125 lines
4.5 KiB
C#
125 lines
4.5 KiB
C#
/************************************************************************************
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Copyright : Copyright 2017 Oculus VR, LLC. All Rights reserved.
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Licensed under the Oculus VR Rift SDK License Version 3.4.1 (the "License");
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you may not use the Oculus VR Rift SDK except in compliance with the License,
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which is provided at the time of installation or download, or which
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otherwise accompanies this software in either electronic or hard copy form.
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You may obtain a copy of the License at
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https://developer.oculus.com/licenses/sdk-3.4.1
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Unless required by applicable law or agreed to in writing, the Oculus VR SDK
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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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************************************************************************************/
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using UnityEngine;
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using System.Collections;
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/// <summary>
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/// This is a simple behavior that can be attached to a parent of the CameraRig in order
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/// to provide movement via the gamepad. This is useful when testing an application in
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/// the Unity editor without the HMD.
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/// To use it, create a game object in your scene and drag your CameraRig to be a child
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/// of the game object. Then, add the OVRDebugHeadController behavior to the game object.
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/// Alternatively, this behavior can be placed directly on the OVRCameraRig object, but
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/// that is not guaranteed to work if OVRCameraRig functionality changes in the future.
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/// In the parent case, the object with OVRDebugHeadController can be thougt of as a
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/// platform that your camera is attached to. When the platform moves or rotates, the
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/// camera moves or rotates, but the camera can still move independently while "on" the
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/// platform.
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/// In general, this behavior should be disabled when not debugging.
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/// </summary>
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public class OVRDebugHeadController : MonoBehaviour
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{
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[SerializeField]
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public bool AllowPitchLook = false;
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[SerializeField]
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public bool AllowYawLook = true;
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[SerializeField]
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public bool InvertPitch = false;
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[SerializeField]
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public float GamePad_PitchDegreesPerSec = 90.0f;
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[SerializeField]
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public float GamePad_YawDegreesPerSec = 90.0f;
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[SerializeField]
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public bool AllowMovement = false;
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[SerializeField]
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public float ForwardSpeed = 2.0f;
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[SerializeField]
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public float StrafeSpeed = 2.0f;
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protected OVRCameraRig CameraRig = null;
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void Awake()
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{
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// locate the camera rig so we can use it to get the current camera transform each frame
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OVRCameraRig[] CameraRigs = gameObject.GetComponentsInChildren<OVRCameraRig>();
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if( CameraRigs.Length == 0 )
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Debug.LogWarning("OVRCamParent: No OVRCameraRig attached.");
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else if (CameraRigs.Length > 1)
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Debug.LogWarning("OVRCamParent: More then 1 OVRCameraRig attached.");
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else
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CameraRig = CameraRigs[0];
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}
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// Use this for initialization
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void Start ()
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{
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}
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// Update is called once per frame
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void Update ()
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{
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if ( AllowMovement )
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{
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float gamePad_FwdAxis = OVRInput.Get(OVRInput.RawAxis2D.LThumbstick).y;
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float gamePad_StrafeAxis = OVRInput.Get(OVRInput.RawAxis2D.LThumbstick).x;
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Vector3 fwdMove = ( CameraRig.centerEyeAnchor.rotation * Vector3.forward ) * gamePad_FwdAxis * Time.deltaTime * ForwardSpeed;
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Vector3 strafeMove = ( CameraRig.centerEyeAnchor.rotation * Vector3.right ) * gamePad_StrafeAxis * Time.deltaTime * StrafeSpeed;
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transform.position += fwdMove + strafeMove;
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}
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#if UNITY_2017_2_OR_NEWER
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if ( !UnityEngine.XR.XRDevice.isPresent && ( AllowYawLook || AllowPitchLook ) )
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#else
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if ( !UnityEngine.VR.VRDevice.isPresent && ( AllowYawLook || AllowPitchLook ) )
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#endif
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{
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Quaternion r = transform.rotation;
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if ( AllowYawLook )
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{
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float gamePadYaw = OVRInput.Get(OVRInput.RawAxis2D.RThumbstick).x;
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float yawAmount = gamePadYaw * Time.deltaTime * GamePad_YawDegreesPerSec;
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Quaternion yawRot = Quaternion.AngleAxis( yawAmount, Vector3.up );
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r = yawRot * r;
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}
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if ( AllowPitchLook )
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{
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float gamePadPitch = OVRInput.Get(OVRInput.RawAxis2D.RThumbstick).y;
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if ( Mathf.Abs( gamePadPitch ) > 0.0001f )
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{
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if ( InvertPitch )
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{
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gamePadPitch *= -1.0f;
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}
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float pitchAmount = gamePadPitch * Time.deltaTime * GamePad_PitchDegreesPerSec;
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Quaternion pitchRot = Quaternion.AngleAxis( pitchAmount, Vector3.left );
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r = r * pitchRot;
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}
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}
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transform.rotation = r;
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}
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}
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}
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