Added VR libraries

This commit is contained in:
Chris Midkiff
2018-10-08 23:54:11 -04:00
parent d9eb2a9763
commit 7ce1036e39
1037 changed files with 195630 additions and 348 deletions

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// 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.
using UnityEngine;
/// @cond
namespace Gvr.Internal {
/// Factory that provides a concrete implementation of IControllerProvider for the
/// current platform.
static class ControllerProviderFactory {
/// Provides a concrete implementation of IControllerProvider appropriate for the current
/// platform. This method never returns null. In the worst case, it might return a dummy
/// provider if the platform is not supported. For demo purposes the emulator controller
/// is returned in the editor and in Standalone buids, for use inside the desktop player.
static internal IControllerProvider CreateControllerProvider(GvrControllerInput owner) {
// Use emualtor in editor, and in Standalone builds (for demo purposes).
#if UNITY_EDITOR
// Use the Editor controller provider that supports the controller emulator and the mouse.
return new EditorControllerProvider(owner.emulatorConnectionMode);
#elif UNITY_ANDROID
// Use the GVR C API.
return new AndroidNativeControllerProvider();
#else
// Platform not supported.
Debug.LogWarning("No controller support on this platform.");
return new DummyControllerProvider();
#endif // UNITY_EDITOR || UNITY_ANDROID
}
}
}
/// @endcond

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// Copyright 2017 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.
// This provider is only available on an Android device.
#if UNITY_ANDROID && !UNITY_EDITOR
using UnityEngine;
using System;
using System.Runtime.InteropServices;
/// @cond
namespace Gvr.Internal {
/// Controller Provider that uses the native GVR C API to communicate with controllers
/// via Google VR Services on Android.
class AndroidNativeControllerProvider : IControllerProvider {
// Note: keep structs and function signatures in sync with the C header file (gvr_controller.h).
// GVR controller option flags.
private const int GVR_CONTROLLER_ENABLE_ORIENTATION = 1 << 0;
private const int GVR_CONTROLLER_ENABLE_TOUCH = 1 << 1;
private const int GVR_CONTROLLER_ENABLE_GYRO = 1 << 2;
private const int GVR_CONTROLLER_ENABLE_ACCEL = 1 << 3;
private const int GVR_CONTROLLER_ENABLE_GESTURES = 1 << 4;
private const int GVR_CONTROLLER_ENABLE_POSE_PREDICTION = 1 << 5;
private const int GVR_CONTROLLER_ENABLE_POSITION = 1 << 6;
private const int GVR_CONTROLLER_ENABLE_BATTERY = 1 << 7;
private const int GVR_CONTROLLER_ENABLE_ARM_MODEL = 1 << 8;
// enum gvr_controller_button:
private const int GVR_CONTROLLER_BUTTON_NONE = 0;
private const int GVR_CONTROLLER_BUTTON_CLICK = 1;
private const int GVR_CONTROLLER_BUTTON_HOME = 2;
private const int GVR_CONTROLLER_BUTTON_APP = 3;
private const int GVR_CONTROLLER_BUTTON_VOLUME_UP = 4;
private const int GVR_CONTROLLER_BUTTON_VOLUME_DOWN = 5;
private const int GVR_CONTROLLER_BUTTON_RESERVED0 = 6;
private const int GVR_CONTROLLER_BUTTON_RESERVED1 = 7;
private const int GVR_CONTROLLER_BUTTON_RESERVED2 = 8;
private const int GVR_CONTROLLER_BUTTON_COUNT = 9;
// enum gvr_controller_connection_state:
private const int GVR_CONTROLLER_DISCONNECTED = 0;
private const int GVR_CONTROLLER_SCANNING = 1;
private const int GVR_CONTROLLER_CONNECTING = 2;
private const int GVR_CONTROLLER_CONNECTED = 3;
// enum gvr_controller_api_status
private const int GVR_CONTROLLER_API_OK = 0;
private const int GVR_CONTROLLER_API_UNSUPPORTED = 1;
private const int GVR_CONTROLLER_API_NOT_AUTHORIZED = 2;
private const int GVR_CONTROLLER_API_UNAVAILABLE = 3;
private const int GVR_CONTROLLER_API_SERVICE_OBSOLETE = 4;
private const int GVR_CONTROLLER_API_CLIENT_OBSOLETE = 5;
private const int GVR_CONTROLLER_API_MALFUNCTION = 6;
// The serialization of button-state used to determine which buttons are being pressed.
private readonly GvrControllerButton[] GVR_UNITY_BUTTONS = new GvrControllerButton[] {
GvrControllerButton.App,
GvrControllerButton.System,
GvrControllerButton.TouchPadButton,
GvrControllerButton.Reserved0,
GvrControllerButton.Reserved1,
GvrControllerButton.Reserved2
};
private readonly int[] GVR_BUTTONS = new int[] {
GVR_CONTROLLER_BUTTON_APP,
GVR_CONTROLLER_BUTTON_HOME,
GVR_CONTROLLER_BUTTON_CLICK,
GVR_CONTROLLER_BUTTON_RESERVED0,
GVR_CONTROLLER_BUTTON_RESERVED1,
GVR_CONTROLLER_BUTTON_RESERVED2
};
[StructLayout(LayoutKind.Sequential)]
private struct gvr_quat {
internal float x;
internal float y;
internal float z;
internal float w;
}
[StructLayout(LayoutKind.Sequential)]
private struct gvr_vec3 {
internal float x;
internal float y;
internal float z;
}
[StructLayout(LayoutKind.Sequential)]
private struct gvr_vec2 {
internal float x;
internal float y;
}
private const string dllName = GvrActivityHelper.GVR_DLL_NAME;
[DllImport(dllName)]
private static extern int gvr_controller_get_default_options();
[DllImport(dllName)]
private static extern IntPtr gvr_controller_create_and_init_android(
IntPtr jniEnv, IntPtr androidContext, IntPtr classLoader,
int options, IntPtr context);
[DllImport(dllName)]
private static extern void gvr_controller_destroy(ref IntPtr api);
[DllImport(dllName)]
private static extern void gvr_controller_pause(IntPtr api);
[DllImport(dllName)]
private static extern void gvr_controller_resume(IntPtr api);
[DllImport(dllName)]
private static extern IntPtr gvr_controller_state_create();
[DllImport(dllName)]
private static extern void gvr_controller_state_destroy(ref IntPtr state);
[DllImport(dllName)]
private static extern void gvr_controller_state_update(IntPtr api, int flags, IntPtr out_state);
[DllImport(dllName)]
private static extern int gvr_controller_state_get_api_status(IntPtr state);
[DllImport(dllName)]
private static extern int gvr_controller_state_get_connection_state(IntPtr state);
[DllImport(dllName)]
private static extern gvr_quat gvr_controller_state_get_orientation(IntPtr state);
[DllImport(dllName)]
private static extern gvr_vec3 gvr_controller_state_get_position(IntPtr state);
[DllImport(dllName)]
private static extern gvr_vec3 gvr_controller_state_get_gyro(IntPtr state);
[DllImport(dllName)]
private static extern gvr_vec3 gvr_controller_state_get_accel(IntPtr state);
[DllImport(dllName)]
private static extern byte gvr_controller_state_is_touching(IntPtr state);
[DllImport(dllName)]
private static extern gvr_vec2 gvr_controller_state_get_touch_pos(IntPtr state);
[DllImport(dllName)]
private static extern byte gvr_controller_state_get_touch_down(IntPtr state);
[DllImport(dllName)]
private static extern byte gvr_controller_state_get_touch_up(IntPtr state);
[DllImport(dllName)]
private static extern byte gvr_controller_state_get_recentered(IntPtr state);
[DllImport(dllName)]
private static extern byte gvr_controller_state_get_button_state(IntPtr state, int button);
[DllImport(dllName)]
private static extern byte gvr_controller_state_get_button_down(IntPtr state, int button);
[DllImport(dllName)]
private static extern byte gvr_controller_state_get_button_up(IntPtr state, int button);
[DllImport(dllName)]
private static extern long gvr_controller_state_get_last_orientation_timestamp(IntPtr state);
[DllImport(dllName)]
private static extern long gvr_controller_state_get_last_gyro_timestamp(IntPtr state);
[DllImport(dllName)]
private static extern long gvr_controller_state_get_last_accel_timestamp(IntPtr state);
[DllImport(dllName)]
private static extern long gvr_controller_state_get_last_touch_timestamp(IntPtr state);
[DllImport(dllName)]
private static extern long gvr_controller_state_get_last_button_timestamp(IntPtr state);
[DllImport(dllName)]
private static extern byte gvr_controller_state_get_battery_charging(IntPtr state);
[DllImport(dllName)]
private static extern int gvr_controller_state_get_battery_level(IntPtr state);
[DllImport(dllName)]
private static extern long gvr_controller_state_get_last_battery_timestamp(IntPtr state);
[DllImport(dllName)]
private static extern int gvr_controller_get_count(IntPtr api);
private const string VRCORE_UTILS_CLASS = "com.google.vr.vrcore.base.api.VrCoreUtils";
private IntPtr api;
private bool hasBatteryMethods = false;
private AndroidJavaObject androidContext;
private AndroidJavaObject classLoader;
private bool error = false;
private string errorDetails = string.Empty;
private IntPtr statePtr;
private MutablePose3D pose3d = new MutablePose3D();
private GvrControllerButton[] lastButtonsState = new GvrControllerButton[2];
public bool SupportsBatteryStatus {
get { return hasBatteryMethods; }
}
public int MaxControllerCount {
get {
if (api == IntPtr.Zero) {
return 0;
}
return gvr_controller_get_count(api);
}
}
internal AndroidNativeControllerProvider() {
// Debug.Log("Initializing Daydream controller API.");
int options = gvr_controller_get_default_options();
options |= GVR_CONTROLLER_ENABLE_ACCEL;
options |= GVR_CONTROLLER_ENABLE_GYRO;
options |= GVR_CONTROLLER_ENABLE_POSITION;
statePtr = gvr_controller_state_create();
// Get a hold of the activity, context and class loader.
AndroidJavaObject activity = GvrActivityHelper.GetActivity();
if (activity == null) {
error = true;
errorDetails = "Failed to get Activity from Unity Player.";
return;
}
androidContext = GvrActivityHelper.GetApplicationContext(activity);
if (androidContext == null) {
error = true;
errorDetails = "Failed to get Android application context from Activity.";
return;
}
classLoader = GetClassLoaderFromActivity(activity);
if (classLoader == null) {
error = true;
errorDetails = "Failed to get class loader from Activity.";
return;
}
// Use IntPtr instead of GetRawObject() so that Unity can shut down gracefully on
// Application.Quit(). Note that GetRawObject() is not pinned by the receiver so it's not
// cleaned up appropriately on shutdown, which is a known bug in Unity.
IntPtr androidContextPtr = AndroidJNI.NewLocalRef(androidContext.GetRawObject());
IntPtr classLoaderPtr = AndroidJNI.NewLocalRef(classLoader.GetRawObject());
Debug.Log ("Creating and initializing GVR API controller object.");
api = gvr_controller_create_and_init_android (IntPtr.Zero, androidContextPtr, classLoaderPtr,
options, IntPtr.Zero);
AndroidJNI.DeleteLocalRef(androidContextPtr);
AndroidJNI.DeleteLocalRef(classLoaderPtr);
if (IntPtr.Zero == api) {
Debug.LogError("Error creating/initializing Daydream controller API.");
error = true;
errorDetails = "Failed to initialize Daydream controller API.";
return;
}
try {
gvr_controller_state_get_battery_charging(statePtr);
gvr_controller_state_get_battery_level(statePtr);
hasBatteryMethods = true;
} catch (EntryPointNotFoundException) {
// Older VrCore version. Does not support battery indicator.
// Note that controller API is not dynamically loaded as of June 2017 (b/35662043),
// so we'll need to support this case indefinitely...
}
// Debug.Log("GVR API successfully initialized. Now resuming it.");
gvr_controller_resume(api);
// Debug.Log("GVR API resumed.");
}
public void Dispose() {
Dispose(true);
GC.SuppressFinalize(this);
}
protected virtual void Dispose(bool disposing) {
if (disposing) {
// Debug.Log("Destroying GVR API structures.");
gvr_controller_state_destroy(ref statePtr);
gvr_controller_destroy(ref api);
if (statePtr != IntPtr.Zero) {
Debug.LogError("gvr_controller_state not zeroed after destroy");
}
if (api != IntPtr.Zero) {
Debug.LogError("gvr_controller_api not zeroed after destroy");
}
// Debug.Log("AndroidNativeControllerProvider destroyed.");
}
}
public void ReadState(ControllerState outState, int controller_id) {
if (error) {
outState.connectionState = GvrConnectionState.Error;
outState.apiStatus = GvrControllerApiStatus.Error;
outState.errorDetails = errorDetails;
return;
}
if (api == IntPtr.Zero || statePtr == IntPtr.Zero) {
Debug.LogError("AndroidNativeControllerProvider used after dispose.");
return;
}
gvr_controller_state_update(api, controller_id, statePtr);
outState.connectionState = ConvertConnectionState(
gvr_controller_state_get_connection_state(statePtr));
outState.apiStatus = ConvertControllerApiStatus(
gvr_controller_state_get_api_status(statePtr));
gvr_quat rawOri = gvr_controller_state_get_orientation(statePtr);
gvr_vec3 rawAccel = gvr_controller_state_get_accel(statePtr);
gvr_vec3 rawGyro = gvr_controller_state_get_gyro(statePtr);
gvr_vec3 rawPos = gvr_controller_state_get_position(statePtr);
// Convert GVR API orientation (right-handed) into Unity axis system (left-handed).
pose3d.Set(new Vector3(rawPos.x,rawPos.y,rawPos.z), new Quaternion(rawOri.x, rawOri.y, rawOri.z, rawOri.w));
pose3d.SetRightHanded(pose3d.Matrix);
outState.orientation = pose3d.Orientation;
outState.position = pose3d.Position;
// For accelerometer, we have to flip Z because the GVR API has Z pointing backwards
// and Unity has Z pointing forward.
outState.accel = new Vector3(rawAccel.x, rawAccel.y, -rawAccel.z);
// Gyro in GVR represents a right-handed angular velocity about each axis (positive means
// clockwise when sighting along axis). Since Unity uses a left-handed system, we flip the
// signs to adjust the sign of the rotational velocity (so that positive means
// counter-clockwise). In addition, since in Unity the Z axis points forward while GVR
// has Z pointing backwards, we flip the Z axis sign again. So the result is that
// we should use -X, -Y, +Z:
outState.gyro = new Vector3(-rawGyro.x, -rawGyro.y, rawGyro.z);
gvr_vec2 touchPos = gvr_controller_state_get_touch_pos(statePtr);
outState.touchPos = new Vector2(touchPos.x, touchPos.y);
outState.buttonsState = 0;
for (int i=0; i<GVR_BUTTONS.Length; i++) {
if (0 != gvr_controller_state_get_button_state(statePtr, GVR_BUTTONS[i])) {
outState.buttonsState |= GVR_UNITY_BUTTONS[i];
}
}
if (0 != gvr_controller_state_is_touching(statePtr)) {
outState.buttonsState |= GvrControllerButton.TouchPadTouch;
}
outState.SetButtonsUpDownFromPrevious(lastButtonsState[controller_id]);
lastButtonsState[controller_id] = outState.buttonsState;
outState.recentered = 0 != gvr_controller_state_get_recentered(statePtr);
outState.gvrPtr = statePtr;
if (hasBatteryMethods) {
outState.isCharging = 0 != gvr_controller_state_get_battery_charging(statePtr);
outState.batteryLevel = (GvrControllerBatteryLevel)gvr_controller_state_get_battery_level(statePtr);
}
}
public void OnPause() {
if (IntPtr.Zero != api) {
gvr_controller_pause(api);
}
}
public void OnResume() {
if (IntPtr.Zero != api) {
gvr_controller_resume(api);
}
}
private GvrConnectionState ConvertConnectionState(int connectionState) {
switch (connectionState) {
case GVR_CONTROLLER_CONNECTED:
return GvrConnectionState.Connected;
case GVR_CONTROLLER_CONNECTING:
return GvrConnectionState.Connecting;
case GVR_CONTROLLER_SCANNING:
return GvrConnectionState.Scanning;
default:
return GvrConnectionState.Disconnected;
}
}
private GvrControllerApiStatus ConvertControllerApiStatus(int gvrControllerApiStatus) {
switch (gvrControllerApiStatus) {
case GVR_CONTROLLER_API_OK:
return GvrControllerApiStatus.Ok;
case GVR_CONTROLLER_API_UNSUPPORTED:
return GvrControllerApiStatus.Unsupported;
case GVR_CONTROLLER_API_NOT_AUTHORIZED:
return GvrControllerApiStatus.NotAuthorized;
case GVR_CONTROLLER_API_SERVICE_OBSOLETE:
return GvrControllerApiStatus.ApiServiceObsolete;
case GVR_CONTROLLER_API_CLIENT_OBSOLETE:
return GvrControllerApiStatus.ApiClientObsolete;
case GVR_CONTROLLER_API_MALFUNCTION:
return GvrControllerApiStatus.ApiMalfunction;
case GVR_CONTROLLER_API_UNAVAILABLE:
default: // Fall through.
return GvrControllerApiStatus.Unavailable;
}
}
private static void UpdateInputEvents(bool currentState, ref bool previousState, ref bool up, ref bool down) {
down = !previousState && currentState;
up = previousState && !currentState;
previousState = currentState;
}
private static AndroidJavaObject GetClassLoaderFromActivity(AndroidJavaObject activity) {
AndroidJavaObject result = activity.Call<AndroidJavaObject>("getClassLoader");
if (result == null) {
Debug.LogErrorFormat("Failed to get class loader from Activity.");
return null;
}
return result;
}
private static int GetVrCoreClientApiVersion(AndroidJavaObject activity) {
try {
AndroidJavaClass utilsClass = new AndroidJavaClass(VRCORE_UTILS_CLASS);
int apiVersion = utilsClass.CallStatic<int>("getVrCoreClientApiVersion", activity);
// Debug.LogFormat("VrCore client API version: " + apiVersion);
return apiVersion;
} catch (Exception exc) {
// Even though a catch-all block is normally frowned upon, in this case we really
// need it because this method has to be robust to unpredictable circumstances:
// VrCore might not exist in the device, the Java layer might be broken, etc, etc.
// None of those should abort the app.
Debug.LogError("Error obtaining VrCore client API version: " + exc);
return 0;
}
}
}
}
/// @endcond
#endif // UNITY_ANDROID && !UNITY_EDITOR

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// 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.
using Gvr;
/// @cond
namespace Gvr.Internal {
/// Dummy controller provider.
/// Used in platforms that do not support controllers.
class DummyControllerProvider : IControllerProvider {
private ControllerState dummyState = new ControllerState();
public bool SupportsBatteryStatus {
get { return false; }
}
public int MaxControllerCount {
get { return 1; }
}
internal DummyControllerProvider() {}
public void Dispose() {}
public void ReadState(ControllerState outState,int controller_id) {
outState.CopyFrom(dummyState);
}
public void OnPause() {}
public void OnResume() {}
}
}
/// @endcond

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// Copyright 2017 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.
// This provider is only available in the editor.
#if UNITY_EDITOR
using Gvr;
namespace Gvr.Internal {
/// Controller provider used when playing in the Unity Editor.
/// Supports the Controller Emulator and Mouse input to mock the controller.
class EditorControllerProvider : IControllerProvider {
private EmulatorControllerProvider emulatorControllerProvider;
private MouseControllerProvider mouseControllerProvider;
#if UNITY_HAS_GOOGLEVR
/// Helper class to get Instant Preview controller events if connected.
private InstantPreviewControllerProvider instantPreviewControllerProvider =
new InstantPreviewControllerProvider();
#endif // UNITY_HAS_GOOGLEVR
ControllerState emulatorState = new ControllerState();
ControllerState mouseState = new ControllerState();
public bool SupportsBatteryStatus {
get { return emulatorControllerProvider.SupportsBatteryStatus; }
}
public int MaxControllerCount {
get { return 1; }
}
internal EditorControllerProvider(GvrControllerInput.EmulatorConnectionMode connectionMode) {
emulatorControllerProvider = new EmulatorControllerProvider(connectionMode);
mouseControllerProvider = new MouseControllerProvider();
}
public void Dispose() {}
public void ReadState(ControllerState outState, int controller_id) {
if (controller_id != 0) {
return;
}
#if UNITY_HAS_GOOGLEVR
if (InstantPreview.Instance != null
&& InstantPreview.Instance.IsCurrentlyConnected
&& !EmulatorManager.Instance.Connected) {
// Uses Instant Preview to get controller state if connected.
instantPreviewControllerProvider.ReadState(outState);
return;
}
#endif // UNITY_HAS_GOOGLEVR
// If Instant Preview is not connected, tries to use the emulator or
// mouse.
emulatorControllerProvider.ReadState(emulatorState, controller_id);
mouseControllerProvider.ReadState(mouseState, controller_id);
// Defaults to mouse state if the emulator isn't available.
if (emulatorState.connectionState != GvrConnectionState.Connected
&& mouseState.connectionState == GvrConnectionState.Connected) {
outState.CopyFrom(mouseState);
} else {
outState.CopyFrom(emulatorState);
}
}
public void OnPause() {
emulatorControllerProvider.OnPause();
mouseControllerProvider.OnPause();
}
public void OnResume() {
emulatorControllerProvider.OnResume();
mouseControllerProvider.OnResume();
}
}
}
#endif // UNITY_EDITOR

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// 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.
// This class is only used in the Editor, so make sure to only compile it on that platform.
// Additionally, it depends on EmulatorManager which is only compiled in the editor.
#if UNITY_EDITOR
using UnityEngine;
/// @cond
namespace Gvr.Internal {
/// Controller provider that connects to the controller emulator to obtain controller events.
class EmulatorControllerProvider : IControllerProvider {
private ControllerState state = new ControllerState();
/// Yaw correction due to recentering.
private Quaternion yawCorrection = Quaternion.identity;
/// True if we performed the initial recenter.
private bool initialRecenterDone = false;
/// The last (uncorrected) orientation received from the emulator.
private Quaternion lastRawOrientation = Quaternion.identity;
private GvrControllerButton lastButtonsState;
public bool SupportsBatteryStatus {
get { return true; }
}
public int MaxControllerCount {
get { return 1; }
}
/// Creates a new EmulatorControllerProvider with the specified settings.
internal EmulatorControllerProvider(GvrControllerInput.EmulatorConnectionMode connectionMode) {
if (connectionMode == GvrControllerInput.EmulatorConnectionMode.USB) {
EmulatorConfig.Instance.PHONE_EVENT_MODE = EmulatorConfig.Mode.USB;
} else if (connectionMode == GvrControllerInput.EmulatorConnectionMode.WIFI) {
EmulatorConfig.Instance.PHONE_EVENT_MODE = EmulatorConfig.Mode.WIFI;
} else {
EmulatorConfig.Instance.PHONE_EVENT_MODE = EmulatorConfig.Mode.OFF;
}
EmulatorManager.Instance.touchEventListeners += HandleTouchEvent;
EmulatorManager.Instance.orientationEventListeners += HandleOrientationEvent;
EmulatorManager.Instance.buttonEventListeners += HandleButtonEvent;
EmulatorManager.Instance.gyroEventListeners += HandleGyroEvent;
EmulatorManager.Instance.accelEventListeners += HandleAccelEvent;
}
public void Dispose() {}
public void ReadState(ControllerState outState, int controller_id) {
if (controller_id != 0) {
return;
}
lock (state) {
state.connectionState = GvrConnectionState.Connected;
if (!EmulatorManager.Instance.Connected) {
state.connectionState = EmulatorManager.Instance.Connecting ?
GvrConnectionState.Connecting : GvrConnectionState.Disconnected;
}
state.apiStatus = EmulatorManager.Instance.Connected ? GvrControllerApiStatus.Ok :
GvrControllerApiStatus.Unavailable;
// During emulation, just assume the controller is fully charged
state.isCharging = false;
state.batteryLevel = GvrControllerBatteryLevel.Full;
state.SetButtonsUpDownFromPrevious(lastButtonsState);
lastButtonsState = state.buttonsState;
outState.CopyFrom(state);
}
state.ClearTransientState();
}
public void OnPause() {}
public void OnResume() {}
private void HandleTouchEvent(EmulatorTouchEvent touchEvent) {
if (touchEvent.pointers.Count < 1) return;
EmulatorTouchEvent.Pointer pointer = touchEvent.pointers[0];
lock (state) {
state.touchPos = new Vector2(pointer.normalizedX, pointer.normalizedY);
switch (touchEvent.getActionMasked()) {
case EmulatorTouchEvent.Action.kActionDown:
state.buttonsState |= GvrControllerButton.TouchPadTouch;
break;
case EmulatorTouchEvent.Action.kActionMove:
state.buttonsState |= GvrControllerButton.TouchPadTouch;
break;
case EmulatorTouchEvent.Action.kActionUp:
state.buttonsState &= ~GvrControllerButton.TouchPadTouch;
break;
}
}
}
private void HandleOrientationEvent(EmulatorOrientationEvent orientationEvent) {
lastRawOrientation = ConvertEmulatorQuaternion(orientationEvent.orientation);
if (!initialRecenterDone) {
Recenter();
initialRecenterDone = true;
}
lock (state) {
state.orientation = yawCorrection * lastRawOrientation;
}
}
private void HandleButtonEvent(EmulatorButtonEvent buttonEvent) {
GvrControllerButton buttonMask = 0;
switch (buttonEvent.code) {
case EmulatorButtonEvent.ButtonCode.kApp:
buttonMask = GvrControllerButton.App;
break;
case EmulatorButtonEvent.ButtonCode.kHome:
buttonMask = GvrControllerButton.System;
break;
case EmulatorButtonEvent.ButtonCode.kClick:
buttonMask = GvrControllerButton.TouchPadButton;
break;
}
if (buttonMask != 0) {
lock (state) {
state.buttonsState &= ~buttonMask;
if (buttonEvent.down) {
state.buttonsState |= buttonMask;
}
}
if (buttonMask == GvrControllerButton.System) {
if (!buttonEvent.down) {
// Finished the recentering gesture. Recenter controller.
Recenter();
}
}
}
}
private void HandleGyroEvent(EmulatorGyroEvent gyroEvent) {
lock (state) {
state.gyro = ConvertEmulatorGyro(gyroEvent.value);
}
}
private void HandleAccelEvent(EmulatorAccelEvent accelEvent) {
lock (state) {
state.accel = ConvertEmulatorAccel(accelEvent.value);
}
}
private static Quaternion ConvertEmulatorQuaternion(Quaternion emulatorQuat) {
// Convert from the emulator's coordinate space to Unity's standard coordinate space.
return new Quaternion(emulatorQuat.x, -emulatorQuat.z, emulatorQuat.y, emulatorQuat.w);
}
private static Vector3 ConvertEmulatorGyro(Vector3 emulatorGyro) {
// Convert from the emulator's coordinate space to Unity's standard coordinate space.
return new Vector3(-emulatorGyro.x, -emulatorGyro.z, -emulatorGyro.y);
}
private static Vector3 ConvertEmulatorAccel(Vector3 emulatorAccel) {
// Convert from the emulator's coordinate space to Unity's standard coordinate space.
return new Vector3(emulatorAccel.x, emulatorAccel.z, emulatorAccel.y);
}
private void Recenter() {
lock (state) {
// We want the current orientation to be "forward" so, we set the yaw correction
// to undo the current rotation's yaw.
yawCorrection = Quaternion.AngleAxis(-lastRawOrientation.eulerAngles.y, Vector3.up);
state.orientation = Quaternion.identity;
state.recentered = true;
}
}
}
}
/// @endcond
#endif // UNITY_EDITOR

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// Copyright 2017 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.
using Gvr;
using UnityEngine;
namespace Gvr.Internal {
/// Mocks controller input by using the mouse.
/// The controller is connected when holding left shift.
/// Move the mouse to control gyroscope and orientation.
/// The left mouse button is used for the clickButton.
/// The right mouse button is used for the appButton.
/// The middle mouse button is used for the homeButton.
class MouseControllerProvider : IControllerProvider {
private const string AXIS_MOUSE_X = "Mouse X";
private const string AXIS_MOUSE_Y = "Mouse Y";
private ControllerState state = new ControllerState();
private Vector2 mouseDelta = new Vector2();
/// Need to store the state of the buttons from the previous frame.
/// This is because Input.GetMouseButtonDown and Input.GetMouseButtonUp
/// don't work when called after WaitForEndOfFrame, which is when ReadState is called.
private bool wasTouching;
private GvrControllerButton lastButtonsState;
private const float ROTATE_SENSITIVITY = 4.5f;
private const float TOUCH_SENSITIVITY = .12f;
private static readonly Vector3 INVERT_Y = new Vector3(1, -1, 1);
public static bool IsMouseAvailable {
get {
return Input.mousePresent && IsActivateButtonPressed;
}
}
public static bool IsActivateButtonPressed {
get {
return Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift);
}
}
public static bool IsClickButtonPressed {
get {
return Input.GetMouseButton(0);
}
}
public static bool IsAppButtonPressed {
get {
return Input.GetMouseButton(1);
}
}
public static bool IsHomeButtonPressed {
get {
return Input.GetMouseButton(2);
}
}
public static bool IsTouching {
get {
return Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl);
}
}
public bool SupportsBatteryStatus {
get { return false; }
}
public int MaxControllerCount {
get { return 1; }
}
internal MouseControllerProvider() {}
public void Dispose() {}
public void ReadState(ControllerState outState, int controller_id) {
if (controller_id != 0) {
return;
}
lock (state) {
UpdateState();
outState.CopyFrom(state);
}
state.ClearTransientState();
}
public void OnPause() {}
public void OnResume() {}
private void UpdateState() {
GvrCursorHelper.ControllerEmulationActive = IsMouseAvailable;
if (!IsMouseAvailable) {
ClearState();
return;
}
state.connectionState = GvrConnectionState.Connected;
state.apiStatus = GvrControllerApiStatus.Ok;
state.isCharging = false;
state.batteryLevel = GvrControllerBatteryLevel.Full;
UpdateButtonStates();
mouseDelta.Set(
Input.GetAxis(AXIS_MOUSE_X),
Input.GetAxis(AXIS_MOUSE_Y)
);
if (0 != (state.buttonsState & GvrControllerButton.TouchPadTouch)) {
UpdateTouchPos();
} else {
UpdateOrientation();
}
}
private void UpdateTouchPos() {
Vector3 currentMousePosition = Input.mousePosition;
Vector2 touchDelta = mouseDelta * TOUCH_SENSITIVITY;
touchDelta.y *= -1.0f;
state.touchPos += touchDelta;
state.touchPos.x = Mathf.Clamp01(state.touchPos.x);
state.touchPos.y = Mathf.Clamp01(state.touchPos.y);
}
private void UpdateOrientation() {
Vector3 deltaDegrees = Vector3.Scale(mouseDelta, INVERT_Y) * ROTATE_SENSITIVITY;
state.gyro = deltaDegrees * (Mathf.Deg2Rad / Time.deltaTime);
Quaternion yaw = Quaternion.AngleAxis(deltaDegrees.x, Vector3.up);
Quaternion pitch = Quaternion.AngleAxis(deltaDegrees.y, Vector3.right);
state.orientation = state.orientation * yaw * pitch;
}
private void UpdateButtonStates() {
state.buttonsState = 0;
if (IsClickButtonPressed) {
state.buttonsState |= GvrControllerButton.TouchPadButton;
}
if (IsAppButtonPressed) {
state.buttonsState |= GvrControllerButton.App;
}
if (IsHomeButtonPressed) {
state.buttonsState |= GvrControllerButton.System;
}
if (IsTouching) {
state.buttonsState |= GvrControllerButton.TouchPadTouch;
}
state.SetButtonsUpDownFromPrevious(lastButtonsState);
lastButtonsState = state.buttonsState;
if (0 != (state.buttonsUp & GvrControllerButton.TouchPadTouch)) {
ClearTouchPos();
}
if (0 != (state.buttonsUp & GvrControllerButton.System)) {
Recenter();
}
}
private void Recenter() {
Quaternion yawCorrection = Quaternion.AngleAxis(-state.orientation.eulerAngles.y, Vector3.up);
state.orientation = state.orientation * yawCorrection;
state.recentered = true;
}
private void ClearTouchPos() {
state.touchPos = new Vector2(0.5f, 0.5f);
}
private void ClearState() {
state.connectionState = GvrConnectionState.Disconnected;
state.buttonsState = 0;
state.buttonsDown = 0;
state.buttonsUp = 0;
ClearTouchPos();
}
}
}

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// 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.
using UnityEngine;
using System;
using Gvr;
/// @cond
namespace Gvr.Internal {
/// Internal representation of the controller's current state.
/// This representation is used by controller providers to represent the controller's state.
///
/// The fields in this class have identical meanings to their correspondents in the GVR C API,
/// so they are not redundantly documented here.
class ControllerState {
internal GvrConnectionState connectionState = GvrConnectionState.Disconnected;
internal GvrControllerApiStatus apiStatus = GvrControllerApiStatus.Unavailable;
internal Quaternion orientation = Quaternion.identity;
internal Vector3 position = Vector3.zero;
internal Vector3 gyro = Vector3.zero;
internal Vector3 accel = Vector3.zero;
internal Vector2 touchPos = Vector2.zero;
internal bool recentered = false;
internal GvrControllerButton buttonsState;
internal GvrControllerButton buttonsDown;
internal GvrControllerButton buttonsUp;
internal string errorDetails = "";
internal IntPtr gvrPtr = IntPtr.Zero;
internal bool isCharging = false;
internal GvrControllerBatteryLevel batteryLevel = GvrControllerBatteryLevel.Unknown;
public void CopyFrom(ControllerState other) {
connectionState = other.connectionState;
apiStatus = other.apiStatus;
orientation = other.orientation;
position = other.position;
gyro = other.gyro;
accel = other.accel;
touchPos = other.touchPos;
recentered = other.recentered;
buttonsState = other.buttonsState;
buttonsDown = other.buttonsDown;
buttonsUp = other.buttonsUp;
errorDetails = other.errorDetails;
gvrPtr = other.gvrPtr;
isCharging = other.isCharging;
batteryLevel = other.batteryLevel;
}
/// Resets the transient state (the state variables that represent events, and which are true
/// for only one frame).
public void ClearTransientState() {
recentered = false;
buttonsState = 0;
buttonsDown = 0;
buttonsUp = 0;
}
public void SetButtonsUpDownFromPrevious(GvrControllerButton prevButtonsState) {
buttonsDown = ~prevButtonsState & buttonsState;
buttonsUp = prevButtonsState & ~buttonsState;
}
}
}
/// @endcond

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// Copyright 2018 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.
using UnityEngine;
using System;
using Gvr;
/// @cond
namespace Gvr.Internal {
class ControllerUtils {
/// Convenience array of all hands.
public static GvrControllerHand[] AllHands = {
GvrControllerHand.Right,
GvrControllerHand.Left,
};
/// Returns true while the user holds down any of buttons specified in `buttons` on
/// any controller.
public static bool AnyButton(GvrControllerButton buttons) {
bool ret = false;
foreach (var hand in AllHands) {
GvrControllerInputDevice device = GvrControllerInput.GetDevice(hand);
ret |= device.GetButton(buttons);
}
return ret;
}
/// Returns true in the frame the user starts pressing down any of buttons specified
/// in `buttons` on any controller.
public static bool AnyButtonDown(GvrControllerButton buttons) {
bool ret = false;
foreach (var hand in AllHands) {
GvrControllerInputDevice device = GvrControllerInput.GetDevice(hand);
ret |= device.GetButtonDown(buttons);
}
return ret;
}
/// Returns true the frame after the user stops pressing down any of buttons specified
/// in `buttons` on any controller.
public static bool AnyButtonUp(GvrControllerButton buttons) {
bool ret = false;
foreach (var hand in AllHands) {
GvrControllerInputDevice device = GvrControllerInput.GetDevice(hand);
ret |= device.GetButtonUp(buttons);
}
return ret;
}
}
}
/// @endcond

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// 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.
// This class is only used in the Editor, so make sure to only compile it on that platform.
// Additionally, If this class is compiled on Android then Unity will insert the INTERNET permission
// into the manifest because of the reference to the type TCPClient. Excluding this class in the android
// build ensures that it is only included if the developer using the SDK actually uses INTERNET related services.
// This MonoBehaviour is only ever instantiated dynamically, so it is fine that it is only compiled in the Editor,
// Otherwise it would cause serialization issues.
#if UNITY_EDITOR
using UnityEngine;
using System;
using System.IO;
using System.Net.Sockets;
using System.Threading;
using proto;
/// @cond
namespace Gvr.Internal {
public enum EmulatorClientSocketConnectionState {
Disconnected = 0,
Connecting = 1,
Connected = 2,
};
class EmulatorClientSocket : MonoBehaviour {
private static readonly int kPhoneEventPort = 7003;
private const int kSocketReadTimeoutMillis = 5000;
// Minimum interval, in seconds, between attempts to reconnect the socket.
private const float kMinReconnectInterval = 1f;
private TcpClient phoneMirroringSocket;
private Thread phoneEventThread;
private volatile bool shouldStop = false;
// Flag used to limit connection state logging to initial failure and successful reconnects.
private volatile bool lastConnectionAttemptWasSuccessful = true;
private EmulatorManager phoneRemote;
public EmulatorClientSocketConnectionState connected { get; private set; }
public void Init(EmulatorManager remote) {
phoneRemote = remote;
if (EmulatorConfig.Instance.PHONE_EVENT_MODE != EmulatorConfig.Mode.OFF) {
phoneEventThread = new Thread(phoneEventSocketLoop);
phoneEventThread.IsBackground = true;
phoneEventThread.Start();
}
}
private void phoneEventSocketLoop() {
while (!shouldStop) {
long lastConnectionAttemptTime = DateTime.Now.Ticks;
try {
phoneConnect();
} catch(Exception e) {
if (lastConnectionAttemptWasSuccessful) {
Debug.LogWarningFormat("{0}\n{1}", e.Message, e.StackTrace);
// Suppress additional failures until we have successfully reconnected.
lastConnectionAttemptWasSuccessful = false;
}
}
// Wait a while in order to enforce the minimum time between connection attempts.
TimeSpan elapsed = new TimeSpan(DateTime.Now.Ticks - lastConnectionAttemptTime);
float toWait = kMinReconnectInterval - (float) elapsed.TotalSeconds;
if (toWait > 0) {
Thread.Sleep((int) (toWait * 1000));
}
}
}
private void phoneConnect() {
string addr = EmulatorConfig.Instance.PHONE_EVENT_MODE == EmulatorConfig.Mode.USB
? EmulatorConfig.USB_SERVER_IP : EmulatorConfig.WIFI_SERVER_IP;
try {
if (EmulatorConfig.Instance.PHONE_EVENT_MODE == EmulatorConfig.Mode.USB) {
setupPortForwarding(kPhoneEventPort);
}
TcpClient tcpClient = new TcpClient(addr, kPhoneEventPort);
connected = EmulatorClientSocketConnectionState.Connecting;
ProcessConnection(tcpClient);
tcpClient.Close();
} finally {
connected = EmulatorClientSocketConnectionState.Disconnected;
}
}
private void setupPortForwarding(int port) {
#if !UNITY_WEBPLAYER
string adbCommand = string.Format("adb forward tcp:{0} tcp:{0}", port);
System.Diagnostics.Process myProcess = new System.Diagnostics.Process();
string processFilename;
string processArguments;
int kExitCodeCommandNotFound;
if (Application.platform == RuntimePlatform.WindowsEditor ||
Application.platform == RuntimePlatform.WindowsPlayer) {
processFilename = "CMD.exe";
processArguments = @"/k " + adbCommand + " & exit";
// See "Common Error Lookup Tool" (https://www.microsoft.com/en-us/download/details.aspx?id=985)
// MSG_DIR_BAD_COMMAND_OR_FILE (cmdmsg.h)
kExitCodeCommandNotFound = 9009; // 0x2331
} else { // Unix
processFilename = "bash";
processArguments = string.Format("-l -c \"{0}\"", adbCommand);
// "command not found" (see http://tldp.org/LDP/abs/html/exitcodes.html)
kExitCodeCommandNotFound = 127;
}
System.Diagnostics.ProcessStartInfo myProcessStartInfo =
new System.Diagnostics.ProcessStartInfo(processFilename, processArguments);
myProcessStartInfo.UseShellExecute = false;
myProcessStartInfo.RedirectStandardError = true;
myProcessStartInfo.CreateNoWindow = true;
myProcess.StartInfo = myProcessStartInfo;
myProcess.Start();
myProcess.WaitForExit();
// Also wait for HasExited here, to avoid ExitCode access below occasionally throwing InvalidOperationException
while (!myProcess.HasExited) {
Thread.Sleep(1);
}
int exitCode = myProcess.ExitCode;
string standardError = myProcess.StandardError.ReadToEnd();
myProcess.Close();
if (exitCode == 0) {
// Port forwarding setup successfully.
return;
}
if (exitCode == kExitCodeCommandNotFound) {
// Caught by phoneEventSocketLoop.
throw new Exception(
"Android Debug Bridge (`adb`) command not found." +
"\nVerify that the Android SDK is installed and that the directory containing" +
" `adb` is included in your PATH environment variable.");
}
// Caught by phoneEventSocketLoop.
throw new Exception(
string.Format(
"Failed to setup port forwarding." +
" Exit code {0} returned by process: {1} {2}\n{3}",
exitCode, processFilename, processArguments, standardError));
#endif // !UNITY_WEBPLAYER
}
private void ProcessConnection(TcpClient tcpClient) {
byte[] buffer = new byte[4];
NetworkStream stream = tcpClient.GetStream();
stream.ReadTimeout = kSocketReadTimeoutMillis;
tcpClient.ReceiveTimeout = kSocketReadTimeoutMillis;
while (!shouldStop) {
int bytesRead = blockingRead(stream, buffer, 0, 4);
if (bytesRead < 4) {
// Caught by phoneEventSocketLoop.
throw new Exception(
"Failed to read from controller emulator app event socket." +
"\nVerify that the controller emulator app is running.");
}
int msgLen = unpack32bits(correctEndianness(buffer), 0);
byte[] dataBuffer = new byte[msgLen];
bytesRead = blockingRead(stream, dataBuffer, 0, msgLen);
if (bytesRead < msgLen) {
// Caught by phoneEventSocketLoop.
throw new Exception(
"Failed to read from controller emulator app event socket." +
"\nVerify that the controller emulator app is running.");
}
PhoneEvent proto =
PhoneEvent.CreateBuilder().MergeFrom(dataBuffer).Build();
phoneRemote.OnPhoneEvent(proto);
connected = EmulatorClientSocketConnectionState.Connected;
if (!lastConnectionAttemptWasSuccessful) {
Debug.Log("Successfully connected to controller emulator app.");
// Log first failure after after successful read from event socket.
lastConnectionAttemptWasSuccessful = true;
}
}
}
private int blockingRead(NetworkStream stream, byte[] buffer, int index,
int count) {
int bytesRead = 0;
while (!shouldStop && bytesRead < count) {
try {
int n = stream.Read(buffer, index + bytesRead, count - bytesRead);
if (n <= 0) {
// Failed to read.
return -1;
}
bytesRead += n;
} catch (IOException) {
// Read failed or timed out.
return -1;
} catch (ObjectDisposedException) {
// Socket closed.
return -1;
}
}
return bytesRead;
}
void OnDestroy() {
shouldStop = true;
if (phoneMirroringSocket != null) {
phoneMirroringSocket.Close ();
phoneMirroringSocket = null;
}
if (phoneEventThread != null) {
phoneEventThread.Join();
}
}
private int unpack32bits(byte[] array, int offset) {
int num = 0;
for (int i = 0; i < 4; i++) {
num += array [offset + i] << (i * 8);
}
return num;
}
static private byte[] correctEndianness(byte[] array) {
if (BitConverter.IsLittleEndian)
Array.Reverse(array);
return array;
}
}
}
/// @endcond
#endif // UNITY_EDITOR

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// 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.
using UnityEngine;
/// @cond
namespace Gvr.Internal {
class EmulatorConfig : MonoBehaviour {
public static EmulatorConfig Instance {
get {
if (instance == null) {
EmulatorConfig[] configs = (EmulatorConfig[]) FindObjectsOfType(typeof(EmulatorConfig));
if (configs.Length == 1) {
instance = configs[0];
} else if (configs.Length > 1) {
Debug.LogError(
"Multiple PhoneRemote/Config objects in scene. Ignoring all.");
}
}
if (instance == null) {
var gameObject = new GameObject("PhoneRemoteConfig");
instance = gameObject.AddComponent<EmulatorConfig>();
DontDestroyOnLoad(instance);
}
return instance;
}
}
private static EmulatorConfig instance = null;
public enum Mode {
OFF,
USB,
WIFI,
}
// Set this value to match how the PC is connected to the phone that is
// streaming gyro, accel, and touch events. Set to OFF if using Wifi instead.
public Mode PHONE_EVENT_MODE = Mode.USB;
/*----- Internal Parameters (should not require any changes). -----*/
// IP address of the phone, when connected to the PC via USB.
public static readonly string USB_SERVER_IP = "127.0.0.1";
// IP address of the phone, when connected to the PC via WiFi.
public static readonly string WIFI_SERVER_IP = "192.168.43.1";
}
}
/// @endcond

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// 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.
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using proto;
/// @cond
namespace Gvr.Internal {
struct EmulatorGyroEvent {
public readonly long timestamp;
public readonly Vector3 value;
public EmulatorGyroEvent(PhoneEvent.Types.GyroscopeEvent proto) {
timestamp = proto.Timestamp;
value = new Vector3(proto.X, proto.Y, proto.Z);
}
}
struct EmulatorAccelEvent {
public readonly long timestamp;
public readonly Vector3 value;
public EmulatorAccelEvent(PhoneEvent.Types.AccelerometerEvent proto) {
timestamp = proto.Timestamp;
value = new Vector3(proto.X, proto.Y, proto.Z);
}
}
struct EmulatorTouchEvent {
// Action constants. These should match the constants in the Android
// MotionEvent:
// http://developer.android.com/reference/android/view/MotionEvent.html#ACTION_CANCEL
public enum Action {
kActionDown = 0,
kActionUp = 1,
kActionMove = 2,
kActionCancel = 3,
kActionPointerDown = 5,
kActionPointerUp = 6,
kActionHoverMove = 7,
kActionHoverEnter = 9,
kActionHoverExit = 10
};
// Use getActionMasked() and getActionPointer() instead.
private readonly int action;
public readonly int relativeTimestamp;
public readonly List<Pointer> pointers;
public struct Pointer {
public readonly int fingerId;
public readonly float normalizedX;
public readonly float normalizedY;
public Pointer(int fingerId, float normalizedX, float normalizedY) {
this.fingerId = fingerId;
this.normalizedX = normalizedX;
this.normalizedY = normalizedY;
}
public override string ToString () {
return string.Format ("({0}, {1}, {2})", fingerId, normalizedX,
normalizedY);
}
}
public EmulatorTouchEvent(PhoneEvent.Types.MotionEvent proto, long lastDownTimeMs) {
action = proto.Action;
relativeTimestamp =
(Action)(proto.Action & ACTION_MASK) == Action.kActionDown
? 0 : (int) (proto.Timestamp - lastDownTimeMs);
pointers = new List<Pointer>();
foreach (PhoneEvent.Types.MotionEvent.Types.Pointer pointer in
proto.PointersList) {
pointers.Add(
new Pointer(pointer.Id, pointer.NormalizedX, pointer.NormalizedY));
}
}
public EmulatorTouchEvent(Action action, int pointerId, int relativeTimestamp,
List<Pointer> pointers) {
int fingerIndex = 0;
if (action == Action.kActionPointerDown
|| action == Action.kActionPointerUp) {
fingerIndex = findPointerIndex(pointerId, pointers);
if (fingerIndex == -1) {
Debug.LogWarning("Could not find specific fingerId " + pointerId
+ " in the supplied list of pointers.");
fingerIndex = 0;
}
}
this.action = getActionUnmasked(action, fingerIndex);
this.relativeTimestamp = relativeTimestamp;
this.pointers = pointers;
}
// See Android's getActionMasked() and getActionIndex().
private static readonly int ACTION_POINTER_INDEX_SHIFT = 8;
private static readonly int ACTION_POINTER_INDEX_MASK = 0xff00;
private static readonly int ACTION_MASK = 0xff;
public Action getActionMasked() {
return (Action)(action & ACTION_MASK);
}
public Pointer getActionPointer() {
int index =
(action & ACTION_POINTER_INDEX_MASK) >> ACTION_POINTER_INDEX_SHIFT;
return pointers[index];
}
private static int getActionUnmasked(Action action, int fingerIndex) {
return ((int)action) | (fingerIndex << ACTION_POINTER_INDEX_SHIFT);
}
private static int findPointerIndex(int fingerId, List<Pointer> pointers) {
// Encode the fingerId info into the action, as Android does. See Android's
// getActionMasked() and getActionIndex().
int fingerIndex = -1;
for (int i = 0; i < pointers.Count; i++) {
if (fingerId == pointers[i].fingerId) {
fingerIndex = i;
break;
}
}
return fingerIndex;
}
public override string ToString () {
System.Text.StringBuilder builder = new System.Text.StringBuilder ();
builder.AppendFormat("t = {0}; A = {1}; P = {2}; N = {3}; [",
relativeTimestamp, getActionMasked (), getActionPointer ().fingerId,
pointers.Count);
for (int i = 0; i < pointers.Count; i++) {
builder.Append(pointers[i]).Append (", ");
}
builder.Append ("]");
return builder.ToString();
}
}
struct EmulatorOrientationEvent {
public readonly long timestamp;
public readonly Quaternion orientation;
public EmulatorOrientationEvent(PhoneEvent.Types.OrientationEvent proto) {
timestamp = proto.Timestamp;
// Convert from right-handed coordinates to left-handed.
orientation = new Quaternion(proto.X, proto.Y, -proto.Z, proto.W);
}
}
struct EmulatorButtonEvent {
// Codes as reported by the IC app (reuses Android KeyEvent codes).
public enum ButtonCode {
kNone = 0,
kHome = 3, // android.view.KeyEvent.KEYCODE_HOME
kVolumeUp = 25, // android.view.KeyEvent.KEYCODE_VOLUME_UP
kVolumeDown = 24, // android.view.KeyEvent.KEYCODE_VOLUME_DOWN
kClick = 66, // android.view.KeyEvent.KEYCODE_ENTER
kApp = 82, // android.view.KeyEvent.KEYCODE_MENU
}
public readonly ButtonCode code;
public readonly bool down;
public EmulatorButtonEvent(PhoneEvent.Types.KeyEvent proto) {
code = (ButtonCode) proto.Code;
down = proto.Action == 0;
}
}
}
/// @endcond

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// 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.
// This class is only used in the Editor, so make sure to only compile it on that platform.
// Additionally, it depends on EmulatorClientSocket which is only compiled in the editor.
// This MonoBehaviour is only ever instantiated dynamically, so it is fine that it is only compiled in the Editor,
// Otherwise it would cause serialization issues.
#if UNITY_EDITOR
using System.Collections;
using UnityEngine;
using proto;
/// @cond
namespace Gvr.Internal {
class EmulatorManager : MonoBehaviour {
private IEnumerator emulatorUpdate;
private WaitForEndOfFrame waitForEndOfFrame = new WaitForEndOfFrame();
public static EmulatorManager Instance {
get {
if (instance == null) {
var gameObject = new GameObject("PhoneRemote");
instance = gameObject.AddComponent<EmulatorManager>();
// This object should survive all scene transitions.
GameObject.DontDestroyOnLoad(instance);
}
return instance;
}
}
private static EmulatorManager instance = null;
public delegate void OnGyroEvent(EmulatorGyroEvent gyroEvent);
public event OnGyroEvent gyroEventListeners {
add {
if (value != null) {
value(currentGyroEvent);
}
gyroEventListenersInternal += value;
}
remove {
gyroEventListenersInternal -= value;
}
}
public delegate void OnAccelEvent(EmulatorAccelEvent accelEvent);
public event OnAccelEvent accelEventListeners {
add {
if (value != null) {
value(currentAccelEvent);
}
accelEventListenersInternal += value;
}
remove {
accelEventListenersInternal -= value;
}
}
public delegate void OnTouchEvent(EmulatorTouchEvent touchEvent);
public event OnTouchEvent touchEventListeners {
add {
if (value != null
&& currentTouchEvent.pointers != null /* null only during init */) {
value(currentTouchEvent);
}
touchEventListenersInternal += value;
}
remove {
touchEventListenersInternal -= value;
}
}
public delegate void OnOrientationEvent(EmulatorOrientationEvent orientationEvent);
public event OnOrientationEvent orientationEventListeners {
add {
if (value != null) {
value(currentOrientationEvent);
}
orientationEventListenersInternal += value;
}
remove {
orientationEventListenersInternal -= value;
}
}
public delegate void OnButtonEvent(EmulatorButtonEvent buttonEvent);
public event OnButtonEvent buttonEventListeners {
add {
if (value != null) {
value(currentButtonEvent);
}
buttonEventListenersInternal += value;
}
remove {
buttonEventListenersInternal -= value;
}
}
private void onGyroEvent(EmulatorGyroEvent e) {
currentGyroEvent = e;
if (gyroEventListenersInternal != null) {
gyroEventListenersInternal(e);
}
}
private void onAccelEvent(EmulatorAccelEvent e) {
currentAccelEvent = e;
if (accelEventListenersInternal != null) {
accelEventListenersInternal(e);
}
}
private void onTouchEvent(EmulatorTouchEvent e) {
currentTouchEvent = e;
if (touchEventListenersInternal != null) {
touchEventListenersInternal(e);
}
}
private void onOrientationEvent(EmulatorOrientationEvent e) {
currentOrientationEvent = e;
if (orientationEventListenersInternal != null) {
orientationEventListenersInternal(e);
}
}
private void onButtonEvent(EmulatorButtonEvent e) {
currentButtonEvent = e;
if (buttonEventListenersInternal != null) {
buttonEventListenersInternal(e);
}
}
EmulatorGyroEvent currentGyroEvent;
EmulatorAccelEvent currentAccelEvent;
EmulatorTouchEvent currentTouchEvent;
EmulatorOrientationEvent currentOrientationEvent;
EmulatorButtonEvent currentButtonEvent;
private event OnGyroEvent gyroEventListenersInternal;
private event OnAccelEvent accelEventListenersInternal;
private event OnTouchEvent touchEventListenersInternal;
private event OnOrientationEvent orientationEventListenersInternal;
private event OnButtonEvent buttonEventListenersInternal;
private Queue pendingEvents = Queue.Synchronized(new Queue());
private EmulatorClientSocket socket;
private long lastDownTimeMs;
public bool Connected {
get {
return socket != null && socket.connected == EmulatorClientSocketConnectionState.Connected;
}
}
public bool Connecting {
get {
return socket != null && socket.connected == EmulatorClientSocketConnectionState.Connecting;
}
}
public void Awake() {
if (instance == null) {
instance = this;
}
if (instance != this) {
Debug.LogWarning("PhoneRemote must be a singleton.");
enabled = false;
return;
}
}
public void Start() {
socket = gameObject.AddComponent<EmulatorClientSocket>();
socket.Init(this);
emulatorUpdate = EndOfFrame();
StartCoroutine(emulatorUpdate);
}
IEnumerator EndOfFrame() {
while (true) {
yield return waitForEndOfFrame;
lock (pendingEvents.SyncRoot) {
while (pendingEvents.Count > 0) {
PhoneEvent phoneEvent = (PhoneEvent) pendingEvents.Dequeue();
ProcessEventAtEndOfFrame(phoneEvent);
}
}
}
}
public void OnPhoneEvent(PhoneEvent e) {
pendingEvents.Enqueue(e);
}
private void ProcessEventAtEndOfFrame(PhoneEvent e) {
switch (e.Type) {
case PhoneEvent.Types.Type.MOTION:
EmulatorTouchEvent touchEvent = new EmulatorTouchEvent(e.MotionEvent, lastDownTimeMs);
onTouchEvent(touchEvent);
if (touchEvent.getActionMasked() == EmulatorTouchEvent.Action.kActionDown) {
lastDownTimeMs = e.MotionEvent.Timestamp;
}
break;
case PhoneEvent.Types.Type.GYROSCOPE:
EmulatorGyroEvent gyroEvent = new EmulatorGyroEvent(e.GyroscopeEvent);
onGyroEvent(gyroEvent);
break;
case PhoneEvent.Types.Type.ACCELEROMETER:
EmulatorAccelEvent accelEvent = new EmulatorAccelEvent(e.AccelerometerEvent);
onAccelEvent(accelEvent);
break;
case PhoneEvent.Types.Type.ORIENTATION:
EmulatorOrientationEvent orientationEvent =
new EmulatorOrientationEvent(e.OrientationEvent);
onOrientationEvent(orientationEvent);
break;
case PhoneEvent.Types.Type.KEY:
EmulatorButtonEvent buttonEvent = new EmulatorButtonEvent(e.KeyEvent);
onButtonEvent(buttonEvent);
break;
default:
Debug.Log("Unsupported PhoneEvent type: " + e.Type);
break;
}
}
}
}
/// @endcond
#endif // UNITY_EDITOR

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// 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.
using System;
/// @cond
namespace Gvr.Internal {
/// Internal interface that abstracts an implementation of a controller.
///
/// Each platform has a different concrete implementation of a Controller Provider.
/// For example, if running on the Unity Editor, we use an implementation that
/// communicates with the controller emulator via USB or WiFi. If running on a real
/// Android device, we use an implementation that uses the underlying Daydream controller API.
interface IControllerProvider : IDisposable {
/// True if controller has battery status support.
bool SupportsBatteryStatus { get; }
/// Reads the number of controllers the system is configured to use. This does not
/// indicate the number of currently connected controllers.
int MaxControllerCount { get; }
/// Notifies the controller provider that the application has paused.
void OnPause();
/// Notifies the controller provider that the application has resumed.
void OnResume();
/// Reads the controller's current state and stores it in outState.
void ReadState(ControllerState outState, int controller_id);
}
}
/// @endcond

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