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- //======= Copyright (c) Valve Corporation, All rights reserved. ===============
- //
- // Purpose: Player interface used to query HMD transforms and VR hands
- //
- //=============================================================================
-
- using UnityEngine;
- using System.Collections;
- using System.Collections.Generic;
-
- namespace Valve.VR.InteractionSystem
- {
- //-------------------------------------------------------------------------
- // Singleton representing the local VR player/user, with methods for getting
- // the player's hands, head, tracking origin, and guesses for various properties.
- //-------------------------------------------------------------------------
- public class Player : MonoBehaviour
- {
- [Tooltip( "Virtual transform corresponding to the meatspace tracking origin. Devices are tracked relative to this." )]
- public Transform trackingOriginTransform;
-
- [Tooltip( "List of possible transforms for the head/HMD, including the no-SteamVR fallback camera." )]
- public Transform[] hmdTransforms;
-
- [Tooltip( "List of possible Hands, including no-SteamVR fallback Hands." )]
- public Hand[] hands;
-
- [Tooltip( "Reference to the physics collider that follows the player's HMD position." )]
- public Collider headCollider;
-
- [Tooltip( "These objects are enabled when SteamVR is available" )]
- public GameObject rigSteamVR;
-
- [Tooltip( "These objects are enabled when SteamVR is not available, or when the user toggles out of VR" )]
- public GameObject rig2DFallback;
-
- [Tooltip( "The audio listener for this player" )]
- public Transform audioListener;
-
- public bool allowToggleTo2D = true;
-
-
- //-------------------------------------------------
- // Singleton instance of the Player. Only one can exist at a time.
- //-------------------------------------------------
- private static Player _instance;
- public static Player instance
- {
- get
- {
- if ( _instance == null )
- {
- _instance = FindObjectOfType<Player>();
- }
- return _instance;
- }
- }
-
-
- //-------------------------------------------------
- // Get the number of active Hands.
- //-------------------------------------------------
- public int handCount
- {
- get
- {
- int count = 0;
- for ( int i = 0; i < hands.Length; i++ )
- {
- if ( hands[i].gameObject.activeInHierarchy )
- {
- count++;
- }
- }
- return count;
- }
- }
-
-
- //-------------------------------------------------
- // Get the i-th active Hand.
- //
- // i - Zero-based index of the active Hand to get
- //-------------------------------------------------
- public Hand GetHand( int i )
- {
- for ( int j = 0; j < hands.Length; j++ )
- {
- if ( !hands[j].gameObject.activeInHierarchy )
- {
- continue;
- }
-
- if ( i > 0 )
- {
- i--;
- continue;
- }
-
- return hands[j];
- }
-
- return null;
- }
-
-
- //-------------------------------------------------
- public Hand leftHand
- {
- get
- {
- for ( int j = 0; j < hands.Length; j++ )
- {
- if ( !hands[j].gameObject.activeInHierarchy )
- {
- continue;
- }
-
- if ( hands[j].GuessCurrentHandType() != Hand.HandType.Left )
- {
- continue;
- }
-
- return hands[j];
- }
-
- return null;
- }
- }
-
-
- //-------------------------------------------------
- public Hand rightHand
- {
- get
- {
- for ( int j = 0; j < hands.Length; j++ )
- {
- if ( !hands[j].gameObject.activeInHierarchy )
- {
- continue;
- }
-
- if ( hands[j].GuessCurrentHandType() != Hand.HandType.Right )
- {
- continue;
- }
-
- return hands[j];
- }
-
- return null;
- }
- }
-
-
- //-------------------------------------------------
- public SteamVR_Controller.Device leftController
- {
- get
- {
- Hand h = leftHand;
- if ( h )
- {
- return h.controller;
- }
- return null;
- }
- }
-
-
- //-------------------------------------------------
- public SteamVR_Controller.Device rightController
- {
- get
- {
- Hand h = rightHand;
- if ( h )
- {
- return h.controller;
- }
- return null;
- }
- }
-
-
- //-------------------------------------------------
- // Get the HMD transform. This might return the fallback camera transform if SteamVR is unavailable or disabled.
- //-------------------------------------------------
- public Transform hmdTransform
- {
- get
- {
- for ( int i = 0; i < hmdTransforms.Length; i++ )
- {
- if ( hmdTransforms[i].gameObject.activeInHierarchy )
- return hmdTransforms[i];
- }
- return null;
- }
- }
-
-
- //-------------------------------------------------
- // Height of the eyes above the ground - useful for estimating player height.
- //-------------------------------------------------
- public float eyeHeight
- {
- get
- {
- Transform hmd = hmdTransform;
- if ( hmd )
- {
- Vector3 eyeOffset = Vector3.Project( hmd.position - trackingOriginTransform.position, trackingOriginTransform.up );
- return eyeOffset.magnitude / trackingOriginTransform.lossyScale.x;
- }
- return 0.0f;
- }
- }
-
-
- //-------------------------------------------------
- // Guess for the world-space position of the player's feet, directly beneath the HMD.
- //-------------------------------------------------
- public Vector3 feetPositionGuess
- {
- get
- {
- Transform hmd = hmdTransform;
- if ( hmd )
- {
- return trackingOriginTransform.position + Vector3.ProjectOnPlane( hmd.position - trackingOriginTransform.position, trackingOriginTransform.up );
- }
- return trackingOriginTransform.position;
- }
- }
-
-
- //-------------------------------------------------
- // Guess for the world-space direction of the player's hips/torso. This is effectively just the gaze direction projected onto the floor plane.
- //-------------------------------------------------
- public Vector3 bodyDirectionGuess
- {
- get
- {
- Transform hmd = hmdTransform;
- if ( hmd )
- {
- Vector3 direction = Vector3.ProjectOnPlane( hmd.forward, trackingOriginTransform.up );
- if ( Vector3.Dot( hmd.up, trackingOriginTransform.up ) < 0.0f )
- {
- // The HMD is upside-down. Either
- // -The player is bending over backwards
- // -The player is bent over looking through their legs
- direction = -direction;
- }
- return direction;
- }
- return trackingOriginTransform.forward;
- }
- }
-
-
- //-------------------------------------------------
- void Awake()
- {
- if ( trackingOriginTransform == null )
- {
- trackingOriginTransform = this.transform;
- }
- }
-
-
- //-------------------------------------------------
- void OnEnable()
- {
- _instance = this;
-
- if ( SteamVR.instance != null )
- {
- ActivateRig( rigSteamVR );
- }
- else
- {
- #if !HIDE_DEBUG_UI
- ActivateRig( rig2DFallback );
- #endif
- }
- }
-
-
- //-------------------------------------------------
- void OnDrawGizmos()
- {
- if ( this != instance )
- {
- return;
- }
-
- //NOTE: These gizmo icons don't work in the plugin since the icons need to exist in a specific "Gizmos"
- // folder in your Asset tree. These icons are included under Core/Icons. Moving them into a
- // "Gizmos" folder should make them work again.
-
- Gizmos.color = Color.white;
- Gizmos.DrawIcon( feetPositionGuess, "vr_interaction_system_feet.png" );
-
- Gizmos.color = Color.cyan;
- Gizmos.DrawLine( feetPositionGuess, feetPositionGuess + trackingOriginTransform.up * eyeHeight );
-
- // Body direction arrow
- Gizmos.color = Color.blue;
- Vector3 bodyDirection = bodyDirectionGuess;
- Vector3 bodyDirectionTangent = Vector3.Cross( trackingOriginTransform.up, bodyDirection );
- Vector3 startForward = feetPositionGuess + trackingOriginTransform.up * eyeHeight * 0.75f;
- Vector3 endForward = startForward + bodyDirection * 0.33f;
- Gizmos.DrawLine( startForward, endForward );
- Gizmos.DrawLine( endForward, endForward - 0.033f * ( bodyDirection + bodyDirectionTangent ) );
- Gizmos.DrawLine( endForward, endForward - 0.033f * ( bodyDirection - bodyDirectionTangent ) );
-
- Gizmos.color = Color.red;
- int count = handCount;
- for ( int i = 0; i < count; i++ )
- {
- Hand hand = GetHand( i );
-
- if ( hand.startingHandType == Hand.HandType.Left )
- {
- Gizmos.DrawIcon( hand.transform.position, "vr_interaction_system_left_hand.png" );
- }
- else if ( hand.startingHandType == Hand.HandType.Right )
- {
- Gizmos.DrawIcon( hand.transform.position, "vr_interaction_system_right_hand.png" );
- }
- else
- {
- Hand.HandType guessHandType = hand.GuessCurrentHandType();
-
- if ( guessHandType == Hand.HandType.Left )
- {
- Gizmos.DrawIcon( hand.transform.position, "vr_interaction_system_left_hand_question.png" );
- }
- else if ( guessHandType == Hand.HandType.Right )
- {
- Gizmos.DrawIcon( hand.transform.position, "vr_interaction_system_right_hand_question.png" );
- }
- else
- {
- Gizmos.DrawIcon( hand.transform.position, "vr_interaction_system_unknown_hand.png" );
- }
- }
- }
- }
-
-
- //-------------------------------------------------
- public void Draw2DDebug()
- {
- if ( !allowToggleTo2D )
- return;
-
- if ( !SteamVR.active )
- return;
-
- int width = 100;
- int height = 25;
- int left = Screen.width / 2 - width / 2;
- int top = Screen.height - height - 10;
-
- string text = ( rigSteamVR.activeSelf ) ? "2D Debug" : "VR";
-
- if ( GUI.Button( new Rect( left, top, width, height ), text ) )
- {
- if ( rigSteamVR.activeSelf )
- {
- ActivateRig( rig2DFallback );
- }
- else
- {
- ActivateRig( rigSteamVR );
- }
- }
- }
-
-
- //-------------------------------------------------
- private void ActivateRig( GameObject rig )
- {
- rigSteamVR.SetActive( rig == rigSteamVR );
- rig2DFallback.SetActive( rig == rig2DFallback );
-
- if ( audioListener )
- {
- audioListener.transform.parent = hmdTransform;
- audioListener.transform.localPosition = Vector3.zero;
- audioListener.transform.localRotation = Quaternion.identity;
- }
- }
-
-
- //-------------------------------------------------
- public void PlayerShotSelf()
- {
- //Do something appropriate here
- }
- }
- }
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