Assignment for RMIT Mixed Reality in 2020
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// HyperealVR Controller|SDK_HyperealVR|004
namespace VRTK
{
#if VRTK_DEFINE_SDK_HYPEREALVR
using UnityEngine;
using System.Collections.Generic;
using Hypereal;
using System;
#endif
/// <summary>
/// The HyperealVR Controller SDK script provides a bridge to SDK methods that deal with the input devices.
/// </summary>
[SDK_Description(typeof(SDK_HyperealVRSystem))]
public class SDK_HyperealVRController
#if VRTK_DEFINE_SDK_HYPEREALVR
: SDK_BaseController
#else
: SDK_FallbackController
#endif
{
#if VRTK_DEFINE_SDK_HYPEREALVR
private VRTK_TrackedController cachedLeftController;
private VRTK_TrackedController cachedRightController;
private VRTK_TrackedController cachedLeftTrackedObject;
private VRTK_TrackedController cachedRightTrackedObject;
/// <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 override 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 override 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 override ControllerType GetCurrentControllerType(VRTK_ControllerReference controllerReference = null)
{
return ControllerType.Custom;
}
/// <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 override string GetControllerDefaultColliderPath(ControllerHand hand)
{
return "ControllerColliders/HyperealSens";
}
/// <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 override string GetControllerElementPath(ControllerElements element, ControllerHand hand, bool fullPath = false)
{
switch (element)
{
case ControllerElements.AttachPoint:
return "Base";
case ControllerElements.Body:
return "Base/SM_Prop_HyFeel" + (hand == ControllerHand.Left ? "L" : "R") + "_02";
}
return "";
}
/// <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 override uint GetControllerIndex(GameObject controller)
{
VRTK_TrackedController trackedObject = GetTrackedObject(controller);
return (trackedObject ? (uint)trackedObject.index : uint.MaxValue);
}
/// <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 override GameObject GetControllerByIndex(uint index, bool actual = false)
{
SetTrackedControllerCaches();
VRTK_SDKManager sdkManager = VRTK_SDKManager.instance;
if (sdkManager != null)
{
if (cachedLeftController != null && cachedLeftController.index == index)
{
return (actual ? sdkManager.loadedSetup.actualLeftController : sdkManager.scriptAliasLeftController);
}
if (cachedRightController != null && cachedRightController.index == index)
{
return (actual ? sdkManager.loadedSetup.actualRightController : sdkManager.scriptAliasRightController);
}
}
return null;
}
/// <summary>
/// The GetControllerOrigin method returns the origin of the given controller.
/// </summary>
/// <param name="controllerReference">The controller to retrieve the origin from.</param>
/// <returns>A Transform containing the origin of the controller.</returns>
public override Transform GetControllerOrigin(VRTK_ControllerReference controllerReference)
{
return controllerReference.actual.transform;
}
/// <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 override Transform GenerateControllerPointerOrigin(GameObject parent)
{
return null;
}
/// <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 override GameObject GetControllerLeftHand(bool actual = false)
{
if (actual)
{
HyTrackObjRig trackedObjRig = VRTK_SharedMethods.FindEvenInactiveComponent<HyTrackObjRig>(true);
if (trackedObjRig)
{
return trackedObjRig.leftController;
}
}
else
{
VRTK_SDKManager sdkManager = VRTK_SDKManager.instance;
if (sdkManager != null)
{
return sdkManager.scriptAliasLeftController;
}
}
return null;
}
/// <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 override GameObject GetControllerRightHand(bool actual = false)
{
if (actual)
{
HyTrackObjRig trackedObjRig = VRTK_SharedMethods.FindEvenInactiveComponent<HyTrackObjRig>(true);
if (trackedObjRig)
{
return trackedObjRig.rightController;
}
}
else
{
VRTK_SDKManager sdkManager = VRTK_SDKManager.instance;
if (sdkManager != null)
{
return sdkManager.scriptAliasRightController;
}
}
return null;
}
/// <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 override bool IsControllerLeftHand(GameObject controller)
{
return CheckActualOrScriptAliasControllerIsLeftHand(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 override bool IsControllerRightHand(GameObject controller)
{
return CheckActualOrScriptAliasControllerIsRightHand(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 override bool IsControllerLeftHand(GameObject controller, bool actual)
{
return CheckControllerLeftHand(controller, 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 override bool IsControllerRightHand(GameObject controller, bool actual)
{
return CheckControllerRightHand(controller, 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 override bool WaitForControllerModel(ControllerHand hand)
{
return false;
}
/// <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 override GameObject GetControllerModel(GameObject controller)
{
return GetControllerModelFromController(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 override GameObject GetControllerModel(ControllerHand hand)
{
GameObject modelGO = GetSDKManagerControllerModelForHand(hand);
if (!modelGO)
{
GameObject controller = null;
switch (hand)
{
case ControllerHand.Left:
controller = GetControllerLeftHand(true);
break;
case ControllerHand.Right:
controller = GetControllerRightHand(true);
break;
}
if (controller != null)
{
Transform model = controller.transform.Find("Model");
modelGO = (model != null ? model.gameObject : null);
}
}
return modelGO;
}
/// <summary>
/// The GetControllerRenderModel method gets the game object that contains the given controller's render model.
/// </summary>
/// <param name="controllerReference">The GameObject to check.</param>
/// <returns>A GameObject containing the object that has a render model for the controller.</returns>
public override GameObject GetControllerRenderModel(VRTK_ControllerReference controllerReference)
{
return controllerReference.actual.GetComponentInChildren<MeshRenderer>().gameObject;
}
/// <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 override 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 override void HapticPulse(VRTK_ControllerReference controllerReference, float strength = 0.5f)
{
uint index = VRTK_ControllerReference.GetRealIndex(controllerReference);
HyDevice ctrlDevice = MappingIndex2HyDevice(index);
if (ctrlDevice == HyDevice.Device_Unknown)
{
return;
}
HyperealVR.Instance.SetHapticFeedback(ctrlDevice, 0.5f, strength);
}
/// <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 override bool HapticPulse(VRTK_ControllerReference controllerReference, AudioClip clip)
{
//TODO;
return false;
}
/// <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 override SDK_ControllerHapticModifiers GetHapticModifiers()
{
return new SDK_ControllerHapticModifiers();
}
/// <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 override Vector3 GetVelocity(VRTK_ControllerReference controllerReference)
{
uint index = VRTK_ControllerReference.GetRealIndex(controllerReference);
SetTrackedControllerCaches();
VRTK_SDKManager sdkManager = VRTK_SDKManager.instance;
if (sdkManager != null)
{
if (cachedLeftController != null && cachedLeftController.index == index)
{
HyTrackingState controllerState = HyperealVR.Instance.GetTrackingState(HyDevice.Device_Controller0);
return controllerState.velocity;
}
if (cachedRightController != null && cachedRightController.index == index)
{
HyTrackingState controllerState = HyperealVR.Instance.GetTrackingState(HyDevice.Device_Controller1);
return controllerState.velocity;
}
}
return Vector3.zero;
}
/// <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 override Vector3 GetAngularVelocity(VRTK_ControllerReference controllerReference)
{
uint index = VRTK_ControllerReference.GetRealIndex(controllerReference);
SetTrackedControllerCaches();
VRTK_SDKManager sdkManager = VRTK_SDKManager.instance;
if (sdkManager != null)
{
if (cachedLeftController != null && cachedLeftController.index == index)
{
HyTrackingState controllerState = HyperealVR.Instance.GetTrackingState(HyDevice.Device_Controller0);
return controllerState.angularVelocity;
}
if (cachedRightController != null && cachedRightController.index == index)
{
HyTrackingState controllerState = HyperealVR.Instance.GetTrackingState(HyDevice.Device_Controller1);
return controllerState.angularVelocity;
}
}
return Vector3.zero;
}
/// <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 override bool IsTouchpadStatic(bool isTouched, Vector2 currentAxisValues, Vector2 previousAxisValues, int compareFidelity)
{
return (!isTouched || VRTK_SharedMethods.Vector2ShallowCompare(currentAxisValues, previousAxisValues, 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 override Vector2 GetButtonAxis(ButtonTypes buttonType, VRTK_ControllerReference controllerReference)
{
uint index = VRTK_ControllerReference.GetRealIndex(controllerReference);
HyDevice ctrlDevice = MappingIndex2HyDevice(index);
if (ctrlDevice == HyDevice.Device_Unknown)
{
return Vector2.zero;
}
HyInput input = HyInputManager.Instance.GetInputDevice(ctrlDevice);
switch (buttonType)
{
case ButtonTypes.Touchpad:
return input.GetTouchpadAxis();
case ButtonTypes.Trigger:
return new Vector2(input.GetTriggerAxis(HyInputKey.IndexTrigger), 0f);
case ButtonTypes.Grip:
return new Vector2(input.GetTriggerAxis(HyInputKey.SideTrigger), 0f);
}
return Vector2.zero;
}
/// <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 override float GetButtonSenseAxis(ButtonTypes buttonType, VRTK_ControllerReference controllerReference)
{
return 0f;
}
/// <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 override float GetButtonHairlineDelta(ButtonTypes buttonType, VRTK_ControllerReference controllerReference)
{
uint index = VRTK_ControllerReference.GetRealIndex(controllerReference);
HyDevice ctrlDevice = MappingIndex2HyDevice(index);
if (ctrlDevice == HyDevice.Device_Unknown)
{
return 0f;
}
return (buttonType == ButtonTypes.Trigger ? 0.1f : 0f);
}
/// <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 override bool GetControllerButtonState(ButtonTypes buttonType, ButtonPressTypes pressType, VRTK_ControllerReference controllerReference)
{
uint index = VRTK_ControllerReference.GetRealIndex(controllerReference);
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
}
}