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// Daydream Controller|SDK_Daydream|004
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namespace VRTK
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{
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#if VRTK_DEFINE_SDK_DAYDREAM
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using UnityEngine;
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using System.Collections.Generic;
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#endif
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/// <summary>
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/// The Daydream Controller SDK script provides a bridge to SDK methods that deal with the input devices.
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/// </summary>
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[SDK_Description(typeof(SDK_DaydreamSystem))]
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public class SDK_DaydreamController
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#if VRTK_DEFINE_SDK_DAYDREAM
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: SDK_BaseController
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#else
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: SDK_FallbackController
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#endif
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{
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#if VRTK_DEFINE_SDK_DAYDREAM
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protected GameObject controller;
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protected Vector3 prevPosition;
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protected Vector3 prevRotation;
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protected Vector3 velocity = Vector3.zero;
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protected Vector3 angularVelocity = Vector3.zero;
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/// <summary>
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/// The ProcessUpdate method enables an SDK to run logic for every Unity Update
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/// </summary>
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/// <param name="controllerReference">The reference for the controller.</param>
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/// <param name="options">A dictionary of generic options that can be used to within the update.</param>
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public override void ProcessUpdate(VRTK_ControllerReference controllerReference, Dictionary<string, object> options)
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{
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if (controller == null)
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{
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return;
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}
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velocity = (controller.transform.position - prevPosition) / Time.deltaTime;
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angularVelocity = Quaternion.FromToRotation(prevRotation, controller.transform.eulerAngles).eulerAngles / Time.deltaTime;
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prevPosition = controller.transform.position;
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prevRotation = controller.transform.rotation.eulerAngles;
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}
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/// <summary>
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/// The ProcessFixedUpdate method enables an SDK to run logic for every Unity FixedUpdate
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/// </summary>
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/// <param name="controllerReference">The reference for the controller.</param>
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/// <param name="options">A dictionary of generic options that can be used to within the fixed update.</param>
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public override void ProcessFixedUpdate(VRTK_ControllerReference controllerReference, Dictionary<string, object> options)
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{
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}
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/// <summary>
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/// The GetCurrentControllerType method returns the current used ControllerType based on the SDK and headset being used.
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/// </summary>
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/// <param name="controllerReference">The reference to the controller to get type of.</param>
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/// <returns>The ControllerType based on the SDK and headset being used.</returns>
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public override ControllerType GetCurrentControllerType(VRTK_ControllerReference controllerReference = null)
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{
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return ControllerType.Daydream_Controller;
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}
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/// <summary>
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/// The GetControllerDefaultColliderPath returns the path to the prefab that contains the collider objects for the default controller of this SDK.
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/// </summary>
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/// <param name="hand">The controller hand to check for</param>
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/// <returns>A path to the resource that contains the collider GameObject.</returns>
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public override string GetControllerDefaultColliderPath(ControllerHand hand)
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{
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return "ControllerColliders/Fallback";
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}
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/// <summary>
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/// The GetControllerElementPath returns the path to the game object that the given controller element for the given hand resides in.
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/// </summary>
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/// <param name="element">The controller element to look up.</param>
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/// <param name="hand">The controller hand to look up.</param>
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/// <param name="fullPath">Whether to get the initial path or the full path to the element.</param>
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/// <returns>A string containing the path to the game object that the controller element resides in.</returns>
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public override string GetControllerElementPath(ControllerElements element, ControllerHand hand, bool fullPath = false)
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{
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//TODO: Use Gvr's tooltips or add an attach object ourselves
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string dd = "Controller/ddcontroller/";
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string pad = dd + "Tooltips/TouchPadOutside";
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string app = dd + "Tooltips/AppButtonOutside";
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switch (element)
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{
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case ControllerElements.AttachPoint:
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return pad; //TODO: attach point at tip of controller?
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case ControllerElements.Touchpad:
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return pad;
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case ControllerElements.ButtonOne:
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return app;
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default:
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return dd;
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}
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}
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/// <summary>
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/// The GetControllerIndex method returns the index of the given controller.
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/// </summary>
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/// <param name="controller">The GameObject containing the controller.</param>
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/// <returns>The index of the given controller.</returns>
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public override uint GetControllerIndex(GameObject controller)
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{
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return (CheckActualOrScriptAliasControllerIsRightHand(controller) ? 1 : uint.MaxValue);
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}
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/// <summary>
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/// The GetControllerByIndex method returns the GameObject of a controller with a specific index.
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/// </summary>
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/// <param name="index">The index of the controller to find.</param>
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/// <param name="actual">If true it will return the actual controller, if false it will return the script alias controller GameObject.</param>
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/// <returns></returns>
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public override GameObject GetControllerByIndex(uint index, bool actual = false)
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{
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return (index == 1 ? controller : null);
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}
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/// <summary>
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/// The GetControllerOrigin method returns the origin of the given controller.
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/// </summary>
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/// <param name="controllerReference">The reference to the controller to retrieve the origin from.</param>
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/// <returns>A Transform containing the origin of the controller.</returns>
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public override Transform GetControllerOrigin(VRTK_ControllerReference controllerReference)
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{
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return controllerReference.actual.transform;
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}
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/// <summary>
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/// The GenerateControllerPointerOrigin method can create a custom pointer origin Transform to represent the pointer position and forward.
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/// </summary>
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/// <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>
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/// <returns>A generated Transform that contains the custom pointer origin.</returns>
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[System.Obsolete("GenerateControllerPointerOrigin has been deprecated and will be removed in a future version of VRTK.")]
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public override Transform GenerateControllerPointerOrigin(GameObject parent)
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{
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return null;
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}
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/// <summary>
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/// The GetControllerLeftHand method returns the GameObject containing the representation of the left hand controller.
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/// </summary>
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/// <param name="actual">If true it will return the actual controller, if false it will return the script alias controller GameObject.</param>
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/// <returns>The GameObject containing the left hand controller.</returns>
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public override GameObject GetControllerLeftHand(bool actual = false)
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{
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return null;
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}
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/// <summary>
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/// The GetControllerRightHand method returns the GameObject containing the representation of the right hand controller.
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/// </summary>
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/// <param name="actual">If true it will return the actual controller, if false it will return the script alias controller GameObject.</param>
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/// <returns>The GameObject containing the right hand controller.</returns>
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public override GameObject GetControllerRightHand(bool actual = false)
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{
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controller = GetSDKManagerControllerRightHand(actual);
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if ((controller == null) && actual)
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{
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controller = VRTK_SharedMethods.FindEvenInactiveGameObject<GvrControllerVisualManager>("Controller", true);
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}
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if (controller != null)
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{
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prevPosition = controller.transform.position;
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prevRotation = controller.transform.rotation.eulerAngles;
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}
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return controller;
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}
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/// <summary>
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/// The IsControllerLeftHand/1 method is used to check if the given controller is the the left hand controller.
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/// </summary>
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/// <param name="controller">The GameObject to check.</param>
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/// <returns>Returns true if the given controller is the left hand controller.</returns>
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public override bool IsControllerLeftHand(GameObject controller)
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{
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return false;
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}
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/// <summary>
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/// The IsControllerRightHand/1 method is used to check if the given controller is the the right hand controller.
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/// </summary>
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/// <param name="controller">The GameObject to check.</param>
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/// <returns>Returns true if the given controller is the right hand controller.</returns>
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public override bool IsControllerRightHand(GameObject controller)
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{
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return true;
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}
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/// <summary>
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/// The IsControllerLeftHand/2 method is used to check if the given controller is the the left hand controller.
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/// </summary>
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/// <param name="controller">The GameObject to check.</param>
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/// <param name="actual">If true it will check the actual controller, if false it will check the script alias controller.</param>
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/// <returns>Returns true if the given controller is the left hand controller.</returns>
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public override bool IsControllerLeftHand(GameObject controller, bool actual)
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{
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return false;
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}
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/// <summary>
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/// The IsControllerRightHand/2 method is used to check if the given controller is the the right hand controller.
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/// </summary>
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/// <param name="controller">The GameObject to check.</param>
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/// <param name="actual">If true it will check the actual controller, if false it will check the script alias controller.</param>
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/// <returns>Returns true if the given controller is the right hand controller.</returns>
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public override bool IsControllerRightHand(GameObject controller, bool actual)
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{
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return true;
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}
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/// <summary>
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/// The WaitForControllerModel method determines whether the controller model for the given hand requires waiting to load in on scene start.
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/// </summary>
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/// <param name="hand">The hand to determine if the controller model will be ready for.</param>
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/// <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>
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public override bool WaitForControllerModel(ControllerHand hand)
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{
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return false;
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}
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/// <summary>
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/// The GetControllerModel method returns the model alias for the given GameObject.
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/// </summary>
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/// <param name="controller">The GameObject to get the model alias for.</param>
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/// <returns>The GameObject that has the model alias within it.</returns>
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public override GameObject GetControllerModel(GameObject controller)
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{
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return GetControllerModelFromController(controller);
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}
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/// <summary>
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/// The GetControllerModel method returns the model alias for the given controller hand.
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/// </summary>
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/// <param name="hand">The hand enum of which controller model to retrieve.</param>
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/// <returns>The GameObject that has the model alias within it.</returns>
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public override GameObject GetControllerModel(ControllerHand hand)
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{
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GameObject model = GetSDKManagerControllerModelForHand(hand);
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if (model == null)
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{
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GameObject controller = null;
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switch (hand)
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{
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case ControllerHand.Left:
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controller = GetControllerLeftHand(true);
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break;
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case ControllerHand.Right:
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controller = GetControllerRightHand(true);
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break;
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}
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if (controller != null)
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{
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model = controller;
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}
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}
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return model;
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}
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/// <summary>
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/// The GetControllerRenderModel method gets the game object that contains the given controller's render model.
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/// </summary>
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/// <param name="controllerReference">The reference to the controller to check.</param>
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/// <returns>A GameObject containing the object that has a render model for the controller.</returns>
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public override GameObject GetControllerRenderModel(VRTK_ControllerReference controllerReference)
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{
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return controllerReference.model;
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}
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/// <summary>
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/// The SetControllerRenderModelWheel method sets the state of the scroll wheel on the controller render model.
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/// </summary>
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/// <param name="renderModel">The GameObject containing the controller render model.</param>
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/// <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>
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public override void SetControllerRenderModelWheel(GameObject renderModel, bool state)
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{
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}
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/// <summary>
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/// The HapticPulse/2 method is used to initiate a simple haptic pulse on the tracked object of the given controller reference.
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/// </summary>
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/// <param name="controllerReference">The reference to the tracked object to initiate the haptic pulse on.</param>
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/// <param name="strength">The intensity of the rumble of the controller motor. `0` to `1`.</param>
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public override void HapticPulse(VRTK_ControllerReference controllerReference, float strength = 0.5f)
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{
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}
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/// <summary>
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/// 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.
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/// </summary>
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/// <param name="controllerReference">The reference to the tracked object to initiate the haptic pulse on.</param>
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/// <param name="clip">The audio clip to use for the haptic pattern.</param>
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public override bool HapticPulse(VRTK_ControllerReference controllerReference, AudioClip clip)
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{
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//Return true so it just always prevents doing a fallback routine.
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return true;
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}
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/// <summary>
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/// The GetHapticModifiers method is used to return modifiers for the duration and interval if the SDK handles it slightly differently.
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/// </summary>
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/// <returns>An SDK_ControllerHapticModifiers object with a given `durationModifier` and an `intervalModifier`.</returns>
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public override SDK_ControllerHapticModifiers GetHapticModifiers()
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{
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return new SDK_ControllerHapticModifiers();
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}
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/// <summary>
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/// The GetVelocity method is used to determine the current velocity of the tracked object on the given controller reference.
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/// </summary>
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/// <param name="controllerReference">The reference to the tracked object to check for.</param>
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/// <returns>A Vector3 containing the current velocity of the tracked object.</returns>
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public override Vector3 GetVelocity(VRTK_ControllerReference controllerReference)
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{
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return velocity;
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}
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/// <summary>
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/// The GetAngularVelocity method is used to determine the current angular velocity of the tracked object on the given controller reference.
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/// </summary>
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/// <param name="controllerReference">The reference to the tracked object to check for.</param>
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/// <returns>A Vector3 containing the current angular velocity of the tracked object.</returns>
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public override Vector3 GetAngularVelocity(VRTK_ControllerReference controllerReference)
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{
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return angularVelocity;
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}
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/// <summary>
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/// The IsTouchpadStatic method is used to determine if the touchpad is currently not being moved.
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/// </summary>
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/// <param name="currentAxisValues"></param>
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/// <param name="previousAxisValues"></param>
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/// <param name="compareFidelity"></param>
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/// <returns>Returns true if the touchpad is not currently being touched or moved.</returns>
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public override bool IsTouchpadStatic(bool isTouched, Vector2 currentAxisValues, Vector2 previousAxisValues, int compareFidelity)
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{
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return (!isTouched || VRTK_SharedMethods.Vector2ShallowCompare(currentAxisValues, previousAxisValues, compareFidelity));
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}
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/// <summary>
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/// The GetButtonAxis method retrieves the current X/Y axis values for the given button type on the given controller reference.
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/// </summary>
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/// <param name="buttonType">The type of button to check for the axis on.</param>
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/// <param name="controllerReference">The reference to the controller to check the button axis on.</param>
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/// <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>
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public override Vector2 GetButtonAxis(ButtonTypes buttonType, VRTK_ControllerReference controllerReference)
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{
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return (buttonType == ButtonTypes.Touchpad ? GvrController.TouchPos : Vector2.zero);
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}
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/// <summary>
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/// The GetButtonSenseAxis method retrieves the current sense axis value for the given button type on the given controller reference.
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/// </summary>
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/// <param name="buttonType">The type of button to check for the sense axis on.</param>
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/// <param name="controllerReference">The reference to the controller to check the sense axis on.</param>
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/// <returns>The current sense axis value.</returns>
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public override float GetButtonSenseAxis(ButtonTypes buttonType, VRTK_ControllerReference controllerReference)
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{
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return 0f;
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}
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/// <summary>
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/// The GetButtonHairlineDelta method is used to get the difference between the current button press and the previous frame button press.
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/// </summary>
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/// <param name="buttonType">The type of button to get the hairline delta for.</param>
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/// <param name="controllerReference">The reference to the controller to get the hairline delta for.</param>
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/// <returns>The delta between the button presses.</returns>
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public override float GetButtonHairlineDelta(ButtonTypes buttonType, VRTK_ControllerReference controllerReference)
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{
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return 0f;
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}
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/// <summary>
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/// 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.
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/// </summary>
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/// <param name="buttonType">The type of button to check for the state of.</param>
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/// <param name="pressType">The button state to check for.</param>
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/// <param name="controllerReference">The reference to the controller to check the button state on.</param>
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/// <returns>Returns true if the given button is in the state of the given press type on the given controller reference.</returns>
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public override bool GetControllerButtonState(ButtonTypes buttonType, ButtonPressTypes pressType, VRTK_ControllerReference controllerReference)
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{
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switch (buttonType)
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{
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case ButtonTypes.Touchpad:
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switch (pressType)
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{
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case ButtonPressTypes.Press:
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return GvrController.ClickButton;
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case ButtonPressTypes.PressDown:
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return GvrController.ClickButtonDown;
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case ButtonPressTypes.PressUp:
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return GvrController.ClickButtonUp;
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case ButtonPressTypes.Touch:
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return GvrController.IsTouching;
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case ButtonPressTypes.TouchDown:
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return GvrController.TouchDown;
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case ButtonPressTypes.TouchUp:
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return GvrController.TouchUp;
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}
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break;
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case ButtonTypes.ButtonOne:
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switch (pressType)
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{
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case ButtonPressTypes.Press:
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return GvrController.AppButton;
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case ButtonPressTypes.PressDown:
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return GvrController.AppButtonDown;
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case ButtonPressTypes.PressUp:
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return GvrController.AppButtonUp;
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}
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break;
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}
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return false;
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}
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#endif
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}
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}
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