// Room Extender|Locomotion|20130
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namespace VRTK
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{
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using UnityEngine;
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/// <summary>
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/// Multiplies each real world step within the play area to enable further distances to be travelled in the virtual world.
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/// </summary>
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/// <remarks>
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/// **Script Usage:**
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/// * Place the `VRTK_RoomExtender` script on any active scene GameObject.
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///
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/// **Script Dependencies:**
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/// * The Controller Events script on the controller Script Alias to determine when the touchpad is pressed.
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/// </remarks>
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/// <example>
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/// `VRTK/Examples/028_CameraRig_RoomExtender` shows how the RoomExtender script is controlled by a VRTK_RoomExtender_Controller Example script located at both controllers. Pressing the `Touchpad` on the controller activates the Room Extender. The Additional Movement Multiplier is changed based on the touch distance to the centre of the touchpad.
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/// </example>
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[AddComponentMenu("VRTK/Scripts/Locomotion/VRTK_RoomExtender")]
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[System.Obsolete("`VRTK_RoomExtender` has been replaced with `VRTK_StepMultiplier`. This script will be removed in a future version of VRTK.")]
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public class VRTK_RoomExtender : MonoBehaviour
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{
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/// <summary>
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/// Movement methods.
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/// </summary>
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public enum MovementFunction
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{
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/// <summary>
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/// Moves the head with a non-linear drift movement.
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/// </summary>
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Nonlinear,
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/// <summary>
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/// Moves the headset in a direct linear movement.
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/// </summary>
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LinearDirect
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}
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[Tooltip("This determines the type of movement used by the extender.")]
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public MovementFunction movementFunction = MovementFunction.LinearDirect;
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[Tooltip("Enables the additional movement.")]
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public bool additionalMovementEnabled = true;
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[Tooltip("If this is checked then the touchpad needs to be pressed to enable it. If this is unchecked then it is disabled by pressing the touchpad.")]
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public bool additionalMovementEnabledOnButtonPress = true;
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[Tooltip("This is the factor by which movement at the edge of the circle is amplified. `0` is no movement of the play area. Higher values simulate a bigger play area but may be too uncomfortable.")]
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[Range(0, 10)]
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public float additionalMovementMultiplier = 1.0f;
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[Tooltip("This is the size of the circle in which the play area is not moved and everything is normal. If it is to low it becomes uncomfortable when crouching.")]
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[Range(0, 5)]
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public float headZoneRadius = 0.25f;
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[Tooltip("This transform visualises the circle around the user where the play area is not moved. In the demo scene this is a cylinder at floor level. Remember to turn of collisions.")]
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public Transform debugTransform;
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[HideInInspector]
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public Vector3 relativeMovementOfCameraRig = new Vector3();
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protected Transform movementTransform;
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protected Transform playArea;
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protected Vector3 headCirclePosition;
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protected Vector3 lastPosition;
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protected Vector3 lastMovement;
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protected virtual void Awake()
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{
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VRTK_SDKManager.AttemptAddBehaviourToToggleOnLoadedSetupChange(this);
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}
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protected virtual void OnEnable()
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{
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movementTransform = VRTK_DeviceFinder.HeadsetTransform();
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if (movementTransform == null)
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{
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VRTK_Logger.Warn(VRTK_Logger.GetCommonMessage(VRTK_Logger.CommonMessageKeys.REQUIRED_COMPONENT_MISSING_FROM_SCENE, "VRTK_RoomExtender", "Headset Transform"));
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}
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playArea = VRTK_DeviceFinder.PlayAreaTransform();
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additionalMovementEnabled = !additionalMovementEnabledOnButtonPress;
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if (debugTransform != null)
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{
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debugTransform.localScale = new Vector3(headZoneRadius * 2, 0.01f, headZoneRadius * 2);
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}
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MoveHeadCircleNonLinearDrift();
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lastPosition = movementTransform.localPosition;
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}
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protected virtual void OnDestroy()
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{
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VRTK_SDKManager.AttemptRemoveBehaviourToToggleOnLoadedSetupChange(this);
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}
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protected virtual void Update()
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{
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switch (movementFunction)
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{
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case MovementFunction.Nonlinear:
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MoveHeadCircleNonLinearDrift();
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break;
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case MovementFunction.LinearDirect:
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MoveHeadCircle();
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break;
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default:
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break;
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}
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}
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protected virtual void Move(Vector3 movement)
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{
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headCirclePosition += movement;
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if (debugTransform != null)
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{
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debugTransform.localPosition = new Vector3(headCirclePosition.x, debugTransform.localPosition.y, headCirclePosition.z);
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}
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if (additionalMovementEnabled)
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{
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playArea.localPosition += movement * additionalMovementMultiplier;
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relativeMovementOfCameraRig += movement * additionalMovementMultiplier;
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}
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}
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protected virtual void MoveHeadCircle()
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{
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//Get the movement of the head relative to the headCircle.
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Vector3 circleCenterToHead = new Vector3(movementTransform.localPosition.x - headCirclePosition.x, 0, movementTransform.localPosition.z - headCirclePosition.z);
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//Get the direction of the head movement.
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UpdateLastMovement();
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//Checks if the head is outside of the head cirlce and moves the head circle and play area in the movementDirection.
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if (circleCenterToHead.sqrMagnitude > headZoneRadius * headZoneRadius && lastMovement != Vector3.zero)
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{
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//Just move like the headset moved
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Move(lastMovement);
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}
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}
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protected virtual void MoveHeadCircleNonLinearDrift()
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{
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Vector3 movement = new Vector3(movementTransform.localPosition.x - headCirclePosition.x, 0, movementTransform.localPosition.z - headCirclePosition.z);
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if (movement.sqrMagnitude > headZoneRadius * headZoneRadius)
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{
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Vector3 deltaMovement = movement.normalized * (movement.magnitude - headZoneRadius);
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Move(deltaMovement);
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}
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}
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protected virtual void UpdateLastMovement()
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{
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//Save the last movement
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lastMovement = movementTransform.localPosition - lastPosition;
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lastMovement.y = 0;
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lastPosition = movementTransform.localPosition;
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}
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}
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}
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