// HyperealVR Controller|SDK_HyperealVR|004
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namespace VRTK
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{
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#if VRTK_DEFINE_SDK_HYPEREALVR
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using UnityEngine;
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using System.Collections.Generic;
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using Hypereal;
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using System;
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#endif
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/// <summary>
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/// The HyperealVR 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_HyperealVRSystem))]
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public class SDK_HyperealVRController
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#if VRTK_DEFINE_SDK_HYPEREALVR
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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_HYPEREALVR
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private VRTK_TrackedController cachedLeftController;
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private VRTK_TrackedController cachedRightController;
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private VRTK_TrackedController cachedLeftTrackedObject;
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private VRTK_TrackedController cachedRightTrackedObject;
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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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}
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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.Custom;
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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/HyperealSens";
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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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switch (element)
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{
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case ControllerElements.AttachPoint:
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return "Base";
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case ControllerElements.Body:
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return "Base/SM_Prop_HyFeel" + (hand == ControllerHand.Left ? "L" : "R") + "_02";
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}
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return "";
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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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VRTK_TrackedController trackedObject = GetTrackedObject(controller);
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return (trackedObject ? (uint)trackedObject.index : 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>The GameObject of the controller</returns>
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public override GameObject GetControllerByIndex(uint index, bool actual = false)
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{
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SetTrackedControllerCaches();
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VRTK_SDKManager sdkManager = VRTK_SDKManager.instance;
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if (sdkManager != null)
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{
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if (cachedLeftController != null && cachedLeftController.index == index)
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{
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return (actual ? sdkManager.loadedSetup.actualLeftController : sdkManager.scriptAliasLeftController);
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}
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if (cachedRightController != null && cachedRightController.index == index)
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{
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return (actual ? sdkManager.loadedSetup.actualRightController : sdkManager.scriptAliasRightController);
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}
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}
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return 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 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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if (actual)
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{
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HyTrackObjRig trackedObjRig = VRTK_SharedMethods.FindEvenInactiveComponent<HyTrackObjRig>(true);
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if (trackedObjRig)
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{
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return trackedObjRig.leftController;
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}
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}
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else
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{
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VRTK_SDKManager sdkManager = VRTK_SDKManager.instance;
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if (sdkManager != null)
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{
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return sdkManager.scriptAliasLeftController;
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}
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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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if (actual)
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{
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HyTrackObjRig trackedObjRig = VRTK_SharedMethods.FindEvenInactiveComponent<HyTrackObjRig>(true);
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if (trackedObjRig)
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{
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return trackedObjRig.rightController;
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}
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}
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else
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{
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VRTK_SDKManager sdkManager = VRTK_SDKManager.instance;
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if (sdkManager != null)
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{
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return sdkManager.scriptAliasRightController;
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}
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}
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return null;
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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 CheckActualOrScriptAliasControllerIsLeftHand(controller);
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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 CheckActualOrScriptAliasControllerIsRightHand(controller);
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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 CheckControllerLeftHand(controller, actual);
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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 CheckControllerRightHand(controller, actual);
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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 modelGO = GetSDKManagerControllerModelForHand(hand);
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if (!modelGO)
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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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Transform model = controller.transform.Find("Model");
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modelGO = (model != null ? model.gameObject : null);
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}
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}
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return modelGO;
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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 GameObject 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.actual.GetComponentInChildren<MeshRenderer>().gameObject;
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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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uint index = VRTK_ControllerReference.GetRealIndex(controllerReference);
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HyDevice ctrlDevice = MappingIndex2HyDevice(index);
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if (ctrlDevice == HyDevice.Device_Unknown)
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{
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return;
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}
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HyperealVR.Instance.SetHapticFeedback(ctrlDevice, 0.5f, strength);
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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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//TODO;
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return false;
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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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uint index = VRTK_ControllerReference.GetRealIndex(controllerReference);
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SetTrackedControllerCaches();
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VRTK_SDKManager sdkManager = VRTK_SDKManager.instance;
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if (sdkManager != null)
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{
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if (cachedLeftController != null && cachedLeftController.index == index)
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{
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HyTrackingState controllerState = HyperealVR.Instance.GetTrackingState(HyDevice.Device_Controller0);
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return controllerState.velocity;
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}
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if (cachedRightController != null && cachedRightController.index == index)
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{
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HyTrackingState controllerState = HyperealVR.Instance.GetTrackingState(HyDevice.Device_Controller1);
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return controllerState.velocity;
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}
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}
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return Vector3.zero;
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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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uint index = VRTK_ControllerReference.GetRealIndex(controllerReference);
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SetTrackedControllerCaches();
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VRTK_SDKManager sdkManager = VRTK_SDKManager.instance;
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if (sdkManager != null)
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{
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if (cachedLeftController != null && cachedLeftController.index == index)
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{
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HyTrackingState controllerState = HyperealVR.Instance.GetTrackingState(HyDevice.Device_Controller0);
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return controllerState.angularVelocity;
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}
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if (cachedRightController != null && cachedRightController.index == index)
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{
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HyTrackingState controllerState = HyperealVR.Instance.GetTrackingState(HyDevice.Device_Controller1);
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return controllerState.angularVelocity;
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}
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}
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return Vector3.zero;
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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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uint index = VRTK_ControllerReference.GetRealIndex(controllerReference);
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HyDevice ctrlDevice = MappingIndex2HyDevice(index);
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if (ctrlDevice == HyDevice.Device_Unknown)
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{
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return Vector2.zero;
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}
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HyInput input = HyInputManager.Instance.GetInputDevice(ctrlDevice);
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switch (buttonType)
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{
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case ButtonTypes.Touchpad:
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return input.GetTouchpadAxis();
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case ButtonTypes.Trigger:
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return new Vector2(input.GetTriggerAxis(HyInputKey.IndexTrigger), 0f);
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case ButtonTypes.Grip:
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return new Vector2(input.GetTriggerAxis(HyInputKey.SideTrigger), 0f);
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}
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return 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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uint index = VRTK_ControllerReference.GetRealIndex(controllerReference);
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HyDevice ctrlDevice = MappingIndex2HyDevice(index);
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if (ctrlDevice == HyDevice.Device_Unknown)
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{
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return 0f;
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}
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return (buttonType == ButtonTypes.Trigger ? 0.1f : 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)
|
|
{
|
|
uint index = VRTK_ControllerReference.GetRealIndex(controllerReference);
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|
HyDevice ctrlDevice = MappingIndex2HyDevice(index);
|
|
if (ctrlDevice == HyDevice.Device_Unknown)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
switch (buttonType)
|
|
{
|
|
case ButtonTypes.ButtonOne:
|
|
return false;
|
|
case ButtonTypes.ButtonTwo:
|
|
if (ctrlDevice == HyDevice.Device_Controller0)
|
|
{
|
|
return IsButtonPressed(ctrlDevice, pressType, HyInputKey.Menu);
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
case ButtonTypes.Grip:
|
|
return IsButtonPressed(ctrlDevice, pressType, HyInputKey.SideTrigger);
|
|
case ButtonTypes.GripHairline:
|
|
return false;
|
|
case ButtonTypes.StartMenu:
|
|
if (ctrlDevice == HyDevice.Device_Controller0)
|
|
{
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
return IsButtonPressed(ctrlDevice, pressType, HyInputKey.Menu);
|
|
}
|
|
case ButtonTypes.Trigger:
|
|
return IsButtonPressed(ctrlDevice, pressType, HyInputKey.IndexTrigger);
|
|
case ButtonTypes.TriggerHairline:
|
|
return false;
|
|
case ButtonTypes.Touchpad:
|
|
return IsButtonPressed(ctrlDevice, pressType, HyInputKey.Touchpad);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
private void OnTrackedDeviceRoleChanged<T>(T ignoredArgument)
|
|
{
|
|
SetTrackedControllerCaches(true);
|
|
}
|
|
|
|
private void SetTrackedControllerCaches(bool forceRefresh = false)
|
|
{
|
|
if (forceRefresh)
|
|
{
|
|
cachedLeftTrackedObject = null;
|
|
cachedRightTrackedObject = null;
|
|
}
|
|
|
|
VRTK_SDKManager sdkManager = VRTK_SDKManager.instance;
|
|
if (sdkManager != null)
|
|
{
|
|
if (cachedLeftTrackedObject == null && sdkManager.loadedSetup.actualLeftController)
|
|
{
|
|
cachedLeftController = sdkManager.loadedSetup.actualLeftController.GetComponent<VRTK_TrackedController>();
|
|
if (cachedLeftController != null)
|
|
{
|
|
cachedLeftController.index = 0;
|
|
}
|
|
}
|
|
if (cachedRightTrackedObject == null && sdkManager.loadedSetup.actualRightController)
|
|
{
|
|
cachedRightController = sdkManager.loadedSetup.actualRightController.GetComponent<VRTK_TrackedController>();
|
|
if (cachedRightController != null)
|
|
{
|
|
cachedRightController.index = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private VRTK_TrackedController GetTrackedObject(GameObject controller)
|
|
{
|
|
SetTrackedControllerCaches();
|
|
VRTK_TrackedController trackedObject = null;
|
|
|
|
if (IsControllerLeftHand(controller))
|
|
{
|
|
trackedObject = cachedLeftController;
|
|
}
|
|
else if (IsControllerRightHand(controller))
|
|
{
|
|
trackedObject = cachedRightController;
|
|
}
|
|
return trackedObject;
|
|
}
|
|
|
|
private HyDevice MappingIndex2HyDevice(uint index)
|
|
{
|
|
switch (index)
|
|
{
|
|
case 0:
|
|
return HyDevice.Device_Controller0;
|
|
case 1:
|
|
return HyDevice.Device_Controller1;
|
|
default:
|
|
break;
|
|
}
|
|
return HyDevice.Device_Unknown;
|
|
}
|
|
|
|
private bool IsButtonPressed(HyDevice index, ButtonPressTypes type, HyInputKey button)
|
|
{
|
|
//todo use index to input type
|
|
HyInput device = HyInputManager.Instance.GetInputDevice(index);
|
|
switch (type)
|
|
{
|
|
case ButtonPressTypes.Press:
|
|
return device.GetPress(button);
|
|
case ButtonPressTypes.PressDown:
|
|
return device.GetPressDown(button);
|
|
case ButtonPressTypes.PressUp:
|
|
return device.GetPressUp(button);
|
|
case ButtonPressTypes.Touch:
|
|
return device.GetTouch(button);
|
|
case ButtonPressTypes.TouchDown:
|
|
return device.GetTouchDown(button);
|
|
case ButtonPressTypes.TouchUp:
|
|
return device.GetTouchUp(button);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
protected virtual void Awake()
|
|
{
|
|
SetTrackedControllerCaches(true);
|
|
}
|
|
|
|
#endif
|
|
}
|
|
}
|