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// Ximmerse Controller|SDK_Ximmerse|004
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namespace VRTK
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{
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#if VRTK_DEFINE_SDK_XIMMERSE
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using UnityEngine;
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using System.Collections.Generic;
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using Ximmerse.InputSystem;
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using Ximmerse.VR;
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#endif
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/// <summary>
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/// The Ximmerse 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_XimmerseSystem))]
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[SDK_Description(typeof(SDK_XimmerseSystem), 1)]
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public class SDK_XimmerseController
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#if VRTK_DEFINE_SDK_XIMMERSE
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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_XIMMERSE
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protected TrackedObject cachedLeftTrackedObject;
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protected TrackedObject cachedRightTrackedObject;
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protected Quaternion[] previousControllerRotations = new Quaternion[2];
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protected Quaternion[] currentControllerRotations = new Quaternion[2];
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protected Vector3[] previousControllerPositions = new Vector3[2];
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protected Vector3[] currentControllerPositions = new Vector3[2];
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protected bool[] previousHairTriggerState = new bool[2];
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protected bool[] currentHairTriggerState = new bool[2];
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protected bool[] previousHairGripState = new bool[2];
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protected bool[] currentHairGripState = new bool[2];
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protected float[] hairTriggerLimit = new float[2];
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protected float[] hairGripLimit = new float[2];
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/// <summary>
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/// The ProcessUpdate method enables an SDK to run logic for every Unity Update
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/// </summary>
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/// <param name="controllerReference">The reference for the controller.</param>
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/// <param name="options">A dictionary of generic options that can be used to within the update.</param>
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public override void ProcessUpdate(VRTK_ControllerReference controllerReference, Dictionary<string, object> options)
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{
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if (controllerReference != null && controllerReference.IsValid())
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{
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uint index = VRTK_ControllerReference.GetRealIndex(controllerReference);
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TrackedObject device = GetTrackedObject(controllerReference.actual);
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if (device != null)
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{
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previousControllerRotations[index] = currentControllerRotations[index];
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currentControllerRotations[index] = device.transform.rotation;
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previousControllerPositions[index] = currentControllerPositions[index];
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currentControllerPositions[index] = device.transform.position;
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}
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UpdateHairValues(index, GetButtonAxis(ButtonTypes.Trigger, controllerReference).x, GetButtonHairlineDelta(ButtonTypes.Trigger, controllerReference), ref previousHairTriggerState[index], ref currentHairTriggerState[index], ref hairTriggerLimit[index]);
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UpdateHairValues(index, GetButtonAxis(ButtonTypes.Grip, controllerReference).x, GetButtonHairlineDelta(ButtonTypes.Grip, controllerReference), ref previousHairGripState[index], ref currentHairGripState[index], ref hairGripLimit[index]);
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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.Ximmerse_Flip;
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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/XimmerseCobra02";
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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 ? "" : "");
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string handName = (hand == ControllerHand.Left) ? "cobra02-L" : "cobra02-R";
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string path = handName + "/Dummy";
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switch (element)
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{
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case ControllerElements.AttachPoint:
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return path + "/object_8";
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case ControllerElements.Trigger:
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return path + "/object_2" + suffix;
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case ControllerElements.GripLeft:
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return path + "/object_5" + suffix;
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case ControllerElements.GripRight:
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return path + "/object_4" + suffix;
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case ControllerElements.Touchpad:
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return path + "/Cylinder001" + suffix;
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case ControllerElements.ButtonOne:
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return path + "/Cylinder002" + suffix;
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case ControllerElements.ButtonTwo:
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return path + "/Cylinder003" + suffix;
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case ControllerElements.SystemMenu:
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return path + "/Cylinder003" + suffix;
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case ControllerElements.Body:
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return path + "/object_1";
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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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TrackedObject trackedObject = GetTrackedObject(controller);
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if (trackedObject == null)
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{
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return uint.MaxValue;
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}
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else
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{
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switch (trackedObject.source)
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{
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case ControllerType.LeftController:
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return 0;
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case ControllerType.RightController:
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return 1;
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}
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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></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 (cachedLeftTrackedObject != null && (uint)cachedLeftTrackedObject.controllerInput.handle == 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 (cachedRightTrackedObject != null && (uint)cachedRightTrackedObject.controllerInput.handle == 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 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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TrackedObject trackedObject = GetTrackedObject(controllerReference.actual);
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if (trackedObject != null)
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{
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return trackedObject.transform ? trackedObject.transform : trackedObject.transform.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 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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/// <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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GameObject controller = GetSDKManagerControllerLeftHand(actual);
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if (controller == null && actual)
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{
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controller = VRTK_SharedMethods.FindEvenInactiveGameObject<VRContext>("TrackingSpace/LeftHandAnchor", true);
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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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GameObject controller = GetSDKManagerControllerRightHand(actual);
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if (controller == null && actual)
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{
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controller = VRTK_SharedMethods.FindEvenInactiveGameObject<VRContext>("TrackingSpace/RightHandAnchor", true);
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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 = GetSDKManagerControllerModelForHand(hand);
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if (model == null)
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{
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GameObject controller = null;
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switch (hand)
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{
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case ControllerHand.Left:
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controller = GetControllerLeftHand(true);
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break;
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case ControllerHand.Right:
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controller = GetControllerRightHand(true);
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break;
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}
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if (controller != null)
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{
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model = controller;
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}
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}
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return model;
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}
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/// <summary>
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/// The GetControllerRenderModel method gets the game object that contains the given controller's render model.
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/// </summary>
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/// <param name="controllerReference">The reference to the controller to check.</param>
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/// <returns>A GameObject containing the object that has a render model for the controller.</returns>
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public override GameObject GetControllerRenderModel(VRTK_ControllerReference controllerReference)
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{
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MeshRenderer renderModel = controllerReference.actual.GetComponentInChildren<MeshRenderer>();
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return (renderModel != null ? renderModel.gameObject : null);
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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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if (VRTK_ControllerReference.IsValid(controllerReference))
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{
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uint index = VRTK_ControllerReference.GetRealIndex(controllerReference);
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int convertedStrength = Mathf.RoundToInt(1000f * strength);
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ControllerInput input = null;
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switch (index)
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{
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case 0:
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input = ControllerInputManager.instance.GetControllerInput(ControllerType.LeftController);
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break;
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case 1:
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input = ControllerInputManager.instance.GetControllerInput(ControllerType.RightController);
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break;
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}
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input.StartVibration(convertedStrength, 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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//Ximmerse doesn't support audio haptics so return false to do a fallback.
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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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SDK_ControllerHapticModifiers modifiers = new SDK_ControllerHapticModifiers();
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modifiers.durationModifier = 0.8f;
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modifiers.intervalModifier = 1f;
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return modifiers;
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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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if (!VRTK_ControllerReference.IsValid(controllerReference))
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{
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return Vector3.zero;
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}
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uint index = VRTK_ControllerReference.GetRealIndex(controllerReference);
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ControllerInput device = GetControllerInputByIndex(index);
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if (device == null)
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{
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return Vector3.zero;
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}
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Vector3 deltaMovement = currentControllerPositions[index] - previousControllerPositions[index];
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deltaMovement /= Time.deltaTime;
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return deltaMovement;
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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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if (!VRTK_ControllerReference.IsValid(controllerReference))
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{
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return Vector3.zero;
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}
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uint index = VRTK_ControllerReference.GetRealIndex(controllerReference);
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Quaternion deltaRotation = currentControllerRotations[index] * Quaternion.Inverse(previousControllerRotations[index]);
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return new Vector3(Mathf.DeltaAngle(0, deltaRotation.eulerAngles.x), Mathf.DeltaAngle(0, deltaRotation.eulerAngles.y), Mathf.DeltaAngle(0, deltaRotation.eulerAngles.z));
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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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if (!VRTK_ControllerReference.IsValid(controllerReference))
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{
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return Vector2.zero;
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}
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uint index = VRTK_ControllerReference.GetRealIndex(controllerReference);
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ControllerInput controllerInputDevice = GetControllerInputByIndex(index);
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TrackedObject trackedObjectDevice = GetTrackedObject(controllerReference.actual);
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switch (buttonType)
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{
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case ButtonTypes.Touchpad:
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if (controllerInputDevice != null)
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{
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Vector2 rawTouchpad = controllerInputDevice.GetTouchPos() - new Vector2(0.5f, 0.5f);
|
|
return new Vector2(rawTouchpad.x, -rawTouchpad.y);
|
|
}
|
|
break;
|
|
case ButtonTypes.Trigger:
|
|
if (controllerInputDevice != null)
|
|
{
|
|
return new Vector2(controllerInputDevice.GetAxis(ControllerRawAxis.LeftTrigger), 0f);
|
|
}
|
|
break;
|
|
case ButtonTypes.Grip:
|
|
if (trackedObjectDevice != null)
|
|
{
|
|
return new Vector2((trackedObjectDevice.controllerInput.GetButton(DaydreamButton.Grip) ? 1f : 0f), 0f);
|
|
}
|
|
break;
|
|
}
|
|
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)
|
|
{
|
|
//TODO: This doesn't seem correct, surely this should be storing the previous button press value and getting the delta.
|
|
return (VRTK_ControllerReference.IsValid(controllerReference) ? 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)
|
|
{
|
|
if (!VRTK_ControllerReference.IsValid(controllerReference))
|
|
{
|
|
return false;
|
|
}
|
|
uint index = VRTK_ControllerReference.GetRealIndex(controllerReference);
|
|
|
|
switch (buttonType)
|
|
{
|
|
case ButtonTypes.Trigger:
|
|
return IsButtonPressed(index, pressType, ControllerRawButton.LeftTrigger);
|
|
case ButtonTypes.TriggerHairline:
|
|
if (pressType == ButtonPressTypes.PressDown)
|
|
{
|
|
return (currentHairTriggerState[index] && !previousHairTriggerState[index]);
|
|
}
|
|
else if (pressType == ButtonPressTypes.PressUp)
|
|
{
|
|
return (!currentHairTriggerState[index] && previousHairTriggerState[index]);
|
|
}
|
|
break;
|
|
case ButtonTypes.Grip:
|
|
return IsButtonPressed(index, pressType, ControllerRawButton.LeftShoulder) || IsButtonPressed(index, pressType, ControllerRawButton.RightShoulder);
|
|
case ButtonTypes.GripHairline:
|
|
if (pressType == ButtonPressTypes.PressDown)
|
|
{
|
|
return (currentHairGripState[index] && !previousHairGripState[index]);
|
|
}
|
|
else if (pressType == ButtonPressTypes.PressUp)
|
|
{
|
|
return (!currentHairGripState[index] && previousHairGripState[index]);
|
|
}
|
|
break;
|
|
case ButtonTypes.Touchpad:
|
|
return IsButtonPressed(index, pressType, ControllerRawButton.LeftThumb);
|
|
case ButtonTypes.ButtonOne:
|
|
return IsButtonPressed(index, pressType, ControllerRawButton.Back);
|
|
case ButtonTypes.ButtonTwo:
|
|
return IsButtonPressed(index, pressType, ControllerRawButton.Start);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
protected override void Awake()
|
|
{
|
|
base.Awake();
|
|
SetTrackedControllerCaches(true);
|
|
}
|
|
|
|
protected virtual void OnTrackedDeviceRoleChanged<T>(T ignoredArgument)
|
|
{
|
|
SetTrackedControllerCaches(true);
|
|
}
|
|
|
|
protected virtual 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)
|
|
{
|
|
cachedLeftTrackedObject = sdkManager.loadedSetup.actualLeftController.GetComponent<TrackedObject>();
|
|
}
|
|
if (cachedRightTrackedObject == null && sdkManager.loadedSetup.actualRightController)
|
|
{
|
|
cachedRightTrackedObject = sdkManager.loadedSetup.actualRightController.GetComponent<TrackedObject>();
|
|
}
|
|
}
|
|
}
|
|
|
|
protected virtual TrackedObject GetTrackedObject(GameObject controller)
|
|
{
|
|
SetTrackedControllerCaches();
|
|
TrackedObject trackedObject = null;
|
|
|
|
if (IsControllerLeftHand(controller))
|
|
{
|
|
trackedObject = cachedLeftTrackedObject;
|
|
}
|
|
else if (IsControllerRightHand(controller))
|
|
{
|
|
trackedObject = cachedRightTrackedObject;
|
|
}
|
|
return trackedObject;
|
|
}
|
|
|
|
protected virtual bool IsButtonPressed(uint index, ButtonPressTypes type, ControllerRawButton button)
|
|
{
|
|
ControllerInput device = GetControllerInputByIndex(index);
|
|
if (device == null)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
switch (type)
|
|
{
|
|
case ButtonPressTypes.Press:
|
|
return device.GetButton(button);
|
|
case ButtonPressTypes.PressDown:
|
|
return device.GetButtonDown(button);
|
|
case ButtonPressTypes.PressUp:
|
|
return device.GetButtonUp(button);
|
|
case ButtonPressTypes.Touch:
|
|
return device.GetButton(button);
|
|
case ButtonPressTypes.TouchDown:
|
|
return device.GetButtonDown(button);
|
|
case ButtonPressTypes.TouchUp:
|
|
return device.GetButtonUp(button);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
protected virtual void UpdateHairValues(uint index, float axisValue, float hairDelta, ref bool previousState, ref bool currentState, ref float hairLimit)
|
|
{
|
|
previousState = currentState;
|
|
float value = axisValue;
|
|
if (currentState)
|
|
{
|
|
if (value < (hairLimit - hairDelta) || value <= 0f)
|
|
{
|
|
currentState = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (value > (hairLimit + hairDelta) || value >= 1f)
|
|
{
|
|
currentState = true;
|
|
}
|
|
}
|
|
|
|
hairLimit = (currentState ? Mathf.Max(hairLimit, value) : Mathf.Min(hairLimit, value));
|
|
}
|
|
|
|
protected virtual ControllerInput GetControllerInputByIndex(uint index)
|
|
{
|
|
ControllerInput result = null;
|
|
switch (index)
|
|
{
|
|
case 0:
|
|
result = ControllerInputManager.instance.GetControllerInput(ControllerType.LeftController);
|
|
break;
|
|
case 1:
|
|
result = ControllerInputManager.instance.GetControllerInput(ControllerType.RightController);
|
|
break;
|
|
}
|
|
|
|
return result;
|
|
}
|
|
#endif
|
|
}
|
|
}
|