)
- {
- }
-
- /// <summary>
- /// The ProcessFixedUpdate method enables an SDK to run logic for every Unity FixedUpdate
- /// </summary>
- /// <param name="controllerReference">The reference for the controller.</param>
- /// <param name="options">A dictionary of generic options that can be used to within the fixed update.</param>
- public override void ProcessFixedUpdate(VRTK_ControllerReference controllerReference, Dictionary<string, object> options)
- {
- }
-
- /// <summary>
- /// The GetCurrentControllerType method returns the current used ControllerType based on the SDK and headset being used.
- /// </summary>
- /// <param name="controllerReference">The reference to the controller to get type of.</param>
- /// <returns>The ControllerType based on the SDK and headset being used.</returns>
- public override ControllerType GetCurrentControllerType(VRTK_ControllerReference controllerReference = null)
- {
- return ControllerType.Undefined;
- }
-
- /// <summary>
- /// The GetControllerDefaultColliderPath returns the path to the prefab that contains the collider objects for the default controller of this SDK.
- /// </summary>
- /// <param name="hand">The controller hand to check for</param>
- /// <returns>A path to the resource that contains the collider GameObject.</returns>
- public override string GetControllerDefaultColliderPath(ControllerHand hand)
- {
- return "";
- }
-
- /// <summary>
- /// The GetControllerElementPath returns the path to the game object that the given controller element for the given hand resides in.
- /// </summary>
- /// <param name="element">The controller element to look up.</param>
- /// <param name="hand">The controller hand to look up.</param>
- /// <param name="fullPath">Whether to get the initial path or the full path to the element.</param>
- /// <returns>A string containing the path to the game object that the controller element resides in.</returns>
- public override string GetControllerElementPath(ControllerElements element, ControllerHand hand, bool fullPath = false)
- {
- return "";
- }
-
- /// <summary>
- /// The GetControllerIndex method returns the index of the given controller.
- /// </summary>
- /// <param name="controller">The GameObject containing the controller.</param>
- /// <returns>The index of the given controller.</returns>
- public override uint GetControllerIndex(GameObject controller)
- {
- return uint.MaxValue;
- }
-
- /// <summary>
- /// The GetControllerByIndex method returns the GameObject of a controller with a specific index.
- /// </summary>
- /// <param name="index">The index of the controller to find.</param>
- /// <param name="actual">If true it will return the actual controller, if false it will return the script alias controller GameObject.</param>
- /// <returns>The GameObject of the controller</returns>
- public override GameObject GetControllerByIndex(uint index, bool actual = false)
- {
- return null;
- }
-
- /// <summary>
- /// The GetControllerOrigin method returns the origin of the given controller.
- /// </summary>
- /// <param name="controllerReference">The reference to the controller to retrieve the origin from.</param>
- /// <returns>A Transform containing the origin of the controller.</returns>
- public override Transform GetControllerOrigin(VRTK_ControllerReference controllerReference)
- {
- return null;
- }
-
- /// <summary>
- /// The GenerateControllerPointerOrigin method can create a custom pointer origin Transform to represent the pointer position and forward.
- /// </summary>
- /// <param name="parent">The GameObject that the origin will become parent of. If it is a controller then it will also be used to determine the hand if required.</param>
- /// <returns>A generated Transform that contains the custom pointer origin.</returns>
- [System.Obsolete("GenerateControllerPointerOrigin has been deprecated and will be removed in a future version of VRTK.")]
- public override Transform GenerateControllerPointerOrigin(GameObject parent)
- {
- return null;
- }
-
- /// <summary>
- /// The GetControllerLeftHand method returns the GameObject containing the representation of the left hand controller.
- /// </summary>
- /// <param name="actual">If true it will return the actual controller, if false it will return the script alias controller GameObject.</param>
- /// <returns>The GameObject containing the left hand controller.</returns>
- public override GameObject GetControllerLeftHand(bool actual = false)
- {
- return null;
- }
-
- /// <summary>
- /// The GetControllerRightHand method returns the GameObject containing the representation of the right hand controller.
- /// </summary>
- /// <param name="actual">If true it will return the actual controller, if false it will return the script alias controller GameObject.</param>
- /// <returns>The GameObject containing the right hand controller.</returns>
- public override GameObject GetControllerRightHand(bool actual = false)
- {
- return null;
- }
-
- /// <summary>
- /// The IsControllerLeftHand/1 method is used to check if the given controller is the the left hand controller.
- /// </summary>
- /// <param name="controller">The GameObject to check.</param>
- /// <returns>Returns true if the given controller is the left hand controller.</returns>
- public override bool IsControllerLeftHand(GameObject controller)
- {
- return false;
- }
-
- /// <summary>
- /// The IsControllerRightHand/1 method is used to check if the given controller is the the right hand controller.
- /// </summary>
- /// <param name="controller">The GameObject to check.</param>
- /// <returns>Returns true if the given controller is the right hand controller.</returns>
- public override bool IsControllerRightHand(GameObject controller)
- {
- return false;
- }
-
- /// <summary>
- /// The IsControllerLeftHand/2 method is used to check if the given controller is the the left hand controller.
- /// </summary>
- /// <param name="controller">The GameObject to check.</param>
- /// <param name="actual">If true it will check the actual controller, if false it will check the script alias controller.</param>
- /// <returns>Returns true if the given controller is the left hand controller.</returns>
- public override bool IsControllerLeftHand(GameObject controller, bool actual)
- {
- return false;
- }
-
- /// <summary>
- /// The IsControllerRightHand/2 method is used to check if the given controller is the the right hand controller.
- /// </summary>
- /// <param name="controller">The GameObject to check.</param>
- /// <param name="actual">If true it will check the actual controller, if false it will check the script alias controller.</param>
- /// <returns>Returns true if the given controller is the right hand controller.</returns>
- public override bool IsControllerRightHand(GameObject controller, bool actual)
- {
- return false;
- }
-
- /// <summary>
- /// The WaitForControllerModel method determines whether the controller model for the given hand requires waiting to load in on scene start.
- /// </summary>
- /// <param name="hand">The hand to determine if the controller model will be ready for.</param>
- /// <returns>Returns true if the controller model requires loading in at runtime and therefore needs waiting for. Returns false if the controller model will be available at start.</returns>
- public override bool WaitForControllerModel(ControllerHand hand)
- {
- return false;
- }
-
- /// <summary>
- /// The GetControllerModel method returns the model alias for the given GameObject.
- /// </summary>
- /// <param name="controller">The GameObject to get the model alias for.</param>
- /// <returns>The GameObject that has the model alias within it.</returns>
- public override GameObject GetControllerModel(GameObject controller)
- {
- return null;
- }
-
- /// <summary>
- /// The GetControllerModel method returns the model alias for the given controller hand.
- /// </summary>
- /// <param name="hand">The hand enum of which controller model to retrieve.</param>
- /// <returns>The GameObject that has the model alias within it.</returns>
- public override GameObject GetControllerModel(ControllerHand hand)
- {
- return null;
- }
-
- /// <summary>
- /// The GetControllerRenderModel method gets the game object that contains the given controller's render model.
- /// </summary>
- /// <param name="controllerReference">The reference to the controller to check.</param>
- /// <returns>A GameObject containing the object that has a render model for the controller.</returns>
- public override GameObject GetControllerRenderModel(VRTK_ControllerReference controllerReference)
- {
- return null;
- }
-
- /// <summary>
- /// The SetControllerRenderModelWheel method sets the state of the scroll wheel on the controller render model.
- /// </summary>
- /// <param name="renderModel">The GameObject containing the controller render model.</param>
- /// <param name="state">If true and the render model has a scroll wheen then it will be displayed, if false then the scroll wheel will be hidden.</param>
- public override void SetControllerRenderModelWheel(GameObject renderModel, bool state)
- {
- }
-
- /// <summary>
- /// The HapticPulse/2 method is used to initiate a simple haptic pulse on the tracked object of the given controller reference.
- /// </summary>
- /// <param name="controllerReference">The reference to the tracked object to initiate the haptic pulse on.</param>
- /// <param name="strength">The intensity of the rumble of the controller motor. `0` to `1`.</param>
- public override void HapticPulse(VRTK_ControllerReference controllerReference, float strength = 0.5f)
- {
- }
-
- /// <summary>
- /// The HapticPulse/2 method is used to initiate a haptic pulse based on an audio clip on the tracked object of the given controller reference.
- /// </summary>
- /// <param name="controllerReference">The reference to the tracked object to initiate the haptic pulse on.</param>
- /// <param name="clip">The audio clip to use for the haptic pattern.</param>
- public override bool HapticPulse(VRTK_ControllerReference controllerReference, AudioClip clip)
- {
- //Return true so it just always prevents doing a fallback routine.
- return true;
- }
-
- /// <summary>
- /// The GetHapticModifiers method is used to return modifiers for the duration and interval if the SDK handles it slightly differently.
- /// </summary>
- /// <returns>An SDK_ControllerHapticModifiers object with a given `durationModifier` and an `intervalModifier`.</returns>
- public override SDK_ControllerHapticModifiers GetHapticModifiers()
- {
- return new SDK_ControllerHapticModifiers();
- }
-
- /// <summary>
- /// The GetVelocity method is used to determine the current velocity of the tracked object on the given controller reference.
- /// </summary>
- /// <param name="controllerReference">The reference to the tracked object to check for.</param>
- /// <returns>A Vector3 containing the current velocity of the tracked object.</returns>
- public override Vector3 GetVelocity(VRTK_ControllerReference controllerReference)
- {
- return Vector3.zero;
- }
-
- /// <summary>
- /// The GetAngularVelocity method is used to determine the current angular velocity of the tracked object on the given controller reference.
- /// </summary>
- /// <param name="controllerReference">The reference to the tracked object to check for.</param>
- /// <returns>A Vector3 containing the current angular velocity of the tracked object.</returns>
- public override Vector3 GetAngularVelocity(VRTK_ControllerReference controllerReference)
- {
- return Vector3.zero;
- }
-
- /// <summary>
- /// The IsTouchpadStatic method is used to determine if the touchpad is currently not being moved.
- /// </summary>
- /// <param name="currentAxisValues"></param>
- /// <param name="previousAxisValues"></param>
- /// <param name="compareFidelity"></param>
- /// <returns>Returns true if the touchpad is not currently being touched or moved.</returns>
- public override bool IsTouchpadStatic(bool isTouched, Vector2 currentAxisValues, Vector2 previousAxisValues, int compareFidelity)
- {
- return (!isTouched || VRTK_SharedMethods.Vector2ShallowCompare(currentAxisValues, previousAxisValues, compareFidelity));
- }
-
- /// <summary>
- /// The GetButtonAxis method retrieves the current X/Y axis values for the given button type on the given controller reference.
- /// </summary>
- /// <param name="buttonType">The type of button to check for the axis on.</param>
- /// <param name="controllerReference">The reference to the controller to check the button axis on.</param>
- /// <returns>A Vector2 of the X/Y values of the button axis. If no axis values exist for the given button, then a Vector2.Zero is returned.</returns>
- public override Vector2 GetButtonAxis(ButtonTypes buttonType, VRTK_ControllerReference controllerReference)
- {
- return Vector2.zero;
- }
-
- /// <summary>
- /// The GetButtonSenseAxis method retrieves the current sense axis value for the given button type on the given controller reference.
- /// </summary>
- /// <param name="buttonType">The type of button to check for the sense axis on.</param>
- /// <param name="controllerReference">The reference to the controller to check the sense axis on.</param>
- /// <returns>The current sense axis value.</returns>
- public override float GetButtonSenseAxis(ButtonTypes buttonType, VRTK_ControllerReference controllerReference)
- {
- return 0f;
- }
-
- /// <summary>
- /// The GetButtonHairlineDelta method is used to get the difference between the current button press and the previous frame button press.
- /// </summary>
- /// <param name="buttonType">The type of button to get the hairline delta for.</param>
- /// <param name="controllerReference">The reference to the controller to get the hairline delta for.</param>
- /// <returns>The delta between the button presses.</returns>
- public override float GetButtonHairlineDelta(ButtonTypes buttonType, VRTK_ControllerReference controllerReference)
- {
- return 0f;
- }
-
- /// <summary>
- /// The GetControllerButtonState method is used to determine if the given controller button for the given press type on the given controller reference is currently taking place.
- /// </summary>
- /// <param name="buttonType">The type of button to check for the state of.</param>
- /// <param name="pressType">The button state to check for.</param>
- /// <param name="controllerReference">The reference to the controller to check the button state on.</param>
- /// <returns>Returns true if the given button is in the state of the given press type on the given controller reference.</returns>
- public override bool GetControllerButtonState(ButtonTypes buttonType, ButtonPressTypes pressType, VRTK_ControllerReference controllerReference)
- {
- return false;
- }
- }
- }
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