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- // Base Controller|SDK_Base|006
- namespace VRTK
- {
- using UnityEngine;
- using System.Collections.Generic;
-
- public struct VRTKSDKBaseControllerEventArgs
- {
- public VRTK_ControllerReference controllerReference;
- }
-
- public delegate void VRTKSDKBaseControllerEventHandler(object sender, VRTKSDKBaseControllerEventArgs e);
-
- /// <summary>
- /// The Base Controller SDK script provides a bridge to SDK methods that deal with the input devices.
- /// </summary>
- /// <remarks>
- /// This is an abstract class to implement the interface required by all implemented SDKs.
- /// </remarks>
- public abstract class SDK_BaseController : SDK_Base
- {
- /// <summary>
- /// Types of buttons on a controller
- /// </summary>
- public enum ButtonTypes
- {
- /// <summary>
- /// Button One on the controller.
- /// </summary>
- ButtonOne,
- /// <summary>
- /// Button Two on the controller.
- /// </summary>
- ButtonTwo,
- /// <summary>
- /// Grip on the controller.
- /// </summary>
- Grip,
- /// <summary>
- /// Grip Hairline on the controller.
- /// </summary>
- GripHairline,
- /// <summary>
- /// Start Menu on the controller.
- /// </summary>
- StartMenu,
- /// <summary>
- /// Trigger on the controller.
- /// </summary>
- Trigger,
- /// <summary>
- /// Trigger Hairline on the controller.
- /// </summary>
- TriggerHairline,
- /// <summary>
- /// Touchpad on the controller.
- /// </summary>
- Touchpad,
- /// <summary>
- /// Touchpad Two on the controller.
- /// </summary>
- TouchpadTwo,
- /// <summary>
- /// Middle Finger on the controller.
- /// </summary>
- MiddleFinger,
- /// <summary>
- /// Ring Finger on the controller.
- /// </summary>
- RingFinger,
- /// <summary>
- /// Pinky Finger on the controller.
- /// </summary>
- PinkyFinger
- }
-
- /// <summary>
- /// Concepts of controller button press
- /// </summary>
- public enum ButtonPressTypes
- {
- /// <summary>
- /// The button is currently being pressed.
- /// </summary>
- Press,
- /// <summary>
- /// The button has just been pressed down.
- /// </summary>
- PressDown,
- /// <summary>
- /// The button has just been released.
- /// </summary>
- PressUp,
- /// <summary>
- /// The button is currently being touched.
- /// </summary>
- Touch,
- /// <summary>
- /// The button has just been touched.
- /// </summary>
- TouchDown,
- /// <summary>
- /// The button is no longer being touched.
- /// </summary>
- TouchUp
- }
-
- /// <summary>
- /// The elements of a generic controller
- /// </summary>
- public enum ControllerElements
- {
- /// <summary>
- /// The default point on the controller to attach grabbed objects to.
- /// </summary>
- AttachPoint,
- /// <summary>
- /// The trigger button.
- /// </summary>
- Trigger,
- /// <summary>
- /// The left part of the grip button collection.
- /// </summary>
- GripLeft,
- /// <summary>
- /// The right part of the grip button collection.
- /// </summary>
- GripRight,
- /// <summary>
- /// The touch pad/stick.
- /// </summary>
- Touchpad,
- /// <summary>
- /// The first generic button.
- /// </summary>
- ButtonOne,
- /// <summary>
- /// The second generic button.
- /// </summary>
- ButtonTwo,
- /// <summary>
- /// The system menu button.
- /// </summary>
- SystemMenu,
- /// <summary>
- /// The encompassing mesh of the controller body.
- /// </summary>
- Body,
- /// <summary>
- /// The start menu button.
- /// </summary>
- StartMenu,
- /// <summary>
- /// The touch pad/stick two.
- /// </summary>
- TouchpadTwo
- }
-
- /// <summary>
- /// Controller hand reference.
- /// </summary>
- public enum ControllerHand
- {
- /// <summary>
- /// No hand is assigned.
- /// </summary>
- None,
- /// <summary>
- /// The left hand is assigned.
- /// </summary>
- Left,
- /// <summary>
- /// The right hand is assigned.
- /// </summary>
- Right
- }
-
- /// <summary>
- /// SDK Controller types.
- /// </summary>
- public enum ControllerType
- {
- /// <summary>
- /// No controller type.
- /// </summary>
- Undefined,
- /// <summary>
- /// A custom controller type.
- /// </summary>
- Custom,
- /// <summary>
- /// The Simulator default hand controller.
- /// </summary>
- Simulator_Hand,
- /// <summary>
- /// The HTC Vive wand controller for SteamVR.
- /// </summary>
- SteamVR_ViveWand,
- /// <summary>
- /// The Oculus Touch controller for SteamVR.
- /// </summary>
- SteamVR_OculusTouch,
- /// <summary>
- /// The Oculus Touch controller for Oculus Utilities.
- /// </summary>
- Oculus_OculusTouch,
- /// <summary>
- /// The Daydream controller for Google Daydream SDK.
- /// </summary>
- Daydream_Controller,
- /// <summary>
- /// The Flip controller for Ximmerse SDK.
- /// </summary>
- Ximmerse_Flip,
- /// <summary>
- /// The Valve Knuckles controller for SteamVR.
- /// </summary>
- SteamVR_ValveKnuckles,
- /// <summary>
- /// The Oculus Gamepad for Oculus Utilities.
- /// </summary>
- Oculus_OculusGamepad,
- /// <summary>
- /// The Oculus Remote for Oculus Utilities.
- /// </summary>
- Oculus_OculusRemote,
- /// <summary>
- /// The Oculus GearVR HMD controls for Oculus Utilities.
- /// </summary>
- Oculus_GearVRHMD,
- /// <summary>
- /// The Oculus GearVR controller for Oculus Utilities.
- /// </summary>
- Oculus_GearVRController,
- /// <summary>
- /// The Windows Mixed Reality Motion Controller for Windows Mixed Reality.
- /// </summary>
- WindowsMR_MotionController,
- /// <summary>
- /// The Windows Mixed Reality Motion Controller for SteamVR.
- /// </summary>
- SteamVR_WindowsMRController
- }
-
- public event VRTKSDKBaseControllerEventHandler LeftControllerReady;
- public event VRTKSDKBaseControllerEventHandler RightControllerReady;
- public event VRTKSDKBaseControllerEventHandler LeftControllerModelReady;
- public event VRTKSDKBaseControllerEventHandler RightControllerModelReady;
-
- protected Transform defaultSDKLeftControllerModel = null;
- protected Transform defaultSDKRightControllerModel = null;
-
- public virtual void OnControllerReady(ControllerHand hand)
- {
- VRTKSDKBaseControllerEventArgs e;
- e.controllerReference = VRTK_ControllerReference.GetControllerReference(hand);
-
- switch (hand)
- {
- case ControllerHand.Left:
- if (LeftControllerReady != null)
- {
- LeftControllerReady(this, e);
- }
- break;
- case ControllerHand.Right:
- if (RightControllerReady != null)
- {
- RightControllerReady(this, e);
- }
- break;
- }
- }
-
- /// <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 abstract 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 abstract 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 abstract ControllerType GetCurrentControllerType(VRTK_ControllerReference controllerReference = null);
-
- /// <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 abstract string GetControllerDefaultColliderPath(ControllerHand hand);
-
- /// <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 abstract string GetControllerElementPath(ControllerElements element, ControllerHand hand, bool fullPath = false);
-
- /// <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 abstract uint GetControllerIndex(GameObject controller);
-
- /// <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 abstract GameObject GetControllerByIndex(uint index, bool actual = false);
-
- /// <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 abstract Transform GetControllerOrigin(VRTK_ControllerReference controllerReference);
-
- /// <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 abstract Transform GenerateControllerPointerOrigin(GameObject parent);
-
- /// <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 abstract GameObject GetControllerLeftHand(bool actual = false);
-
- /// <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 abstract GameObject GetControllerRightHand(bool actual = false);
-
- /// <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 abstract bool IsControllerLeftHand(GameObject controller);
-
- /// <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 abstract bool IsControllerRightHand(GameObject controller);
-
- /// <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 abstract bool IsControllerLeftHand(GameObject controller, bool actual);
-
- /// <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 abstract bool IsControllerRightHand(GameObject controller, bool actual);
-
- /// <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 abstract bool WaitForControllerModel(ControllerHand hand);
-
- /// <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 abstract GameObject GetControllerModel(GameObject controller);
-
- /// <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 abstract GameObject GetControllerModel(ControllerHand hand);
-
- /// <summary>
- /// The GetControllerModelHand method returns the hand for the given controller model GameObject.
- /// </summary>
- /// <param name="controllerModel">The controller model GameObject to get the hand for.</param>
- /// <returns>The hand enum for which the given controller model is for.</returns>
- public virtual ControllerHand GetControllerModelHand(GameObject controllerModel)
- {
- VRTK_SDKManager sdkManager = VRTK_SDKManager.instance;
- if (sdkManager != null && sdkManager.loadedSetup != null)
- {
- if (controllerModel == sdkManager.loadedSetup.modelAliasLeftController)
- {
- return ControllerHand.Left;
- }
- else if (controllerModel == sdkManager.loadedSetup.modelAliasRightController)
- {
- return ControllerHand.Right;
- }
- }
- return ControllerHand.None;
- }
-
- /// <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 abstract GameObject GetControllerRenderModel(VRTK_ControllerReference controllerReference);
-
- /// <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 abstract 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 abstract 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 abstract bool HapticPulse(VRTK_ControllerReference controllerReference, AudioClip clip);
-
- /// <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 abstract SDK_ControllerHapticModifiers GetHapticModifiers();
-
- /// <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 abstract Vector3 GetVelocity(VRTK_ControllerReference controllerReference);
-
- /// <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 abstract Vector3 GetAngularVelocity(VRTK_ControllerReference controllerReference);
-
- /// <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 abstract bool IsTouchpadStatic(bool isTouched, Vector2 currentAxisValues, Vector2 previousAxisValues, int 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 abstract Vector2 GetButtonAxis(ButtonTypes buttonType, VRTK_ControllerReference controllerReference);
-
- /// <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 abstract float GetButtonSenseAxis(ButtonTypes buttonType, VRTK_ControllerReference controllerReference);
-
- /// <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 abstract float GetButtonHairlineDelta(ButtonTypes buttonType, VRTK_ControllerReference controllerReference);
-
- /// <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 abstract bool GetControllerButtonState(ButtonTypes buttonType, ButtonPressTypes pressType, VRTK_ControllerReference controllerReference);
-
- protected virtual GameObject GetSDKManagerControllerLeftHand(bool actual = false)
- {
- VRTK_SDKManager sdkManager = VRTK_SDKManager.instance;
- if (sdkManager != null && sdkManager.loadedSetup != null)
- {
- return (actual ? sdkManager.loadedSetup.actualLeftController : sdkManager.scriptAliasLeftController);
- }
- return null;
- }
-
- protected virtual GameObject GetSDKManagerControllerRightHand(bool actual = false)
- {
- VRTK_SDKManager sdkManager = VRTK_SDKManager.instance;
- if (sdkManager != null && sdkManager.loadedSetup != null)
- {
- return (actual ? sdkManager.loadedSetup.actualRightController : sdkManager.scriptAliasRightController);
- }
- return null;
- }
-
- protected virtual bool CheckActualOrScriptAliasControllerIsLeftHand(GameObject controller)
- {
- return (IsControllerLeftHand(controller, true) || IsControllerLeftHand(controller, false));
- }
-
- protected virtual bool CheckActualOrScriptAliasControllerIsRightHand(GameObject controller)
- {
- return (IsControllerRightHand(controller, true) || IsControllerRightHand(controller, false));
- }
-
- protected virtual bool CheckControllerLeftHand(GameObject controller, bool actual)
- {
- VRTK_SDKManager sdkManager = VRTK_SDKManager.instance;
- if (sdkManager != null && sdkManager.loadedSetup != null && controller != null)
- {
- return (actual ? controller == sdkManager.loadedSetup.actualLeftController : controller == sdkManager.scriptAliasLeftController);
- }
- return false;
- }
-
- protected virtual bool CheckControllerRightHand(GameObject controller, bool actual)
- {
- VRTK_SDKManager sdkManager = VRTK_SDKManager.instance;
- if (sdkManager != null && sdkManager.loadedSetup != null && controller != null)
- {
- return (actual ? controller == sdkManager.loadedSetup.actualRightController : controller == sdkManager.scriptAliasRightController);
- }
- return false;
- }
-
- protected virtual GameObject GetControllerModelFromController(GameObject controller)
- {
- return GetControllerModel(VRTK_DeviceFinder.GetControllerHand(controller));
- }
-
- protected virtual GameObject GetSDKManagerControllerModelForHand(ControllerHand hand)
- {
- VRTK_SDKManager sdkManager = VRTK_SDKManager.instance;
- if (sdkManager != null && sdkManager.loadedSetup != null)
- {
- switch (hand)
- {
- case ControllerHand.Left:
- return sdkManager.loadedSetup.modelAliasLeftController;
- case ControllerHand.Right:
- return sdkManager.loadedSetup.modelAliasRightController;
- }
- }
- return null;
- }
-
- protected virtual GameObject GetActualController(GameObject controller)
- {
- GameObject returnController = null;
- VRTK_SDKManager sdkManager = VRTK_SDKManager.instance;
- if (sdkManager != null && sdkManager.loadedSetup != null)
- {
- if (IsControllerLeftHand(controller))
- {
- returnController = sdkManager.loadedSetup.actualLeftController;
- }
- else if (IsControllerRightHand(controller))
- {
- returnController = sdkManager.loadedSetup.actualRightController;
- }
- }
- return returnController;
- }
-
- protected virtual void OnControllerModelReady(ControllerHand hand, VRTK_ControllerReference controllerReference)
- {
- VRTKSDKBaseControllerEventArgs e;
- e.controllerReference = controllerReference;
-
- switch (hand)
- {
- case ControllerHand.Left:
- if (LeftControllerModelReady != null)
- {
- LeftControllerModelReady(this, e);
- }
- break;
- case ControllerHand.Right:
- if (RightControllerModelReady != null)
- {
- RightControllerModelReady(this, e);
- }
- break;
- }
- }
-
- protected virtual bool ShouldWaitForControllerModel(ControllerHand hand, bool ignoreChildCount)
- {
- //If the default model isn't set or the current controller model isn't the default controller model, then don't bother waiting for the model to stream in.
- switch (hand)
- {
- case ControllerHand.Left:
- return IsDefaultControllerModel(defaultSDKLeftControllerModel, GetControllerModel(ControllerHand.Left), ignoreChildCount);
- case ControllerHand.Right:
- return IsDefaultControllerModel(defaultSDKRightControllerModel, GetControllerModel(ControllerHand.Right), ignoreChildCount);
- }
- return false;
- }
-
- protected virtual bool IsDefaultControllerModel(Transform givenDefault, GameObject givenActual, bool ignoreChildCount)
- {
- return (givenDefault != null && givenActual == givenDefault.gameObject && givenActual != null && (ignoreChildCount || givenActual.transform.childCount == 0));
- }
- }
-
- public class SDK_ControllerHapticModifiers
- {
- public float durationModifier = 1f;
- public float intervalModifier = 1f;
- public ushort maxHapticVibration = 1;
- public int hapticsBufferSize = 8192;
- }
- }
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