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// Simulator Controller|SDK_Simulator|003
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namespace VRTK
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{
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using UnityEngine;
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using System.Collections.Generic;
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/// <summary>
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/// The Sim Controller SDK script provides functions to help simulate VR controllers.
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/// </summary>
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[SDK_Description(typeof(SDK_SimSystem))]
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public class SDK_SimController : SDK_BaseController
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{
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protected SDK_ControllerSim rightController;
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protected SDK_ControllerSim leftController;
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protected Dictionary<string, KeyCode> keyMappings = new Dictionary<string, KeyCode>()
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{
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{"Trigger", KeyCode.Mouse1 },
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{"Grip", KeyCode.Mouse0 },
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{"TouchpadPress", KeyCode.Q },
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{"ButtonOne", KeyCode.E },
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{"ButtonTwo", KeyCode.R },
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{"StartMenu", KeyCode.F },
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{"TouchModifier", KeyCode.T},
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{"HairTouchModifier", KeyCode.H}
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};
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protected const string RIGHT_HAND_CONTROLLER_NAME = "RightHand";
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protected const string LEFT_HAND_CONTROLLER_NAME = "LeftHand";
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public virtual void SetKeyMappings(Dictionary<string, KeyCode> givenKeyMappings)
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{
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keyMappings = givenKeyMappings;
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}
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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.Simulator_Hand;
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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/Simulator";
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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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string suffix = (fullPath ? "/attach" : "");
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switch (element)
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{
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case ControllerElements.AttachPoint:
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return "";
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case ControllerElements.Trigger:
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return "" + suffix;
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case ControllerElements.GripLeft:
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return "" + suffix;
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case ControllerElements.GripRight:
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return "" + suffix;
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case ControllerElements.Touchpad:
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return "" + suffix;
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case ControllerElements.ButtonOne:
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return "" + suffix;
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case ControllerElements.SystemMenu:
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return "" + suffix;
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case ControllerElements.Body:
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return "";
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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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if (CheckActualOrScriptAliasControllerIsRightHand(controller))
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{
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return 1;
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}
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if (CheckActualOrScriptAliasControllerIsLeftHand(controller))
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{
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return 2;
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}
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return 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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SetupPlayer();
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VRTK_SDKManager sdkManager = VRTK_SDKManager.instance;
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switch (index)
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{
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case 1:
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return (sdkManager != null && !actual ? sdkManager.scriptAliasRightController : (rightController != null ? rightController.gameObject : null));
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case 2:
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return (sdkManager != null && !actual ? sdkManager.scriptAliasLeftController : (leftController != null ? leftController.gameObject : null));
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default:
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return null;
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}
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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 != null && controllerReference.actual != null ? controllerReference.actual.transform : null);
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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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// use the basic base functionality to find the left hand controller
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GameObject controller = GetSDKManagerControllerLeftHand(actual);
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// if the controller cannot be found with default settings, try finding it below the InputSimulator by name
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if (controller == null && actual)
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{
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controller = GetActualController(ControllerHand.Left);
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}
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return controller;
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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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// use the basic base functionality to find the right hand controller
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GameObject controller = GetSDKManagerControllerRightHand(actual);
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// if the controller cannot be found with default settings, try finding it below the InputSimulator by name
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if (controller == null && actual)
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{
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controller = GetActualController(ControllerHand.Right);
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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 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 model = null;
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GameObject simPlayer = SDK_InputSimulator.FindInScene();
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if (simPlayer != null)
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{
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switch (hand)
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{
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case ControllerHand.Left:
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model = simPlayer.transform.Find(string.Format("{0}/Hand", LEFT_HAND_CONTROLLER_NAME)).gameObject;
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break;
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case ControllerHand.Right:
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model = simPlayer.transform.Find(string.Format("{0}/Hand", RIGHT_HAND_CONTROLLER_NAME)).gameObject;
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break;
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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.scriptAlias.transform.parent.Find("Hand").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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}
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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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SetupPlayer();
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uint index = VRTK_ControllerReference.GetRealIndex(controllerReference);
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switch (index)
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{
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case 1:
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return (rightController != null ? rightController.GetVelocity() : Vector3.zero);
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case 2:
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return (leftController != null ? leftController.GetVelocity() : Vector3.zero);
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default:
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return Vector3.zero;
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}
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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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SetupPlayer();
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uint index = VRTK_ControllerReference.GetRealIndex(controllerReference);
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switch (index)
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{
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case 1:
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return (rightController != null ? rightController.GetAngularVelocity() : Vector3.zero);
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case 2:
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return (leftController != null ? leftController.GetAngularVelocity() : Vector3.zero);
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default:
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return Vector3.zero;
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}
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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 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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uint index = VRTK_ControllerReference.GetRealIndex(controllerReference);
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switch (buttonType)
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{
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case ButtonTypes.Trigger:
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case ButtonTypes.TriggerHairline:
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return GetControllerButtonState(index, "Trigger", pressType);
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case ButtonTypes.Grip:
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case ButtonTypes.GripHairline:
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return GetControllerButtonState(index, "Grip", pressType);
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case ButtonTypes.Touchpad:
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return GetControllerButtonState(index, "TouchpadPress", pressType);
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case ButtonTypes.ButtonOne:
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return GetControllerButtonState(index, "ButtonOne", pressType);
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case ButtonTypes.ButtonTwo:
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return GetControllerButtonState(index, "ButtonTwo", pressType);
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case ButtonTypes.StartMenu:
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return GetControllerButtonState(index, "StartMenu", pressType);
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}
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return false;
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}
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protected virtual void OnEnable()
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{
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SetupPlayer();
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}
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protected virtual void SetupPlayer()
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{
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if (rightController == null || leftController == null)
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{
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GameObject simPlayer = SDK_InputSimulator.FindInScene();
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if (simPlayer != null)
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{
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rightController = (rightController == null ? simPlayer.transform.Find(RIGHT_HAND_CONTROLLER_NAME).GetComponent<SDK_ControllerSim>() : rightController);
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leftController = (leftController == null ? simPlayer.transform.Find(LEFT_HAND_CONTROLLER_NAME).GetComponent<SDK_ControllerSim>() : leftController);
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}
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}
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}
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/// <summary>
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/// whether or not the touch modifier is currently pressed
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/// if so, pressing a key on the keyboard will only emit touch events,
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/// but not a real press (or hair touch events).
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/// </summary>
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|
/// <returns>whether or not the TouchModifier is active</returns>
|
|
protected virtual bool IsTouchModifierPressed()
|
|
{
|
|
return Input.GetKey(VRTK_SharedMethods.GetDictionaryValue(keyMappings, "TouchModifier", KeyCode.None));
|
|
}
|
|
|
|
/// <summary>
|
|
/// whether or not the hair touch modifier is currently pressed
|
|
/// if so, pressing a key on the keyboard will only emit touch and hair touch events,
|
|
/// but not a real press.
|
|
/// </summary>
|
|
/// <returns>whether or not the HairTouchModifier is active</returns>
|
|
protected virtual bool IsHairTouchModifierPressed()
|
|
{
|
|
return Input.GetKey(VRTK_SharedMethods.GetDictionaryValue(keyMappings, "HairTouchModifier", KeyCode.None));
|
|
}
|
|
|
|
/// <summary>
|
|
/// whether or not a button press shall be ignored, e.g. because of the
|
|
/// use of the touch or hair touch modifier
|
|
/// </summary>
|
|
/// <returns>Returns true if the button press is ignored.</returns>
|
|
protected virtual bool IsButtonPressIgnored()
|
|
{
|
|
// button presses shall be ignored if the hair touch or touch modifiers are used
|
|
return IsHairTouchModifierPressed() || IsTouchModifierPressed();
|
|
}
|
|
|
|
/// <summary>
|
|
/// whether or not a button press shall be ignored, e.g. because of the
|
|
/// use of the touch or hair touch modifier
|
|
/// </summary>
|
|
/// <returns>Returns true if the hair trigger touch should be ignored.</returns>
|
|
protected virtual bool IsButtonHairTouchIgnored()
|
|
{
|
|
// button presses shall be ignored if the hair touch or touch modifiers are used
|
|
return IsTouchModifierPressed() && !IsHairTouchModifierPressed();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the state of the given button key mapping for the press type on the controller index.
|
|
/// </summary>
|
|
/// <param name="index">The index of the controller.</param>
|
|
/// <param name="keyMapping">The key mapping key to check.</param>
|
|
/// <param name="pressType">The type of button press to check.</param>
|
|
/// <returns>Returns true if the button state matches the given data.</returns>
|
|
protected virtual bool GetControllerButtonState(uint index, string keyMapping, ButtonPressTypes pressType)
|
|
{
|
|
KeyCode buttonCode = VRTK_SharedMethods.GetDictionaryValue(keyMappings, keyMapping, KeyCode.None);
|
|
if (pressType == ButtonPressTypes.Touch)
|
|
{
|
|
return IsButtonPressed(index, ButtonPressTypes.Press, buttonCode);
|
|
}
|
|
else if (pressType == ButtonPressTypes.TouchDown)
|
|
{
|
|
return IsButtonPressed(index, ButtonPressTypes.PressDown, buttonCode);
|
|
}
|
|
else if (pressType == ButtonPressTypes.TouchUp)
|
|
{
|
|
return IsButtonPressed(index, ButtonPressTypes.PressUp, buttonCode);
|
|
}
|
|
else if (pressType == ButtonPressTypes.Press)
|
|
{
|
|
return !IsButtonPressIgnored() && IsButtonPressed(index, ButtonPressTypes.Press, buttonCode);
|
|
}
|
|
else if (pressType == ButtonPressTypes.PressDown)
|
|
{
|
|
return !IsButtonPressIgnored() && IsButtonPressed(index, ButtonPressTypes.PressDown, buttonCode);
|
|
}
|
|
else if (pressType == ButtonPressTypes.PressUp)
|
|
{
|
|
return !IsButtonPressIgnored() && IsButtonPressed(index, ButtonPressTypes.PressUp, buttonCode);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// checks if the given button (KeyCode) is currently in a specific pressed state (ButtonPressTypes) on the keyboard
|
|
/// also asserts that button presses are only handled for the currently active controller by comparing the controller indices
|
|
/// </summary>
|
|
/// <param name="index">unique index of the controller for which the button press is to be checked</param>
|
|
/// <param name="type">the type of press (up, down, hold)</param>
|
|
/// <param name="button">the button on the keyboard</param>
|
|
/// <returns>Returns true if the button is being pressed.</returns>
|
|
protected virtual bool IsButtonPressed(uint index, ButtonPressTypes type, KeyCode button)
|
|
{
|
|
SetupPlayer();
|
|
if (index >= uint.MaxValue)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (index == 1)
|
|
{
|
|
if (rightController == null || !rightController.selected)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
else if (index == 2)
|
|
{
|
|
if (leftController == null || !leftController.selected)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
|
|
switch (type)
|
|
{
|
|
case ButtonPressTypes.Press:
|
|
return Input.GetKey(button);
|
|
case ButtonPressTypes.PressDown:
|
|
return Input.GetKeyDown(button);
|
|
case ButtonPressTypes.PressUp:
|
|
return Input.GetKeyUp(button);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// finds the actual controller for the specified hand (identified by name) and returns it
|
|
/// </summary>
|
|
/// <param name="hand">the for which to find the respective controller gameobject</param>
|
|
/// <returns>the gameobject of the actual controller corresponding to the specified hand</returns>
|
|
protected virtual GameObject GetActualController(ControllerHand hand)
|
|
{
|
|
GameObject simPlayer = SDK_InputSimulator.FindInScene();
|
|
GameObject controller = null;
|
|
|
|
if (simPlayer != null)
|
|
{
|
|
switch (hand)
|
|
{
|
|
case ControllerHand.Right:
|
|
controller = simPlayer.transform.Find(RIGHT_HAND_CONTROLLER_NAME).gameObject;
|
|
break;
|
|
case ControllerHand.Left:
|
|
controller = simPlayer.transform.Find(LEFT_HAND_CONTROLLER_NAME).gameObject;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
return controller;
|
|
}
|
|
}
|
|
}
|