Assignment for RMIT Mixed Reality in 2020
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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;
}
}