FittsLaw/Assets/GoogleVR/Scripts/Controller/GvrControllerVisual.cs

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2018-10-08 23:54:11 -04:00
// Copyright 2016 Google Inc. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// The controller is not available for versions of Unity without the
// GVR native integration.
using UnityEngine;
using System.Collections;
/// Provides visual feedback for the daydream controller.
[RequireComponent(typeof(Renderer))]
[HelpURL("https://developers.google.com/vr/unity/reference/class/GvrControllerVisual")]
public class GvrControllerVisual : MonoBehaviour, IGvrArmModelReceiver, IGvrControllerInputDeviceReceiver {
[System.Serializable]
public struct ControllerDisplayState {
public GvrControllerBatteryLevel batteryLevel;
public bool batteryCharging;
public bool clickButton;
public bool appButton;
public bool homeButton;
public bool touching;
public Vector2 touchPos;
}
/// An array of prefabs that will be instantiated and added as children
/// of the controller visual when the controller is created. Used to
/// attach tooltips or other additional visual elements to the control dynamically.
[SerializeField]
private GameObject[] attachmentPrefabs;
[SerializeField] private Color touchPadColor =
new Color(200f / 255f, 200f / 255f, 200f / 255f, 1);
[SerializeField] private Color appButtonColor =
new Color(200f / 255f, 200f / 255f, 200f / 255f, 1);
[SerializeField] private Color systemButtonColor =
new Color(20f / 255f, 20f / 255f, 20f / 255f, 1);
/// Determines if the displayState is set from GvrControllerInputDevice.
[Tooltip("Determines if the displayState is set from GvrControllerInputDevice.")]
public bool readControllerState = true;
/// Used to set the display state of the controller visual.
/// This can be used for tutorials that visualize the controller or other use-cases that require
/// displaying the controller visual without the state being determined by controller input.
/// Additionally, it can be used to preview the controller visual in the editor.
/// NOTE: readControllerState must be disabled to set the display state.
public ControllerDisplayState displayState;
/// This is the preferred, maximum alpha value the object should have
/// when it is a comfortable distance from the head.
[Range(0.0f, 1.0f)]
public float maximumAlpha = 1.0f;
public GvrBaseArmModel ArmModel { get; set; }
public GvrControllerInputDevice ControllerInputDevice { get; set; }
public float PreferredAlpha{
get{
return ArmModel != null ? maximumAlpha * ArmModel.PreferredAlpha : maximumAlpha;
}
}
public Color TouchPadColor {
get {
return touchPadColor;
}
set {
touchPadColor = value;
if(materialPropertyBlock != null) {
materialPropertyBlock.SetColor(touchPadId, touchPadColor);
}
}
}
public Color AppButtonColor {
get {
return appButtonColor;
}
set {
appButtonColor = value;
if(materialPropertyBlock != null){
materialPropertyBlock.SetColor(appButtonId, appButtonColor);
}
}
}
public Color SystemButtonColor {
get {
return systemButtonColor;
}
set {
systemButtonColor = value;
if(materialPropertyBlock != null) {
materialPropertyBlock.SetColor(systemButtonId, systemButtonColor);
}
}
}
private Renderer controllerRenderer;
private MaterialPropertyBlock materialPropertyBlock;
private int alphaId;
private int touchId;
private int touchPadId;
private int appButtonId;
private int systemButtonId;
private int batteryColorId;
private bool wasTouching;
private float touchTime;
// Data passed to shader, (xy) touch position, (z) touch duration, (w) battery state.
private Vector4 controllerShaderData;
// Data passed to shader, (x) overall alpha, (y) touchpad click duration,
// (z) app button click duration, (w) system button click duration.
private Vector4 controllerShaderData2;
private Color currentBatteryColor;
// These values control animation times for the controller buttons
public const float APP_BUTTON_ACTIVE_DURATION_SECONDS = 0.111f;
public const float APP_BUTTON_RELEASE_DURATION_SECONDS = 0.0909f;
public const float SYSTEM_BUTTON_ACTIVE_DURATION_SECONDS = 0.111f;
public const float SYSTEM_BUTTON_RELEASE_DURATION_SECONDS = 0.0909f;
public const float TOUCHPAD_CLICK_DURATION_SECONDS = 0.111f;
public const float TOUCHPAD_RELEASE_DURATION_SECONDS = 0.0909f;
public const float TOUCHPAD_CLICK_SCALE_DURATION_SECONDS = 0.075f;
public const float TOUCHPAD_POINT_SCALE_DURATION_SECONDS = 0.15f;
// These values are used by the shader to control battery display
// Only modify these values if you are also modifying the shader.
private const float BATTERY_FULL = 0;
private const float BATTERY_ALMOST_FULL = .125f;
private const float BATTERY_MEDIUM = .225f;
private const float BATTERY_LOW = .325f;
private const float BATTERY_CRITICAL = .425f;
private const float BATTERY_HIDDEN = .525f;
private readonly Color GVR_BATTERY_CRITICAL_COLOR = new Color(1,0,0,1);
private readonly Color GVR_BATTERY_LOW_COLOR = new Color(1,0.6823f,0,1);
private readonly Color GVR_BATTERY_MED_COLOR = new Color(0,1,0.588f,1);
private readonly Color GVR_BATTERY_FULL_COLOR = new Color(0,1,0.588f,1);
// How much time to use as an 'immediate update'.
// Any value large enough to instantly update all visual animations.
private const float IMMEDIATE_UPDATE_TIME = 10f;
void Awake() {
Initialize();
CreateAttachments();
}
void OnEnable() {
GvrControllerInput.OnPostControllerInputUpdated += OnPostControllerInputUpdated;
}
void OnDisable() {
GvrControllerInput.OnPostControllerInputUpdated -= OnPostControllerInputUpdated;
}
void OnValidate() {
if (!Application.isPlaying) {
Initialize();
OnVisualUpdate(true);
}
}
private void OnPostControllerInputUpdated() {
OnVisualUpdate();
}
private void CreateAttachments() {
if (attachmentPrefabs == null) {
return;
}
for (int i = 0; i < attachmentPrefabs.Length; i++) {
GameObject prefab = attachmentPrefabs[i];
GameObject attachment = Instantiate(prefab);
attachment.transform.SetParent(transform, false);
}
}
private void Initialize() {
if(controllerRenderer == null) {
controllerRenderer = GetComponent<Renderer>();
}
if(materialPropertyBlock == null) {
materialPropertyBlock = new MaterialPropertyBlock();
}
alphaId = Shader.PropertyToID("_GvrControllerAlpha");
touchId = Shader.PropertyToID("_GvrTouchInfo");
touchPadId = Shader.PropertyToID("_GvrTouchPadColor");
appButtonId = Shader.PropertyToID("_GvrAppButtonColor");
systemButtonId = Shader.PropertyToID("_GvrSystemButtonColor");
batteryColorId = Shader.PropertyToID("_GvrBatteryColor");
materialPropertyBlock.SetColor(appButtonId, appButtonColor);
materialPropertyBlock.SetColor(systemButtonId, systemButtonColor);
materialPropertyBlock.SetColor(touchPadId, touchPadColor);
controllerRenderer.SetPropertyBlock(materialPropertyBlock);
}
private void UpdateControllerState() {
// Return early when the application isn't playing to ensure that the serialized displayState
// is used to preview the controller visual instead of the default GvrControllerInputDevice
// values.
#if UNITY_EDITOR
if (!Application.isPlaying) {
return;
}
#endif
if(ControllerInputDevice != null) {
displayState.batteryLevel = ControllerInputDevice.BatteryLevel;
displayState.batteryCharging = ControllerInputDevice.IsCharging;
displayState.clickButton = ControllerInputDevice.GetButton(GvrControllerButton.TouchPadButton);
displayState.appButton = ControllerInputDevice.GetButton(GvrControllerButton.App);
displayState.homeButton = ControllerInputDevice.GetButton(GvrControllerButton.System);
displayState.touching = ControllerInputDevice.GetButton(GvrControllerButton.TouchPadTouch);
displayState.touchPos = ControllerInputDevice.TouchPos;
}
}
private void OnVisualUpdate(bool updateImmediately = false) {
// Update the visual display based on the controller state
if(readControllerState) {
UpdateControllerState();
}
float deltaTime = Time.deltaTime;
// If flagged to update immediately, set deltaTime to an arbitrarily large value
// This is particularly useful in editor, but also for resetting state quickly
if(updateImmediately) {
deltaTime = IMMEDIATE_UPDATE_TIME;
}
if (displayState.clickButton) {
controllerShaderData2.y = Mathf.Min(1, controllerShaderData2.y + deltaTime / TOUCHPAD_CLICK_DURATION_SECONDS);
} else{
controllerShaderData2.y = Mathf.Max(0, controllerShaderData2.y - deltaTime / TOUCHPAD_RELEASE_DURATION_SECONDS);
}
if (displayState.appButton) {
controllerShaderData2.z = Mathf.Min(1, controllerShaderData2.z + deltaTime / APP_BUTTON_ACTIVE_DURATION_SECONDS);
} else{
controllerShaderData2.z = Mathf.Max(0, controllerShaderData2.z - deltaTime / APP_BUTTON_RELEASE_DURATION_SECONDS);
}
if (displayState.homeButton) {
controllerShaderData2.w = Mathf.Min(1, controllerShaderData2.w + deltaTime / SYSTEM_BUTTON_ACTIVE_DURATION_SECONDS);
} else {
controllerShaderData2.w = Mathf.Max(0, controllerShaderData2.w - deltaTime / SYSTEM_BUTTON_RELEASE_DURATION_SECONDS);
}
// Set the material's alpha to the multiplied preferred alpha.
controllerShaderData2.x = PreferredAlpha;
materialPropertyBlock.SetVector(alphaId, controllerShaderData2);
controllerShaderData.x = displayState.touchPos.x;
controllerShaderData.y = displayState.touchPos.y;
if (displayState.touching || displayState.clickButton) {
if (!wasTouching) {
wasTouching = true;
}
if(touchTime < 1) {
touchTime = Mathf.Min(touchTime + deltaTime / TOUCHPAD_POINT_SCALE_DURATION_SECONDS, 1);
}
} else {
wasTouching = false;
if(touchTime > 0) {
touchTime = Mathf.Max(touchTime - deltaTime / TOUCHPAD_POINT_SCALE_DURATION_SECONDS, 0);
}
}
controllerShaderData.z = touchTime;
UpdateBatteryIndicator();
materialPropertyBlock.SetVector(touchId, controllerShaderData);
materialPropertyBlock.SetColor(batteryColorId, currentBatteryColor);
// Update the renderer
controllerRenderer.SetPropertyBlock(materialPropertyBlock);
}
private void UpdateBatteryIndicator() {
GvrControllerBatteryLevel level = displayState.batteryLevel;
bool charging = displayState.batteryCharging;
switch (level) {
case GvrControllerBatteryLevel.Full:
controllerShaderData.w = BATTERY_FULL;
currentBatteryColor = GVR_BATTERY_FULL_COLOR;
break;
case GvrControllerBatteryLevel.AlmostFull:
controllerShaderData.w = BATTERY_ALMOST_FULL;
currentBatteryColor = GVR_BATTERY_FULL_COLOR;
break;
case GvrControllerBatteryLevel.Medium:
controllerShaderData.w = BATTERY_MEDIUM;
currentBatteryColor = GVR_BATTERY_MED_COLOR;
break;
case GvrControllerBatteryLevel.Low:
controllerShaderData.w = BATTERY_LOW;
currentBatteryColor = GVR_BATTERY_LOW_COLOR;
break;
case GvrControllerBatteryLevel.CriticalLow:
controllerShaderData.w = BATTERY_CRITICAL;
currentBatteryColor = GVR_BATTERY_CRITICAL_COLOR;
break;
default:
controllerShaderData.w = BATTERY_HIDDEN;
currentBatteryColor.a = 0;
break;
}
if (charging) {
controllerShaderData.w = -controllerShaderData.w;
currentBatteryColor = GVR_BATTERY_FULL_COLOR;
}
}
public void SetControllerTexture(Texture newTexture) {
controllerRenderer.material.mainTexture = newTexture;
}
}