251 lines
8.4 KiB
C#
251 lines
8.4 KiB
C#
// Copyright 2018 Google Inc. All rights reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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using UnityEngine;
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using System;
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using System.Collections;
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using Gvr.Internal;
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/// Device instance of the Daydream controller API.
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public class GvrControllerInputDevice {
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private IControllerProvider controllerProvider;
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private int controllerId;
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private ControllerState controllerState = new ControllerState();
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private Vector2 touchPosCentered = Vector2.zero;
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private int lastUpdatedFrameCount = -1;
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private bool valid;
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/// Event handler for when the connection state of the controller changes.
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public event GvrControllerInput.OnStateChangedEvent OnStateChanged;
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internal GvrControllerInputDevice(IControllerProvider provider, int controller_id) {
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controllerProvider = provider;
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controllerId = controller_id;
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valid = true;
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}
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internal void Invalidate() {
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valid = false;
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}
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public bool IsDominantHand {
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get {
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return controllerId == 0;
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}
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}
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public bool IsRightHand {
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get {
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if (controllerId == 0) {
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return GvrSettings.Handedness == GvrSettings.UserPrefsHandedness.Right;
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} else {
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return GvrSettings.Handedness == GvrSettings.UserPrefsHandedness.Left;
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}
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}
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}
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/// Returns the controller's current connection state.
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public GvrConnectionState State {
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get {
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Update();
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return controllerState.connectionState;
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}
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}
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/// Returns the API status of the current controller state.
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public GvrControllerApiStatus ApiStatus {
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get {
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Update();
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return controllerState.apiStatus;
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}
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}
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/// Returns the controller's current orientation in space, as a quaternion.
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/// The rotation is provided in 'orientation space' which means the rotation is given relative
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/// to the last time the user recentered their controller. To make a game object in your scene
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/// have the same orientation as the controller, simply assign this quaternion to the object's
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/// `transform.rotation`. To match the relative rotation, use `transform.localRotation` instead.
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public Quaternion Orientation {
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get {
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Update();
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return controllerState.orientation;
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}
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}
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public Vector3 Position {
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get {
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Update();
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return controllerState.position;
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}
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}
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/// Returns the controller's current angular speed in radians per second, using the right-hand
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/// rule (positive means a right-hand rotation about the given axis), as measured by the
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/// controller's gyroscope.
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/// The controller's axes are:
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/// - X points to the right,
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/// - Y points perpendicularly up from the controller's top surface
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/// - Z lies along the controller's body, pointing towards the front
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public Vector3 Gyro {
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get {
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Update();
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return controllerState.gyro;
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}
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}
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/// Returns the controller's current acceleration in meters per second squared.
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/// The controller's axes are:
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/// - X points to the right,
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/// - Y points perpendicularly up from the controller's top surface
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/// - Z lies along the controller's body, pointing towards the front
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/// Note that gravity is indistinguishable from acceleration, so when the controller is resting
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/// on a surface, expect to measure an acceleration of 9.8 m/s^2 on the Y axis. The accelerometer
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/// reading will be zero on all three axes only if the controller is in free fall, or if the user
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/// is in a zero gravity environment like a space station.
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public Vector3 Accel {
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get {
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Update();
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return controllerState.accel;
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}
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}
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/// Position of the current touch, if touching the touchpad.
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/// If not touching, this is the position of the last touch (when the finger left the touchpad).
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/// The X and Y range is from -1.0 to 1.0. (0, 0) is the center of the touchpad.
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/// (-.707, -.707) is bottom left, (.707, .707) is upper right.
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/// The magnitude of the touch vector is guaranteed to be <= 1.0.
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public Vector2 TouchPos {
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get {
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Update();
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return touchPosCentered;
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}
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}
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/// Returns true if the user just completed the recenter gesture. The headset and
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/// the controller's orientation are now being reported in the new recentered
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/// coordinate system. This is an event flag (it is true for only one frame
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/// after the event happens, then reverts to false).
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public bool Recentered {
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get {
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Update();
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return controllerState.recentered;
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}
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}
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/// Returns true if the user is holding down any of the buttons specified in `buttons`.
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/// GvrControllerButton types can be OR-ed together to check for multiple buttons at once.
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public bool GetButton(GvrControllerButton buttons) {
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Update();
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return (controllerState.buttonsState & buttons) != 0;
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}
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/// Returns true in the frame the user starts pressing down any of the buttons specified
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/// in `buttons`. For an individual button enum, every ButtonDown event is guaranteed to be
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/// followed by exactly one ButtonUp event in a later frame. Also, ButtonDown and ButtonUp
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/// will never both be true in the same frame for an individual button. Using multiple button
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/// enums OR'ed together can result in multiple ButtonDowns before a ButtonUp.
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public bool GetButtonDown(GvrControllerButton buttons) {
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Update();
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return (controllerState.buttonsDown & buttons) != 0;
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}
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/// Returns true the frame after the user stops pressing down any of the buttons specified
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/// in `buttons`. For an individual button enum, every ButtonUp event is guaranteed to be
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/// preceded by exactly one ButtonDown event in an earlier frame. Also, ButtonDown and
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/// ButtonUp will never both be true in the same frame for an individual button. Using
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/// multiple button enums OR'ed together can result in multiple ButtonUps after multiple
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/// ButtonDowns.
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public bool GetButtonUp(GvrControllerButton buttons) {
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Update();
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return (controllerState.buttonsUp & buttons) != 0;
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}
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/// If State == GvrConnectionState.Error, this contains details about the error.
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public string ErrorDetails {
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get {
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Update();
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return controllerState.connectionState == GvrConnectionState.Error ?
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controllerState.errorDetails : "";
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}
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}
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/// Returns the GVR C library controller state pointer (gvr_controller_state*).
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public IntPtr StatePtr {
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get {
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Update();
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return controllerState.gvrPtr;
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}
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}
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/// Returns true if the controller is currently being charged.
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public bool IsCharging {
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get {
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Update();
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return controllerState.isCharging;
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}
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}
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/// Returns the controller's current battery charge level.
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public GvrControllerBatteryLevel BatteryLevel {
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get {
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Update();
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return controllerState.batteryLevel;
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}
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}
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internal void Update() {
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if (lastUpdatedFrameCount != Time.frameCount) {
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if (!valid) {
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Debug.LogError("Using an invalid GvrControllerInputDevice. Please acquire a new one from GvrControllerInput.GetDevice().");
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return;
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}
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// The controller state must be updated prior to any function using the
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// controller API to ensure the state is consistent throughout a frame.
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lastUpdatedFrameCount = Time.frameCount;
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GvrConnectionState oldState = State;
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controllerProvider.ReadState(controllerState, controllerId);
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UpdateTouchPosCentered();
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#if UNITY_EDITOR
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if (IsDominantHand) {
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// Make sure the EditorEmulator is updated immediately.
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if (GvrEditorEmulator.Instance != null) {
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GvrEditorEmulator.Instance.UpdateEditorEmulation();
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}
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}
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#endif // UNITY_EDITOR
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if (OnStateChanged != null && State != oldState) {
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OnStateChanged(State, oldState);
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}
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}
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}
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private void UpdateTouchPosCentered() {
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touchPosCentered.x = (controllerState.touchPos.x - 0.5f) * 2.0f;
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touchPosCentered.y = -(controllerState.touchPos.y - 0.5f) * 2.0f;
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float magnitude = touchPosCentered.magnitude;
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if (magnitude > 1) {
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touchPosCentered.x /= magnitude;
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touchPosCentered.y /= magnitude;
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}
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}
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}
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