// Room Extender|Locomotion|20130
namespace VRTK
{
using UnityEngine;
///
/// Multiplies each real world step within the play area to enable further distances to be travelled in the virtual world.
///
///
/// **Script Usage:**
/// * Place the `VRTK_RoomExtender` script on any active scene GameObject.
///
/// **Script Dependencies:**
/// * The Controller Events script on the controller Script Alias to determine when the touchpad is pressed.
///
///
/// `VRTK/Examples/028_CameraRig_RoomExtender` shows how the RoomExtender script is controlled by a VRTK_RoomExtender_Controller Example script located at both controllers. Pressing the `Touchpad` on the controller activates the Room Extender. The Additional Movement Multiplier is changed based on the touch distance to the centre of the touchpad.
///
[AddComponentMenu("VRTK/Scripts/Locomotion/VRTK_RoomExtender")]
[System.Obsolete("`VRTK_RoomExtender` has been replaced with `VRTK_StepMultiplier`. This script will be removed in a future version of VRTK.")]
public class VRTK_RoomExtender : MonoBehaviour
{
///
/// Movement methods.
///
public enum MovementFunction
{
///
/// Moves the head with a non-linear drift movement.
///
Nonlinear,
///
/// Moves the headset in a direct linear movement.
///
LinearDirect
}
[Tooltip("This determines the type of movement used by the extender.")]
public MovementFunction movementFunction = MovementFunction.LinearDirect;
[Tooltip("Enables the additional movement.")]
public bool additionalMovementEnabled = true;
[Tooltip("If this is checked then the touchpad needs to be pressed to enable it. If this is unchecked then it is disabled by pressing the touchpad.")]
public bool additionalMovementEnabledOnButtonPress = true;
[Tooltip("This is the factor by which movement at the edge of the circle is amplified. `0` is no movement of the play area. Higher values simulate a bigger play area but may be too uncomfortable.")]
[Range(0, 10)]
public float additionalMovementMultiplier = 1.0f;
[Tooltip("This is the size of the circle in which the play area is not moved and everything is normal. If it is to low it becomes uncomfortable when crouching.")]
[Range(0, 5)]
public float headZoneRadius = 0.25f;
[Tooltip("This transform visualises the circle around the user where the play area is not moved. In the demo scene this is a cylinder at floor level. Remember to turn of collisions.")]
public Transform debugTransform;
[HideInInspector]
public Vector3 relativeMovementOfCameraRig = new Vector3();
protected Transform movementTransform;
protected Transform playArea;
protected Vector3 headCirclePosition;
protected Vector3 lastPosition;
protected Vector3 lastMovement;
protected virtual void Awake()
{
VRTK_SDKManager.AttemptAddBehaviourToToggleOnLoadedSetupChange(this);
}
protected virtual void OnEnable()
{
movementTransform = VRTK_DeviceFinder.HeadsetTransform();
if (movementTransform == null)
{
VRTK_Logger.Warn(VRTK_Logger.GetCommonMessage(VRTK_Logger.CommonMessageKeys.REQUIRED_COMPONENT_MISSING_FROM_SCENE, "VRTK_RoomExtender", "Headset Transform"));
}
playArea = VRTK_DeviceFinder.PlayAreaTransform();
additionalMovementEnabled = !additionalMovementEnabledOnButtonPress;
if (debugTransform != null)
{
debugTransform.localScale = new Vector3(headZoneRadius * 2, 0.01f, headZoneRadius * 2);
}
MoveHeadCircleNonLinearDrift();
lastPosition = movementTransform.localPosition;
}
protected virtual void OnDestroy()
{
VRTK_SDKManager.AttemptRemoveBehaviourToToggleOnLoadedSetupChange(this);
}
protected virtual void Update()
{
switch (movementFunction)
{
case MovementFunction.Nonlinear:
MoveHeadCircleNonLinearDrift();
break;
case MovementFunction.LinearDirect:
MoveHeadCircle();
break;
default:
break;
}
}
protected virtual void Move(Vector3 movement)
{
headCirclePosition += movement;
if (debugTransform != null)
{
debugTransform.localPosition = new Vector3(headCirclePosition.x, debugTransform.localPosition.y, headCirclePosition.z);
}
if (additionalMovementEnabled)
{
playArea.localPosition += movement * additionalMovementMultiplier;
relativeMovementOfCameraRig += movement * additionalMovementMultiplier;
}
}
protected virtual void MoveHeadCircle()
{
//Get the movement of the head relative to the headCircle.
Vector3 circleCenterToHead = new Vector3(movementTransform.localPosition.x - headCirclePosition.x, 0, movementTransform.localPosition.z - headCirclePosition.z);
//Get the direction of the head movement.
UpdateLastMovement();
//Checks if the head is outside of the head cirlce and moves the head circle and play area in the movementDirection.
if (circleCenterToHead.sqrMagnitude > headZoneRadius * headZoneRadius && lastMovement != Vector3.zero)
{
//Just move like the headset moved
Move(lastMovement);
}
}
protected virtual void MoveHeadCircleNonLinearDrift()
{
Vector3 movement = new Vector3(movementTransform.localPosition.x - headCirclePosition.x, 0, movementTransform.localPosition.z - headCirclePosition.z);
if (movement.sqrMagnitude > headZoneRadius * headZoneRadius)
{
Vector3 deltaMovement = movement.normalized * (movement.magnitude - headZoneRadius);
Move(deltaMovement);
}
}
protected virtual void UpdateLastMovement()
{
//Save the last movement
lastMovement = movementTransform.localPosition - lastPosition;
lastMovement.y = 0;
lastPosition = movementTransform.localPosition;
}
}
}