Assignment for RMIT Mixed Reality in 2020
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// Unity SDK Controller Tracker|SDK_Unity|005
namespace VRTK
{
using UnityEngine;
#if UNITY_2017_2_OR_NEWER
using UnityEngine.XR;
#else
using UnityEngine.VR;
using XRNode = UnityEngine.VR.VRNode;
#endif
/// <summary>
/// The Controller Tracker enables the GameObject to track it's position/rotation to the available connected VR Controller via the `UnityEngine.VR` library.
/// </summary>
/// <remarks>
/// The Unity Controller Tracker is attached to the `[UnityBase_CameraRig]` prefab on the child `LeftHandAnchor` and `RightHandAnchor` to enable controller tracking.
/// </remarks>
public class SDK_UnityControllerTracker : MonoBehaviour
{
[Tooltip("The Unity VRNode to track.")]
public XRNode nodeType;
[Tooltip("The unique index to assign to the controller.")]
public uint index;
[Tooltip("The Unity Input name for the trigger axis.")]
public string triggerAxisName = "";
[Tooltip("The Unity Input name for the grip axis.")]
public string gripAxisName = "";
[Tooltip("The Unity Input name for the touchpad horizontal axis.")]
public string touchpadHorizontalAxisName = "";
[Tooltip("The Unity Input name for the touchpad vertical axis.")]
public string touchpadVerticalAxisName = "";
protected virtual void OnEnable()
{
CheckAxisIsValid(triggerAxisName, "triggerAxisName");
CheckAxisIsValid(gripAxisName, "gripAxisName");
CheckAxisIsValid(touchpadHorizontalAxisName, "touchpadHorizontalAxisName");
CheckAxisIsValid(touchpadVerticalAxisName, "touchpadVerticalAxisName");
}
protected virtual string GetVarName<T>(T item) where T : class
{
return VRTK_SharedMethods.GetPropertyFirstName<T>();
}
protected virtual void CheckAxisIsValid(string axisName, string varName)
{
try
{
Input.GetAxis(axisName);
}
catch (System.ArgumentException ae)
{
VRTK_Logger.Warn(ae.Message + " on index [" + index + "] variable [" + varName + "]");
}
}
protected virtual void FixedUpdate()
{
transform.localPosition = InputTracking.GetLocalPosition(nodeType);
transform.localRotation = InputTracking.GetLocalRotation(nodeType);
}
}
}