commit 17df2e7a08cbffd48ff72d7ffe19f86a85303e30 Author: k4sr4 Date: Mon Oct 10 21:29:15 2016 -0500 Prototype ready! diff --git a/Assembly-CSharp-Editor.csproj b/Assembly-CSharp-Editor.csproj new file mode 100644 index 0000000..467b3a5 --- /dev/null +++ b/Assembly-CSharp-Editor.csproj @@ -0,0 +1,124 @@ + + + + Debug + AnyCPU + 10.0.20506 + 2.0 + + {2C4260F0-30C3-2B39-2498-AF59B6D08E73} + Library + Properties + Assembly-CSharp-Editor + v3.5 + 512 + Assets + + + true + full + false + Temp\bin\Debug\ + 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assetBundleVariant: diff --git a/Assets/Editor/CrossPlatformInput.meta b/Assets/Editor/CrossPlatformInput.meta new file mode 100644 index 0000000..c3e3764 --- /dev/null +++ b/Assets/Editor/CrossPlatformInput.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 696c0e7b8c74e1442acbf15c2df9e72d +folderAsset: yes +timeCreated: 1436977288 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs b/Assets/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs new file mode 100644 index 0000000..37d1dac --- /dev/null +++ b/Assets/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs @@ -0,0 +1,139 @@ +using System; +using System.Collections.Generic; +using UnityEditor; + +namespace UnityStandardAssets.CrossPlatformInput.Inspector +{ + [InitializeOnLoad] + public class CrossPlatformInitialize + { + // Custom compiler defines: + // + // CROSS_PLATFORM_INPUT : denotes that cross platform input package exists, so that other packages can use their CrossPlatformInput functions. + // EDITOR_MOBILE_INPUT : denotes that mobile input should be used in editor, if a mobile build target is selected. (i.e. using Unity Remote app). + // MOBILE_INPUT : denotes that mobile input should be used right now! + + static CrossPlatformInitialize() + { + var defines = GetDefinesList(buildTargetGroups[0]); + if (!defines.Contains("CROSS_PLATFORM_INPUT")) + { + SetEnabled("CROSS_PLATFORM_INPUT", true, false); + SetEnabled("MOBILE_INPUT", true, true); + } + } + + + [MenuItem("Mobile Input/Enable")] + private static void Enable() + { + SetEnabled("MOBILE_INPUT", true, true); + switch (EditorUserBuildSettings.activeBuildTarget) + { + case BuildTarget.Android: + case BuildTarget.iOS: + case BuildTarget.PSM: + case BuildTarget.Tizen: + case BuildTarget.WSAPlayer: + EditorUtility.DisplayDialog("Mobile Input", + "You have enabled Mobile Input. You'll need to use the Unity Remote app on a connected device to control your game in the Editor.", + "OK"); + break; + + default: + EditorUtility.DisplayDialog("Mobile Input", + "You have enabled Mobile Input, but you have a non-mobile build target selected in your build settings. The mobile control rigs won't be active or visible on-screen until you switch the build target to a mobile platform.", + "OK"); + break; + } + } + + + [MenuItem("Mobile Input/Enable", true)] + private static bool EnableValidate() + { + var defines = GetDefinesList(mobileBuildTargetGroups[0]); + return !defines.Contains("MOBILE_INPUT"); + } + + + [MenuItem("Mobile Input/Disable")] + private static void Disable() + { + SetEnabled("MOBILE_INPUT", false, true); + switch (EditorUserBuildSettings.activeBuildTarget) + { + case BuildTarget.Android: + case BuildTarget.iOS: + EditorUtility.DisplayDialog("Mobile Input", + "You have disabled Mobile Input. Mobile control rigs won't be visible, and the Cross Platform Input functions will always return standalone controls.", + "OK"); + break; + } + } + + + [MenuItem("Mobile Input/Disable", true)] + private static bool DisableValidate() + { + var defines = GetDefinesList(mobileBuildTargetGroups[0]); + return defines.Contains("MOBILE_INPUT"); + } + + + private static BuildTargetGroup[] buildTargetGroups = new BuildTargetGroup[] + { + BuildTargetGroup.Standalone, + BuildTargetGroup.Android, + BuildTargetGroup.iOS, + BuildTargetGroup.WSA + }; + + private static BuildTargetGroup[] mobileBuildTargetGroups = new BuildTargetGroup[] + { + BuildTargetGroup.Android, + BuildTargetGroup.iOS, + BuildTargetGroup.PSM, + BuildTargetGroup.SamsungTV, + BuildTargetGroup.Tizen, + BuildTargetGroup.WSA + }; + + + private static void SetEnabled(string defineName, bool enable, bool mobile) + { + //Debug.Log("setting "+defineName+" to "+enable); + foreach (var group in mobile ? mobileBuildTargetGroups : buildTargetGroups) + { + var defines = GetDefinesList(group); + if (enable) + { + if (defines.Contains(defineName)) + { + return; + } + defines.Add(defineName); + } + else + { + if (!defines.Contains(defineName)) + { + return; + } + while (defines.Contains(defineName)) + { + defines.Remove(defineName); + } + } + string definesString = string.Join(";", defines.ToArray()); + PlayerSettings.SetScriptingDefineSymbolsForGroup(group, definesString); + } + } + + + private static List GetDefinesList(BuildTargetGroup group) + { + return new List(PlayerSettings.GetScriptingDefineSymbolsForGroup(group).Split(';')); + } + } +} diff --git a/Assets/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs.meta b/Assets/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs.meta new file mode 100644 index 0000000..56f7e86 --- /dev/null +++ b/Assets/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: db7667203062c644ea1877077e30ebd6 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/OVR.meta b/Assets/OVR.meta new file mode 100644 index 0000000..6b8ecc9 --- /dev/null +++ b/Assets/OVR.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 869fc009969608e4a9071237c584be0d +DefaultImporter: + userData: diff --git a/Assets/OVR/Editor.meta b/Assets/OVR/Editor.meta new file mode 100644 index 0000000..a3b8f7d --- /dev/null +++ b/Assets/OVR/Editor.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 76c19abd24bec62459b5f0d26fdd9a85 +folderAsset: yes +DefaultImporter: + userData: diff --git a/Assets/OVR/Editor/OVRBuild.cs b/Assets/OVR/Editor/OVRBuild.cs new file mode 100644 index 0000000..60f2185 --- /dev/null +++ b/Assets/OVR/Editor/OVRBuild.cs @@ -0,0 +1,57 @@ +/************************************************************************************ + +Copyright : Copyright 2014 Oculus VR, LLC. All Rights reserved. + +Licensed under the Oculus VR Rift SDK License Version 3.3 (the "License"); +you may not use the Oculus VR Rift SDK except in compliance with the License, +which is provided at the time of installation or download, or which +otherwise accompanies this software in either electronic or hard copy form. + +You may obtain a copy of the License at + +http://www.oculus.com/licenses/LICENSE-3.3 + +Unless required by applicable law or agreed to in writing, the Oculus VR SDK +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 UnityEditor; + +/// +/// Allows Oculus to build apps from the command line. +/// +partial class OculusBuildApp +{ + static void SetPCTarget() + { + if (EditorUserBuildSettings.activeBuildTarget != BuildTarget.StandaloneWindows) + { + EditorUserBuildSettings.SwitchActiveBuildTarget (BuildTarget.StandaloneWindows); + } +#if UNITY_5_4 + UnityEditorInternal.VR.VREditor.SetVREnabled(BuildTargetGroup.Standalone, true); +#endif + PlayerSettings.virtualRealitySupported = true; + EditorApplication.SaveAssets(); + } + + static void SetAndroidTarget() + { + EditorUserBuildSettings.androidBuildSubtarget = MobileTextureSubtarget.ASTC; + + if (EditorUserBuildSettings.activeBuildTarget != BuildTarget.Android) + { + EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTarget.Android); + } +#if UNITY_5_4 + UnityEditorInternal.VR.VREditor.SetVREnabled(BuildTargetGroup.Android, true); +#endif + PlayerSettings.virtualRealitySupported = true; + EditorApplication.SaveAssets(); + } +} diff --git a/Assets/OVR/Editor/OVRBuild.cs.meta b/Assets/OVR/Editor/OVRBuild.cs.meta new file mode 100644 index 0000000..346624d --- /dev/null +++ b/Assets/OVR/Editor/OVRBuild.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: fef522d0247215a43be6b1a8819bd940 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/OVR/Editor/OVRMoonlightLoader.cs b/Assets/OVR/Editor/OVRMoonlightLoader.cs new file mode 100644 index 0000000..9f292ad --- /dev/null +++ b/Assets/OVR/Editor/OVRMoonlightLoader.cs @@ -0,0 +1,173 @@ +/************************************************************************************ + +Copyright : Copyright 2014 Oculus VR, LLC. All Rights reserved. + +Licensed under the Oculus VR Rift SDK License Version 3.3 (the "License"); +you may not use the Oculus VR Rift SDK except in compliance with the License, +which is provided at the time of installation or download, or which +otherwise accompanies this software in either electronic or hard copy form. + +You may obtain a copy of the License at + +http://www.oculus.com/licenses/LICENSE-3.3 + +Unless required by applicable law or agreed to in writing, the Oculus VR SDK +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 UnityEditor; +using UnityEditor.Callbacks; +using System; +using System.Linq; +using System.Text.RegularExpressions; +using System.IO; + +[InitializeOnLoad] +class OVRMoonlightLoader +{ + static OVRMoonlightLoader() + { + EnforceInputManagerBindings(); + EditorApplication.update += EnforceBundleId; + EditorApplication.delayCall += EnforceVRSupport; + + if (EditorUserBuildSettings.activeBuildTarget != BuildTarget.Android) + return; + + if (PlayerSettings.defaultInterfaceOrientation != UIOrientation.LandscapeLeft) + { + Debug.Log("MoonlightLoader: Setting orientation to Landscape Left"); + // Default screen orientation must be set to landscape left. + PlayerSettings.defaultInterfaceOrientation = UIOrientation.LandscapeLeft; + } + + if (!PlayerSettings.virtualRealitySupported) + { + // NOTE: This value should not affect the main window surface + // when Built-in VR support is enabled. + + // NOTE: On Adreno Lollipop, it is an error to have antiAliasing set on the + // main window surface with front buffer rendering enabled. The view will + // render black. + // On Adreno KitKat, some tiling control modes will cause the view to render + // black. + if (QualitySettings.antiAliasing != 0 && QualitySettings.antiAliasing != 1) + { + Debug.Log("MoonlightLoader: Disabling antiAliasing"); + QualitySettings.antiAliasing = 1; + } + } + + if (QualitySettings.vSyncCount != 0) + { + Debug.Log("MoonlightLoader: Setting vsyncCount to 0"); + // We sync in the TimeWarp, so we don't want unity syncing elsewhere. + QualitySettings.vSyncCount = 0; + } + } + + static void EnforceVRSupport() + { + var mgrs = GameObject.FindObjectsOfType ().Where (m => m.isActiveAndEnabled); + if (mgrs.Count () != 0 && !PlayerSettings.virtualRealitySupported) { + Debug.Log ("Enabling Unity VR support"); + PlayerSettings.virtualRealitySupported = true; + } + } + + private static void EnforceBundleId() + { + if (!PlayerSettings.virtualRealitySupported) + return; + + if (PlayerSettings.bundleIdentifier == "" || PlayerSettings.bundleIdentifier == "com.Company.ProductName") + { + string defaultBundleId = "com.oculus.UnitySample"; + Debug.LogWarning("\"" + PlayerSettings.bundleIdentifier + "\" is not a valid bundle identifier. Defaulting to \"" + defaultBundleId + "\"."); + PlayerSettings.bundleIdentifier = defaultBundleId; + } + } + + private static void EnforceInputManagerBindings() + { + try + { + BindAxis(new Axis() { name = "Oculus_GearVR_LThumbstickX", axis = 0, }); + BindAxis(new Axis() { name = "Oculus_GearVR_LThumbstickY", axis = 1, invert = true }); + BindAxis(new Axis() { name = "Oculus_GearVR_RThumbstickX", axis = 2, }); + BindAxis(new Axis() { name = "Oculus_GearVR_RThumbstickY", axis = 3, invert = true }); + BindAxis(new Axis() { name = "Oculus_GearVR_DpadX", axis = 4, }); + BindAxis(new Axis() { name = "Oculus_GearVR_DpadY", axis = 5, invert = true }); + BindAxis(new Axis() { name = "Oculus_GearVR_LIndexTrigger", axis = 12, }); + BindAxis(new Axis() { name = "Oculus_GearVR_RIndexTrigger", axis = 11, }); + } + catch + { + Debug.LogError("Failed to apply Oculus GearVR input manager bindings."); + } + } + + private class Axis + { + public string name = String.Empty; + public string descriptiveName = String.Empty; + public string descriptiveNegativeName = String.Empty; + public string negativeButton = String.Empty; + public string positiveButton = String.Empty; + public string altNegativeButton = String.Empty; + public string altPositiveButton = String.Empty; + public float gravity = 0.0f; + public float dead = 0.001f; + public float sensitivity = 1.0f; + public bool snap = false; + public bool invert = false; + public int type = 2; + public int axis = 0; + public int joyNum = 0; + } + + private static void BindAxis(Axis axis) + { + SerializedObject serializedObject = new SerializedObject(AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/InputManager.asset")[0]); + SerializedProperty axesProperty = serializedObject.FindProperty("m_Axes"); + + SerializedProperty axisIter = axesProperty.Copy(); + axisIter.Next(true); + axisIter.Next(true); + while (axisIter.Next(false)) + { + if (axisIter.FindPropertyRelative("m_Name").stringValue == axis.name) + { + // Axis already exists. Don't create binding. + return; + } + } + + axesProperty.arraySize++; + serializedObject.ApplyModifiedProperties(); + + SerializedProperty axisProperty = axesProperty.GetArrayElementAtIndex(axesProperty.arraySize - 1); + axisProperty.FindPropertyRelative("m_Name").stringValue = axis.name; + axisProperty.FindPropertyRelative("descriptiveName").stringValue = axis.descriptiveName; + axisProperty.FindPropertyRelative("descriptiveNegativeName").stringValue = axis.descriptiveNegativeName; + axisProperty.FindPropertyRelative("negativeButton").stringValue = axis.negativeButton; + axisProperty.FindPropertyRelative("positiveButton").stringValue = axis.positiveButton; + axisProperty.FindPropertyRelative("altNegativeButton").stringValue = axis.altNegativeButton; + axisProperty.FindPropertyRelative("altPositiveButton").stringValue = axis.altPositiveButton; + axisProperty.FindPropertyRelative("gravity").floatValue = axis.gravity; + axisProperty.FindPropertyRelative("dead").floatValue = axis.dead; + axisProperty.FindPropertyRelative("sensitivity").floatValue = axis.sensitivity; + axisProperty.FindPropertyRelative("snap").boolValue = axis.snap; + axisProperty.FindPropertyRelative("invert").boolValue = axis.invert; + axisProperty.FindPropertyRelative("type").intValue = axis.type; + axisProperty.FindPropertyRelative("axis").intValue = axis.axis; + axisProperty.FindPropertyRelative("joyNum").intValue = axis.joyNum; + serializedObject.ApplyModifiedProperties(); + } +} + diff --git a/Assets/OVR/Editor/OVRMoonlightLoader.cs.meta b/Assets/OVR/Editor/OVRMoonlightLoader.cs.meta new file mode 100644 index 0000000..f0bb0f6 --- /dev/null +++ b/Assets/OVR/Editor/OVRMoonlightLoader.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c86538ded11bfe24c8c79818bb9ea66a +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/OVR/Editor/OVRScreenshotWizard.cs b/Assets/OVR/Editor/OVRScreenshotWizard.cs new file mode 100644 index 0000000..a4ecb77 --- /dev/null +++ b/Assets/OVR/Editor/OVRScreenshotWizard.cs @@ -0,0 +1,195 @@ +using UnityEngine; +using UnityEditor; +using System.IO; + +/// +/// From the selected transform, takes a cubemap screenshot that can be submitted with the application +/// as a screenshot (or additionally used for reflection shaders). +/// +class OVRScreenshotWizard : ScriptableWizard +{ + public enum TexFormat + { + JPEG, // 512kb at 1k x 1k resolution vs + PNG, // 5.3mb + } + + public enum SaveMode { + SaveCubemapScreenshot, + SaveUnityCubemap, + SaveBoth, + } + + public GameObject renderFrom = null; + public int size = 2048; + public SaveMode saveMode = SaveMode.SaveUnityCubemap; + public string cubeMapFolder = "Assets/Textures/Cubemaps"; + public TexFormat textureFormat = TexFormat.PNG; + + /// + /// Validates the user's input + /// + void OnWizardUpdate() + { + helpString = "Select a game object positioned in the place where\nyou want to render the cubemap screenshot from: "; + isValid = (renderFrom != null); + } + + /// + /// Create the asset path if it is not available. + /// Assuming the newFolderPath is stated with "Assets", which is a requirement. + /// + static bool CreateAssetPath( string newFolderPath ) + { + const int maxFoldersCount = 32; + string currentPath; + string[] pathFolders; + + pathFolders = newFolderPath.Split (new char[]{ '/' }, maxFoldersCount); + + if (!string.Equals ("Assets", pathFolders [0], System.StringComparison.OrdinalIgnoreCase)) + { + Debug.LogError( "Folder path has to be started with \" Assets \" " ); + return false; + } + + currentPath = "Assets"; + for (int i = 1; i < pathFolders.Length; i++) + { + if (!string.IsNullOrEmpty(pathFolders[i])) + { + string newPath = currentPath + "/" + pathFolders[i]; + if (!AssetDatabase.IsValidFolder(newPath)) + AssetDatabase.CreateFolder(currentPath, pathFolders[i]); + currentPath = newPath; + } + } + + Debug.Log( "Created path: " + currentPath ); + return true; + } + + /// + /// Renders the cubemap + /// + void OnWizardCreate() + { + if ( !AssetDatabase.IsValidFolder( cubeMapFolder ) ) + { + if (!CreateAssetPath(cubeMapFolder)) + { + Debug.LogError( "Created path failed: " + cubeMapFolder ); + return; + } + } + + bool existingCamera = true; + bool existingCameraStateSave = true; + Camera camera = renderFrom.GetComponent(); + if (camera == null) + { + camera = renderFrom.AddComponent(); + camera.farClipPlane = 10000f; + existingCamera = false; + } + else + { + existingCameraStateSave = camera.enabled; + camera.enabled = true; + } + // find the last screenshot saved + if (cubeMapFolder[cubeMapFolder.Length-1] != '/') + { + cubeMapFolder += "/"; + } + int idx = 0; + string[] fileNames = Directory.GetFiles(cubeMapFolder); + foreach(string fileName in fileNames) + { + if (!fileName.ToLower().EndsWith(".cubemap")) + { + continue; + } + string temp = fileName.Replace(cubeMapFolder + "vr_screenshot_", string.Empty); + temp = temp.Replace(".cubemap", string.Empty); + int tempIdx = 0; + if (int.TryParse( temp, out tempIdx )) + { + if (tempIdx > idx) + { + idx = tempIdx; + } + } + } + string pathName = string.Format("{0}vr_screenshot_{1}.cubemap", cubeMapFolder, (++idx).ToString("d2")); + Cubemap cubemap = new Cubemap(size, TextureFormat.RGB24, false); + + // render into cubemap + if ((camera != null) && (cubemap != null)) + { + // set up cubemap defaults + OVRCubemapCapture.RenderIntoCubemap(camera, cubemap); + if (existingCamera) + { + camera.enabled = existingCameraStateSave; + } + else + { + DestroyImmediate(camera); + } + // generate a regular texture as well? + if ( ( saveMode == SaveMode.SaveCubemapScreenshot ) || ( saveMode == SaveMode.SaveBoth ) ) + { + GenerateTexture(cubemap, pathName); + } + + if ( ( saveMode == SaveMode.SaveUnityCubemap ) || ( saveMode == SaveMode.SaveBoth ) ) + { + Debug.Log( "Saving: " + pathName ); + // by default the unity cubemap isn't saved + AssetDatabase.CreateAsset( cubemap, pathName ); + // reimport as necessary + AssetDatabase.SaveAssets(); + // select it in the project tree so developers can find it + EditorGUIUtility.PingObject( cubemap ); + Selection.activeObject = cubemap; + } + AssetDatabase.Refresh(); + } + } + + /// + /// Generates a NPOT 6x1 cubemap in the following format PX NX PY NY PZ NZ + /// + void GenerateTexture(Cubemap cubemap, string pathName) + { + // Encode the texture and save it to disk + pathName = pathName.Replace(".cubemap", (textureFormat == TexFormat.PNG) ? ".png" : ".jpg" ).ToLower(); + pathName = pathName.Replace( cubeMapFolder.ToLower(), "" ); + string format = textureFormat.ToString(); + string fullPath = EditorUtility.SaveFilePanel( string.Format( "Save Cubemap Screenshot as {0}", format ), "", pathName, format.ToLower() ); + if ( !string.IsNullOrEmpty( fullPath ) ) + { + Debug.Log( "Saving: " + fullPath ); + OVRCubemapCapture.SaveCubemapCapture(cubemap, fullPath); + } + } + + /// + /// Unity Editor menu option to take a screenshot + /// + [MenuItem("Tools/Oculus/OVR Screenshot Wizard",false,100000)] + static void TakeOVRScreenshot() + { + OVRScreenshotWizard wizard = ScriptableWizard.DisplayWizard("OVR Screenshot Wizard", "Render Cubemap"); + if (wizard != null) + { + if (Selection.activeGameObject != null) + wizard.renderFrom = Selection.activeGameObject; + else + wizard.renderFrom = Camera.main.gameObject; + + wizard.isValid = (wizard.renderFrom != null); + } + } +} diff --git a/Assets/OVR/Editor/OVRScreenshotWizard.cs.meta 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b/Assets/OVR/Scenes/Trivial.unity.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d8d21f2460d13554780e4af04a9e0d6e +timeCreated: 1427350486 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OVR/Scripts.meta b/Assets/OVR/Scripts.meta new file mode 100644 index 0000000..a99edcf --- /dev/null +++ b/Assets/OVR/Scripts.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 859d6d3fcffe1bb41ac06f93d267fc9d +folderAsset: yes +DefaultImporter: + userData: diff --git a/Assets/OVR/Scripts/OVRBoundary.cs b/Assets/OVR/Scripts/OVRBoundary.cs new file mode 100644 index 0000000..540f796 --- /dev/null +++ b/Assets/OVR/Scripts/OVRBoundary.cs @@ -0,0 +1,157 @@ +using System; +using UnityEngine; +using VR = UnityEngine.VR; + +/// +/// Provides access to the Oculus boundary system. +/// +public class OVRBoundary +{ + /// + /// Specifies a tracked node that can be queried through the boundary system. + /// + public enum Node + { + HandLeft = OVRPlugin.Node.HandLeft, ///< Tracks the left hand node. + HandRight = OVRPlugin.Node.HandRight, ///< Tracks the right hand node. + Head = OVRPlugin.Node.Head, ///< Tracks the head node. + } + + /// + /// Specifies a boundary type surface. + /// + public enum BoundaryType + { + OuterBoundary = OVRPlugin.BoundaryType.OuterBoundary, ///< Outer boundary that closely matches the user's configured walls. + PlayArea = OVRPlugin.BoundaryType.PlayArea, ///< Smaller convex area inset within the outer boundary. + } + + /// + /// Provides test results of boundary system queries. + /// + public struct BoundaryTestResult + { + public bool IsTriggering; ///< Returns true if the queried test would violate and/or trigger the tested boundary types. + public float ClosestDistance; ///< Returns the distance between the queried test object and the closest tested boundary type. + public Vector3 ClosestPoint; ///< Returns the closest point to the queried test object. + public Vector3 ClosestPointNormal; ///< Returns the normal of the closest point to the queried test object. + } + + /// + /// Specifies the boundary system parameters that can be configured. Can be overridden by the system or user. + /// + public struct BoundaryLookAndFeel + { + public Color Color; + } + + /// + /// Returns true if the boundary system is currently configured with valid boundary data. + /// + public bool GetConfigured() + { + return OVRPlugin.GetBoundaryConfigured(); + } + + /// + /// Returns the results of testing a tracked node against the specified boundary type. + /// All points are returned in local tracking space shared by tracked nodes and accessible through OVRCameraRig's trackingSpace anchor. + /// + public OVRBoundary.BoundaryTestResult TestNode(OVRBoundary.Node node, OVRBoundary.BoundaryType boundaryType) + { + OVRPlugin.BoundaryTestResult ovrpRes = OVRPlugin.TestBoundaryNode((OVRPlugin.Node)node, (OVRPlugin.BoundaryType)boundaryType); + + OVRBoundary.BoundaryTestResult res = new OVRBoundary.BoundaryTestResult() + { + IsTriggering = (ovrpRes.IsTriggering == OVRPlugin.Bool.True), + ClosestDistance = ovrpRes.ClosestDistance, + ClosestPoint = ovrpRes.ClosestPoint.FromFlippedZVector3f(), + ClosestPointNormal = ovrpRes.ClosestPointNormal.FromFlippedZVector3f(), + }; + + return res; + } + + /// + /// Returns the results of testing a 3d point against the specified boundary type. + /// The test point is expected in local tracking space. + /// All points are returned in local tracking space shared by tracked nodes and accessible through OVRCameraRig's trackingSpace anchor. + /// + public OVRBoundary.BoundaryTestResult TestPoint(Vector3 point, OVRBoundary.BoundaryType boundaryType) + { + OVRPlugin.BoundaryTestResult ovrpRes = OVRPlugin.TestBoundaryPoint(point.ToFlippedZVector3f(), (OVRPlugin.BoundaryType)boundaryType); + + OVRBoundary.BoundaryTestResult res = new OVRBoundary.BoundaryTestResult() + { + IsTriggering = (ovrpRes.IsTriggering == OVRPlugin.Bool.True), + ClosestDistance = ovrpRes.ClosestDistance, + ClosestPoint = ovrpRes.ClosestPoint.FromFlippedZVector3f(), + ClosestPointNormal = ovrpRes.ClosestPointNormal.FromFlippedZVector3f(), + }; + + return res; + } + + /// + /// Requests that the visual look and feel of the boundary system be changed as specified. Can be overridden by the system or user. + /// + public void SetLookAndFeel(OVRBoundary.BoundaryLookAndFeel lookAndFeel) + { + OVRPlugin.BoundaryLookAndFeel lf = new OVRPlugin.BoundaryLookAndFeel() + { + Color = lookAndFeel.Color.ToColorf() + }; + + OVRPlugin.SetBoundaryLookAndFeel(lf); + } + + /// + /// Resets the visual look and feel of the boundary system to the initial system settings. + /// + public void ResetLookAndFeel() + { + OVRPlugin.ResetBoundaryLookAndFeel(); + } + + /// + /// Returns an array of 3d points (in clockwise order, max 256 points) that define the specified boundary type. + /// All points are returned in local tracking space shared by tracked nodes and accessible through OVRCameraRig's trackingSpace anchor. + /// + public Vector3[] GetGeometry(OVRBoundary.BoundaryType boundaryType) + { + OVRPlugin.BoundaryGeometry geo = OVRPlugin.GetBoundaryGeometry((OVRPlugin.BoundaryType)boundaryType); + + Vector3[] points = new Vector3[geo.PointsCount]; + for (int i = 0; i < geo.PointsCount; i++) + { + points[i] = geo.Points[i].FromFlippedZVector3f(); + } + + return points; + } + + /// + /// Returns a vector that indicates the spatial dimensions of the specified boundary type. (x = width, y = height, z = depth) + /// + public Vector3 GetDimensions(OVRBoundary.BoundaryType boundaryType) + { + return OVRPlugin.GetBoundaryDimensions((OVRPlugin.BoundaryType)boundaryType).FromVector3f(); + } + + /// + /// Returns true if the boundary system is currently visible. + /// + public bool GetVisible() + { + return OVRPlugin.GetBoundaryVisible(); + } + + /// + /// Requests that the boundary system visibility be set to the specified value. + /// The actual visibility can be overridden by the system (i.e., proximity trigger) or by the user (boundary system disabled) + /// + public void SetVisible(bool value) + { + OVRPlugin.SetBoundaryVisible(value); + } +} diff --git a/Assets/OVR/Scripts/OVRBoundary.cs.meta b/Assets/OVR/Scripts/OVRBoundary.cs.meta new file mode 100644 index 0000000..fbb138b --- /dev/null +++ b/Assets/OVR/Scripts/OVRBoundary.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 332b8e08854932543ba356eec601c0ef +timeCreated: 1470352252 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OVR/Scripts/OVRCameraRig.cs b/Assets/OVR/Scripts/OVRCameraRig.cs new file mode 100644 index 0000000..66b0534 --- /dev/null +++ b/Assets/OVR/Scripts/OVRCameraRig.cs @@ -0,0 +1,324 @@ +/************************************************************************************ + +Copyright : Copyright 2014 Oculus VR, LLC. All Rights reserved. + +Licensed under the Oculus VR Rift SDK License Version 3.3 (the "License"); +you may not use the Oculus VR Rift SDK except in compliance with the License, +which is provided at the time of installation or download, or which +otherwise accompanies this software in either electronic or hard copy form. + +You may obtain a copy of the License at + +http://www.oculus.com/licenses/LICENSE-3.3 + +Unless required by applicable law or agreed to in writing, the Oculus VR SDK +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 System.Linq; +using UnityEngine; +using VR = UnityEngine.VR; + +/// +/// A head-tracked stereoscopic virtual reality camera rig. +/// +[ExecuteInEditMode] +public class OVRCameraRig : MonoBehaviour +{ + /// + /// The left eye camera. + /// + public Camera leftEyeCamera { get { return (usePerEyeCameras) ? _leftEyeCamera : _centerEyeCamera; } } + /// + /// The right eye camera. + /// + public Camera rightEyeCamera { get { return (usePerEyeCameras) ? _rightEyeCamera : _centerEyeCamera; } } + /// + /// Provides a root transform for all anchors in tracking space. + /// + public Transform trackingSpace { get; private set; } + /// + /// Always coincides with the pose of the left eye. + /// + public Transform leftEyeAnchor { get; private set; } + /// + /// Always coincides with average of the left and right eye poses. + /// + public Transform centerEyeAnchor { get; private set; } + /// + /// Always coincides with the pose of the right eye. + /// + public Transform rightEyeAnchor { get; private set; } + /// + /// Always coincides with the pose of the left hand. + /// + public Transform leftHandAnchor { get; private set; } + /// + /// Always coincides with the pose of the right hand. + /// + public Transform rightHandAnchor { get; private set; } + /// + /// Always coincides with the pose of the sensor. + /// + public Transform trackerAnchor { get; private set; } + /// + /// Occurs when the eye pose anchors have been set. + /// + public event System.Action UpdatedAnchors; + + /// + /// If true, separate cameras will be used for the left and right eyes. + /// + public bool usePerEyeCameras = false; + + private readonly string trackingSpaceName = "TrackingSpace"; + private readonly string trackerAnchorName = "TrackerAnchor"; + private readonly string eyeAnchorName = "EyeAnchor"; + private readonly string handAnchorName = "HandAnchor"; + private readonly string legacyEyeAnchorName = "Camera"; + private Camera _centerEyeCamera; + private Camera _leftEyeCamera; + private Camera _rightEyeCamera; + +#if UNITY_ANDROID && !UNITY_EDITOR + bool correctedTrackingSpace = false; +#endif + +#region Unity Messages + private void Awake() + { + EnsureGameObjectIntegrity(); + } + + private void Start() + { + EnsureGameObjectIntegrity(); + + if (!Application.isPlaying) + return; + + UpdateAnchors(); + } + + private void Update() + { + EnsureGameObjectIntegrity(); + + if (!Application.isPlaying) + return; + + UpdateAnchors(); + +#if UNITY_ANDROID && !UNITY_EDITOR + + if (!correctedTrackingSpace) + { + //HACK: Unity 5.1.1p3 double-counts the head model on Android. Subtract it off in the reference frame. + + var headModel = new Vector3(0f, OVRManager.profile.eyeHeight - OVRManager.profile.neckHeight, OVRManager.profile.eyeDepth); + var eyePos = -headModel + centerEyeAnchor.localRotation * headModel; + + if ((eyePos - centerEyeAnchor.localPosition).magnitude > 0.01f) + { + trackingSpace.localPosition = trackingSpace.localPosition - 2f * (trackingSpace.localRotation * headModel); + correctedTrackingSpace = true; + } + } +#endif + } + +#endregion + + private void UpdateAnchors() + { + bool monoscopic = OVRManager.instance.monoscopic; + + OVRPose tracker = OVRManager.tracker.GetPose(); + + trackerAnchor.localRotation = tracker.orientation; + centerEyeAnchor.localRotation = VR.InputTracking.GetLocalRotation(VR.VRNode.CenterEye); + leftEyeAnchor.localRotation = monoscopic ? centerEyeAnchor.localRotation : VR.InputTracking.GetLocalRotation(VR.VRNode.LeftEye); + rightEyeAnchor.localRotation = monoscopic ? centerEyeAnchor.localRotation : VR.InputTracking.GetLocalRotation(VR.VRNode.RightEye); + leftHandAnchor.localRotation = OVRInput.GetLocalControllerRotation(OVRInput.Controller.LTouch); + rightHandAnchor.localRotation = OVRInput.GetLocalControllerRotation(OVRInput.Controller.RTouch); + + trackerAnchor.localPosition = tracker.position; + centerEyeAnchor.localPosition = VR.InputTracking.GetLocalPosition(VR.VRNode.CenterEye); + leftEyeAnchor.localPosition = monoscopic ? centerEyeAnchor.localPosition : VR.InputTracking.GetLocalPosition(VR.VRNode.LeftEye); + rightEyeAnchor.localPosition = monoscopic ? centerEyeAnchor.localPosition : VR.InputTracking.GetLocalPosition(VR.VRNode.RightEye); + leftHandAnchor.localPosition = OVRInput.GetLocalControllerPosition(OVRInput.Controller.LTouch); + rightHandAnchor.localPosition = OVRInput.GetLocalControllerPosition(OVRInput.Controller.RTouch); + + if (UpdatedAnchors != null) + { + UpdatedAnchors(this); + } + } + + public void EnsureGameObjectIntegrity() + { + if (trackingSpace == null) + trackingSpace = ConfigureRootAnchor(trackingSpaceName); + + if (leftEyeAnchor == null) + leftEyeAnchor = ConfigureEyeAnchor(trackingSpace, VR.VRNode.LeftEye); + + if (centerEyeAnchor == null) + centerEyeAnchor = ConfigureEyeAnchor(trackingSpace, VR.VRNode.CenterEye); + + if (rightEyeAnchor == null) + rightEyeAnchor = ConfigureEyeAnchor(trackingSpace, VR.VRNode.RightEye); + + if (leftHandAnchor == null) + leftHandAnchor = ConfigureHandAnchor(trackingSpace, OVRPlugin.Node.HandLeft); + + if (rightHandAnchor == null) + rightHandAnchor = ConfigureHandAnchor(trackingSpace, OVRPlugin.Node.HandRight); + + if (trackerAnchor == null) + trackerAnchor = ConfigureTrackerAnchor(trackingSpace); + + if (_centerEyeCamera == null || _leftEyeCamera == null || _rightEyeCamera == null) + { + _centerEyeCamera = centerEyeAnchor.GetComponent(); + _leftEyeCamera = leftEyeAnchor.GetComponent(); + _rightEyeCamera = rightEyeAnchor.GetComponent(); + + if (_centerEyeCamera == null) + { + _centerEyeCamera = centerEyeAnchor.gameObject.AddComponent(); + _centerEyeCamera.tag = "MainCamera"; + } + + if (_leftEyeCamera == null) + { + _leftEyeCamera = leftEyeAnchor.gameObject.AddComponent(); + _leftEyeCamera.tag = "MainCamera"; + +#if !UNITY_5_4_OR_NEWER + usePerEyeCameras = false; + Debug.Log("Please set left eye Camera's Target Eye to Left before using."); +#endif + } + + if (_rightEyeCamera == null) + { + _rightEyeCamera = rightEyeAnchor.gameObject.AddComponent(); + _rightEyeCamera.tag = "MainCamera"; + +#if !UNITY_5_4_OR_NEWER + usePerEyeCameras = false; + Debug.Log("Please set right eye Camera's Target Eye to Right before using."); +#endif + } + +#if UNITY_5_4_OR_NEWER + _centerEyeCamera.stereoTargetEye = StereoTargetEyeMask.Both; + _leftEyeCamera.stereoTargetEye = StereoTargetEyeMask.Left; + _rightEyeCamera.stereoTargetEye = StereoTargetEyeMask.Right; +#endif + } + + _centerEyeCamera.enabled = !usePerEyeCameras; + _leftEyeCamera.enabled = usePerEyeCameras; + _rightEyeCamera.enabled = usePerEyeCameras; + } + + private Transform ConfigureRootAnchor(string name) + { + Transform root = transform.Find(name); + + if (root == null) + { + root = new GameObject(name).transform; + } + + root.parent = transform; + root.localScale = Vector3.one; + root.localPosition = Vector3.zero; + root.localRotation = Quaternion.identity; + + return root; + } + + private Transform ConfigureEyeAnchor(Transform root, VR.VRNode eye) + { + string eyeName = (eye == VR.VRNode.CenterEye) ? "Center" : (eye == VR.VRNode.LeftEye) ? "Left" : "Right"; + string name = eyeName + eyeAnchorName; + Transform anchor = transform.Find(root.name + "/" + name); + + if (anchor == null) + { + anchor = transform.Find(name); + } + + if (anchor == null) + { + string legacyName = legacyEyeAnchorName + eye.ToString(); + anchor = transform.Find(legacyName); + } + + if (anchor == null) + { + anchor = new GameObject(name).transform; + } + + anchor.name = name; + anchor.parent = root; + anchor.localScale = Vector3.one; + anchor.localPosition = Vector3.zero; + anchor.localRotation = Quaternion.identity; + + return anchor; + } + + private Transform ConfigureHandAnchor(Transform root, OVRPlugin.Node hand) + { + string handName = (hand == OVRPlugin.Node.HandLeft) ? "Left" : "Right"; + string name = handName + handAnchorName; + Transform anchor = transform.Find(root.name + "/" + name); + + if (anchor == null) + { + anchor = transform.Find(name); + } + + if (anchor == null) + { + anchor = new GameObject(name).transform; + } + + anchor.name = name; + anchor.parent = root; + anchor.localScale = Vector3.one; + anchor.localPosition = Vector3.zero; + anchor.localRotation = Quaternion.identity; + + return anchor; + } + + private Transform ConfigureTrackerAnchor(Transform root) + { + string name = trackerAnchorName; + Transform anchor = transform.Find(root.name + "/" + name); + + if (anchor == null) + { + anchor = new GameObject(name).transform; + } + + anchor.parent = root; + anchor.localScale = Vector3.one; + anchor.localPosition = Vector3.zero; + anchor.localRotation = Quaternion.identity; + + return anchor; + } +} diff --git a/Assets/OVR/Scripts/OVRCameraRig.cs.meta b/Assets/OVR/Scripts/OVRCameraRig.cs.meta new file mode 100644 index 0000000..0f3217c --- /dev/null +++ b/Assets/OVR/Scripts/OVRCameraRig.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: df9f338034892c44ebb62d97894772f1 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/OVR/Scripts/OVRCommon.cs b/Assets/OVR/Scripts/OVRCommon.cs new file mode 100644 index 0000000..c959e01 --- /dev/null +++ b/Assets/OVR/Scripts/OVRCommon.cs @@ -0,0 +1,231 @@ +/************************************************************************************ + +Copyright : Copyright 2014 Oculus VR, LLC. All Rights reserved. + +Licensed under the Oculus VR Rift SDK License Version 3.3 (the "License"); +you may not use the Oculus VR Rift SDK except in compliance with the License, +which is provided at the time of installation or download, or which +otherwise accompanies this software in either electronic or hard copy form. + +You may obtain a copy of the License at + +http://www.oculus.com/licenses/LICENSE-3.3 + +Unless required by applicable law or agreed to in writing, the Oculus VR SDK +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.Collections.Generic; + +/// +/// Miscellaneous extension methods that any script can use. +/// +public static class OVRExtensions +{ + /// + /// Converts the given world-space transform to an OVRPose in tracking space. + /// + public static OVRPose ToTrackingSpacePose(this Transform transform) + { + OVRPose headPose; + headPose.position = UnityEngine.VR.InputTracking.GetLocalPosition(UnityEngine.VR.VRNode.Head); + headPose.orientation = UnityEngine.VR.InputTracking.GetLocalRotation(UnityEngine.VR.VRNode.Head); + + var ret = headPose * transform.ToHeadSpacePose(); + + return ret; + } + + /// + /// Converts the given world-space transform to an OVRPose in head space. + /// + public static OVRPose ToHeadSpacePose(this Transform transform) + { + return Camera.current.transform.ToOVRPose().Inverse() * transform.ToOVRPose(); + } + + internal static OVRPose ToOVRPose(this Transform t, bool isLocal = false) + { + OVRPose pose; + pose.orientation = (isLocal) ? t.localRotation : t.rotation; + pose.position = (isLocal) ? t.localPosition : t.position; + return pose; + } + + internal static void FromOVRPose(this Transform t, OVRPose pose, bool isLocal = false) + { + if (isLocal) + { + t.localRotation = pose.orientation; + t.localPosition = pose.position; + } + else + { + t.rotation = pose.orientation; + t.position = pose.position; + } + } + + internal static OVRPose ToOVRPose(this OVRPlugin.Posef p) + { + return new OVRPose() + { + position = new Vector3(p.Position.x, p.Position.y, -p.Position.z), + orientation = new Quaternion(-p.Orientation.x, -p.Orientation.y, p.Orientation.z, p.Orientation.w) + }; + } + + internal static OVRTracker.Frustum ToFrustum(this OVRPlugin.Frustumf f) + { + return new OVRTracker.Frustum() + { + nearZ = f.zNear, + farZ = f.zFar, + + fov = new Vector2() + { + x = Mathf.Rad2Deg * f.fovX, + y = Mathf.Rad2Deg * f.fovY + } + }; + } + + internal static Color FromColorf(this OVRPlugin.Colorf c) + { + return new Color() { r = c.r, g = c.g, b = c.b, a = c.a }; + } + + internal static OVRPlugin.Colorf ToColorf(this Color c) + { + return new OVRPlugin.Colorf() { r = c.r, g = c.g, b = c.b, a = c.a }; + } + + internal static Vector3 FromVector3f(this OVRPlugin.Vector3f v) + { + return new Vector3() { x = v.x, y = v.y, z = v.z }; + } + + internal static Vector3 FromFlippedZVector3f(this OVRPlugin.Vector3f v) + { + return new Vector3() { x = v.x, y = v.y, z = -v.z }; + } + + internal static OVRPlugin.Vector3f ToVector3f(this Vector3 v) + { + return new OVRPlugin.Vector3f() { x = v.x, y = v.y, z = v.z }; + } + + internal static OVRPlugin.Vector3f ToFlippedZVector3f(this Vector3 v) + { + return new OVRPlugin.Vector3f() { x = v.x, y = v.y, z = -v.z }; + } + + internal static Quaternion FromQuatf(this OVRPlugin.Quatf q) + { + return new Quaternion() { x = q.x, y = q.y, z = q.z, w = q.w }; + } + + internal static OVRPlugin.Quatf ToQuatf(this Quaternion q) + { + return new OVRPlugin.Quatf() { x = q.x, y = q.y, z = q.z, w = q.w }; + } +} + +/// +/// An affine transformation built from a Unity position and orientation. +/// +[System.Serializable] +public struct OVRPose +{ + /// + /// A pose with no translation or rotation. + /// + public static OVRPose identity + { + get { + return new OVRPose() + { + position = Vector3.zero, + orientation = Quaternion.identity + }; + } + } + + public override bool Equals(System.Object obj) + { + return obj is OVRPose && this == (OVRPose)obj; + } + + public override int GetHashCode() + { + return position.GetHashCode() ^ orientation.GetHashCode(); + } + + public static bool operator ==(OVRPose x, OVRPose y) + { + return x.position == y.position && x.orientation == y.orientation; + } + + public static bool operator !=(OVRPose x, OVRPose y) + { + return !(x == y); + } + + /// + /// The position. + /// + public Vector3 position; + + /// + /// The orientation. + /// + public Quaternion orientation; + + /// + /// Multiplies two poses. + /// + public static OVRPose operator*(OVRPose lhs, OVRPose rhs) + { + var ret = new OVRPose(); + ret.position = lhs.position + lhs.orientation * rhs.position; + ret.orientation = lhs.orientation * rhs.orientation; + return ret; + } + + /// + /// Computes the inverse of the given pose. + /// + public OVRPose Inverse() + { + OVRPose ret; + ret.orientation = Quaternion.Inverse(orientation); + ret.position = ret.orientation * -position; + return ret; + } + + /// + /// Converts the pose from left- to right-handed or vice-versa. + /// + internal OVRPose flipZ() + { + var ret = this; + ret.position.z = -ret.position.z; + ret.orientation.z = -ret.orientation.z; + ret.orientation.w = -ret.orientation.w; + return ret; + } + + internal OVRPlugin.Posef ToPosef() + { + return new OVRPlugin.Posef() + { + Position = position.ToVector3f(), + Orientation = orientation.ToQuatf() + }; + } +} diff --git a/Assets/OVR/Scripts/OVRCommon.cs.meta b/Assets/OVR/Scripts/OVRCommon.cs.meta new file mode 100644 index 0000000..94d3e50 --- /dev/null +++ b/Assets/OVR/Scripts/OVRCommon.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 176f8d665b1d78048b1e87956698df6b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/OVR/Scripts/OVRDebugHeadController.cs b/Assets/OVR/Scripts/OVRDebugHeadController.cs new file mode 100644 index 0000000..0af0aa0 --- /dev/null +++ b/Assets/OVR/Scripts/OVRDebugHeadController.cs @@ -0,0 +1,121 @@ +/************************************************************************************ + +Copyright : Copyright 2014 Oculus VR, LLC. All Rights reserved. + +Licensed under the Oculus VR Rift SDK License Version 3.3 (the "License"); +you may not use the Oculus VR Rift SDK except in compliance with the License, +which is provided at the time of installation or download, or which +otherwise accompanies this software in either electronic or hard copy form. + +You may obtain a copy of the License at + +http://www.oculus.com/licenses/LICENSE-3.3 + +Unless required by applicable law or agreed to in writing, the Oculus VR SDK +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 VR = UnityEngine.VR; +using System.Collections; + +/// +/// This is a simple behavior that can be attached to a parent of the CameraRig in order +/// to provide movement via the gamepad. This is useful when testing an application in +/// the Unity editor without the HMD. +/// To use it, create a game object in your scene and drag your CameraRig to be a child +/// of the game object. Then, add the OVRDebugHeadController behavior to the game object. +/// Alternatively, this behavior can be placed directly on the OVRCameraRig object, but +/// that is not guaranteed to work if OVRCameraRig functionality changes in the future. +/// In the parent case, the object with OVRDebugHeadController can be thougt of as a +/// platform that your camera is attached to. When the platform moves or rotates, the +/// camera moves or rotates, but the camera can still move independently while "on" the +/// platform. +/// In general, this behavior should be disabled when not debugging. +/// +public class OVRDebugHeadController : MonoBehaviour +{ + [SerializeField] + public bool AllowPitchLook = false; + [SerializeField] + public bool AllowYawLook = true; + [SerializeField] + public bool InvertPitch = false; + [SerializeField] + public float GamePad_PitchDegreesPerSec = 90.0f; + [SerializeField] + public float GamePad_YawDegreesPerSec = 90.0f; + [SerializeField] + public bool AllowMovement = false; + [SerializeField] + public float ForwardSpeed = 2.0f; + [SerializeField] + public float StrafeSpeed = 2.0f; + + protected OVRCameraRig CameraRig = null; + + void Awake() + { + // locate the camera rig so we can use it to get the current camera transform each frame + OVRCameraRig[] CameraRigs = gameObject.GetComponentsInChildren(); + + if( CameraRigs.Length == 0 ) + Debug.LogWarning("OVRCamParent: No OVRCameraRig attached."); + else if (CameraRigs.Length > 1) + Debug.LogWarning("OVRCamParent: More then 1 OVRCameraRig attached."); + else + CameraRig = CameraRigs[0]; + } + + // Use this for initialization + void Start () + { + + } + + // Update is called once per frame + void Update () + { + if ( AllowMovement ) + { + float gamePad_FwdAxis = OVRInput.Get(OVRInput.RawAxis2D.LThumbstick).y; + float gamePad_StrafeAxis = OVRInput.Get(OVRInput.RawAxis2D.LThumbstick).x; + + Vector3 fwdMove = ( CameraRig.centerEyeAnchor.rotation * Vector3.forward ) * gamePad_FwdAxis * Time.deltaTime * ForwardSpeed; + Vector3 strafeMove = ( CameraRig.centerEyeAnchor.rotation * Vector3.right ) * gamePad_StrafeAxis * Time.deltaTime * StrafeSpeed; + transform.position += fwdMove + strafeMove; + } + + if ( !VR.VRDevice.isPresent && ( AllowYawLook || AllowPitchLook ) ) + { + Quaternion r = transform.rotation; + if ( AllowYawLook ) + { + float gamePadYaw = OVRInput.Get(OVRInput.RawAxis2D.RThumbstick).x; + float yawAmount = gamePadYaw * Time.deltaTime * GamePad_YawDegreesPerSec; + Quaternion yawRot = Quaternion.AngleAxis( yawAmount, Vector3.up ); + r = yawRot * r; + } + if ( AllowPitchLook ) + { + float gamePadPitch = OVRInput.Get(OVRInput.RawAxis2D.RThumbstick).y; + if ( Mathf.Abs( gamePadPitch ) > 0.0001f ) + { + if ( InvertPitch ) + { + gamePadPitch *= -1.0f; + } + float pitchAmount = gamePadPitch * Time.deltaTime * GamePad_PitchDegreesPerSec; + Quaternion pitchRot = Quaternion.AngleAxis( pitchAmount, Vector3.left ); + r = r * pitchRot; + } + } + + transform.rotation = r; + } + } +} diff --git a/Assets/OVR/Scripts/OVRDebugHeadController.cs.meta b/Assets/OVR/Scripts/OVRDebugHeadController.cs.meta new file mode 100644 index 0000000..0d876dd --- /dev/null +++ b/Assets/OVR/Scripts/OVRDebugHeadController.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 563681618daa71b4c89f979b1fd7170b +timeCreated: 1433450365 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OVR/Scripts/OVRDisplay.cs b/Assets/OVR/Scripts/OVRDisplay.cs new file mode 100644 index 0000000..338ccfa --- /dev/null +++ b/Assets/OVR/Scripts/OVRDisplay.cs @@ -0,0 +1,238 @@ +/************************************************************************************ + +Copyright : Copyright 2014 Oculus VR, LLC. All Rights reserved. + +Licensed under the Oculus VR Rift SDK License Version 3.3 (the "License"); +you may not use the Oculus VR Rift SDK except in compliance with the License, +which is provided at the time of installation or download, or which +otherwise accompanies this software in either electronic or hard copy form. + +You may obtain a copy of the License at + +http://www.oculus.com/licenses/LICENSE-3.3 + +Unless required by applicable law or agreed to in writing, the Oculus VR SDK +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.Runtime.InteropServices; +using System.Text.RegularExpressions; +using UnityEngine; +using VR = UnityEngine.VR; + +/// +/// Manages an Oculus Rift head-mounted display (HMD). +/// +public class OVRDisplay +{ + /// + /// Specifies the size and field-of-view for one eye texture. + /// + public struct EyeRenderDesc + { + /// + /// The horizontal and vertical size of the texture. + /// + public Vector2 resolution; + + /// + /// The angle of the horizontal and vertical field of view in degrees. + /// + public Vector2 fov; + } + + /// + /// Contains latency measurements for a single frame of rendering. + /// + public struct LatencyData + { + /// + /// The time it took to render both eyes in seconds. + /// + public float render; + + /// + /// The time it took to perform TimeWarp in seconds. + /// + public float timeWarp; + + /// + /// The time between the end of TimeWarp and scan-out in seconds. + /// + public float postPresent; + public float renderError; + public float timeWarpError; + } + + private bool needsConfigureTexture; + private EyeRenderDesc[] eyeDescs = new EyeRenderDesc[2]; + + /// + /// Creates an instance of OVRDisplay. Called by OVRManager. + /// + public OVRDisplay() + { + UpdateTextures(); + } + + /// + /// Updates the internal state of the OVRDisplay. Called by OVRManager. + /// + public void Update() + { + UpdateTextures(); + } + + /// + /// Occurs when the head pose is reset. + /// + public event System.Action RecenteredPose; + + /// + /// Recenters the head pose. + /// + public void RecenterPose() + { + VR.InputTracking.Recenter(); + + if (RecenteredPose != null) + { + RecenteredPose(); + } + } + + /// + /// Gets the current linear acceleration of the head. + /// + public Vector3 acceleration + { + get { + if (!OVRManager.isHmdPresent) + return Vector3.zero; + + OVRPose ret = OVRPlugin.GetEyeAcceleration(OVRPlugin.Eye.None).ToOVRPose(); + return ret.position; + } + } + + /// + /// Gets the current angular acceleration of the head. + /// + public Quaternion angularAcceleration + { + get + { + if (!OVRManager.isHmdPresent) + return Quaternion.identity; + + OVRPose ret = OVRPlugin.GetEyeAcceleration(OVRPlugin.Eye.None).ToOVRPose(); + return ret.orientation; + } + } + + /// + /// Gets the current linear velocity of the head. + /// + public Vector3 velocity + { + get + { + if (!OVRManager.isHmdPresent) + return Vector3.zero; + + OVRPose ret = OVRPlugin.GetEyeVelocity(OVRPlugin.Eye.None).ToOVRPose(); + return ret.position; + } + } + + /// + /// Gets the current angular velocity of the head. + /// + public Quaternion angularVelocity + { + get { + if (!OVRManager.isHmdPresent) + return Quaternion.identity; + + OVRPose ret = OVRPlugin.GetEyeVelocity(OVRPlugin.Eye.None).ToOVRPose(); + return ret.orientation; + } + } + + /// + /// Gets the resolution and field of view for the given eye. + /// + public EyeRenderDesc GetEyeRenderDesc(VR.VRNode eye) + { + return eyeDescs[(int)eye]; + } + + /// + /// Gets the current measured latency values. + /// + public LatencyData latency + { + get { + if (!OVRManager.isHmdPresent) + return new LatencyData(); + + string latency = OVRPlugin.latency; + + var r = new Regex("Render: ([0-9]+[.][0-9]+)ms, TimeWarp: ([0-9]+[.][0-9]+)ms, PostPresent: ([0-9]+[.][0-9]+)ms", RegexOptions.None); + + var ret = new LatencyData(); + + Match match = r.Match(latency); + if (match.Success) + { + ret.render = float.Parse(match.Groups[1].Value); + ret.timeWarp = float.Parse(match.Groups[2].Value); + ret.postPresent = float.Parse(match.Groups[3].Value); + } + + return ret; + } + } + + /// + /// Gets the recommended MSAA level for optimal quality/performance the current device. + /// + public int recommendedMSAALevel + { + get + { + int result = OVRPlugin.recommendedMSAALevel; + + if (result == 1) + result = 0; + + return result; + } + } + + private void UpdateTextures() + { + ConfigureEyeDesc(VR.VRNode.LeftEye); + ConfigureEyeDesc(VR.VRNode.RightEye); + } + + private void ConfigureEyeDesc(VR.VRNode eye) + { + if (!OVRManager.isHmdPresent) + return; + + OVRPlugin.Sizei size = OVRPlugin.GetEyeTextureSize((OVRPlugin.Eye)eye); + OVRPlugin.Frustumf frust = OVRPlugin.GetEyeFrustum((OVRPlugin.Eye)eye); + + eyeDescs[(int)eye] = new EyeRenderDesc() + { + resolution = new Vector2(size.w, size.h), + fov = Mathf.Rad2Deg * new Vector2(frust.fovX, frust.fovY), + }; + } +} diff --git a/Assets/OVR/Scripts/OVRDisplay.cs.meta b/Assets/OVR/Scripts/OVRDisplay.cs.meta new file mode 100644 index 0000000..d987173 --- /dev/null +++ b/Assets/OVR/Scripts/OVRDisplay.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: bb365ebe8e821fc4e81e9dca9d704357 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/OVR/Scripts/OVRHaptics.cs b/Assets/OVR/Scripts/OVRHaptics.cs new file mode 100644 index 0000000..102b210 --- /dev/null +++ b/Assets/OVR/Scripts/OVRHaptics.cs @@ -0,0 +1,399 @@ +using UnityEngine; +using System; +using System.IO; +using System.Collections; +using System.Collections.Generic; +using System.Runtime.InteropServices; + +/// +/// Plays tactile effects on a tracked VR controller. +/// +public static class OVRHaptics +{ + public readonly static OVRHapticsChannel[] Channels; + public readonly static OVRHapticsChannel LeftChannel; + public readonly static OVRHapticsChannel RightChannel; + + private readonly static OVRHapticsOutput[] m_outputs; + + static OVRHaptics() + { + Config.Load(); + + m_outputs = new OVRHapticsOutput[] + { + new OVRHapticsOutput((uint)OVRPlugin.Controller.LTouch), + new OVRHapticsOutput((uint)OVRPlugin.Controller.RTouch), + }; + + Channels = new OVRHapticsChannel[] + { + LeftChannel = new OVRHapticsChannel(0), + RightChannel = new OVRHapticsChannel(1), + }; + } + + /// + /// Determines the target format for haptics data on a specific device. + /// + public static class Config + { + public static int SampleRateHz { get; private set; } + public static int SampleSizeInBytes { get; private set; } + public static int MinimumSafeSamplesQueued { get; private set; } + public static int MinimumBufferSamplesCount { get; private set; } + public static int OptimalBufferSamplesCount { get; private set; } + public static int MaximumBufferSamplesCount { get; private set; } + + static Config() + { + Load(); + } + + public static void Load() + { + OVRPlugin.HapticsDesc desc = OVRPlugin.GetControllerHapticsDesc((uint)OVRPlugin.Controller.RTouch); + + SampleRateHz = desc.SampleRateHz; + SampleSizeInBytes = desc.SampleSizeInBytes; + MinimumSafeSamplesQueued = desc.MinimumSafeSamplesQueued; + MinimumBufferSamplesCount = desc.MinimumBufferSamplesCount; + OptimalBufferSamplesCount = desc.OptimalBufferSamplesCount; + MaximumBufferSamplesCount = desc.MaximumBufferSamplesCount; + } + } + + /// + /// A track of haptics data that can be mixed or sequenced with another track. + /// + public class OVRHapticsChannel + { + private OVRHapticsOutput m_output; + + /// + /// Constructs a channel targeting the specified output. + /// + public OVRHapticsChannel(uint outputIndex) + { + m_output = m_outputs[outputIndex]; + } + + /// + /// Cancels any currently-playing clips and immediatly plays the specified clip instead. + /// + public void Preempt(OVRHapticsClip clip) + { + m_output.Preempt(clip); + } + + /// + /// Enqueues the specified clip to play after any currently-playing clips finish. + /// + public void Queue(OVRHapticsClip clip) + { + m_output.Queue(clip); + } + + /// + /// Adds the specified clip to play simultaneously to the currently-playing clip(s). + /// + public void Mix(OVRHapticsClip clip) + { + m_output.Mix(clip); + } + + /// + /// Cancels any currently-playing clips. + /// + public void Clear() + { + m_output.Clear(); + } + } + + private class OVRHapticsOutput + { + private class NativeBuffer + { + private int m_numBytes = 0; + private IntPtr m_ptr = IntPtr.Zero; + + public IntPtr GetPointer(int byteOffset = 0) + { + if (byteOffset < 0 || byteOffset >= m_numBytes) + { + //Debug.LogError("Attempted invalid access - Allocated: " + m_numBytes + " Requested: " + byteOffset); + return IntPtr.Zero; + } + + return (byteOffset == 0) ? m_ptr : new IntPtr(m_ptr.ToInt64() + byteOffset); + } + + public NativeBuffer(int numBytes) + { + m_ptr = Marshal.AllocHGlobal(numBytes); + m_numBytes = numBytes; + } + + ~NativeBuffer() + { + if (m_ptr != IntPtr.Zero) + { + Marshal.FreeHGlobal(m_ptr); + m_ptr = IntPtr.Zero; + m_numBytes = 0; + } + } + } + + private class ClipPlaybackTracker + { + public int ReadCount { get; set; } + public OVRHapticsClip Clip { get; set; } + + public ClipPlaybackTracker(OVRHapticsClip clip) + { + Clip = clip; + } + } + + private bool m_lowLatencyMode = true; + private int m_prevSamplesQueued = 0; + private float m_prevSamplesQueuedTime = 0; + private int m_numPredictionHits = 0; + private int m_numPredictionMisses = 0; + private int m_numUnderruns = 0; + private List m_pendingClips = new List(); + private uint m_controller = 0; + private NativeBuffer m_nativeBuffer = new NativeBuffer(OVRHaptics.Config.MaximumBufferSamplesCount * OVRHaptics.Config.SampleSizeInBytes); + private OVRHapticsClip m_paddingClip = new OVRHapticsClip(); + + public OVRHapticsOutput(uint controller) + { + m_controller = controller; + } + + /// + /// The system calls this each frame to update haptics playback. + /// + public void Process() + { + var hapticsState = OVRPlugin.GetControllerHapticsState(m_controller); + + float elapsedTime = Time.realtimeSinceStartup - m_prevSamplesQueuedTime; + if (m_prevSamplesQueued > 0) + { + int expectedSamples = m_prevSamplesQueued - (int)(elapsedTime * OVRHaptics.Config.SampleRateHz + 0.5f); + if (expectedSamples < 0) + expectedSamples = 0; + + if ((hapticsState.SamplesQueued - expectedSamples) == 0) + m_numPredictionHits++; + else + m_numPredictionMisses++; + + //Debug.Log(hapticsState.SamplesAvailable + "a " + hapticsState.SamplesQueued + "q " + expectedSamples + "e " + //+ "Prediction Accuracy: " + m_numPredictionHits / (float)(m_numPredictionMisses + m_numPredictionHits)); + + if ((expectedSamples > 0) && (hapticsState.SamplesQueued == 0)) + { + m_numUnderruns++; + //Debug.LogError("Samples Underrun (" + m_controller + " #" + m_numUnderruns + ") -" + // + " Expected: " + expectedSamples + // + " Actual: " + hapticsState.SamplesQueued); + } + + m_prevSamplesQueued = hapticsState.SamplesQueued; + m_prevSamplesQueuedTime = Time.realtimeSinceStartup; + } + + int desiredSamplesCount = OVRHaptics.Config.OptimalBufferSamplesCount; + if (m_lowLatencyMode) + { + float sampleRateMs = 1000.0f / (float)OVRHaptics.Config.SampleRateHz; + float elapsedMs = elapsedTime * 1000.0f; + int samplesNeededPerFrame = (int)Mathf.Ceil(elapsedMs / sampleRateMs); + int lowLatencySamplesCount = OVRHaptics.Config.MinimumSafeSamplesQueued + samplesNeededPerFrame; + + if (lowLatencySamplesCount < desiredSamplesCount) + desiredSamplesCount = lowLatencySamplesCount; + } + + if (hapticsState.SamplesQueued > desiredSamplesCount) + return; + + if (desiredSamplesCount > OVRHaptics.Config.MaximumBufferSamplesCount) + desiredSamplesCount = OVRHaptics.Config.MaximumBufferSamplesCount; + if (desiredSamplesCount > hapticsState.SamplesAvailable) + desiredSamplesCount = hapticsState.SamplesAvailable; + + int acquiredSamplesCount = 0; + int clipIndex = 0; + while(acquiredSamplesCount < desiredSamplesCount && clipIndex < m_pendingClips.Count) + { + int numSamplesToCopy = desiredSamplesCount - acquiredSamplesCount; + int remainingSamplesInClip = m_pendingClips[clipIndex].Clip.Count - m_pendingClips[clipIndex].ReadCount; + if (numSamplesToCopy > remainingSamplesInClip) + numSamplesToCopy = remainingSamplesInClip; + + if (numSamplesToCopy > 0) + { + int numBytes = numSamplesToCopy * OVRHaptics.Config.SampleSizeInBytes; + int dstOffset = acquiredSamplesCount * OVRHaptics.Config.SampleSizeInBytes; + int srcOffset = m_pendingClips[clipIndex].ReadCount * OVRHaptics.Config.SampleSizeInBytes; + Marshal.Copy(m_pendingClips[clipIndex].Clip.Samples, srcOffset, m_nativeBuffer.GetPointer(dstOffset), numBytes); + + m_pendingClips[clipIndex].ReadCount += numSamplesToCopy; + acquiredSamplesCount += numSamplesToCopy; + } + + clipIndex++; + } + + for (int i = m_pendingClips.Count - 1; i >= 0 && m_pendingClips.Count > 0; i--) + { + if (m_pendingClips[i].ReadCount >= m_pendingClips[i].Clip.Count) + m_pendingClips.RemoveAt(i); + } + + int desiredPadding = desiredSamplesCount - (hapticsState.SamplesQueued + acquiredSamplesCount); + if (desiredPadding < (OVRHaptics.Config.MinimumBufferSamplesCount - acquiredSamplesCount)) + desiredPadding = (OVRHaptics.Config.MinimumBufferSamplesCount - acquiredSamplesCount); + if (desiredPadding > hapticsState.SamplesAvailable) + desiredPadding = hapticsState.SamplesAvailable; + + if (desiredPadding > 0) + { + int numBytes = desiredPadding * OVRHaptics.Config.SampleSizeInBytes; + int dstOffset = acquiredSamplesCount * OVRHaptics.Config.SampleSizeInBytes; + int srcOffset = 0; + Marshal.Copy(m_paddingClip.Samples, srcOffset, m_nativeBuffer.GetPointer(dstOffset), numBytes); + + acquiredSamplesCount += desiredPadding; + } + + if (acquiredSamplesCount > 0) + { + OVRPlugin.HapticsBuffer hapticsBuffer; + hapticsBuffer.Samples = m_nativeBuffer.GetPointer(); + hapticsBuffer.SamplesCount = acquiredSamplesCount; + + OVRPlugin.SetControllerHaptics(m_controller, hapticsBuffer); + + hapticsState = OVRPlugin.GetControllerHapticsState(m_controller); + m_prevSamplesQueued = hapticsState.SamplesQueued; + m_prevSamplesQueuedTime = Time.realtimeSinceStartup; + } + } + + /// + /// Immediately plays the specified clip without waiting for any currently-playing clip to finish. + /// + public void Preempt(OVRHapticsClip clip) + { + m_pendingClips.Clear(); + m_pendingClips.Add(new ClipPlaybackTracker(clip)); + } + + /// + /// Enqueues the specified clip to play after any currently-playing clip finishes. + /// + public void Queue(OVRHapticsClip clip) + { + m_pendingClips.Add(new ClipPlaybackTracker(clip)); + } + + /// + /// Adds the samples from the specified clip to the ones in the currently-playing clip(s). + /// + public void Mix(OVRHapticsClip clip) + { + int numClipsToMix = 0; + int numSamplesToMix = 0; + int numSamplesRemaining = clip.Count; + + while (numSamplesRemaining > 0 && numClipsToMix < m_pendingClips.Count) + { + int numSamplesRemainingInClip = m_pendingClips[numClipsToMix].Clip.Count - m_pendingClips[numClipsToMix].ReadCount; + numSamplesRemaining -= numSamplesRemainingInClip; + numSamplesToMix += numSamplesRemainingInClip; + numClipsToMix++; + } + + if (numSamplesRemaining > 0) + { + numSamplesToMix += numSamplesRemaining; + numSamplesRemaining = 0; + } + + if (numClipsToMix > 0) + { + OVRHapticsClip mixClip = new OVRHapticsClip(numSamplesToMix); + + OVRHapticsClip a = clip; + int aReadCount = 0; + + for (int i = 0; i < numClipsToMix; i++) + { + OVRHapticsClip b = m_pendingClips[i].Clip; + for(int bReadCount = m_pendingClips[i].ReadCount; bReadCount < b.Count; bReadCount++) + { + if (OVRHaptics.Config.SampleSizeInBytes == 1) + { + byte sample = 0; // TODO support multi-byte samples + if ((aReadCount < a.Count) && (bReadCount < b.Count)) + { + sample = (byte)(Mathf.Clamp(a.Samples[aReadCount] + b.Samples[bReadCount], 0, System.Byte.MaxValue)); // TODO support multi-byte samples + aReadCount++; + } + else if (bReadCount < b.Count) + { + sample = b.Samples[bReadCount]; // TODO support multi-byte samples + } + + mixClip.WriteSample(sample); // TODO support multi-byte samples + } + } + } + + while (aReadCount < a.Count) + { + if (OVRHaptics.Config.SampleSizeInBytes == 1) + { + mixClip.WriteSample(a.Samples[aReadCount]); // TODO support multi-byte samples + } + aReadCount++; + } + + m_pendingClips[0] = new ClipPlaybackTracker(mixClip); + for (int i = 1; i < numClipsToMix; i++) + { + m_pendingClips.RemoveAt(1); + } + } + else + { + m_pendingClips.Add(new ClipPlaybackTracker(clip)); + } + } + + public void Clear() + { + m_pendingClips.Clear(); + } + } + + /// + /// The system calls this each frame to update haptics playback. + /// + public static void Process() + { + Config.Load(); + + for (int i = 0; i < m_outputs.Length; i++) + { + m_outputs[i].Process(); + } + } +} + diff --git a/Assets/OVR/Scripts/OVRHaptics.cs.meta b/Assets/OVR/Scripts/OVRHaptics.cs.meta new file mode 100644 index 0000000..af14af3 --- /dev/null +++ b/Assets/OVR/Scripts/OVRHaptics.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: d3b22b858e27329498781f145fa42610 +timeCreated: 1463018541 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OVR/Scripts/OVRHapticsClip.cs b/Assets/OVR/Scripts/OVRHapticsClip.cs new file mode 100644 index 0000000..65340e9 --- /dev/null +++ b/Assets/OVR/Scripts/OVRHapticsClip.cs @@ -0,0 +1,145 @@ +using UnityEngine; +using System.Collections; + +/// +/// A PCM buffer of data for a haptics effect. +/// +public class OVRHapticsClip +{ + /// + /// The current number of samples in the clip. + /// + public int Count { get; private set; } + + /// + /// The maximum number of samples the clip can store. + /// + public int Capacity { get; private set; } + + /// + /// The raw haptics data. + /// + public byte[] Samples { get; private set; } + + public OVRHapticsClip() + { + Capacity = OVRHaptics.Config.MaximumBufferSamplesCount; + Samples = new byte[Capacity * OVRHaptics.Config.SampleSizeInBytes]; + } + + /// + /// Creates a clip with the specified capacity. + /// + public OVRHapticsClip(int capacity) + { + Capacity = (capacity >= 0) ? capacity : 0; + Samples = new byte[Capacity * OVRHaptics.Config.SampleSizeInBytes]; + } + + /// + /// Creates a clip with the specified data. + /// + public OVRHapticsClip(byte[] samples, int samplesCount) + { + Samples = samples; + Capacity = Samples.Length / OVRHaptics.Config.SampleSizeInBytes; + Count = (samplesCount >= 0) ? samplesCount : 0; + } + + /// + /// Creates a clip by mixing the specified clips. + /// + public OVRHapticsClip(OVRHapticsClip a, OVRHapticsClip b) + { + int maxCount = a.Count; + if (b.Count > maxCount) + maxCount = b.Count; + + Capacity = maxCount; + Samples = new byte[Capacity * OVRHaptics.Config.SampleSizeInBytes]; + + for (int i = 0; i < a.Count || i < b.Count; i++) + { + if (OVRHaptics.Config.SampleSizeInBytes == 1) + { + byte sample = 0; // TODO support multi-byte samples + if ((i < a.Count) && (i < b.Count)) + sample = (byte)(Mathf.Clamp(a.Samples[i] + b.Samples[i], 0, System.Byte.MaxValue)); // TODO support multi-byte samples + else if (i < a.Count) + sample = a.Samples[i]; // TODO support multi-byte samples + else if (i < b.Count) + sample = b.Samples[i]; // TODO support multi-byte samples + + WriteSample(sample); // TODO support multi-byte samples + } + } + } + + /// + /// Creates a haptics clip from the specified audio clip. + /// + public OVRHapticsClip(AudioClip audioClip, int channel = 0) + { + float[] audioData = new float[audioClip.samples * audioClip.channels]; + audioClip.GetData(audioData, 0); + + InitializeFromAudioFloatTrack(audioData, audioClip.frequency, audioClip.channels, channel); + } + + /// + /// Adds the specified sample to the end of the clip. + /// + public void WriteSample(byte sample) // TODO support multi-byte samples + { + if (Count >= Capacity) + { + //Debug.LogError("Attempted to write OVRHapticsClip sample out of range - Count:" + Count + " Capacity:" + Capacity); + return; + } + + if (OVRHaptics.Config.SampleSizeInBytes == 1) + { + Samples[Count * OVRHaptics.Config.SampleSizeInBytes] = sample; // TODO support multi-byte samples + } + + Count++; + } + + /// + /// Clears the clip and resets its size to 0. + /// + public void Reset() + { + Count = 0; + } + + private void InitializeFromAudioFloatTrack(float[] sourceData, double sourceFrequency, int sourceChannelCount, int sourceChannel) + { + double stepSizePrecise = sourceFrequency / OVRHaptics.Config.SampleRateHz; + int stepSize = (int)stepSizePrecise; + double stepSizeError = stepSizePrecise - stepSize; + double accumulatedStepSizeError = 0.0f; + int length = sourceData.Length; + + Count = 0; + Capacity = length / sourceChannelCount / stepSize + 1; + Samples = new byte[Capacity * OVRHaptics.Config.SampleSizeInBytes]; + + int i = sourceChannel % sourceChannelCount; + while (i < length) + { + if (OVRHaptics.Config.SampleSizeInBytes == 1) + { + WriteSample((byte)(Mathf.Clamp01(Mathf.Abs(sourceData[i])) * System.Byte.MaxValue)); // TODO support multi-byte samples + } + i+= stepSize * sourceChannelCount; + accumulatedStepSizeError += stepSizeError; + if ((int)accumulatedStepSizeError > 0) + { + i+= (int)accumulatedStepSizeError * sourceChannelCount; + accumulatedStepSizeError = accumulatedStepSizeError - (int)accumulatedStepSizeError; + } + } + } +} + diff --git a/Assets/OVR/Scripts/OVRHapticsClip.cs.meta b/Assets/OVR/Scripts/OVRHapticsClip.cs.meta new file mode 100644 index 0000000..e367a61 --- /dev/null +++ b/Assets/OVR/Scripts/OVRHapticsClip.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: c123270a848515b458069b5242866451 +timeCreated: 1467575852 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OVR/Scripts/OVRInput.cs b/Assets/OVR/Scripts/OVRInput.cs new file mode 100644 index 0000000..6480af7 --- /dev/null +++ b/Assets/OVR/Scripts/OVRInput.cs @@ -0,0 +1,2185 @@ +/************************************************************************************ + +Copyright : Copyright 2014 Oculus VR, LLC. All Rights reserved. + +Licensed under the Oculus VR Rift SDK License Version 3.3 (the "License"); +you may not use the Oculus VR Rift SDK except in compliance with the License, +which is provided at the time of installation or download, or which +otherwise accompanies this software in either electronic or hard copy form. + +You may obtain a copy of the License at + +http://www.oculus.com/licenses/LICENSE-3.3 + +Unless required by applicable law or agreed to in writing, the Oculus VR SDK +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 System.Runtime.InteropServices; +using UnityEngine; + +/// +/// Provides a unified input system for Oculus controllers and gamepads. +/// +public static class OVRInput +{ + [Flags] + /// Virtual button mappings that allow the same input bindings to work across different controllers. + public enum Button + { + None = 0, ///< Maps to RawButton: [Gamepad, Touch, LTouch, RTouch: None] + One = 0x00000001, ///< Maps to RawButton: [Gamepad, Touch, RTouch: A], [LTouch: X] + Two = 0x00000002, ///< Maps to RawButton: [Gamepad, Touch, RTouch: B], [LTouch: Y] + Three = 0x00000004, ///< Maps to RawButton: [Gamepad, Touch: X], [LTouch, RTouch: None] + Four = 0x00000008, ///< Maps to RawButton: [Gamepad, Touch: Y], [LTouch, RTouch: None] + Start = 0x00000100, ///< Maps to RawButton: [Gamepad: Start], [Touch, LTouch: Start], [RTouch: None] + Back = 0x00000200, ///< Maps to RawButton: [Gamepad: Back], [Touch, LTouch, RTouch: None] + PrimaryShoulder = 0x00001000, ///< Maps to RawButton: [Gamepad: LShoulder], [Touch, LTouch, RTouch: None] + PrimaryIndexTrigger = 0x00002000, ///< Maps to RawButton: [Gamepad, Touch, LTouch: LIndexTrigger], [RTouch: RIndexTrigger] + PrimaryHandTrigger = 0x00004000, ///< Maps to RawButton: [Gamepad: None], [Touch, LTouch: LHandTrigger], [RTouch: RHandTrigger] + PrimaryThumbstick = 0x00008000, ///< Maps to RawButton: [Gamepad, Touch, LTouch: LThumbstick], [RTouch: RThumbstick] + PrimaryThumbstickUp = 0x00010000, ///< Maps to RawButton: [Gamepad, Touch, LTouch: LThumbstickUp], [RTouch: RThumbstickUp] + PrimaryThumbstickDown = 0x00020000, ///< Maps to RawButton: [Gamepad, Touch, LTouch: LThumbstickDown], [RTouch: RThumbstickDown] + PrimaryThumbstickLeft = 0x00040000, ///< Maps to RawButton: [Gamepad, Touch, LTouch: LThumbstickLeft], [RTouch: RThumbstickLeft] + PrimaryThumbstickRight = 0x00080000, ///< Maps to RawButton: [Gamepad, Touch, LTouch: LThumbstickRight], [RTouch: RThumbstickRight] + SecondaryShoulder = 0x00100000, ///< Maps to RawButton: [Gamepad: RShoulder], [Touch, LTouch, RTouch: None] + SecondaryIndexTrigger = 0x00200000, ///< Maps to RawButton: [Gamepad, Touch: RIndexTrigger], [LTouch, RTouch: None] + SecondaryHandTrigger = 0x00400000, ///< Maps to RawButton: [Gamepad: None], [Touch: RHandTrigger], [LTouch, RTouch: None] + SecondaryThumbstick = 0x00800000, ///< Maps to RawButton: [Gamepad, Touch: RThumbstick], [LTouch, RTouch: None] + SecondaryThumbstickUp = 0x01000000, ///< Maps to RawButton: [Gamepad, Touch: RThumbstickUp], [LTouch, RTouch: None] + SecondaryThumbstickDown = 0x02000000, ///< Maps to RawButton: [Gamepad, Touch: RThumbstickDown], [LTouch, RTouch: None] + SecondaryThumbstickLeft = 0x04000000, ///< Maps to RawButton: [Gamepad, Touch: RThumbstickLeft], [LTouch, RTouch: None] + SecondaryThumbstickRight = 0x08000000, ///< Maps to RawButton: [Gamepad, Touch: RThumbstickRight], [LTouch, RTouch: None] + DpadUp = 0x00000010, ///< Maps to RawButton: [Gamepad: DpadUp], [Touch, LTouch, RTouch: None] + DpadDown = 0x00000020, ///< Maps to RawButton: [Gamepad: DpadDown], [Touch, LTouch, RTouch: None] + DpadLeft = 0x00000040, ///< Maps to RawButton: [Gamepad: DpadLeft], [Touch, LTouch, RTouch: None] + DpadRight = 0x00000080, ///< Maps to RawButton: [Gamepad: DpadRight], [Touch, LTouch, RTouch: None] + Up = 0x10000000, ///< Maps to RawButton: [Gamepad, Touch, LTouch: LThumbstickUp], [RTouch: RThumbstickUp] + Down = 0x20000000, ///< Maps to RawButton: [Gamepad, Touch, LTouch: LThumbstickDown], [RTouch: RThumbstickDown] + Left = 0x40000000, ///< Maps to RawButton: [Gamepad, Touch, LTouch: LThumbstickLeft], [RTouch: RThumbstickLeft] + Right = unchecked((int)0x80000000), ///< Maps to RawButton: [Gamepad, Touch, LTouch: LThumbstickRight], [RTouch: RThumbstickRight] + Any = ~None, ///< Maps to RawButton: [Gamepad, Touch, LTouch, RTouch: Any] + } + + [Flags] + /// Raw button mappings that can be used to directly query the state of a controller. + public enum RawButton + { + None = 0, ///< Maps to Physical Button: [Gamepad, Touch, LTouch, RTouch: None] + A = 0x00000001, ///< Maps to Physical Button: [Gamepad, Touch, RTouch: A], [LTouch: None] + B = 0x00000002, ///< Maps to Physical Button: [Gamepad, Touch, RTouch: B], [LTouch: None] + X = 0x00000100, ///< Maps to Physical Button: [Gamepad, Touch, LTouch: X], [RTouch: None] + Y = 0x00000200, ///< Maps to Physical Button: [Gamepad, Touch, LTouch: Y], [RTouch: None] + Start = 0x00100000, ///< Maps to Physical Button: [Gamepad: Start], [Touch, LTouch: Start], [RTouch: None] + Back = 0x00200000, ///< Maps to Physical Button: [Gamepad: Back], [Touch, LTouch, RTouch: None] + LShoulder = 0x00000800, ///< Maps to Physical Button: [Gamepad: LShoulder], [Touch, LTouch, RTouch: None] + LIndexTrigger = 0x10000000, ///< Maps to Physical Button: [Gamepad, Touch, LTouch: LIndexTrigger], [RTouch: None] + LHandTrigger = 0x20000000, ///< Maps to Physical Button: [Gamepad: None], [Touch, LTouch: LHandTrigger], [RTouch: None] + LThumbstick = 0x00000400, ///< Maps to Physical Button: [Gamepad, Touch, LTouch: LThumbstick], [RTouch: None] + LThumbstickUp = 0x00000010, ///< Maps to Physical Button: [Gamepad, Touch, LTouch: LThumbstickUp], [RTouch: None] + LThumbstickDown = 0x00000020, ///< Maps to Physical Button: [Gamepad, Touch, LTouch: LThumbstickDown], [RTouch: None] + LThumbstickLeft = 0x00000040, ///< Maps to Physical Button: [Gamepad, Touch, LTouch: LThumbstickLeft], [RTouch: None] + LThumbstickRight = 0x00000080, ///< Maps to Physical Button: [Gamepad, Touch, LTouch: LThumbstickRight], [RTouch: None] + RShoulder = 0x00000008, ///< Maps to Physical Button: [Gamepad: RShoulder], [Touch, LTouch, RTouch: None] + RIndexTrigger = 0x04000000, ///< Maps to Physical Button: [Gamepad, Touch, RTouch: RIndexTrigger], [LTouch: None] + RHandTrigger = 0x08000000, ///< Maps to Physical Button: [Gamepad: None], [Touch, RTouch: RHandTrigger], [LTouch: None] + RThumbstick = 0x00000004, ///< Maps to Physical Button: [Gamepad, Touch, RTouch: RThumbstick], [LTouch: None] + RThumbstickUp = 0x00001000, ///< Maps to Physical Button: [Gamepad, Touch, RTouch: RThumbstickUp], [LTouch: None] + RThumbstickDown = 0x00002000, ///< Maps to Physical Button: [Gamepad, Touch, RTouch: RThumbstickDown], [LTouch: None] + RThumbstickLeft = 0x00004000, ///< Maps to Physical Button: [Gamepad, Touch, RTouch: RThumbstickLeft], [LTouch: None] + RThumbstickRight = 0x00008000, ///< Maps to Physical Button: [Gamepad, Touch, RTouch: RThumbstickRight], [LTouch: None] + DpadUp = 0x00010000, ///< Maps to Physical Button: [Gamepad: DpadUp], [Touch, LTouch, RTouch: None] + DpadDown = 0x00020000, ///< Maps to Physical Button: [Gamepad: DpadDown], [Touch, LTouch, RTouch: None] + DpadLeft = 0x00040000, ///< Maps to Physical Button: [Gamepad: DpadLeft], [Touch, LTouch, RTouch: None] + DpadRight = 0x00080000, ///< Maps to Physical Button: [Gamepad: DpadRight], [Touch, LTouch, RTouch: None] + Any = ~None, ///< Maps to Physical Button: [Gamepad, Touch, LTouch, RTouch: Any] + } + + [Flags] + /// Virtual capacitive touch mappings that allow the same input bindings to work across different controllers with capacitive touch support. + public enum Touch + { + None = 0, ///< Maps to RawTouch: [Gamepad, Touch, LTouch, RTouch: None] + One = Button.One, ///< Maps to RawTouch: [Gamepad: None], [Touch, RTouch: A], [LTouch: X] + Two = Button.Two, ///< Maps to RawTouch: [Gamepad: None], [Touch, RTouch: B], [LTouch: Y] + Three = Button.Three, ///< Maps to RawTouch: [Gamepad: None], [Touch: X], [LTouch, RTouch: None] + Four = Button.Four, ///< Maps to RawTouch: [Gamepad: None], [Touch: Y], [LTouch, RTouch: None] + PrimaryIndexTrigger = Button.PrimaryIndexTrigger, ///< Maps to RawTouch: [Gamepad: None], [Touch, LTouch: LIndexTrigger], [RTouch: RIndexTrigger] + PrimaryThumbstick = Button.PrimaryThumbstick, ///< Maps to RawTouch: [Gamepad: None], [Touch, LTouch: LThumbstick], [RTouch: RThumbstick] + PrimaryThumbRest = 0x00001000, ///< Maps to RawTouch: [Gamepad: None], [Touch, LTouch: LThumbRest], [RTouch: RThumbRest] + SecondaryIndexTrigger = Button.SecondaryIndexTrigger, ///< Maps to RawTouch: [Gamepad: None], [Touch: RIndexTrigger], [LTouch, RTouch: None] + SecondaryThumbstick = Button.SecondaryThumbstick, ///< Maps to RawTouch: [Gamepad: None], [Touch: RThumbstick], [LTouch, RTouch: None] + SecondaryThumbRest = 0x00100000, ///< Maps to RawTouch: [Gamepad: None], [Touch: RThumbRest], [LTouch, RTouch: None] + Any = ~None, ///< Maps to RawTouch: [Gamepad: None], [Touch, LTouch, RTouch: Any] + } + + [Flags] + /// Raw capacitive touch mappings that can be used to directly query the state of a controller. + public enum RawTouch + { + None = 0, ///< Maps to Physical Touch: [Gamepad, Touch, LTouch, RTouch: None] + A = RawButton.A, ///< Maps to Physical Touch: [Gamepad: None], [Touch, RTouch: A], [LTouch: None] + B = RawButton.B, ///< Maps to Physical Touch: [Gamepad: None], [Touch, RTouch: B], [LTouch: None] + X = RawButton.X, ///< Maps to Physical Touch: [Gamepad: None], [Touch, LTouch: X], [RTouch: None] + Y = RawButton.Y, ///< Maps to Physical Touch: [Gamepad: None], [Touch, LTouch: Y], [RTouch: None] + LIndexTrigger = 0x00001000, ///< Maps to Physical Touch: [Gamepad: None], [Touch, LTouch: LIndexTrigger], [RTouch: None] + LThumbstick = RawButton.LThumbstick, ///< Maps to Physical Touch: [Gamepad: None], [Touch, LTouch: LThumbstick], [RTouch: None] + LThumbRest = 0x00000800, ///< Maps to Physical Touch: [Gamepad: None], [Touch, LTouch: LThumbRest], [RTouch: None] + RIndexTrigger = 0x00000010, ///< Maps to Physical Touch: [Gamepad: None], [Touch, RTouch: RIndexTrigger], [LTouch: None] + RThumbstick = RawButton.RThumbstick, ///< Maps to Physical Touch: [Gamepad: None], [Touch, RTouch: RThumbstick], [LTouch: None] + RThumbRest = 0x00000008, ///< Maps to Physical Touch: [Gamepad: None], [Touch, RTouch: RThumbRest], [LTouch: None] + Any = ~None, ///< Maps to Physical Touch: [Gamepad: None], [Touch, LTouch, RTouch: Any] + } + + [Flags] + /// Virtual near touch mappings that allow the same input bindings to work across different controllers with near touch support. + /// A near touch uses the capacitive touch sensors of a controller to detect approximate finger proximity prior to a full touch being reported. + public enum NearTouch + { + None = 0, ///< Maps to RawNearTouch: [Gamepad, Touch, LTouch, RTouch: None] + PrimaryIndexTrigger = 0x00000001, ///< Maps to RawNearTouch: [Gamepad: None], [Touch, LTouch: LIndexTrigger], [RTouch: RIndexTrigger] + PrimaryThumbButtons = 0x00000002, ///< Maps to RawNearTouch: [Gamepad: None], [Touch, LTouch: LThumbButtons], [RTouch: RThumbButtons] + SecondaryIndexTrigger = 0x00000004, ///< Maps to RawNearTouch: [Gamepad: None], [Touch: RIndexTrigger], [LTouch, RTouch: None] + SecondaryThumbButtons = 0x00000008, ///< Maps to RawNearTouch: [Gamepad: None], [Touch: RThumbButtons], [LTouch, RTouch: None] + Any = ~None, ///< Maps to RawNearTouch: [Gamepad: None], [Touch, LTouch, RTouch: Any] + } + + [Flags] + /// Raw near touch mappings that can be used to directly query the state of a controller. + public enum RawNearTouch + { + None = 0, ///< Maps to Physical NearTouch: [Gamepad, Touch, LTouch, RTouch: None] + LIndexTrigger = 0x00000001, ///< Maps to Physical NearTouch: [Gamepad: None], Implies finger is in close proximity to LIndexTrigger. + LThumbButtons = 0x00000002, ///< Maps to Physical NearTouch: [Gamepad: None], Implies thumb is in close proximity to LThumbstick OR X/Y buttons. + RIndexTrigger = 0x00000004, ///< Maps to Physical NearTouch: [Gamepad: None], Implies finger is in close proximity to RIndexTrigger. + RThumbButtons = 0x00000008, ///< Maps to Physical NearTouch: [Gamepad: None], Implies thumb is in close proximity to RThumbstick OR A/B buttons. + Any = ~None, ///< Maps to Physical NearTouch: [Gamepad: None], [Touch, LTouch, RTouch: Any] + } + + [Flags] + /// Virtual 1-dimensional axis (float) mappings that allow the same input bindings to work across different controllers. + public enum Axis1D + { + None = 0, ///< Maps to RawAxis1D: [Gamepad, Touch, LTouch, RTouch: None] + PrimaryIndexTrigger = 0x01, ///< Maps to RawAxis1D: [Gamepad, Touch, LTouch: LIndexTrigger], [RTouch: RIndexTrigger] + PrimaryHandTrigger = 0x04, ///< Maps to RawAxis1D: [Gamepad: None], [Touch, LTouch: LHandTrigger], [RTouch: RHandTrigger] + SecondaryIndexTrigger = 0x02, ///< Maps to RawAxis1D: [Gamepad, Touch: RIndexTrigger], [LTouch, RTouch: None] + SecondaryHandTrigger = 0x08, ///< Maps to RawAxis1D: [Gamepad: None], [Touch: RHandTrigger], [LTouch, RTouch: None] + Any = ~None, ///< Maps to RawAxis1D: [Gamepad, Touch, LTouch, RTouch: Any] + } + + [Flags] + /// Raw 1-dimensional axis (float) mappings that can be used to directly query the state of a controller. + public enum RawAxis1D + { + None = 0, ///< Maps to Physical Axis1D: [Gamepad, Touch, LTouch, RTouch: None] + LIndexTrigger = 0x01, ///< Maps to Physical Axis1D: [Gamepad, Touch, LTouch: LIndexTrigger], [RTouch: None] + LHandTrigger = 0x04, ///< Maps to Physical Axis1D: [Gamepad: None], [Touch, LTouch: LHandTrigger], [RTouch: None] + RIndexTrigger = 0x02, ///< Maps to Physical Axis1D: [Gamepad, Touch, RTouch: RIndexTrigger], [LTouch: None] + RHandTrigger = 0x08, ///< Maps to Physical Axis1D: [Gamepad: None], [Touch, RTouch: RHandTrigger], [LTouch: None] + Any = ~None, ///< Maps to Physical Axis1D: [Gamepad, Touch, LTouch, RTouch: Any] + } + + [Flags] + /// Virtual 2-dimensional axis (Vector2) mappings that allow the same input bindings to work across different controllers. + public enum Axis2D + { + None = 0, ///< Maps to RawAxis2D: [Gamepad, Touch, LTouch, RTouch: None] + PrimaryThumbstick = 0x01, ///< Maps to RawAxis2D: [Gamepad, Touch, LTouch: LThumbstick], [RTouch: RThumbstick] + SecondaryThumbstick = 0x02, ///< Maps to RawAxis2D: [Gamepad, Touch: RThumbstick], [LTouch, RTouch: None] + Any = ~None, ///< Maps to RawAxis2D: [Gamepad, Touch, LTouch, RTouch: Any] + } + + [Flags] + /// Raw 2-dimensional axis (Vector2) mappings that can be used to directly query the state of a controller. + public enum RawAxis2D + { + None = 0, ///< Maps to Physical Axis2D: [Gamepad, Touch, LTouch, RTouch: None] + LThumbstick = 0x01, ///< Maps to Physical Axis2D: [Gamepad, Touch, LTouch: LThumbstick], [RTouch: None] + RThumbstick = 0x02, ///< Maps to Physical Axis2D: [Gamepad, Touch, RTouch: RThumbstick], [LTouch: None] + Any = ~None, ///< Maps to Physical Axis2D: [Gamepad, Touch, LTouch, RTouch: Any] + } + + [Flags] + /// Identifies a controller which can be used to query the virtual or raw input state. + public enum Controller + { + None = OVRPlugin.Controller.None, ///< Null controller. + LTouch = OVRPlugin.Controller.LTouch, ///< Left Oculus Touch controller. Virtual input mapping differs from the combined L/R Touch mapping. + RTouch = OVRPlugin.Controller.RTouch, ///< Right Oculus Touch controller. Virtual input mapping differs from the combined L/R Touch mapping. + Touch = OVRPlugin.Controller.Touch, ///< Combined Left/Right pair of Oculus Touch controllers. + Remote = OVRPlugin.Controller.Remote, ///< Oculus Remote controller. + Gamepad = OVRPlugin.Controller.Gamepad, ///< Xbox 360 or Xbox One gamepad on PC. Generic gamepad on Android. + Active = OVRPlugin.Controller.Active, ///< Default controller. Represents the controller that most recently registered a button press from the user. + All = OVRPlugin.Controller.All, ///< Represents the logical OR of all controllers. + } + + private static readonly float AXIS_AS_BUTTON_THRESHOLD = 0.5f; + private static readonly float AXIS_DEADZONE_THRESHOLD = 0.2f; + private static List controllers; + private static Controller activeControllerType = Controller.None; + private static Controller connectedControllerTypes = Controller.None; + private static bool useFixedPoses = false; + private static int fixedUpdateCount = 0; + + /// + /// Creates an instance of OVRInput. + /// + static OVRInput() + { + controllers = new List + { +#if UNITY_ANDROID && !UNITY_EDITOR + new OVRControllerGamepadAndroid(), +#else + new OVRControllerGamepadDesktop(), + new OVRControllerTouch(), + new OVRControllerLTouch(), + new OVRControllerRTouch(), + new OVRControllerRemote(), +#endif + }; + } + + /// + /// Updates the internal state of the OVRInput. Must be called manually if used independently from OVRManager. + /// + public static void Update() + { + connectedControllerTypes = Controller.None; + useFixedPoses = false; + fixedUpdateCount = 0; + + for (int i = 0; i < controllers.Count; i++) + { + OVRControllerBase controller = controllers[i]; + + connectedControllerTypes |= controller.Update(); + + if ((connectedControllerTypes & controller.controllerType) != 0) + { + if (Get(RawButton.Any, controller.controllerType) + || Get(RawTouch.Any, controller.controllerType)) + { + activeControllerType = controller.controllerType; + } + } + } + + if ((activeControllerType == Controller.LTouch) || (activeControllerType == Controller.RTouch)) + { + // If either Touch controller is Active, set both to Active. + activeControllerType = Controller.Touch; + } + + if ((connectedControllerTypes & activeControllerType) == 0) + { + activeControllerType = Controller.None; + } + } + + /// + /// Updates the internal physics state of the OVRInput. Must be called manually if used independently from OVRManager. + /// + public static void FixedUpdate() + { + useFixedPoses = true; + + double predictionSeconds = (double)fixedUpdateCount * Time.fixedDeltaTime / Mathf.Max(Time.timeScale, 1e-6f); + fixedUpdateCount++; + + OVRPlugin.UpdateNodePhysicsPoses(0, predictionSeconds); + } + + /// + /// Returns true if the given Controller's orientation is currently tracked. + /// Only supported for Oculus LTouch and RTouch controllers. Non-tracked controllers will return false. + /// + public static bool GetControllerOrientationTracked(OVRInput.Controller controllerType) + { + switch (controllerType) + { + case Controller.LTouch: + return OVRPlugin.GetNodeOrientationTracked(OVRPlugin.Node.HandLeft); + case Controller.RTouch: + return OVRPlugin.GetNodeOrientationTracked(OVRPlugin.Node.HandRight); + default: + return false; + } + } + + /// + /// Returns true if the given Controller's position is currently tracked. + /// Only supported for Oculus LTouch and RTouch controllers. Non-tracked controllers will return false. + /// + public static bool GetControllerPositionTracked(OVRInput.Controller controllerType) + { + switch (controllerType) + { + case Controller.LTouch: + return OVRPlugin.GetNodePositionTracked(OVRPlugin.Node.HandLeft); + case Controller.RTouch: + return OVRPlugin.GetNodePositionTracked(OVRPlugin.Node.HandRight); + default: + return false; + } + } + + /// + /// Gets the position of the given Controller local to its tracking space. + /// Only supported for Oculus LTouch and RTouch controllers. Non-tracked controllers will return Vector3.zero. + /// + public static Vector3 GetLocalControllerPosition(OVRInput.Controller controllerType) + { + switch (controllerType) + { + case Controller.LTouch: + return OVRPlugin.GetNodePose(OVRPlugin.Node.HandLeft, useFixedPoses).ToOVRPose().position; + case Controller.RTouch: + return OVRPlugin.GetNodePose(OVRPlugin.Node.HandRight, useFixedPoses).ToOVRPose().position; + default: + return Vector3.zero; + } + } + + /// + /// Gets the linear velocity of the given Controller local to its tracking space. + /// Only supported for Oculus LTouch and RTouch controllers. Non-tracked controllers will return Vector3.zero. + /// + public static Vector3 GetLocalControllerVelocity(OVRInput.Controller controllerType) + { + switch (controllerType) + { + case Controller.LTouch: + return OVRPlugin.GetNodeVelocity(OVRPlugin.Node.HandLeft, useFixedPoses).ToOVRPose().position; + case Controller.RTouch: + return OVRPlugin.GetNodeVelocity(OVRPlugin.Node.HandRight, useFixedPoses).ToOVRPose().position; + default: + return Vector3.zero; + } + } + + /// + /// Gets the linear acceleration of the given Controller local to its tracking space. + /// Only supported for Oculus LTouch and RTouch controllers. Non-tracked controllers will return Vector3.zero. + /// + public static Vector3 GetLocalControllerAcceleration(OVRInput.Controller controllerType) + { + switch (controllerType) + { + case Controller.LTouch: + return OVRPlugin.GetNodeAcceleration(OVRPlugin.Node.HandLeft, useFixedPoses).ToOVRPose().position; + case Controller.RTouch: + return OVRPlugin.GetNodeAcceleration(OVRPlugin.Node.HandRight, useFixedPoses).ToOVRPose().position; + default: + return Vector3.zero; + } + } + + /// + /// Gets the rotation of the given Controller local to its tracking space. + /// Only supported for Oculus LTouch and RTouch controllers. Non-tracked controllers will return Quaternion.identity. + /// + public static Quaternion GetLocalControllerRotation(OVRInput.Controller controllerType) + { + switch (controllerType) + { + case Controller.LTouch: + return OVRPlugin.GetNodePose(OVRPlugin.Node.HandLeft, useFixedPoses).ToOVRPose().orientation; + case Controller.RTouch: + return OVRPlugin.GetNodePose(OVRPlugin.Node.HandRight, useFixedPoses).ToOVRPose().orientation; + default: + return Quaternion.identity; + } + } + + /// + /// Gets the angular velocity of the given Controller local to its tracking space. + /// Only supported for Oculus LTouch and RTouch controllers. Non-tracked controllers will return Quaternion.identity. + /// + public static Quaternion GetLocalControllerAngularVelocity(OVRInput.Controller controllerType) + { + switch (controllerType) + { + case Controller.LTouch: + return OVRPlugin.GetNodeVelocity(OVRPlugin.Node.HandLeft, useFixedPoses).ToOVRPose().orientation; + case Controller.RTouch: + return OVRPlugin.GetNodeVelocity(OVRPlugin.Node.HandRight, useFixedPoses).ToOVRPose().orientation; + default: + return Quaternion.identity; + } + } + + /// + /// Gets the angular acceleration of the given Controller local to its tracking space. + /// Only supported for Oculus LTouch and RTouch controllers. Non-tracked controllers will return Quaternion.identity. + /// + public static Quaternion GetLocalControllerAngularAcceleration(OVRInput.Controller controllerType) + { + switch (controllerType) + { + case Controller.LTouch: + return OVRPlugin.GetNodeAcceleration(OVRPlugin.Node.HandLeft, useFixedPoses).ToOVRPose().orientation; + case Controller.RTouch: + return OVRPlugin.GetNodeAcceleration(OVRPlugin.Node.HandRight, useFixedPoses).ToOVRPose().orientation; + default: + return Quaternion.identity; + } + } + + /// + /// Gets the current state of the given virtual button mask with the given controller mask. + /// Returns true if any masked button is down on any masked controller. + /// + public static bool Get(Button virtualMask, Controller controllerMask = Controller.Active) + { + return GetResolvedButton(virtualMask, RawButton.None, controllerMask); + } + + /// + /// Gets the current state of the given raw button mask with the given controller mask. + /// Returns true if any masked button is down on any masked controllers. + /// + public static bool Get(RawButton rawMask, Controller controllerMask = Controller.Active) + { + return GetResolvedButton(Button.None, rawMask, controllerMask); + } + + private static bool GetResolvedButton(Button virtualMask, RawButton rawMask, Controller controllerMask) + { + if ((controllerMask & Controller.Active) != 0) + controllerMask |= activeControllerType; + + for (int i = 0; i < controllers.Count; i++) + { + OVRControllerBase controller = controllers[i]; + + if (ShouldResolveController(controller.controllerType, controllerMask)) + { + RawButton resolvedMask = rawMask | controller.ResolveToRawMask(virtualMask); + + if (((RawButton)controller.currentState.Buttons & resolvedMask) != 0) + { + return true; + } + } + } + + return false; + } + + /// + /// Gets the current down state of the given virtual button mask with the given controller mask. + /// Returns true if any masked button was pressed this frame on any masked controller and no masked button was previously down last frame. + /// + public static bool GetDown(Button virtualMask, Controller controllerMask = Controller.Active) + { + return GetResolvedButtonDown(virtualMask, RawButton.None, controllerMask); + } + + /// + /// Gets the current down state of the given raw button mask with the given controller mask. + /// Returns true if any masked button was pressed this frame on any masked controller and no masked button was previously down last frame. + /// + public static bool GetDown(RawButton rawMask, Controller controllerMask = Controller.Active) + { + return GetResolvedButtonDown(Button.None, rawMask, controllerMask); + } + + private static bool GetResolvedButtonDown(Button virtualMask, RawButton rawMask, Controller controllerMask) + { + bool down = false; + + if ((controllerMask & Controller.Active) != 0) + controllerMask |= activeControllerType; + + for (int i = 0; i < controllers.Count; i++) + { + OVRControllerBase controller = controllers[i]; + + if (ShouldResolveController(controller.controllerType, controllerMask)) + { + RawButton resolvedMask = rawMask | controller.ResolveToRawMask(virtualMask); + + if (((RawButton)controller.previousState.Buttons & resolvedMask) != 0) + { + return false; + } + + if ((((RawButton)controller.currentState.Buttons & resolvedMask) != 0) + && (((RawButton)controller.previousState.Buttons & resolvedMask) == 0)) + { + down = true; + } + } + } + + return down; + } + + /// + /// Gets the current up state of the given virtual button mask with the given controller mask. + /// Returns true if any masked button was released this frame on any masked controller and no other masked button is still down this frame. + /// + public static bool GetUp(Button virtualMask, Controller controllerMask = Controller.Active) + { + return GetResolvedButtonUp(virtualMask, RawButton.None, controllerMask); + } + + /// + /// Gets the current up state of the given raw button mask with the given controller mask. + /// Returns true if any masked button was released this frame on any masked controller and no other masked button is still down this frame. + /// + public static bool GetUp(RawButton rawMask, Controller controllerMask = Controller.Active) + { + return GetResolvedButtonUp(Button.None, rawMask, controllerMask); + } + + private static bool GetResolvedButtonUp(Button virtualMask, RawButton rawMask, Controller controllerMask) + { + bool up = false; + + if ((controllerMask & Controller.Active) != 0) + controllerMask |= activeControllerType; + + for (int i = 0; i < controllers.Count; i++) + { + OVRControllerBase controller = controllers[i]; + + if (ShouldResolveController(controller.controllerType, controllerMask)) + { + RawButton resolvedMask = rawMask | controller.ResolveToRawMask(virtualMask); + + if (((RawButton)controller.currentState.Buttons & resolvedMask) != 0) + { + return false; + } + + if ((((RawButton)controller.currentState.Buttons & resolvedMask) == 0) + && (((RawButton)controller.previousState.Buttons & resolvedMask) != 0)) + { + up = true; + } + } + } + + return up; + } + + /// + /// Gets the current state of the given virtual touch mask with the given controller mask. + /// Returns true if any masked touch is down on any masked controller. + /// + public static bool Get(Touch virtualMask, Controller controllerMask = Controller.Active) + { + return GetResolvedTouch(virtualMask, RawTouch.None, controllerMask); + } + + /// + /// Gets the current state of the given raw touch mask with the given controller mask. + /// Returns true if any masked touch is down on any masked controllers. + /// + public static bool Get(RawTouch rawMask, Controller controllerMask = Controller.Active) + { + return GetResolvedTouch(Touch.None, rawMask, controllerMask); + } + + private static bool GetResolvedTouch(Touch virtualMask, RawTouch rawMask, Controller controllerMask) + { + if ((controllerMask & Controller.Active) != 0) + controllerMask |= activeControllerType; + + for (int i = 0; i < controllers.Count; i++) + { + OVRControllerBase controller = controllers[i]; + + if (ShouldResolveController(controller.controllerType, controllerMask)) + { + RawTouch resolvedMask = rawMask | controller.ResolveToRawMask(virtualMask); + + if (((RawTouch)controller.currentState.Touches & resolvedMask) != 0) + { + return true; + } + } + } + + return false; + } + + /// + /// Gets the current down state of the given virtual touch mask with the given controller mask. + /// Returns true if any masked touch was pressed this frame on any masked controller and no masked touch was previously down last frame. + /// + public static bool GetDown(Touch virtualMask, Controller controllerMask = Controller.Active) + { + return GetResolvedTouchDown(virtualMask, RawTouch.None, controllerMask); + } + + /// + /// Gets the current down state of the given raw touch mask with the given controller mask. + /// Returns true if any masked touch was pressed this frame on any masked controller and no masked touch was previously down last frame. + /// + public static bool GetDown(RawTouch rawMask, Controller controllerMask = Controller.Active) + { + return GetResolvedTouchDown(Touch.None, rawMask, controllerMask); + } + + private static bool GetResolvedTouchDown(Touch virtualMask, RawTouch rawMask, Controller controllerMask) + { + bool down = false; + + if ((controllerMask & Controller.Active) != 0) + controllerMask |= activeControllerType; + + for (int i = 0; i < controllers.Count; i++) + { + OVRControllerBase controller = controllers[i]; + + if (ShouldResolveController(controller.controllerType, controllerMask)) + { + RawTouch resolvedMask = rawMask | controller.ResolveToRawMask(virtualMask); + + if (((RawTouch)controller.previousState.Touches & resolvedMask) != 0) + { + return false; + } + + if ((((RawTouch)controller.currentState.Touches & resolvedMask) != 0) + && (((RawTouch)controller.previousState.Touches & resolvedMask) == 0)) + { + down = true; + } + } + } + + return down; + } + + /// + /// Gets the current up state of the given virtual touch mask with the given controller mask. + /// Returns true if any masked touch was released this frame on any masked controller and no other masked touch is still down this frame. + /// + public static bool GetUp(Touch virtualMask, Controller controllerMask = Controller.Active) + { + return GetResolvedTouchUp(virtualMask, RawTouch.None, controllerMask); + } + + /// + /// Gets the current up state of the given raw touch mask with the given controller mask. + /// Returns true if any masked touch was released this frame on any masked controller and no other masked touch is still down this frame. + /// + public static bool GetUp(RawTouch rawMask, Controller controllerMask = Controller.Active) + { + return GetResolvedTouchUp(Touch.None, rawMask, controllerMask); + } + + private static bool GetResolvedTouchUp(Touch virtualMask, RawTouch rawMask, Controller controllerMask) + { + bool up = false; + + if ((controllerMask & Controller.Active) != 0) + controllerMask |= activeControllerType; + + for (int i = 0; i < controllers.Count; i++) + { + OVRControllerBase controller = controllers[i]; + + if (ShouldResolveController(controller.controllerType, controllerMask)) + { + RawTouch resolvedMask = rawMask | controller.ResolveToRawMask(virtualMask); + + if (((RawTouch)controller.currentState.Touches & resolvedMask) != 0) + { + return false; + } + + if ((((RawTouch)controller.currentState.Touches & resolvedMask) == 0) + && (((RawTouch)controller.previousState.Touches & resolvedMask) != 0)) + { + up = true; + } + } + } + + return up; + } + + /// + /// Gets the current state of the given virtual near touch mask with the given controller mask. + /// Returns true if any masked near touch is down on any masked controller. + /// + public static bool Get(NearTouch virtualMask, Controller controllerMask = Controller.Active) + { + return GetResolvedNearTouch(virtualMask, RawNearTouch.None, controllerMask); + } + + /// + /// Gets the current state of the given raw near touch mask with the given controller mask. + /// Returns true if any masked near touch is down on any masked controllers. + /// + public static bool Get(RawNearTouch rawMask, Controller controllerMask = Controller.Active) + { + return GetResolvedNearTouch(NearTouch.None, rawMask, controllerMask); + } + + private static bool GetResolvedNearTouch(NearTouch virtualMask, RawNearTouch rawMask, Controller controllerMask) + { + if ((controllerMask & Controller.Active) != 0) + controllerMask |= activeControllerType; + + for (int i = 0; i < controllers.Count; i++) + { + OVRControllerBase controller = controllers[i]; + + if (ShouldResolveController(controller.controllerType, controllerMask)) + { + RawNearTouch resolvedMask = rawMask | controller.ResolveToRawMask(virtualMask); + + if (((RawNearTouch)controller.currentState.NearTouches & resolvedMask) != 0) + { + return true; + } + } + } + + return false; + } + + /// + /// Gets the current down state of the given virtual near touch mask with the given controller mask. + /// Returns true if any masked near touch was pressed this frame on any masked controller and no masked near touch was previously down last frame. + /// + public static bool GetDown(NearTouch virtualMask, Controller controllerMask = Controller.Active) + { + return GetResolvedNearTouchDown(virtualMask, RawNearTouch.None, controllerMask); + } + + /// + /// Gets the current down state of the given raw near touch mask with the given controller mask. + /// Returns true if any masked near touch was pressed this frame on any masked controller and no masked near touch was previously down last frame. + /// + public static bool GetDown(RawNearTouch rawMask, Controller controllerMask = Controller.Active) + { + return GetResolvedNearTouchDown(NearTouch.None, rawMask, controllerMask); + } + + private static bool GetResolvedNearTouchDown(NearTouch virtualMask, RawNearTouch rawMask, Controller controllerMask) + { + bool down = false; + + if ((controllerMask & Controller.Active) != 0) + controllerMask |= activeControllerType; + + for (int i = 0; i < controllers.Count; i++) + { + OVRControllerBase controller = controllers[i]; + + if (ShouldResolveController(controller.controllerType, controllerMask)) + { + RawNearTouch resolvedMask = rawMask | controller.ResolveToRawMask(virtualMask); + + if (((RawNearTouch)controller.previousState.NearTouches & resolvedMask) != 0) + { + return false; + } + + if ((((RawNearTouch)controller.currentState.NearTouches & resolvedMask) != 0) + && (((RawNearTouch)controller.previousState.NearTouches & resolvedMask) == 0)) + { + down = true; + } + } + } + + return down; + } + + /// + /// Gets the current up state of the given virtual near touch mask with the given controller mask. + /// Returns true if any masked near touch was released this frame on any masked controller and no other masked near touch is still down this frame. + /// + public static bool GetUp(NearTouch virtualMask, Controller controllerMask = Controller.Active) + { + return GetResolvedNearTouchUp(virtualMask, RawNearTouch.None, controllerMask); + } + + /// + /// Gets the current up state of the given raw near touch mask with the given controller mask. + /// Returns true if any masked near touch was released this frame on any masked controller and no other masked near touch is still down this frame. + /// + public static bool GetUp(RawNearTouch rawMask, Controller controllerMask = Controller.Active) + { + return GetResolvedNearTouchUp(NearTouch.None, rawMask, controllerMask); + } + + private static bool GetResolvedNearTouchUp(NearTouch virtualMask, RawNearTouch rawMask, Controller controllerMask) + { + bool up = false; + + if ((controllerMask & Controller.Active) != 0) + controllerMask |= activeControllerType; + + for (int i = 0; i < controllers.Count; i++) + { + OVRControllerBase controller = controllers[i]; + + if (ShouldResolveController(controller.controllerType, controllerMask)) + { + RawNearTouch resolvedMask = rawMask | controller.ResolveToRawMask(virtualMask); + + if (((RawNearTouch)controller.currentState.NearTouches & resolvedMask) != 0) + { + return false; + } + + if ((((RawNearTouch)controller.currentState.NearTouches & resolvedMask) == 0) + && (((RawNearTouch)controller.previousState.NearTouches & resolvedMask) != 0)) + { + up = true; + } + } + } + + return up; + } + + /// + /// Gets the current state of the given virtual 1-dimensional axis mask on the given controller mask. + /// Returns the value of the largest masked axis across all masked controllers. Values range from 0 to 1. + /// + public static float Get(Axis1D virtualMask, Controller controllerMask = Controller.Active) + { + return GetResolvedAxis1D(virtualMask, RawAxis1D.None, controllerMask); + } + + /// + /// Gets the current state of the given raw 1-dimensional axis mask on the given controller mask. + /// Returns the value of the largest masked axis across all masked controllers. Values range from 0 to 1. + /// + public static float Get(RawAxis1D rawMask, Controller controllerMask = Controller.Active) + { + return GetResolvedAxis1D(Axis1D.None, rawMask, controllerMask); + } + + private static float GetResolvedAxis1D(Axis1D virtualMask, RawAxis1D rawMask, Controller controllerMask) + { + float maxAxis = 0.0f; + + if ((controllerMask & Controller.Active) != 0) + controllerMask |= activeControllerType; + + for (int i = 0; i < controllers.Count; i++) + { + OVRControllerBase controller = controllers[i]; + + if (ShouldResolveController(controller.controllerType, controllerMask)) + { + RawAxis1D resolvedMask = rawMask | controller.ResolveToRawMask(virtualMask); + + if ((RawAxis1D.LIndexTrigger & resolvedMask) != 0) + { + maxAxis = CalculateAbsMax(maxAxis, controller.currentState.LIndexTrigger); + } + if ((RawAxis1D.RIndexTrigger & resolvedMask) != 0) + { + maxAxis = CalculateAbsMax(maxAxis, controller.currentState.RIndexTrigger); + } + if ((RawAxis1D.LHandTrigger & resolvedMask) != 0) + { + maxAxis = CalculateAbsMax(maxAxis, controller.currentState.LHandTrigger); + } + if ((RawAxis1D.RHandTrigger & resolvedMask) != 0) + { + maxAxis = CalculateAbsMax(maxAxis, controller.currentState.RHandTrigger); + } + } + } + + maxAxis = CalculateDeadzone(maxAxis, AXIS_DEADZONE_THRESHOLD); + + return maxAxis; + } + + /// + /// Gets the current state of the given virtual 2-dimensional axis mask on the given controller mask. + /// Returns the vector of the largest masked axis across all masked controllers. Values range from -1 to 1. + /// + public static Vector2 Get(Axis2D virtualMask, Controller controllerMask = Controller.Active) + { + return GetResolvedAxis2D(virtualMask, RawAxis2D.None, controllerMask); + } + + /// + /// Gets the current state of the given raw 2-dimensional axis mask on the given controller mask. + /// Returns the vector of the largest masked axis across all masked controllers. Values range from -1 to 1. + /// + public static Vector2 Get(RawAxis2D rawMask, Controller controllerMask = Controller.Active) + { + return GetResolvedAxis2D(Axis2D.None, rawMask, controllerMask); + } + + private static Vector2 GetResolvedAxis2D(Axis2D virtualMask, RawAxis2D rawMask, Controller controllerMask) + { + Vector2 maxAxis = Vector2.zero; + + if ((controllerMask & Controller.Active) != 0) + controllerMask |= activeControllerType; + + for (int i = 0; i < controllers.Count; i++) + { + OVRControllerBase controller = controllers[i]; + + if (ShouldResolveController(controller.controllerType, controllerMask)) + { + RawAxis2D resolvedMask = rawMask | controller.ResolveToRawMask(virtualMask); + + if ((RawAxis2D.LThumbstick & resolvedMask) != 0) + { + Vector2 axis = new Vector2( + controller.currentState.LThumbstick.x, + controller.currentState.LThumbstick.y); + + maxAxis = CalculateAbsMax(maxAxis, axis); + } + if ((RawAxis2D.RThumbstick & resolvedMask) != 0) + { + Vector2 axis = new Vector2( + controller.currentState.RThumbstick.x, + controller.currentState.RThumbstick.y); + + maxAxis = CalculateAbsMax(maxAxis, axis); + } + } + } + + maxAxis = CalculateDeadzone(maxAxis, AXIS_DEADZONE_THRESHOLD); + + return maxAxis; + } + + /// + /// Returns a mask of all currently connected controller types. + /// + public static Controller GetConnectedControllers() + { + return connectedControllerTypes; + } + + /// + /// Returns the current active controller type. + /// + public static Controller GetActiveController() + { + return activeControllerType; + } + + /// + /// Activates vibration with the given frequency and amplitude with the given controller mask. + /// Ignored on controllers that do not support vibration. Expected values range from 0 to 1. + /// + public static void SetControllerVibration(float frequency, float amplitude, Controller controllerMask = Controller.Active) + { + if ((controllerMask & Controller.Active) != 0) + controllerMask |= activeControllerType; + + for (int i = 0; i < controllers.Count; i++) + { + OVRControllerBase controller = controllers[i]; + + if (ShouldResolveController(controller.controllerType, controllerMask)) + { + controller.SetControllerVibration(frequency, amplitude); + } + } + } + + private static Vector2 CalculateAbsMax(Vector2 a, Vector2 b) + { + float absA = a.sqrMagnitude; + float absB = b.sqrMagnitude; + + if (absA >= absB) + return a; + return b; + } + + private static float CalculateAbsMax(float a, float b) + { + float absA = (a >= 0) ? a : -a; + float absB = (b >= 0) ? b : -b; + + if (absA >= absB) + return a; + return b; + } + + private static Vector2 CalculateDeadzone(Vector2 a, float deadzone) + { + if (a.sqrMagnitude <= (deadzone * deadzone)) + return Vector2.zero; + + a *= ((a.magnitude - deadzone) / (1.0f - deadzone)); + + if (a.sqrMagnitude > 1.0f) + return a.normalized; + return a; + } + + private static float CalculateDeadzone(float a, float deadzone) + { + float mag = (a >= 0) ? a : -a; + + if (mag <= deadzone) + return 0.0f; + + a *= (mag - deadzone) / (1.0f - deadzone); + + if ((a * a) > 1.0f) + return (a >= 0) ? 1.0f : -1.0f; + return a; + } + + private static bool ShouldResolveController(Controller controllerType, Controller controllerMask) + { + bool isValid = false; + + if ((controllerType & controllerMask) == controllerType) + { + isValid = true; + } + + // If the mask requests both Touch controllers, reject the individual touch controllers. + if (((controllerMask & Controller.Touch) == Controller.Touch) + && ((controllerType & Controller.Touch) != 0) + && ((controllerType & Controller.Touch) != Controller.Touch)) + { + isValid = false; + } + + return isValid; + } + + private abstract class OVRControllerBase + { + public class VirtualButtonMap + { + public RawButton None = RawButton.None; + public RawButton One = RawButton.None; + public RawButton Two = RawButton.None; + public RawButton Three = RawButton.None; + public RawButton Four = RawButton.None; + public RawButton Start = RawButton.None; + public RawButton Back = RawButton.None; + public RawButton PrimaryShoulder = RawButton.None; + public RawButton PrimaryIndexTrigger = RawButton.None; + public RawButton PrimaryHandTrigger = RawButton.None; + public RawButton PrimaryThumbstick = RawButton.None; + public RawButton PrimaryThumbstickUp = RawButton.None; + public RawButton PrimaryThumbstickDown = RawButton.None; + public RawButton PrimaryThumbstickLeft = RawButton.None; + public RawButton PrimaryThumbstickRight = RawButton.None; + public RawButton SecondaryShoulder = RawButton.None; + public RawButton SecondaryIndexTrigger = RawButton.None; + public RawButton SecondaryHandTrigger = RawButton.None; + public RawButton SecondaryThumbstick = RawButton.None; + public RawButton SecondaryThumbstickUp = RawButton.None; + public RawButton SecondaryThumbstickDown = RawButton.None; + public RawButton SecondaryThumbstickLeft = RawButton.None; + public RawButton SecondaryThumbstickRight = RawButton.None; + public RawButton DpadUp = RawButton.None; + public RawButton DpadDown = RawButton.None; + public RawButton DpadLeft = RawButton.None; + public RawButton DpadRight = RawButton.None; + public RawButton Up = RawButton.None; + public RawButton Down = RawButton.None; + public RawButton Left = RawButton.None; + public RawButton Right = RawButton.None; + + public RawButton ToRawMask(Button virtualMask) + { + RawButton rawMask = 0; + + if (virtualMask == Button.None) + return RawButton.None; + + if ((virtualMask & Button.One) != 0) + rawMask |= One; + if ((virtualMask & Button.Two) != 0) + rawMask |= Two; + if ((virtualMask & Button.Three) != 0) + rawMask |= Three; + if ((virtualMask & Button.Four) != 0) + rawMask |= Four; + if ((virtualMask & Button.Start) != 0) + rawMask |= Start; + if ((virtualMask & Button.Back) != 0) + rawMask |= Back; + if ((virtualMask & Button.PrimaryShoulder) != 0) + rawMask |= PrimaryShoulder; + if ((virtualMask & Button.PrimaryIndexTrigger) != 0) + rawMask |= PrimaryIndexTrigger; + if ((virtualMask & Button.PrimaryHandTrigger) != 0) + rawMask |= PrimaryHandTrigger; + if ((virtualMask & Button.PrimaryThumbstick) != 0) + rawMask |= PrimaryThumbstick; + if ((virtualMask & Button.PrimaryThumbstickUp) != 0) + rawMask |= PrimaryThumbstickUp; + if ((virtualMask & Button.PrimaryThumbstickDown) != 0) + rawMask |= PrimaryThumbstickDown; + if ((virtualMask & Button.PrimaryThumbstickLeft) != 0) + rawMask |= PrimaryThumbstickLeft; + if ((virtualMask & Button.PrimaryThumbstickRight) != 0) + rawMask |= PrimaryThumbstickRight; + if ((virtualMask & Button.SecondaryShoulder) != 0) + rawMask |= SecondaryShoulder; + if ((virtualMask & Button.SecondaryIndexTrigger) != 0) + rawMask |= SecondaryIndexTrigger; + if ((virtualMask & Button.SecondaryHandTrigger) != 0) + rawMask |= SecondaryHandTrigger; + if ((virtualMask & Button.SecondaryThumbstick) != 0) + rawMask |= SecondaryThumbstick; + if ((virtualMask & Button.SecondaryThumbstickUp) != 0) + rawMask |= SecondaryThumbstickUp; + if ((virtualMask & Button.SecondaryThumbstickDown) != 0) + rawMask |= SecondaryThumbstickDown; + if ((virtualMask & Button.SecondaryThumbstickLeft) != 0) + rawMask |= SecondaryThumbstickLeft; + if ((virtualMask & Button.SecondaryThumbstickRight) != 0) + rawMask |= SecondaryThumbstickRight; + if ((virtualMask & Button.DpadUp) != 0) + rawMask |= DpadUp; + if ((virtualMask & Button.DpadDown) != 0) + rawMask |= DpadDown; + if ((virtualMask & Button.DpadLeft) != 0) + rawMask |= DpadLeft; + if ((virtualMask & Button.DpadRight) != 0) + rawMask |= DpadRight; + if ((virtualMask & Button.Up) != 0) + rawMask |= Up; + if ((virtualMask & Button.Down) != 0) + rawMask |= Down; + if ((virtualMask & Button.Left) != 0) + rawMask |= Left; + if ((virtualMask & Button.Right) != 0) + rawMask |= Right; + + return rawMask; + } + } + + public class VirtualTouchMap + { + public RawTouch None = RawTouch.None; + public RawTouch One = RawTouch.None; + public RawTouch Two = RawTouch.None; + public RawTouch Three = RawTouch.None; + public RawTouch Four = RawTouch.None; + public RawTouch PrimaryIndexTrigger = RawTouch.None; + public RawTouch PrimaryThumbstick = RawTouch.None; + public RawTouch PrimaryThumbRest = RawTouch.None; + public RawTouch SecondaryIndexTrigger = RawTouch.None; + public RawTouch SecondaryThumbstick = RawTouch.None; + public RawTouch SecondaryThumbRest = RawTouch.None; + + public RawTouch ToRawMask(Touch virtualMask) + { + RawTouch rawMask = 0; + + if (virtualMask == Touch.None) + return RawTouch.None; + + if ((virtualMask & Touch.One) != 0) + rawMask |= One; + if ((virtualMask & Touch.Two) != 0) + rawMask |= Two; + if ((virtualMask & Touch.Three) != 0) + rawMask |= Three; + if ((virtualMask & Touch.Four) != 0) + rawMask |= Four; + if ((virtualMask & Touch.PrimaryIndexTrigger) != 0) + rawMask |= PrimaryIndexTrigger; + if ((virtualMask & Touch.PrimaryThumbstick) != 0) + rawMask |= PrimaryThumbstick; + if ((virtualMask & Touch.PrimaryThumbRest) != 0) + rawMask |= PrimaryThumbRest; + if ((virtualMask & Touch.SecondaryIndexTrigger) != 0) + rawMask |= SecondaryIndexTrigger; + if ((virtualMask & Touch.SecondaryThumbstick) != 0) + rawMask |= SecondaryThumbstick; + if ((virtualMask & Touch.SecondaryThumbRest) != 0) + rawMask |= SecondaryThumbRest; + + return rawMask; + } + } + + public class VirtualNearTouchMap + { + public RawNearTouch None = RawNearTouch.None; + public RawNearTouch PrimaryIndexTrigger = RawNearTouch.None; + public RawNearTouch PrimaryThumbButtons = RawNearTouch.None; + public RawNearTouch SecondaryIndexTrigger = RawNearTouch.None; + public RawNearTouch SecondaryThumbButtons = RawNearTouch.None; + + public RawNearTouch ToRawMask(NearTouch virtualMask) + { + RawNearTouch rawMask = 0; + + if (virtualMask == NearTouch.None) + return RawNearTouch.None; + + if ((virtualMask & NearTouch.PrimaryIndexTrigger) != 0) + rawMask |= PrimaryIndexTrigger; + if ((virtualMask & NearTouch.PrimaryThumbButtons) != 0) + rawMask |= PrimaryThumbButtons; + if ((virtualMask & NearTouch.SecondaryIndexTrigger) != 0) + rawMask |= SecondaryIndexTrigger; + if ((virtualMask & NearTouch.SecondaryThumbButtons) != 0) + rawMask |= SecondaryThumbButtons; + + return rawMask; + } + } + + public class VirtualAxis1DMap + { + public RawAxis1D None = RawAxis1D.None; + public RawAxis1D PrimaryIndexTrigger = RawAxis1D.None; + public RawAxis1D PrimaryHandTrigger = RawAxis1D.None; + public RawAxis1D SecondaryIndexTrigger = RawAxis1D.None; + public RawAxis1D SecondaryHandTrigger = RawAxis1D.None; + + public RawAxis1D ToRawMask(Axis1D virtualMask) + { + RawAxis1D rawMask = 0; + + if (virtualMask == Axis1D.None) + return RawAxis1D.None; + + if ((virtualMask & Axis1D.PrimaryIndexTrigger) != 0) + rawMask |= PrimaryIndexTrigger; + if ((virtualMask & Axis1D.PrimaryHandTrigger) != 0) + rawMask |= PrimaryHandTrigger; + if ((virtualMask & Axis1D.SecondaryIndexTrigger) != 0) + rawMask |= SecondaryIndexTrigger; + if ((virtualMask & Axis1D.SecondaryHandTrigger) != 0) + rawMask |= SecondaryHandTrigger; + + return rawMask; + } + } + + public class VirtualAxis2DMap + { + public RawAxis2D None = RawAxis2D.None; + public RawAxis2D PrimaryThumbstick = RawAxis2D.None; + public RawAxis2D SecondaryThumbstick = RawAxis2D.None; + + public RawAxis2D ToRawMask(Axis2D virtualMask) + { + RawAxis2D rawMask = 0; + + if (virtualMask == Axis2D.None) + return RawAxis2D.None; + + if ((virtualMask & Axis2D.PrimaryThumbstick) != 0) + rawMask |= PrimaryThumbstick; + if ((virtualMask & Axis2D.SecondaryThumbstick) != 0) + rawMask |= SecondaryThumbstick; + + return rawMask; + } + } + + public Controller controllerType = Controller.None; + public VirtualButtonMap buttonMap = new VirtualButtonMap(); + public VirtualTouchMap touchMap = new VirtualTouchMap(); + public VirtualNearTouchMap nearTouchMap = new VirtualNearTouchMap(); + public VirtualAxis1DMap axis1DMap = new VirtualAxis1DMap(); + public VirtualAxis2DMap axis2DMap = new VirtualAxis2DMap(); + public OVRPlugin.ControllerState previousState = new OVRPlugin.ControllerState(); + public OVRPlugin.ControllerState currentState = new OVRPlugin.ControllerState(); + + public OVRControllerBase() + { + ConfigureButtonMap(); + ConfigureTouchMap(); + ConfigureNearTouchMap(); + ConfigureAxis1DMap(); + ConfigureAxis2DMap(); + } + + public virtual Controller Update() + { + OVRPlugin.ControllerState state = OVRPlugin.GetControllerState((uint)controllerType); + + if (state.LIndexTrigger >= AXIS_AS_BUTTON_THRESHOLD) + state.Buttons |= (uint)RawButton.LIndexTrigger; + if (state.LHandTrigger >= AXIS_AS_BUTTON_THRESHOLD) + state.Buttons |= (uint)RawButton.LHandTrigger; + if (state.LThumbstick.y >= AXIS_AS_BUTTON_THRESHOLD) + state.Buttons |= (uint)RawButton.LThumbstickUp; + if (state.LThumbstick.y <= -AXIS_AS_BUTTON_THRESHOLD) + state.Buttons |= (uint)RawButton.LThumbstickDown; + if (state.LThumbstick.x <= -AXIS_AS_BUTTON_THRESHOLD) + state.Buttons |= (uint)RawButton.LThumbstickLeft; + if (state.LThumbstick.x >= AXIS_AS_BUTTON_THRESHOLD) + state.Buttons |= (uint)RawButton.LThumbstickRight; + + if (state.RIndexTrigger >= AXIS_AS_BUTTON_THRESHOLD) + state.Buttons |= (uint)RawButton.RIndexTrigger; + if (state.RHandTrigger >= AXIS_AS_BUTTON_THRESHOLD) + state.Buttons |= (uint)RawButton.RHandTrigger; + if (state.RThumbstick.y >= AXIS_AS_BUTTON_THRESHOLD) + state.Buttons |= (uint)RawButton.RThumbstickUp; + if (state.RThumbstick.y <= -AXIS_AS_BUTTON_THRESHOLD) + state.Buttons |= (uint)RawButton.RThumbstickDown; + if (state.RThumbstick.x <= -AXIS_AS_BUTTON_THRESHOLD) + state.Buttons |= (uint)RawButton.RThumbstickLeft; + if (state.RThumbstick.x >= AXIS_AS_BUTTON_THRESHOLD) + state.Buttons |= (uint)RawButton.RThumbstickRight; + + previousState = currentState; + currentState = state; + + return ((Controller)currentState.ConnectedControllers & controllerType); + } + + public virtual void SetControllerVibration(float frequency, float amplitude) + { + OVRPlugin.SetControllerVibration((uint)controllerType, frequency, amplitude); + } + + public abstract void ConfigureButtonMap(); + public abstract void ConfigureTouchMap(); + public abstract void ConfigureNearTouchMap(); + public abstract void ConfigureAxis1DMap(); + public abstract void ConfigureAxis2DMap(); + + public RawButton ResolveToRawMask(Button virtualMask) + { + return buttonMap.ToRawMask(virtualMask); + } + + public RawTouch ResolveToRawMask(Touch virtualMask) + { + return touchMap.ToRawMask(virtualMask); + } + + public RawNearTouch ResolveToRawMask(NearTouch virtualMask) + { + return nearTouchMap.ToRawMask(virtualMask); + } + + public RawAxis1D ResolveToRawMask(Axis1D virtualMask) + { + return axis1DMap.ToRawMask(virtualMask); + } + + public RawAxis2D ResolveToRawMask(Axis2D virtualMask) + { + return axis2DMap.ToRawMask(virtualMask); + } + } + + private class OVRControllerTouch : OVRControllerBase + { + public OVRControllerTouch() + { + controllerType = Controller.Touch; + } + + public override void ConfigureButtonMap() + { + buttonMap.None = RawButton.None; + buttonMap.One = RawButton.A; + buttonMap.Two = RawButton.B; + buttonMap.Three = RawButton.X; + buttonMap.Four = RawButton.Y; + buttonMap.Start = RawButton.Start; + buttonMap.Back = RawButton.None; + buttonMap.PrimaryShoulder = RawButton.None; + buttonMap.PrimaryIndexTrigger = RawButton.LIndexTrigger; + buttonMap.PrimaryHandTrigger = RawButton.LHandTrigger; + buttonMap.PrimaryThumbstick = RawButton.LThumbstick; + buttonMap.PrimaryThumbstickUp = RawButton.LThumbstickUp; + buttonMap.PrimaryThumbstickDown = RawButton.LThumbstickDown; + buttonMap.PrimaryThumbstickLeft = RawButton.LThumbstickLeft; + buttonMap.PrimaryThumbstickRight = RawButton.LThumbstickRight; + buttonMap.SecondaryShoulder = RawButton.None; + buttonMap.SecondaryIndexTrigger = RawButton.RIndexTrigger; + buttonMap.SecondaryHandTrigger = RawButton.RHandTrigger; + buttonMap.SecondaryThumbstick = RawButton.RThumbstick; + buttonMap.SecondaryThumbstickUp = RawButton.RThumbstickUp; + buttonMap.SecondaryThumbstickDown = RawButton.RThumbstickDown; + buttonMap.SecondaryThumbstickLeft = RawButton.RThumbstickLeft; + buttonMap.SecondaryThumbstickRight = RawButton.RThumbstickRight; + buttonMap.DpadUp = RawButton.None; + buttonMap.DpadDown = RawButton.None; + buttonMap.DpadLeft = RawButton.None; + buttonMap.DpadRight = RawButton.None; + buttonMap.Up = RawButton.LThumbstickUp; + buttonMap.Down = RawButton.LThumbstickDown; + buttonMap.Left = RawButton.LThumbstickLeft; + buttonMap.Right = RawButton.LThumbstickRight; + } + + public override void ConfigureTouchMap() + { + touchMap.None = RawTouch.None; + touchMap.One = RawTouch.A; + touchMap.Two = RawTouch.B; + touchMap.Three = RawTouch.X; + touchMap.Four = RawTouch.Y; + touchMap.PrimaryIndexTrigger = RawTouch.LIndexTrigger; + touchMap.PrimaryThumbstick = RawTouch.LThumbstick; + touchMap.PrimaryThumbRest = RawTouch.LThumbRest; + touchMap.SecondaryIndexTrigger = RawTouch.RIndexTrigger; + touchMap.SecondaryThumbstick = RawTouch.RThumbstick; + touchMap.SecondaryThumbRest = RawTouch.RThumbRest; + } + + public override void ConfigureNearTouchMap() + { + nearTouchMap.None = RawNearTouch.None; + nearTouchMap.PrimaryIndexTrigger = RawNearTouch.LIndexTrigger; + nearTouchMap.PrimaryThumbButtons = RawNearTouch.LThumbButtons; + nearTouchMap.SecondaryIndexTrigger = RawNearTouch.RIndexTrigger; + nearTouchMap.SecondaryThumbButtons = RawNearTouch.RThumbButtons; + } + + public override void ConfigureAxis1DMap() + { + axis1DMap.None = RawAxis1D.None; + axis1DMap.PrimaryIndexTrigger = RawAxis1D.LIndexTrigger; + axis1DMap.PrimaryHandTrigger = RawAxis1D.LHandTrigger; + axis1DMap.SecondaryIndexTrigger = RawAxis1D.RIndexTrigger; + axis1DMap.SecondaryHandTrigger = RawAxis1D.RHandTrigger; + } + + public override void ConfigureAxis2DMap() + { + axis2DMap.None = RawAxis2D.None; + axis2DMap.PrimaryThumbstick = RawAxis2D.LThumbstick; + axis2DMap.SecondaryThumbstick = RawAxis2D.RThumbstick; + } + } + + private class OVRControllerLTouch : OVRControllerBase + { + public OVRControllerLTouch() + { + controllerType = Controller.LTouch; + } + + public override void ConfigureButtonMap() + { + buttonMap.None = RawButton.None; + buttonMap.One = RawButton.X; + buttonMap.Two = RawButton.Y; + buttonMap.Three = RawButton.None; + buttonMap.Four = RawButton.None; + buttonMap.Start = RawButton.Start; + buttonMap.Back = RawButton.None; + buttonMap.PrimaryShoulder = RawButton.None; + buttonMap.PrimaryIndexTrigger = RawButton.LIndexTrigger; + buttonMap.PrimaryHandTrigger = RawButton.LHandTrigger; + buttonMap.PrimaryThumbstick = RawButton.LThumbstick; + buttonMap.PrimaryThumbstickUp = RawButton.LThumbstickUp; + buttonMap.PrimaryThumbstickDown = RawButton.LThumbstickDown; + buttonMap.PrimaryThumbstickLeft = RawButton.LThumbstickLeft; + buttonMap.PrimaryThumbstickRight = RawButton.LThumbstickRight; + buttonMap.SecondaryShoulder = RawButton.None; + buttonMap.SecondaryIndexTrigger = RawButton.None; + buttonMap.SecondaryHandTrigger = RawButton.None; + buttonMap.SecondaryThumbstick = RawButton.None; + buttonMap.SecondaryThumbstickUp = RawButton.None; + buttonMap.SecondaryThumbstickDown = RawButton.None; + buttonMap.SecondaryThumbstickLeft = RawButton.None; + buttonMap.SecondaryThumbstickRight = RawButton.None; + buttonMap.DpadUp = RawButton.None; + buttonMap.DpadDown = RawButton.None; + buttonMap.DpadLeft = RawButton.None; + buttonMap.DpadRight = RawButton.None; + buttonMap.Up = RawButton.LThumbstickUp; + buttonMap.Down = RawButton.LThumbstickDown; + buttonMap.Left = RawButton.LThumbstickLeft; + buttonMap.Right = RawButton.LThumbstickRight; + } + + public override void ConfigureTouchMap() + { + touchMap.None = RawTouch.None; + touchMap.One = RawTouch.X; + touchMap.Two = RawTouch.Y; + touchMap.Three = RawTouch.None; + touchMap.Four = RawTouch.None; + touchMap.PrimaryIndexTrigger = RawTouch.LIndexTrigger; + touchMap.PrimaryThumbstick = RawTouch.LThumbstick; + touchMap.PrimaryThumbRest = RawTouch.LThumbRest; + touchMap.SecondaryIndexTrigger = RawTouch.None; + touchMap.SecondaryThumbstick = RawTouch.None; + touchMap.SecondaryThumbRest = RawTouch.None; + } + + public override void ConfigureNearTouchMap() + { + nearTouchMap.None = RawNearTouch.None; + nearTouchMap.PrimaryIndexTrigger = RawNearTouch.LIndexTrigger; + nearTouchMap.PrimaryThumbButtons = RawNearTouch.LThumbButtons; + nearTouchMap.SecondaryIndexTrigger = RawNearTouch.None; + nearTouchMap.SecondaryThumbButtons = RawNearTouch.None; + } + + public override void ConfigureAxis1DMap() + { + axis1DMap.None = RawAxis1D.None; + axis1DMap.PrimaryIndexTrigger = RawAxis1D.LIndexTrigger; + axis1DMap.PrimaryHandTrigger = RawAxis1D.LHandTrigger; + axis1DMap.SecondaryIndexTrigger = RawAxis1D.None; + axis1DMap.SecondaryHandTrigger = RawAxis1D.None; + } + + public override void ConfigureAxis2DMap() + { + axis2DMap.None = RawAxis2D.None; + axis2DMap.PrimaryThumbstick = RawAxis2D.LThumbstick; + axis2DMap.SecondaryThumbstick = RawAxis2D.None; + } + } + + private class OVRControllerRTouch : OVRControllerBase + { + public OVRControllerRTouch() + { + controllerType = Controller.RTouch; + } + + public override void ConfigureButtonMap() + { + buttonMap.None = RawButton.None; + buttonMap.One = RawButton.A; + buttonMap.Two = RawButton.B; + buttonMap.Three = RawButton.None; + buttonMap.Four = RawButton.None; + buttonMap.Start = RawButton.None; + buttonMap.Back = RawButton.None; + buttonMap.PrimaryShoulder = RawButton.None; + buttonMap.PrimaryIndexTrigger = RawButton.RIndexTrigger; + buttonMap.PrimaryHandTrigger = RawButton.RHandTrigger; + buttonMap.PrimaryThumbstick = RawButton.RThumbstick; + buttonMap.PrimaryThumbstickUp = RawButton.RThumbstickUp; + buttonMap.PrimaryThumbstickDown = RawButton.RThumbstickDown; + buttonMap.PrimaryThumbstickLeft = RawButton.RThumbstickLeft; + buttonMap.PrimaryThumbstickRight = RawButton.RThumbstickRight; + buttonMap.SecondaryShoulder = RawButton.None; + buttonMap.SecondaryIndexTrigger = RawButton.None; + buttonMap.SecondaryHandTrigger = RawButton.None; + buttonMap.SecondaryThumbstick = RawButton.None; + buttonMap.SecondaryThumbstickUp = RawButton.None; + buttonMap.SecondaryThumbstickDown = RawButton.None; + buttonMap.SecondaryThumbstickLeft = RawButton.None; + buttonMap.SecondaryThumbstickRight = RawButton.None; + buttonMap.DpadUp = RawButton.None; + buttonMap.DpadDown = RawButton.None; + buttonMap.DpadLeft = RawButton.None; + buttonMap.DpadRight = RawButton.None; + buttonMap.Up = RawButton.RThumbstickUp; + buttonMap.Down = RawButton.RThumbstickDown; + buttonMap.Left = RawButton.RThumbstickLeft; + buttonMap.Right = RawButton.RThumbstickRight; + } + + public override void ConfigureTouchMap() + { + touchMap.None = RawTouch.None; + touchMap.One = RawTouch.A; + touchMap.Two = RawTouch.B; + touchMap.Three = RawTouch.None; + touchMap.Four = RawTouch.None; + touchMap.PrimaryIndexTrigger = RawTouch.RIndexTrigger; + touchMap.PrimaryThumbstick = RawTouch.RThumbstick; + touchMap.PrimaryThumbRest = RawTouch.RThumbRest; + touchMap.SecondaryIndexTrigger = RawTouch.None; + touchMap.SecondaryThumbstick = RawTouch.None; + touchMap.SecondaryThumbRest = RawTouch.None; + } + + public override void ConfigureNearTouchMap() + { + nearTouchMap.None = RawNearTouch.None; + nearTouchMap.PrimaryIndexTrigger = RawNearTouch.RIndexTrigger; + nearTouchMap.PrimaryThumbButtons = RawNearTouch.RThumbButtons; + nearTouchMap.SecondaryIndexTrigger = RawNearTouch.None; + nearTouchMap.SecondaryThumbButtons = RawNearTouch.None; + } + + public override void ConfigureAxis1DMap() + { + axis1DMap.None = RawAxis1D.None; + axis1DMap.PrimaryIndexTrigger = RawAxis1D.RIndexTrigger; + axis1DMap.PrimaryHandTrigger = RawAxis1D.RHandTrigger; + axis1DMap.SecondaryIndexTrigger = RawAxis1D.None; + axis1DMap.SecondaryHandTrigger = RawAxis1D.None; + } + + public override void ConfigureAxis2DMap() + { + axis2DMap.None = RawAxis2D.None; + axis2DMap.PrimaryThumbstick = RawAxis2D.RThumbstick; + axis2DMap.SecondaryThumbstick = RawAxis2D.None; + } + } + + private class OVRControllerRemote : OVRControllerBase + { + public OVRControllerRemote() + { + controllerType = Controller.Remote; + } + + public override void ConfigureButtonMap() + { + buttonMap.None = RawButton.None; + buttonMap.One = RawButton.Start; + buttonMap.Two = RawButton.Back; + buttonMap.Three = RawButton.None; + buttonMap.Four = RawButton.None; + buttonMap.Start = RawButton.Start; + buttonMap.Back = RawButton.Back; + buttonMap.PrimaryShoulder = RawButton.None; + buttonMap.PrimaryIndexTrigger = RawButton.None; + buttonMap.PrimaryHandTrigger = RawButton.None; + buttonMap.PrimaryThumbstick = RawButton.None; + buttonMap.PrimaryThumbstickUp = RawButton.None; + buttonMap.PrimaryThumbstickDown = RawButton.None; + buttonMap.PrimaryThumbstickLeft = RawButton.None; + buttonMap.PrimaryThumbstickRight = RawButton.None; + buttonMap.SecondaryShoulder = RawButton.None; + buttonMap.SecondaryIndexTrigger = RawButton.None; + buttonMap.SecondaryHandTrigger = RawButton.None; + buttonMap.SecondaryThumbstick = RawButton.None; + buttonMap.SecondaryThumbstickUp = RawButton.None; + buttonMap.SecondaryThumbstickDown = RawButton.None; + buttonMap.SecondaryThumbstickLeft = RawButton.None; + buttonMap.SecondaryThumbstickRight = RawButton.None; + buttonMap.DpadUp = RawButton.DpadUp; + buttonMap.DpadDown = RawButton.DpadDown; + buttonMap.DpadLeft = RawButton.DpadLeft; + buttonMap.DpadRight = RawButton.DpadRight; + buttonMap.Up = RawButton.DpadUp; + buttonMap.Down = RawButton.DpadDown; + buttonMap.Left = RawButton.DpadLeft; + buttonMap.Right = RawButton.DpadRight; + } + + public override void ConfigureTouchMap() + { + touchMap.None = RawTouch.None; + touchMap.One = RawTouch.None; + touchMap.Two = RawTouch.None; + touchMap.Three = RawTouch.None; + touchMap.Four = RawTouch.None; + touchMap.PrimaryIndexTrigger = RawTouch.None; + touchMap.PrimaryThumbstick = RawTouch.None; + touchMap.PrimaryThumbRest = RawTouch.None; + touchMap.SecondaryIndexTrigger = RawTouch.None; + touchMap.SecondaryThumbstick = RawTouch.None; + touchMap.SecondaryThumbRest = RawTouch.None; + } + + public override void ConfigureNearTouchMap() + { + nearTouchMap.None = RawNearTouch.None; + nearTouchMap.PrimaryIndexTrigger = RawNearTouch.None; + nearTouchMap.PrimaryThumbButtons = RawNearTouch.None; + nearTouchMap.SecondaryIndexTrigger = RawNearTouch.None; + nearTouchMap.SecondaryThumbButtons = RawNearTouch.None; + } + + public override void ConfigureAxis1DMap() + { + axis1DMap.None = RawAxis1D.None; + axis1DMap.PrimaryIndexTrigger = RawAxis1D.None; + axis1DMap.PrimaryHandTrigger = RawAxis1D.None; + axis1DMap.SecondaryIndexTrigger = RawAxis1D.None; + axis1DMap.SecondaryHandTrigger = RawAxis1D.None; + } + + public override void ConfigureAxis2DMap() + { + axis2DMap.None = RawAxis2D.None; + axis2DMap.PrimaryThumbstick = RawAxis2D.None; + axis2DMap.SecondaryThumbstick = RawAxis2D.None; + } + } + + private class OVRControllerGamepadDesktop : OVRControllerBase + { + /// An axis on the gamepad. + private enum AxisGPC + { + None = -1, + LeftXAxis = 0, + LeftYAxis, + RightXAxis, + RightYAxis, + LeftTrigger, + RightTrigger, + DPad_X_Axis, + DPad_Y_Axis, + Max, + }; + + /// A button on the gamepad. + public enum ButtonGPC + { + None = -1, + A = 0, + B, + X, + Y, + Up, + Down, + Left, + Right, + Start, + Back, + LStick, + RStick, + LeftShoulder, + RightShoulder, + Max + }; + + private bool initialized = false; + + public OVRControllerGamepadDesktop() + { + controllerType = Controller.Gamepad; + + initialized = OVR_GamepadController_Initialize(); + } + + ~OVRControllerGamepadDesktop() + { + if (!initialized) + return; + + OVR_GamepadController_Destroy(); + } + + public override Controller Update() + { + if (!initialized) + { + return Controller.None; + } + + OVRPlugin.ControllerState state = new OVRPlugin.ControllerState(); + + bool result = OVR_GamepadController_Update(); + + if (result) + state.ConnectedControllers = (uint)Controller.Gamepad; + + if (OVR_GamepadController_GetButton((int)ButtonGPC.A)) + state.Buttons |= (uint)RawButton.A; + if (OVR_GamepadController_GetButton((int)ButtonGPC.B)) + state.Buttons |= (uint)RawButton.B; + if (OVR_GamepadController_GetButton((int)ButtonGPC.X)) + state.Buttons |= (uint)RawButton.X; + if (OVR_GamepadController_GetButton((int)ButtonGPC.Y)) + state.Buttons |= (uint)RawButton.Y; + if (OVR_GamepadController_GetButton((int)ButtonGPC.Up)) + state.Buttons |= (uint)RawButton.DpadUp; + if (OVR_GamepadController_GetButton((int)ButtonGPC.Down)) + state.Buttons |= (uint)RawButton.DpadDown; + if (OVR_GamepadController_GetButton((int)ButtonGPC.Left)) + state.Buttons |= (uint)RawButton.DpadLeft; + if (OVR_GamepadController_GetButton((int)ButtonGPC.Right)) + state.Buttons |= (uint)RawButton.DpadRight; + if (OVR_GamepadController_GetButton((int)ButtonGPC.Start)) + state.Buttons |= (uint)RawButton.Start; + if (OVR_GamepadController_GetButton((int)ButtonGPC.Back)) + state.Buttons |= (uint)RawButton.Back; + if (OVR_GamepadController_GetButton((int)ButtonGPC.LStick)) + state.Buttons |= (uint)RawButton.LThumbstick; + if (OVR_GamepadController_GetButton((int)ButtonGPC.RStick)) + state.Buttons |= (uint)RawButton.RThumbstick; + if (OVR_GamepadController_GetButton((int)ButtonGPC.LeftShoulder)) + state.Buttons |= (uint)RawButton.LShoulder; + if (OVR_GamepadController_GetButton((int)ButtonGPC.RightShoulder)) + state.Buttons |= (uint)RawButton.RShoulder; + + state.LThumbstick.x = OVR_GamepadController_GetAxis((int)AxisGPC.LeftXAxis); + state.LThumbstick.y = OVR_GamepadController_GetAxis((int)AxisGPC.LeftYAxis); + state.RThumbstick.x = OVR_GamepadController_GetAxis((int)AxisGPC.RightXAxis); + state.RThumbstick.y = OVR_GamepadController_GetAxis((int)AxisGPC.RightYAxis); + state.LIndexTrigger = OVR_GamepadController_GetAxis((int)AxisGPC.LeftTrigger); + state.RIndexTrigger = OVR_GamepadController_GetAxis((int)AxisGPC.RightTrigger); + + if (state.LIndexTrigger >= AXIS_AS_BUTTON_THRESHOLD) + state.Buttons |= (uint)RawButton.LIndexTrigger; + if (state.LHandTrigger >= AXIS_AS_BUTTON_THRESHOLD) + state.Buttons |= (uint)RawButton.LHandTrigger; + if (state.LThumbstick.y >= AXIS_AS_BUTTON_THRESHOLD) + state.Buttons |= (uint)RawButton.LThumbstickUp; + if (state.LThumbstick.y <= -AXIS_AS_BUTTON_THRESHOLD) + state.Buttons |= (uint)RawButton.LThumbstickDown; + if (state.LThumbstick.x <= -AXIS_AS_BUTTON_THRESHOLD) + state.Buttons |= (uint)RawButton.LThumbstickLeft; + if (state.LThumbstick.x >= AXIS_AS_BUTTON_THRESHOLD) + state.Buttons |= (uint)RawButton.LThumbstickRight; + + if (state.RIndexTrigger >= AXIS_AS_BUTTON_THRESHOLD) + state.Buttons |= (uint)RawButton.RIndexTrigger; + if (state.RHandTrigger >= AXIS_AS_BUTTON_THRESHOLD) + state.Buttons |= (uint)RawButton.RHandTrigger; + if (state.RThumbstick.y >= AXIS_AS_BUTTON_THRESHOLD) + state.Buttons |= (uint)RawButton.RThumbstickUp; + if (state.RThumbstick.y <= -AXIS_AS_BUTTON_THRESHOLD) + state.Buttons |= (uint)RawButton.RThumbstickDown; + if (state.RThumbstick.x <= -AXIS_AS_BUTTON_THRESHOLD) + state.Buttons |= (uint)RawButton.RThumbstickLeft; + if (state.RThumbstick.x >= AXIS_AS_BUTTON_THRESHOLD) + state.Buttons |= (uint)RawButton.RThumbstickRight; + + previousState = currentState; + currentState = state; + + return ((Controller)currentState.ConnectedControllers & controllerType); + } + + public override void ConfigureButtonMap() + { + buttonMap.None = RawButton.None; + buttonMap.One = RawButton.A; + buttonMap.Two = RawButton.B; + buttonMap.Three = RawButton.X; + buttonMap.Four = RawButton.Y; + buttonMap.Start = RawButton.Start; + buttonMap.Back = RawButton.Back; + buttonMap.PrimaryShoulder = RawButton.LShoulder; + buttonMap.PrimaryIndexTrigger = RawButton.LIndexTrigger; + buttonMap.PrimaryHandTrigger = RawButton.None; + buttonMap.PrimaryThumbstick = RawButton.LThumbstick; + buttonMap.PrimaryThumbstickUp = RawButton.LThumbstickUp; + buttonMap.PrimaryThumbstickDown = RawButton.LThumbstickDown; + buttonMap.PrimaryThumbstickLeft = RawButton.LThumbstickLeft; + buttonMap.PrimaryThumbstickRight = RawButton.LThumbstickRight; + buttonMap.SecondaryShoulder = RawButton.RShoulder; + buttonMap.SecondaryIndexTrigger = RawButton.RIndexTrigger; + buttonMap.SecondaryHandTrigger = RawButton.None; + buttonMap.SecondaryThumbstick = RawButton.RThumbstick; + buttonMap.SecondaryThumbstickUp = RawButton.RThumbstickUp; + buttonMap.SecondaryThumbstickDown = RawButton.RThumbstickDown; + buttonMap.SecondaryThumbstickLeft = RawButton.RThumbstickLeft; + buttonMap.SecondaryThumbstickRight = RawButton.RThumbstickRight; + buttonMap.DpadUp = RawButton.DpadUp; + buttonMap.DpadDown = RawButton.DpadDown; + buttonMap.DpadLeft = RawButton.DpadLeft; + buttonMap.DpadRight = RawButton.DpadRight; + buttonMap.Up = RawButton.LThumbstickUp; + buttonMap.Down = RawButton.LThumbstickDown; + buttonMap.Left = RawButton.LThumbstickLeft; + buttonMap.Right = RawButton.LThumbstickRight; + } + + public override void ConfigureTouchMap() + { + touchMap.None = RawTouch.None; + touchMap.One = RawTouch.None; + touchMap.Two = RawTouch.None; + touchMap.Three = RawTouch.None; + touchMap.Four = RawTouch.None; + touchMap.PrimaryIndexTrigger = RawTouch.None; + touchMap.PrimaryThumbstick = RawTouch.None; + touchMap.PrimaryThumbRest = RawTouch.None; + touchMap.SecondaryIndexTrigger = RawTouch.None; + touchMap.SecondaryThumbstick = RawTouch.None; + touchMap.SecondaryThumbRest = RawTouch.None; + } + + public override void ConfigureNearTouchMap() + { + nearTouchMap.None = RawNearTouch.None; + nearTouchMap.PrimaryIndexTrigger = RawNearTouch.None; + nearTouchMap.PrimaryThumbButtons = RawNearTouch.None; + nearTouchMap.SecondaryIndexTrigger = RawNearTouch.None; + nearTouchMap.SecondaryThumbButtons = RawNearTouch.None; + } + + public override void ConfigureAxis1DMap() + { + axis1DMap.None = RawAxis1D.None; + axis1DMap.PrimaryIndexTrigger = RawAxis1D.LIndexTrigger; + axis1DMap.PrimaryHandTrigger = RawAxis1D.None; + axis1DMap.SecondaryIndexTrigger = RawAxis1D.RIndexTrigger; + axis1DMap.SecondaryHandTrigger = RawAxis1D.None; + } + + public override void ConfigureAxis2DMap() + { + axis2DMap.None = RawAxis2D.None; + axis2DMap.PrimaryThumbstick = RawAxis2D.LThumbstick; + axis2DMap.SecondaryThumbstick = RawAxis2D.RThumbstick; + } + + public override void SetControllerVibration(float frequency, float amplitude) + { + int gpcNode = 0; + float gpcFrequency = frequency * 200.0f; //Map frequency from 0-1 CAPI range to 0-200 GPC range + float gpcStrength = amplitude; + + OVR_GamepadController_SetVibration(gpcNode, gpcStrength, gpcFrequency); + } + + private const string DllName = "OVRGamepad"; + + [DllImport(DllName, CallingConvention = CallingConvention.Cdecl)] + private static extern bool OVR_GamepadController_Initialize(); + [DllImport(DllName, CallingConvention = CallingConvention.Cdecl)] + private static extern bool OVR_GamepadController_Destroy(); + [DllImport(DllName, CallingConvention = CallingConvention.Cdecl)] + private static extern bool OVR_GamepadController_Update(); + [DllImport(DllName, CallingConvention = CallingConvention.Cdecl)] + private static extern float OVR_GamepadController_GetAxis(int axis); + [DllImport(DllName, CallingConvention = CallingConvention.Cdecl)] + private static extern bool OVR_GamepadController_GetButton(int button); + [DllImport(DllName, CallingConvention = CallingConvention.Cdecl)] + private static extern bool OVR_GamepadController_SetVibration(int node, float strength, float frequency); + } + + private class OVRControllerGamepadAndroid : OVRControllerBase + { + private static class AndroidButtonNames + { + public static readonly KeyCode A = KeyCode.JoystickButton0; + public static readonly KeyCode B = KeyCode.JoystickButton1; + public static readonly KeyCode X = KeyCode.JoystickButton2; + public static readonly KeyCode Y = KeyCode.JoystickButton3; + public static readonly KeyCode Start = KeyCode.JoystickButton10; + public static readonly KeyCode Back = KeyCode.JoystickButton11; + public static readonly KeyCode LThumbstick = KeyCode.JoystickButton8; + public static readonly KeyCode RThumbstick = KeyCode.JoystickButton9; + public static readonly KeyCode LShoulder = KeyCode.JoystickButton4; + public static readonly KeyCode RShoulder = KeyCode.JoystickButton5; + } + + private static class AndroidAxisNames + { + public static readonly string LThumbstickX = "Oculus_GearVR_LThumbstickX"; + public static readonly string LThumbstickY = "Oculus_GearVR_LThumbstickY"; + public static readonly string RThumbstickX = "Oculus_GearVR_RThumbstickX"; + public static readonly string RThumbstickY = "Oculus_GearVR_RThumbstickY"; + public static readonly string LIndexTrigger = "Oculus_GearVR_LIndexTrigger"; + public static readonly string RIndexTrigger = "Oculus_GearVR_RIndexTrigger"; + public static readonly string DpadX = "Oculus_GearVR_DpadX"; + public static readonly string DpadY = "Oculus_GearVR_DpadY"; + } + + private bool joystickDetected = false; + private float joystickCheckInterval = 1.0f; + private float joystickCheckTime = 0.0f; + + public OVRControllerGamepadAndroid() + { + controllerType = Controller.Gamepad; + } + + private bool ShouldUpdate() + { + // Use Unity's joystick detection as a quick way to determine joystick availability. + if ((Time.realtimeSinceStartup - joystickCheckTime) > joystickCheckInterval) + { + joystickCheckTime = Time.realtimeSinceStartup; + joystickDetected = false; + var joystickNames = UnityEngine.Input.GetJoystickNames(); + + for (int i = 0; i < joystickNames.Length; i++) + { + if (joystickNames[i] != String.Empty) + { + joystickDetected = true; + break; + } + } + } + + return joystickDetected; + } + + public override Controller Update() + { + if (!ShouldUpdate()) + { + return Controller.None; + } + + OVRPlugin.ControllerState state = new OVRPlugin.ControllerState(); + + state.ConnectedControllers = (uint)Controller.Gamepad; + + if (Input.GetKey(AndroidButtonNames.A)) + state.Buttons |= (uint)RawButton.A; + if (Input.GetKey(AndroidButtonNames.B)) + state.Buttons |= (uint)RawButton.B; + if (Input.GetKey(AndroidButtonNames.X)) + state.Buttons |= (uint)RawButton.X; + if (Input.GetKey(AndroidButtonNames.Y)) + state.Buttons |= (uint)RawButton.Y; + if (Input.GetKey(AndroidButtonNames.Start)) + state.Buttons |= (uint)RawButton.Start; + if (Input.GetKey(AndroidButtonNames.Back) || Input.GetKey(KeyCode.Escape)) + state.Buttons |= (uint)RawButton.Back; + if (Input.GetKey(AndroidButtonNames.LThumbstick)) + state.Buttons |= (uint)RawButton.LThumbstick; + if (Input.GetKey(AndroidButtonNames.RThumbstick)) + state.Buttons |= (uint)RawButton.RThumbstick; + if (Input.GetKey(AndroidButtonNames.LShoulder)) + state.Buttons |= (uint)RawButton.LShoulder; + if (Input.GetKey(AndroidButtonNames.RShoulder)) + state.Buttons |= (uint)RawButton.RShoulder; + + state.LThumbstick.x = Input.GetAxisRaw(AndroidAxisNames.LThumbstickX); + state.LThumbstick.y = Input.GetAxisRaw(AndroidAxisNames.LThumbstickY); + state.RThumbstick.x = Input.GetAxisRaw(AndroidAxisNames.RThumbstickX); + state.RThumbstick.y = Input.GetAxisRaw(AndroidAxisNames.RThumbstickY); + state.LIndexTrigger = Input.GetAxisRaw(AndroidAxisNames.LIndexTrigger); + state.RIndexTrigger = Input.GetAxisRaw(AndroidAxisNames.RIndexTrigger); + + if (state.LIndexTrigger >= AXIS_AS_BUTTON_THRESHOLD) + state.Buttons |= (uint)RawButton.LIndexTrigger; + if (state.LHandTrigger >= AXIS_AS_BUTTON_THRESHOLD) + state.Buttons |= (uint)RawButton.LHandTrigger; + if (state.LThumbstick.y >= AXIS_AS_BUTTON_THRESHOLD) + state.Buttons |= (uint)RawButton.LThumbstickUp; + if (state.LThumbstick.y <= -AXIS_AS_BUTTON_THRESHOLD) + state.Buttons |= (uint)RawButton.LThumbstickDown; + if (state.LThumbstick.x <= -AXIS_AS_BUTTON_THRESHOLD) + state.Buttons |= (uint)RawButton.LThumbstickLeft; + if (state.LThumbstick.x >= AXIS_AS_BUTTON_THRESHOLD) + state.Buttons |= (uint)RawButton.LThumbstickRight; + + if (state.RIndexTrigger >= AXIS_AS_BUTTON_THRESHOLD) + state.Buttons |= (uint)RawButton.RIndexTrigger; + if (state.RHandTrigger >= AXIS_AS_BUTTON_THRESHOLD) + state.Buttons |= (uint)RawButton.RHandTrigger; + if (state.RThumbstick.y >= AXIS_AS_BUTTON_THRESHOLD) + state.Buttons |= (uint)RawButton.RThumbstickUp; + if (state.RThumbstick.y <= -AXIS_AS_BUTTON_THRESHOLD) + state.Buttons |= (uint)RawButton.RThumbstickDown; + if (state.RThumbstick.x <= -AXIS_AS_BUTTON_THRESHOLD) + state.Buttons |= (uint)RawButton.RThumbstickLeft; + if (state.RThumbstick.x >= AXIS_AS_BUTTON_THRESHOLD) + state.Buttons |= (uint)RawButton.RThumbstickRight; + + float dpadX = Input.GetAxisRaw(AndroidAxisNames.DpadX); + float dpadY = Input.GetAxisRaw(AndroidAxisNames.DpadY); + + if (dpadX <= -AXIS_AS_BUTTON_THRESHOLD) + state.Buttons |= (uint)RawButton.DpadLeft; + if (dpadX >= AXIS_AS_BUTTON_THRESHOLD) + state.Buttons |= (uint)RawButton.DpadRight; + if (dpadY <= -AXIS_AS_BUTTON_THRESHOLD) + state.Buttons |= (uint)RawButton.DpadDown; + if (dpadY >= AXIS_AS_BUTTON_THRESHOLD) + state.Buttons |= (uint)RawButton.DpadUp; + + previousState = currentState; + currentState = state; + + return ((Controller)currentState.ConnectedControllers & controllerType); + } + + public override void ConfigureButtonMap() + { + buttonMap.None = RawButton.None; + buttonMap.One = RawButton.A; + buttonMap.Two = RawButton.B; + buttonMap.Three = RawButton.X; + buttonMap.Four = RawButton.Y; + buttonMap.Start = RawButton.Start; + buttonMap.Back = RawButton.Back; + buttonMap.PrimaryShoulder = RawButton.LShoulder; + buttonMap.PrimaryIndexTrigger = RawButton.LIndexTrigger; + buttonMap.PrimaryHandTrigger = RawButton.None; + buttonMap.PrimaryThumbstick = RawButton.LThumbstick; + buttonMap.PrimaryThumbstickUp = RawButton.LThumbstickUp; + buttonMap.PrimaryThumbstickDown = RawButton.LThumbstickDown; + buttonMap.PrimaryThumbstickLeft = RawButton.LThumbstickLeft; + buttonMap.PrimaryThumbstickRight = RawButton.LThumbstickRight; + buttonMap.SecondaryShoulder = RawButton.RShoulder; + buttonMap.SecondaryIndexTrigger = RawButton.RIndexTrigger; + buttonMap.SecondaryHandTrigger = RawButton.None; + buttonMap.SecondaryThumbstick = RawButton.RThumbstick; + buttonMap.SecondaryThumbstickUp = RawButton.RThumbstickUp; + buttonMap.SecondaryThumbstickDown = RawButton.RThumbstickDown; + buttonMap.SecondaryThumbstickLeft = RawButton.RThumbstickLeft; + buttonMap.SecondaryThumbstickRight = RawButton.RThumbstickRight; + buttonMap.DpadUp = RawButton.DpadUp; + buttonMap.DpadDown = RawButton.DpadDown; + buttonMap.DpadLeft = RawButton.DpadLeft; + buttonMap.DpadRight = RawButton.DpadRight; + buttonMap.Up = RawButton.LThumbstickUp; + buttonMap.Down = RawButton.LThumbstickDown; + buttonMap.Left = RawButton.LThumbstickLeft; + buttonMap.Right = RawButton.LThumbstickRight; + } + + public override void ConfigureTouchMap() + { + touchMap.None = RawTouch.None; + touchMap.One = RawTouch.None; + touchMap.Two = RawTouch.None; + touchMap.Three = RawTouch.None; + touchMap.Four = RawTouch.None; + touchMap.PrimaryIndexTrigger = RawTouch.None; + touchMap.PrimaryThumbstick = RawTouch.None; + touchMap.PrimaryThumbRest = RawTouch.None; + touchMap.SecondaryIndexTrigger = RawTouch.None; + touchMap.SecondaryThumbstick = RawTouch.None; + touchMap.SecondaryThumbRest = RawTouch.None; + } + + public override void ConfigureNearTouchMap() + { + nearTouchMap.None = RawNearTouch.None; + nearTouchMap.PrimaryIndexTrigger = RawNearTouch.None; + nearTouchMap.PrimaryThumbButtons = RawNearTouch.None; + nearTouchMap.SecondaryIndexTrigger = RawNearTouch.None; + nearTouchMap.SecondaryThumbButtons = RawNearTouch.None; + } + + public override void ConfigureAxis1DMap() + { + axis1DMap.None = RawAxis1D.None; + axis1DMap.PrimaryIndexTrigger = RawAxis1D.LIndexTrigger; + axis1DMap.PrimaryHandTrigger = RawAxis1D.None; + axis1DMap.SecondaryIndexTrigger = RawAxis1D.RIndexTrigger; + axis1DMap.SecondaryHandTrigger = RawAxis1D.None; + } + + public override void ConfigureAxis2DMap() + { + axis2DMap.None = RawAxis2D.None; + axis2DMap.PrimaryThumbstick = RawAxis2D.LThumbstick; + axis2DMap.SecondaryThumbstick = RawAxis2D.RThumbstick; + } + + public override void SetControllerVibration(float frequency, float amplitude) + { + + } + } +} + diff --git a/Assets/OVR/Scripts/OVRInput.cs.meta b/Assets/OVR/Scripts/OVRInput.cs.meta new file mode 100644 index 0000000..42a61de --- /dev/null +++ b/Assets/OVR/Scripts/OVRInput.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: d210caf8a50e1954c80690fa858572ad +timeCreated: 1438295094 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OVR/Scripts/OVRManager.cs b/Assets/OVR/Scripts/OVRManager.cs new file mode 100644 index 0000000..a317455 --- /dev/null +++ b/Assets/OVR/Scripts/OVRManager.cs @@ -0,0 +1,857 @@ +/************************************************************************************ + +Copyright : Copyright 2014 Oculus VR, LLC. All Rights reserved. + +Licensed under the Oculus VR Rift SDK License Version 3.3 (the "License"); +you may not use the Oculus VR Rift SDK except in compliance with the License, +which is provided at the time of installation or download, or which +otherwise accompanies this software in either electronic or hard copy form. + +You may obtain a copy of the License at + +http://www.oculus.com/licenses/LICENSE-3.3 + +Unless required by applicable law or agreed to in writing, the Oculus VR SDK +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. + +************************************************************************************/ + +#if !UNITY_5_3_OR_NEWER +#error Oculus Utilities require Unity 5.3 or higher. +#endif + +using System; +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using System.Text.RegularExpressions; +using UnityEngine; +using VR = UnityEngine.VR; + +/// +/// Configuration data for Oculus virtual reality. +/// +public class OVRManager : MonoBehaviour +{ + public enum TrackingOrigin + { + EyeLevel = OVRPlugin.TrackingOrigin.EyeLevel, + FloorLevel = OVRPlugin.TrackingOrigin.FloorLevel, + } + + /// + /// Gets the singleton instance. + /// + public static OVRManager instance { get; private set; } + + /// + /// Gets a reference to the active display. + /// + public static OVRDisplay display { get; private set; } + + /// + /// Gets a reference to the active sensor. + /// + public static OVRTracker tracker { get; private set; } + + /// + /// Gets a reference to the active boundary system. + /// + public static OVRBoundary boundary { get; private set; } + + private static OVRProfile _profile; + /// + /// Gets the current profile, which contains information about the user's settings and body dimensions. + /// + public static OVRProfile profile + { + get { + if (_profile == null) + _profile = new OVRProfile(); + + return _profile; + } + } + + private bool _isPaused; + private IEnumerable disabledCameras; + float prevTimeScale; + private bool paused + { + get { return _isPaused; } + set { + if (value == _isPaused) + return; + + // Sample code to handle VR Focus + +// if (value) +// { +// prevTimeScale = Time.timeScale; +// Time.timeScale = 0.01f; +// disabledCameras = GameObject.FindObjectsOfType().Where(c => c.isActiveAndEnabled); +// foreach (var cam in disabledCameras) +// cam.enabled = false; +// } +// else +// { +// Time.timeScale = prevTimeScale; +// if (disabledCameras != null) { +// foreach (var cam in disabledCameras) +// cam.enabled = true; +// } +// disabledCameras = null; +// } + + _isPaused = value; + } + } + + /// + /// Occurs when an HMD attached. + /// + public static event Action HMDAcquired; + + /// + /// Occurs when an HMD detached. + /// + public static event Action HMDLost; + + /// + /// Occurs when an HMD is put on the user's head. + /// + public static event Action HMDMounted; + + /// + /// Occurs when an HMD is taken off the user's head. + /// + public static event Action HMDUnmounted; + + /// + /// Occurs when VR Focus is acquired. + /// + public static event Action VrFocusAcquired; + + /// + /// Occurs when VR Focus is lost. + /// + public static event Action VrFocusLost; + + /// + /// Occurs when the active Audio Out device has changed and a restart is needed. + /// + public static event Action AudioOutChanged; + + /// + /// Occurs when the active Audio In device has changed and a restart is needed. + /// + public static event Action AudioInChanged; + + /// + /// Occurs when the sensor gained tracking. + /// + public static event Action TrackingAcquired; + + /// + /// Occurs when the sensor lost tracking. + /// + public static event Action TrackingLost; + + /// + /// Occurs when Health & Safety Warning is dismissed. + /// + //Disable the warning about it being unused. It's deprecated. + #pragma warning disable 0067 + [Obsolete] + public static event Action HSWDismissed; + #pragma warning restore + + private static bool _isHmdPresentCached = false; + private static bool _isHmdPresent = false; + private static bool _wasHmdPresent = false; + /// + /// If true, a head-mounted display is connected and present. + /// + public static bool isHmdPresent + { + get { + if (!_isHmdPresentCached) + { + _isHmdPresentCached = true; + _isHmdPresent = OVRPlugin.hmdPresent; + } + + return _isHmdPresent; + } + + private set { + _isHmdPresentCached = true; + _isHmdPresent = value; + } + } + + /// + /// Gets the audio output device identifier. + /// + /// + /// On Windows, this is a string containing the GUID of the IMMDevice for the Windows audio endpoint to use. + /// + public static string audioOutId + { + get { return OVRPlugin.audioOutId; } + } + + /// + /// Gets the audio input device identifier. + /// + /// + /// On Windows, this is a string containing the GUID of the IMMDevice for the Windows audio endpoint to use. + /// + public static string audioInId + { + get { return OVRPlugin.audioInId; } + } + + private static bool _hasVrFocusCached = false; + private static bool _hasVrFocus = false; + private static bool _hadVrFocus = false; + /// + /// If true, the app has VR Focus. + /// + public static bool hasVrFocus + { + get { + if (!_hasVrFocusCached) + { + _hasVrFocusCached = true; + _hasVrFocus = OVRPlugin.hasVrFocus; + } + + return _hasVrFocus; + } + + private set { + _hasVrFocusCached = true; + _hasVrFocus = value; + } + } + + /// + /// If true, then the Oculus health and safety warning (HSW) is currently visible. + /// + [Obsolete] + public static bool isHSWDisplayed { get { return false; } } + + /// + /// If the HSW has been visible for the necessary amount of time, this will make it disappear. + /// + [Obsolete] + public static void DismissHSWDisplay() {} + + /// + /// If true, chromatic de-aberration will be applied, improving the image at the cost of texture bandwidth. + /// + public bool chromatic + { + get { + if (!isHmdPresent) + return false; + + return OVRPlugin.chromatic; + } + + set { + if (!isHmdPresent) + return; + + OVRPlugin.chromatic = value; + } + } + + /// + /// If true, both eyes will see the same image, rendered from the center eye pose, saving performance. + /// + public bool monoscopic + { + get { + if (!isHmdPresent) + return true; + + return OVRPlugin.monoscopic; + } + + set { + if (!isHmdPresent) + return; + + OVRPlugin.monoscopic = value; + } + } + + /// + /// If true, distortion rendering work is submitted a quarter-frame early to avoid pipeline stalls and increase CPU-GPU parallelism. + /// + public bool queueAhead = true; + + /// + /// If true, Unity will use the optimal antialiasing level for quality/performance on the current hardware. + /// + public bool useRecommendedMSAALevel = false; + + /// + /// If true, dynamic resolution will be enabled + /// + public bool enableAdaptiveResolution = false; + + /// + /// Max RenderScale the app can reach under adaptive resolution mode ( enableAdaptiveResolution = ture ); + /// + [RangeAttribute(0.5f, 2.0f)] + public float maxRenderScale = 1.0f; + + /// + /// Min RenderScale the app can reach under adaptive resolution mode ( enableAdaptiveResolution = ture ); + /// + [RangeAttribute(0.5f, 2.0f)] + + public float minRenderScale = 0.7f; + + /// + /// The number of expected display frames per rendered frame. + /// + public int vsyncCount + { + get { + if (!isHmdPresent) + return 1; + + return OVRPlugin.vsyncCount; + } + + set { + if (!isHmdPresent) + return; + + OVRPlugin.vsyncCount = value; + } + } + + /// + /// Gets the current battery level. + /// + /// battery level in the range [0.0,1.0] + /// Battery level. + public static float batteryLevel + { + get { + if (!isHmdPresent) + return 1f; + + return OVRPlugin.batteryLevel; + } + } + + /// + /// Gets the current battery temperature. + /// + /// battery temperature in Celsius + /// Battery temperature. + public static float batteryTemperature + { + get { + if (!isHmdPresent) + return 0f; + + return OVRPlugin.batteryTemperature; + } + } + + /// + /// Gets the current battery status. + /// + /// battery status + /// Battery status. + public static int batteryStatus + { + get { + if (!isHmdPresent) + return -1; + + return (int)OVRPlugin.batteryStatus; + } + } + + /// + /// Gets the current volume level. + /// + /// volume level in the range [0,1]. + public static float volumeLevel + { + get { + if (!isHmdPresent) + return 0f; + + return OVRPlugin.systemVolume; + } + } + + /// + /// Gets or sets the current CPU performance level (0-2). Lower performance levels save more power. + /// + public static int cpuLevel + { + get { + if (!isHmdPresent) + return 2; + + return OVRPlugin.cpuLevel; + } + + set { + if (!isHmdPresent) + return; + + OVRPlugin.cpuLevel = value; + } + } + + /// + /// Gets or sets the current GPU performance level (0-2). Lower performance levels save more power. + /// + public static int gpuLevel + { + get { + if (!isHmdPresent) + return 2; + + return OVRPlugin.gpuLevel; + } + + set { + if (!isHmdPresent) + return; + + OVRPlugin.gpuLevel = value; + } + } + + /// + /// If true, the CPU and GPU are currently throttled to save power and/or reduce the temperature. + /// + public static bool isPowerSavingActive + { + get { + if (!isHmdPresent) + return false; + + return OVRPlugin.powerSaving; + } + } + + [SerializeField] + private OVRManager.TrackingOrigin _trackingOriginType = OVRManager.TrackingOrigin.EyeLevel; + /// + /// Defines the current tracking origin type. + /// + public OVRManager.TrackingOrigin trackingOriginType + { + get { + if (!isHmdPresent) + return _trackingOriginType; + + return (OVRManager.TrackingOrigin)OVRPlugin.GetTrackingOriginType(); + } + + set { + if (!isHmdPresent) + return; + + if (OVRPlugin.SetTrackingOriginType((OVRPlugin.TrackingOrigin)value)) + { + // Keep the field exposed in the Unity Editor synchronized with any changes. + _trackingOriginType = value; + } + } + } + + /// + /// If true, head tracking will affect the position of each OVRCameraRig's cameras. + /// + public bool usePositionTracking = true; + + /// + /// If true, the distance between the user's eyes will affect the position of each OVRCameraRig's cameras. + /// + public bool useIPDInPositionTracking = true; + + /// + /// If true, each scene load will cause the head pose to reset. + /// + public bool resetTrackerOnLoad = false; + + /// + /// True if the current platform supports virtual reality. + /// + public bool isSupportedPlatform { get; private set; } + + private static bool _isUserPresentCached = false; + private static bool _isUserPresent = false; + private static bool _wasUserPresent = false; + /// + /// True if the user is currently wearing the display. + /// + public bool isUserPresent + { + get { + if (!_isUserPresentCached) + { + _isUserPresentCached = true; + _isUserPresent = OVRPlugin.userPresent; + } + + return _isUserPresent; + } + + private set { + _isUserPresentCached = true; + _isUserPresent = value; + } + } + + private static bool prevAudioOutIdIsCached = false; + private static bool prevAudioInIdIsCached = false; + private static string prevAudioOutId = string.Empty; + private static string prevAudioInId = string.Empty; + private static bool wasPositionTracked = false; + + [SerializeField] + [HideInInspector] + internal static bool runInBackground = false; + +#region Unity Messages + + private void Awake() + { + // Only allow one instance at runtime. + if (instance != null) + { + enabled = false; + DestroyImmediate(this); + return; + } + + instance = this; + + Debug.Log("Unity v" + Application.unityVersion + ", " + + "Oculus Utilities v" + OVRPlugin.wrapperVersion + ", " + + "OVRPlugin v" + OVRPlugin.version + ", " + + "SDK v" + OVRPlugin.nativeSDKVersion + "."); + +#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN + if (SystemInfo.graphicsDeviceType != UnityEngine.Rendering.GraphicsDeviceType.Direct3D11) + Debug.LogWarning("VR rendering requires Direct3D11. Your graphics device: " + SystemInfo.graphicsDeviceType); +#endif + + // Detect whether this platform is a supported platform + RuntimePlatform currPlatform = Application.platform; + isSupportedPlatform |= currPlatform == RuntimePlatform.Android; + //isSupportedPlatform |= currPlatform == RuntimePlatform.LinuxPlayer; + isSupportedPlatform |= currPlatform == RuntimePlatform.OSXEditor; + isSupportedPlatform |= currPlatform == RuntimePlatform.OSXPlayer; + isSupportedPlatform |= currPlatform == RuntimePlatform.WindowsEditor; + isSupportedPlatform |= currPlatform == RuntimePlatform.WindowsPlayer; + if (!isSupportedPlatform) + { + Debug.LogWarning("This platform is unsupported"); + return; + } + +#if UNITY_ANDROID && !UNITY_EDITOR + // We want to set up our touchpad messaging system + OVRTouchpad.Create(); + + // Turn off chromatic aberration by default to save texture bandwidth. + chromatic = false; +#endif + + if (display == null) + display = new OVRDisplay(); + if (tracker == null) + tracker = new OVRTracker(); + if (boundary == null) + boundary = new OVRBoundary(); + + if (resetTrackerOnLoad) + display.RecenterPose(); + + // Disable the occlusion mesh by default until open issues with the preview window are resolved. + OVRPlugin.occlusionMesh = false; + + OVRPlugin.ignoreVrFocus = runInBackground; + } + + private void Update() + { +#if !UNITY_EDITOR + paused = !OVRPlugin.hasVrFocus; +#endif + + if (OVRPlugin.shouldQuit) + Application.Quit(); + + if (OVRPlugin.shouldRecenter) + OVRManager.display.RecenterPose(); + + if (trackingOriginType != _trackingOriginType) + trackingOriginType = _trackingOriginType; + + tracker.isEnabled = usePositionTracking; + + OVRPlugin.useIPDInPositionTracking = useIPDInPositionTracking; + + // Dispatch HMD events. + + isHmdPresent = OVRPlugin.hmdPresent; + + if (useRecommendedMSAALevel && QualitySettings.antiAliasing != display.recommendedMSAALevel) + { + Debug.Log("The current MSAA level is " + QualitySettings.antiAliasing + + ", but the recommended MSAA level is " + display.recommendedMSAALevel + + ". Switching to the recommended level."); + + QualitySettings.antiAliasing = display.recommendedMSAALevel; + } + + if (_wasHmdPresent && !isHmdPresent) + { + try + { + if (HMDLost != null) + HMDLost(); + } + catch (Exception e) + { + Debug.LogError("Caught Exception: " + e); + } + } + + if (!_wasHmdPresent && isHmdPresent) + { + try + { + if (HMDAcquired != null) + HMDAcquired(); + } + catch (Exception e) + { + Debug.LogError("Caught Exception: " + e); + } + } + + _wasHmdPresent = isHmdPresent; + + // Dispatch HMD mounted events. + + isUserPresent = OVRPlugin.userPresent; + + if (_wasUserPresent && !isUserPresent) + { + try + { + if (HMDUnmounted != null) + HMDUnmounted(); + } + catch (Exception e) + { + Debug.LogError("Caught Exception: " + e); + } + } + + if (!_wasUserPresent && isUserPresent) + { + try + { + if (HMDMounted != null) + HMDMounted(); + } + catch (Exception e) + { + Debug.LogError("Caught Exception: " + e); + } + } + + _wasUserPresent = isUserPresent; + + // Dispatch VR Focus events. + + hasVrFocus = OVRPlugin.hasVrFocus; + + if (_hadVrFocus && !hasVrFocus) + { + try + { + if (VrFocusLost != null) + VrFocusLost(); + } + catch (Exception e) + { + Debug.LogError("Caught Exception: " + e); + } + } + + if (!_hadVrFocus && hasVrFocus) + { + try + { + if (VrFocusAcquired != null) + VrFocusAcquired(); + } + catch (Exception e) + { + Debug.LogError("Caught Exception: " + e); + } + } + + _hadVrFocus = hasVrFocus; + + + // Changing effective rendering resolution dynamically according performance +#if (UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN) && UNITY_5 && !(UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3) + + if (enableAdaptiveResolution) + { + if (VR.VRSettings.renderScale < maxRenderScale) + { + // Allocate renderScale to max to avoid re-allocation + VR.VRSettings.renderScale = maxRenderScale; + } + else + { + // Adjusting maxRenderScale in case app started with a larger renderScale value + maxRenderScale = Mathf.Max(maxRenderScale, VR.VRSettings.renderScale); + } + float minViewportScale = minRenderScale / VR.VRSettings.renderScale; + float recommendedViewportScale = OVRPlugin.GetEyeRecommendedResolutionScale() / VR.VRSettings.renderScale; + recommendedViewportScale = Mathf.Clamp(recommendedViewportScale, minViewportScale, 1.0f); + VR.VRSettings.renderViewportScale = recommendedViewportScale; + } +#endif + + // Dispatch Audio Device events. + + string audioOutId = OVRPlugin.audioOutId; + if (!prevAudioOutIdIsCached) + { + prevAudioOutId = audioOutId; + prevAudioOutIdIsCached = true; + } + else if (audioOutId != prevAudioOutId) + { + try + { + if (AudioOutChanged != null) + AudioOutChanged(); + } + catch (Exception e) + { + Debug.LogError("Caught Exception: " + e); + } + + prevAudioOutId = audioOutId; + } + + string audioInId = OVRPlugin.audioInId; + if (!prevAudioInIdIsCached) + { + prevAudioInId = audioInId; + prevAudioInIdIsCached = true; + } + else if (audioInId != prevAudioInId) + { + try + { + if (AudioInChanged != null) + AudioInChanged(); + } + catch (Exception e) + { + Debug.LogError("Caught Exception: " + e); + } + + prevAudioInId = audioInId; + } + + // Dispatch tracking events. + + if (wasPositionTracked && !tracker.isPositionTracked) + { + try + { + if (TrackingLost != null) + TrackingLost(); + } + catch (Exception e) + { + Debug.LogError("Caught Exception: " + e); + } + } + + if (!wasPositionTracked && tracker.isPositionTracked) + { + try + { + if (TrackingAcquired != null) + TrackingAcquired(); + } + catch (Exception e) + { + Debug.LogError("Caught Exception: " + e); + } + } + + wasPositionTracked = tracker.isPositionTracked; + + display.Update(); + OVRInput.Update(); + } + + private void LateUpdate() + { + OVRHaptics.Process(); + } + + private void FixedUpdate() + { + OVRInput.FixedUpdate(); + } + + /// + /// Leaves the application/game and returns to the launcher/dashboard + /// + public void ReturnToLauncher() + { + // show the platform UI quit prompt + OVRManager.PlatformUIConfirmQuit(); + } + +#endregion + + public static void PlatformUIConfirmQuit() + { + if (!isHmdPresent) + return; + + OVRPlugin.ShowUI(OVRPlugin.PlatformUI.ConfirmQuit); + } + + public static void PlatformUIGlobalMenu() + { + if (!isHmdPresent) + return; + + OVRPlugin.ShowUI(OVRPlugin.PlatformUI.GlobalMenu); + } +} diff --git a/Assets/OVR/Scripts/OVRManager.cs.meta b/Assets/OVR/Scripts/OVRManager.cs.meta new file mode 100644 index 0000000..eabfdfd --- /dev/null +++ b/Assets/OVR/Scripts/OVRManager.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7e933e81d3c20c74ea6fdc708a67e3a5 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: -100 + icon: {instanceID: 0} + userData: diff --git a/Assets/OVR/Scripts/OVROnCompleteListener.cs b/Assets/OVR/Scripts/OVROnCompleteListener.cs new file mode 100644 index 0000000..e997280 --- /dev/null +++ b/Assets/OVR/Scripts/OVROnCompleteListener.cs @@ -0,0 +1,38 @@ +/************************************************************************************ + +Copyright : Copyright 2014 Oculus VR, LLC. All Rights reserved. + +Licensed under the Oculus VR Rift SDK License Version 3.3 (the "License"); +you may not use the Oculus VR Rift SDK except in compliance with the License, +which is provided at the time of installation or download, or which +otherwise accompanies this software in either electronic or hard copy form. + +You may obtain a copy of the License at + +http://www.oculus.com/licenses/LICENSE-3.3 + +Unless required by applicable law or agreed to in writing, the Oculus VR SDK +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.Collections; + +#if UNITY_ANDROID && !UNITY_EDITOR + +public abstract class OVROnCompleteListener : AndroidJavaProxy +{ + public OVROnCompleteListener() : base("com.oculus.svclib.OnCompleteListener") + { + } + + public abstract void onSuccess(); + + public abstract void onFailure(); +} + +#endif diff --git a/Assets/OVR/Scripts/OVROnCompleteListener.cs.meta b/Assets/OVR/Scripts/OVROnCompleteListener.cs.meta new file mode 100644 index 0000000..d9c3859 --- /dev/null +++ b/Assets/OVR/Scripts/OVROnCompleteListener.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8730118d7f00f9b47b09be73f7e91d2b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/OVR/Scripts/OVROverlay.cs b/Assets/OVR/Scripts/OVROverlay.cs new file mode 100644 index 0000000..bca02cc --- /dev/null +++ b/Assets/OVR/Scripts/OVROverlay.cs @@ -0,0 +1,228 @@ +/************************************************************************************ + +Copyright : Copyright 2014 Oculus VR, LLC. All Rights reserved. + +Licensed under the Oculus VR Rift SDK License Version 3.3 (the "License"); +you may not use the Oculus VR Rift SDK except in compliance with the License, +which is provided at the time of installation or download, or which +otherwise accompanies this software in either electronic or hard copy form. + +You may obtain a copy of the License at + +http://www.oculus.com/licenses/LICENSE-3.3 + +Unless required by applicable law or agreed to in writing, the Oculus VR SDK +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 System.Collections; +using System.Runtime.InteropServices; +using VR = UnityEngine.VR; + +/// +/// Add OVROverlay script to an object with an optional mesh primitive +/// rendered as a TimeWarp overlay instead by drawing it into the eye buffer. +/// This will take full advantage of the display resolution and avoid double +/// resampling of the texture. +/// +/// If the texture is dynamically generated, as for an interactive GUI or +/// animation, it must be explicitly triple buffered to avoid flickering +/// when it is referenced asynchronously by TimeWarp, check OVRRTOverlayConnector.cs for triple buffers design +/// +/// We support 3 types of Overlay shapes right now +/// 1. Quad : This is most common overlay type , you render a quad in Timewarp space. +/// 2. Cylinder: [Mobile Only][Experimental], Display overlay as partial surface of a cylinder +/// * The cylinder's center will be your game object's center +/// * We encoded the cylinder's parameters in transform.scale, +/// **[scale.z] is the radius of the cylinder +/// **[scale.y] is the height of the cylinder +/// **[scale.x] is the length of the arc of cylinder +/// * Limitations +/// **Only the half of the cylinder can be displayed, which means the arc angle has to be smaller than 180 degree, [scale.x] / [scale.z] <= PI +/// **Your camera has to be inside of the inscribed sphere of the cylinder, the overlay will be faded out automatically when the camera is close to the inscribed sphere's surface. +/// **Translation only works correctly with vrDriver 1.04 or above +/// 3. Cubemap: [Mobile Only], Display overlay as a cube map +/// + +public class OVROverlay : MonoBehaviour +{ + public enum OverlayShape + { + Quad = 0, // Display overlay as a quad + Cylinder = 1, // [Mobile Only][Experimental] Display overlay as a cylinder, Translation only works correctly with vrDriver 1.04 or above + Cubemap = 2, // [Mobile Only] Display overlay as a cube map + } + + public enum OverlayType + { + None, // Disabled the overlay + Underlay, // Eye buffers blend on top + Overlay, // Blends on top of the eye buffer + OverlayShowLod // (Deprecated) Blends on top and colorizes texture level of detail + }; + +#if UNITY_ANDROID && !UNITY_EDITOR + const int maxInstances = 3; +#else + const int maxInstances = 15; +#endif + + static OVROverlay[] instances = new OVROverlay[maxInstances]; + + /// + /// Specify overlay's type + /// + public OverlayType currentOverlayType = OverlayType.Overlay; + + /// + /// Specify overlay's shape + /// + public OverlayShape currentOverlayShape = OverlayShape.Quad; + + /// + /// Try to avoid setting texture frequently when app is running, texNativePtr updating is slow since rendering thread synchronization + /// Please cache your nativeTexturePtr and use OverrideOverlayTextureInfo + /// + public Texture[] textures = new Texture[] { null, null }; + private Texture[] cachedTextures = new Texture[] { null, null }; + private IntPtr[] texNativePtrs = new IntPtr[] { IntPtr.Zero, IntPtr.Zero }; + + private int layerIndex = -1; + Renderer rend; + + /// + /// Use this function to set texture and texNativePtr when app is running + /// GetNativeTexturePtr is a slow behavior, the value should be pre-cached + /// + public void OverrideOverlayTextureInfo(Texture srcTexture, IntPtr nativePtr, VR.VRNode node) + { + int index = (node == VR.VRNode.RightEye) ? 1 : 0; + + textures[index] = srcTexture; + cachedTextures[index] = srcTexture; + texNativePtrs[index] = nativePtr; + } + + void Awake() + { + Debug.Log("Overlay Awake"); + rend = GetComponent(); + for (int i = 0; i < 2; ++i) + { + // Backward compatibility + if (rend != null && textures[i] == null) + textures[i] = rend.material.mainTexture; + + if (textures[i] != null) + { + cachedTextures[i] = textures[i]; + texNativePtrs[i] = textures[i].GetNativeTexturePtr(); + } + } + } + + void OnEnable() + { + if (!OVRManager.isHmdPresent) + { + enabled = false; + return; + } + + OnDisable(); + + for (int i = 0; i < maxInstances; ++i) + { + if (instances[i] == null || instances[i] == this) + { + layerIndex = i; + instances[i] = this; + break; + } + } + } + + void OnDisable() + { + if (layerIndex != -1) + { + // Turn off the overlay if it was on. + OVRPlugin.SetOverlayQuad(true, false, IntPtr.Zero, IntPtr.Zero, IntPtr.Zero, OVRPose.identity.ToPosef(), Vector3.one.ToVector3f(), layerIndex); + instances[layerIndex] = null; + } + layerIndex = -1; + } + + void OnRenderObject() + { + // The overlay must be specified every eye frame, because it is positioned relative to the + // current head location. If frames are dropped, it will be time warped appropriately, + // just like the eye buffers. + if (!Camera.current.CompareTag("MainCamera") || Camera.current.cameraType != CameraType.Game || layerIndex == -1 || currentOverlayType == OverlayType.None) + return; + +#if !UNITY_ANDROID || UNITY_EDITOR + if (currentOverlayShape == OverlayShape.Cubemap || currentOverlayShape == OverlayShape.Cylinder) + { + Debug.LogWarning("Overlay shape " + currentOverlayShape + " is not supported on current platform"); + } +#endif + + for (int i = 0; i < 2; ++i) + { + if (i >= textures.Length) + continue; + + if (textures[i] != cachedTextures[i]) + { + cachedTextures[i] = textures[i]; + if (cachedTextures[i] != null) + texNativePtrs[i] = cachedTextures[i].GetNativeTexturePtr(); + } + + if (currentOverlayShape == OverlayShape.Cubemap) + { + if (textures[i] != null && textures[i].GetType() != typeof(Cubemap)) + { + Debug.LogError("Need Cubemap texture for cube map overlay"); + return; + } + } + } + + if (cachedTextures[0] == null || texNativePtrs[0] == IntPtr.Zero) + return; + + bool overlay = (currentOverlayType == OverlayType.Overlay); + bool headLocked = false; + for (var t = transform; t != null && !headLocked; t = t.parent) + headLocked |= (t == Camera.current.transform); + + OVRPose pose = (headLocked) ? transform.ToHeadSpacePose() : transform.ToTrackingSpacePose(); + Vector3 scale = transform.lossyScale; + for (int i = 0; i < 3; ++i) + scale[i] /= Camera.current.transform.lossyScale[i]; + + // Cylinder overlay sanity checking + if (currentOverlayShape == OverlayShape.Cylinder) + { + float arcAngle = scale.x / scale.z / (float)Math.PI * 180.0f; + if (arcAngle > 180.0f) + { + Debug.LogError("Cylinder overlay's arc angle has to be below 180 degree, current arc angle is " + arcAngle + " degree." ); + return ; + } + } + + bool isOverlayVisible = OVRPlugin.SetOverlayQuad(overlay, headLocked, texNativePtrs[0], texNativePtrs[1], IntPtr.Zero, pose.flipZ().ToPosef(), scale.ToVector3f(), layerIndex, (OVRPlugin.OverlayShape)currentOverlayShape); + if (rend) + rend.enabled = !isOverlayVisible; + } + +} diff --git a/Assets/OVR/Scripts/OVROverlay.cs.meta b/Assets/OVR/Scripts/OVROverlay.cs.meta new file mode 100644 index 0000000..103c885 --- /dev/null +++ b/Assets/OVR/Scripts/OVROverlay.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4444ce35d262aa648ad0c425a559b931 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/OVR/Scripts/OVRPlatformMenu.cs b/Assets/OVR/Scripts/OVRPlatformMenu.cs new file mode 100644 index 0000000..e626a00 --- /dev/null +++ b/Assets/OVR/Scripts/OVRPlatformMenu.cs @@ -0,0 +1,323 @@ +/************************************************************************************ + +Copyright : Copyright 2014 Oculus VR, LLC. All Rights reserved. + +Licensed under the Oculus VR Rift SDK License Version 3.3 (the "License"); +you may not use the Oculus VR Rift SDK except in compliance with the License, +which is provided at the time of installation or download, or which +otherwise accompanies this software in either electronic or hard copy form. + +You may obtain a copy of the License at + +http://www.oculus.com/licenses/LICENSE-3.3 + +Unless required by applicable law or agreed to in writing, the Oculus VR SDK +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 VR = UnityEngine.VR; +using System.Collections; + +/// +/// Shows the Oculus plaform UI. +/// +public class OVRPlatformMenu : MonoBehaviour +{ + /// + /// A timer that appears at the gaze cursor before a platform UI transition. + /// + public GameObject cursorTimer; + + /// + /// The current color of the cursor timer. + /// + public Color cursorTimerColor = new Color(0.0f, 0.643f, 1.0f, 1.0f); // set default color to same as native cursor timer + + /// + /// The distance at which the cursor timer appears. + /// + public float fixedDepth = 3.0f; + + /// + /// The key code. + /// + public KeyCode keyCode = KeyCode.Escape; + + public enum eHandler + { + ResetCursor, + ShowGlobalMenu, + ShowConfirmQuit, + }; + + public eHandler doubleTapHandler = eHandler.ResetCursor; + public eHandler shortPressHandler = eHandler.ShowConfirmQuit; + public eHandler longPressHandler = eHandler.ShowGlobalMenu; + + private GameObject instantiatedCursorTimer = null; + private Material cursorTimerMaterial = null; + private float doubleTapDelay = 0.25f; + private float shortPressDelay = 0.25f; + private float longPressDelay = 0.75f; + + enum eBackButtonAction + { + NONE, + DOUBLE_TAP, + SHORT_PRESS, + LONG_PRESS + }; + + private int downCount = 0; + private int upCount = 0; + private float initialDownTime = -1.0f; + private bool waitForUp = false; + + eBackButtonAction ResetAndSendAction( eBackButtonAction action ) + { + print( "ResetAndSendAction( " + action + " );" ); + downCount = 0; + upCount = 0; + initialDownTime = -1.0f; + waitForUp = false; + ResetCursor(); + if ( action == eBackButtonAction.LONG_PRESS ) + { + // since a long press triggers off of time and not an up, + // wait for an up to happen before handling any more key state. + waitForUp = true; + } + return action; + } + + eBackButtonAction HandleBackButtonState() + { + if ( waitForUp ) + { + if ( !Input.GetKeyDown( keyCode ) && !Input.GetKey( keyCode ) ) + { + waitForUp = false; + } + else + { + return eBackButtonAction.NONE; + } + } + + if ( Input.GetKeyDown( keyCode ) ) + { + // just came down + downCount++; + if ( downCount == 1 ) + { + initialDownTime = Time.realtimeSinceStartup; + } + } + else if ( downCount > 0 ) + { + if ( Input.GetKey( keyCode ) ) + { + if ( downCount <= upCount ) + { + // just went down + downCount++; + } + + float timeSinceFirstDown = Time.realtimeSinceStartup - initialDownTime; + if ( timeSinceFirstDown > shortPressDelay ) + { + // The gaze cursor timer should start unfilled once short-press time is exceeded + // then fill up completely, so offset the times by the short-press delay. + float t = ( timeSinceFirstDown - shortPressDelay ) / ( longPressDelay - shortPressDelay ); + UpdateCursor( t ); + } + + if ( timeSinceFirstDown > longPressDelay ) + { + return ResetAndSendAction( eBackButtonAction.LONG_PRESS ); + } + } + else + { + bool started = initialDownTime >= 0.0f; + if ( started ) + { + if ( upCount < downCount ) + { + // just came up + upCount++; + } + + float timeSinceFirstDown = Time.realtimeSinceStartup - initialDownTime; + if ( timeSinceFirstDown < doubleTapDelay ) + { + if ( downCount == 2 && upCount == 2 ) + { + return ResetAndSendAction( eBackButtonAction.DOUBLE_TAP ); + } + } + else if ( timeSinceFirstDown > shortPressDelay ) + { + if ( downCount == 1 && upCount == 1 ) + { + return ResetAndSendAction( eBackButtonAction.SHORT_PRESS ); + } + } + else if ( timeSinceFirstDown < longPressDelay ) + { + // this is an abort of a long press after short-press delay has passed + return ResetAndSendAction( eBackButtonAction.NONE ); + } + } + } + } + + // down reset, but perform no action + return eBackButtonAction.NONE; + } + + /// + /// Instantiate the cursor timer + /// + void Awake() + { + if (!OVRManager.isHmdPresent) + { + enabled = false; + return; + } + if ((cursorTimer != null) && (instantiatedCursorTimer == null)) + { + //Debug.Log("Instantiating CursorTimer"); + instantiatedCursorTimer = Instantiate(cursorTimer) as GameObject; + if (instantiatedCursorTimer != null) + { + cursorTimerMaterial = instantiatedCursorTimer.GetComponent().material; + cursorTimerMaterial.SetColor ( "_Color", cursorTimerColor ); + instantiatedCursorTimer.GetComponent().enabled = false; + } + } + } + + /// + /// Destroy the cloned material + /// + void OnDestroy() + { + if (cursorTimerMaterial != null) + { + Destroy(cursorTimerMaterial); + } + } + + /// + /// Reset when resuming + /// + void OnApplicationFocus( bool focusState ) + { + //Input.ResetInputAxes(); + //ResetAndSendAction( eBackButtonAction.LONG_PRESS ); + } + + /// + /// Reset when resuming + /// + void OnApplicationPause( bool pauseStatus ) + { + if ( !pauseStatus ) + { + Input.ResetInputAxes(); + } + //ResetAndSendAction( eBackButtonAction.LONG_PRESS ); + } + + /// + /// Show the confirm quit menu + /// + void ShowConfirmQuitMenu() + { + ResetCursor(); + +#if UNITY_ANDROID && !UNITY_EDITOR + Debug.Log("[PlatformUI-ConfirmQuit] Showing @ " + Time.time); + OVRManager.PlatformUIConfirmQuit(); +#endif + } + + /// + /// Show the platform UI global menu + /// + void ShowGlobalMenu() + { +#if UNITY_ANDROID && !UNITY_EDITOR + Debug.Log("[PlatformUI-Global] Showing @ " + Time.time); + OVRManager.PlatformUIGlobalMenu(); +#endif + } + + void DoHandler(eHandler handler) + { + if (handler == eHandler.ResetCursor) + ResetCursor (); + if (handler == eHandler.ShowConfirmQuit) + ShowConfirmQuitMenu (); + if (handler == eHandler.ShowGlobalMenu) + ShowGlobalMenu (); + } + + /// + /// Tests for long-press and activates global platform menu when detected. + /// as per the Unity integration doc, the back button responds to "mouse 1" button down/up/etc + /// + void Update() + { +#if UNITY_ANDROID + eBackButtonAction action = HandleBackButtonState(); + if ( action == eBackButtonAction.DOUBLE_TAP ) + DoHandler(doubleTapHandler); + else if ( action == eBackButtonAction.SHORT_PRESS ) + DoHandler(shortPressHandler); + else if ( action == eBackButtonAction.LONG_PRESS ) + DoHandler(longPressHandler); +#endif + } + + /// + /// Update the cursor based on how long the back button is pressed + /// + void UpdateCursor(float timerRotateRatio) + { + timerRotateRatio = Mathf.Clamp( timerRotateRatio, 0.0f, 1.0f ); + if (instantiatedCursorTimer != null) + { + instantiatedCursorTimer.GetComponent().enabled = true; + + // Clamp the rotation ratio to avoid rendering artifacts + float rampOffset = Mathf.Clamp(1.0f - timerRotateRatio, 0.0f, 1.0f); + cursorTimerMaterial.SetFloat ( "_ColorRampOffset", rampOffset ); + //print( "alphaAmount = " + alphaAmount ); + + // Draw timer at fixed distance in front of camera + // cursor positions itself based on camera forward and draws at a fixed depth + Vector3 cameraForward = Camera.main.transform.forward; + Vector3 cameraPos = Camera.main.transform.position; + instantiatedCursorTimer.transform.position = cameraPos + (cameraForward * fixedDepth); + instantiatedCursorTimer.transform.forward = cameraForward; + } + } + + void ResetCursor() + { + if (instantiatedCursorTimer != null) + { + cursorTimerMaterial.SetFloat("_ColorRampOffset", 1.0f); + instantiatedCursorTimer.GetComponent().enabled = false; + //print( "ResetCursor" ); + } + } +} diff --git a/Assets/OVR/Scripts/OVRPlatformMenu.cs.meta b/Assets/OVR/Scripts/OVRPlatformMenu.cs.meta new file mode 100644 index 0000000..b5b9a79 --- /dev/null +++ b/Assets/OVR/Scripts/OVRPlatformMenu.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2afcf575f4a68de4db434c7b7233c451 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/OVR/Scripts/OVRPlugin.cs b/Assets/OVR/Scripts/OVRPlugin.cs new file mode 100644 index 0000000..f1725a5 --- /dev/null +++ b/Assets/OVR/Scripts/OVRPlugin.cs @@ -0,0 +1,1263 @@ +/************************************************************************************ + +Copyright : Copyright 2014 Oculus VR, LLC. All Rights reserved. + +Licensed under the Oculus VR Rift SDK License Version 3.3 (the "License"); +you may not use the Oculus VR Rift SDK except in compliance with the License, +which is provided at the time of installation or download, or which +otherwise accompanies this software in either electronic or hard copy form. + +You may obtain a copy of the License at + +http://www.oculus.com/licenses/LICENSE-3.3 + +Unless required by applicable law or agreed to in writing, the Oculus VR SDK +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.Runtime.InteropServices; + +// Internal C# wrapper for OVRPlugin. + +internal static class OVRPlugin +{ + public static readonly System.Version wrapperVersion = OVRP_1_8_0.version; + + private static System.Version _version; + public static System.Version version + { + get { + if (_version == null) + { + try + { + string pluginVersion = OVRP_1_1_0.ovrp_GetVersion(); + + if (pluginVersion != null) + { + // Truncate unsupported trailing version info for System.Version. Original string is returned if not present. + pluginVersion = pluginVersion.Split('-')[0]; + _version = new System.Version(pluginVersion); + } + else + { + _version = new System.Version(0, 0, 0); + } + } + catch + { + _version = new System.Version(0, 0, 0); + } + + // Unity 5.1.1f3-p3 have OVRPlugin version "0.5.0", which isn't accurate. + if (_version == OVRP_0_5_0.version) + _version = OVRP_0_1_0.version; + + if (_version < OVRP_1_3_0.version) + throw new PlatformNotSupportedException("Oculus Utilities version " + wrapperVersion + " is too new for OVRPlugin version " + _version.ToString () + ". Update to the latest version of Unity."); + } + + return _version; + } + } + + private static System.Version _nativeSDKVersion; + public static System.Version nativeSDKVersion + { + get { + if (_nativeSDKVersion == null) + { + try + { + string sdkVersion = string.Empty; + + if (version >= OVRP_1_1_0.version) + sdkVersion = OVRP_1_1_0.ovrp_GetNativeSDKVersion(); + else + sdkVersion = "0.0.0"; + + if (sdkVersion != null) + { + // Truncate unsupported trailing version info for System.Version. Original string is returned if not present. + sdkVersion = sdkVersion.Split('-')[0]; + _nativeSDKVersion = new System.Version(sdkVersion); + } + else + { + _nativeSDKVersion = new System.Version(0, 0, 0); + } + } + catch + { + _nativeSDKVersion = new System.Version(0, 0, 0); + } + } + + return _nativeSDKVersion; + } + } + + [StructLayout(LayoutKind.Sequential)] + private struct GUID + { + public int a; + public short b; + public short c; + public byte d0; + public byte d1; + public byte d2; + public byte d3; + public byte d4; + public byte d5; + public byte d6; + public byte d7; + } + + public enum Bool + { + False = 0, + True + } + + public enum Eye + { + None = -1, + Left = 0, + Right = 1, + Count = 2 + } + + public enum Tracker + { + None = -1, + Zero = 0, + One = 1, + Count, + } + + public enum Node + { + None = -1, + EyeLeft = 0, + EyeRight = 1, + EyeCenter = 2, + HandLeft = 3, + HandRight = 4, + TrackerZero = 5, + TrackerOne = 6, + TrackerTwo = 7, + TrackerThree = 8, + Head = 9, + Count, + } + + public enum Controller + { + None = 0, + LTouch = 0x00000001, + RTouch = 0x00000002, + Touch = LTouch | RTouch, + Remote = 0x00000004, + Gamepad = 0x00000008, + Active = unchecked((int)0x80000000), + All = ~None, + } + + public enum TrackingOrigin + { + EyeLevel = 0, + FloorLevel = 1, + Count, + } + + public enum RecenterFlags + { + Default = 0, + IgnoreAll = unchecked((int)0x80000000), + Count, + } + + public enum BatteryStatus + { + Charging = 0, + Discharging, + Full, + NotCharging, + Unknown, + } + + public enum PlatformUI + { + None = -1, + GlobalMenu = 0, + ConfirmQuit, + GlobalMenuTutorial, + } + + public enum SystemRegion + { + Unspecified = 0, + Japan, + China, + } + + public enum OverlayShape + { + Quad = 0, + Cylinder = 1, + Cubemap = 2, + } + + private const int OverlayShapeFlagShift = 4; + private enum OverlayFlag + { + None = unchecked((int)0x00000000), + OnTop = unchecked((int)0x00000001), + HeadLocked = unchecked((int)0x00000002), + + // Using the 5-8 bits for shapes, total 16 potential shapes can be supported 0x000000[0]0 -> 0x000000[F]0 + ShapeFlag_Quad = unchecked((int)OverlayShape.Quad << OverlayShapeFlagShift), + ShapeFlag_Cylinder = unchecked((int)OverlayShape.Cylinder << OverlayShapeFlagShift), + ShapeFlag_Cubemap = unchecked((int)OverlayShape.Cubemap << OverlayShapeFlagShift), + ShapeFlagRangeMask = unchecked((int)0xF << OverlayShapeFlagShift), + } + + [StructLayout(LayoutKind.Sequential)] + public struct Vector2i + { + public int x; + public int y; + } + + [StructLayout(LayoutKind.Sequential)] + public struct Vector2f + { + public float x; + public float y; + } + + [StructLayout(LayoutKind.Sequential)] + public struct Vector3f + { + public float x; + public float y; + public float z; + } + + [StructLayout(LayoutKind.Sequential)] + public struct Quatf + { + public float x; + public float y; + public float z; + public float w; + } + + [StructLayout(LayoutKind.Sequential)] + public struct Posef + { + public Quatf Orientation; + public Vector3f Position; + } + + [StructLayout(LayoutKind.Sequential)] + internal struct InputState + { + public uint ConnectedControllers; + public uint Buttons; + public uint Touches; + public uint NearTouches; + public float LIndexTrigger; + public float RIndexTrigger; + public float LHandTrigger; + public float RHandTrigger; + public Vector2f LThumbstick; + public Vector2f RThumbstick; + } + + [StructLayout(LayoutKind.Sequential)] + public struct ControllerState + { + public uint ConnectedControllers; + public uint Buttons; + public uint Touches; + public uint NearTouches; + public float LIndexTrigger; + public float RIndexTrigger; + public float LHandTrigger; + public float RHandTrigger; + public Vector2f LThumbstick; + public Vector2f RThumbstick; + + // maintain backwards compat for OVRP_0_1_2.ovrp_GetInputState() + internal ControllerState(InputState inputState) + { + ConnectedControllers = inputState.ConnectedControllers; + Buttons = inputState.Buttons; + Touches = inputState.Touches; + NearTouches = inputState.NearTouches; + LIndexTrigger = inputState.LIndexTrigger; + RIndexTrigger = inputState.RIndexTrigger; + LHandTrigger = inputState.LHandTrigger; + RHandTrigger = inputState.RHandTrigger; + LThumbstick = inputState.LThumbstick; + RThumbstick = inputState.RThumbstick; + } + } + + [StructLayout(LayoutKind.Sequential)] + public struct HapticsBuffer + { + public IntPtr Samples; + public int SamplesCount; + } + + [StructLayout(LayoutKind.Sequential)] + public struct HapticsState + { + public int SamplesAvailable; + public int SamplesQueued; + } + + [StructLayout(LayoutKind.Sequential)] + public struct HapticsDesc + { + public int SampleRateHz; + public int SampleSizeInBytes; + public int MinimumSafeSamplesQueued; + public int MinimumBufferSamplesCount; + public int OptimalBufferSamplesCount; + public int MaximumBufferSamplesCount; + } + + [StructLayout(LayoutKind.Sequential)] + public struct Sizei + { + public int w; + public int h; + } + + [StructLayout(LayoutKind.Sequential)] + public struct Frustumf + { + public float zNear; + public float zFar; + public float fovX; + public float fovY; + } + + public enum BoundaryType + { + OuterBoundary = 0x0001, + PlayArea = 0x0100, + } + + [StructLayout(LayoutKind.Sequential)] + public struct BoundaryTestResult + { + public Bool IsTriggering; + public float ClosestDistance; + public Vector3f ClosestPoint; + public Vector3f ClosestPointNormal; + } + + [StructLayout(LayoutKind.Sequential)] + public struct BoundaryLookAndFeel + { + public Colorf Color; + } + + [StructLayout(LayoutKind.Sequential)] + public struct BoundaryGeometry + { + public BoundaryType BoundaryType; + [MarshalAs(UnmanagedType.ByValArray, SizeConst=256)] + public Vector3f[] Points; + public int PointsCount; + } + + [StructLayout(LayoutKind.Sequential)] + public struct Colorf + { + public float r; + public float g; + public float b; + public float a; + } + + public static bool initialized + { + get { + return OVRP_1_1_0.ovrp_GetInitialized() == OVRPlugin.Bool.True; + } + } + + public static bool chromatic + { + get { + if (version >= OVRP_1_7_0.version) + return OVRP_1_7_0.ovrp_GetAppChromaticCorrection() == OVRPlugin.Bool.True; + +#if UNITY_ANDROID && !UNITY_EDITOR + return false; +#else + return true; +#endif + } + + set { + if (version >= OVRP_1_7_0.version) + OVRP_1_7_0.ovrp_SetAppChromaticCorrection(ToBool(value)); + } + } + + public static bool monoscopic + { + get { return OVRP_1_1_0.ovrp_GetAppMonoscopic() == OVRPlugin.Bool.True; } + set { OVRP_1_1_0.ovrp_SetAppMonoscopic(ToBool(value)); } + } + + public static bool rotation + { + get { return OVRP_1_1_0.ovrp_GetTrackingOrientationEnabled() == Bool.True; } + set { OVRP_1_1_0.ovrp_SetTrackingOrientationEnabled(ToBool(value)); } + } + + public static bool position + { + get { return OVRP_1_1_0.ovrp_GetTrackingPositionEnabled() == Bool.True; } + set { OVRP_1_1_0.ovrp_SetTrackingPositionEnabled(ToBool(value)); } + } + + public static bool useIPDInPositionTracking + { + get { + if (version >= OVRP_1_6_0.version) + return OVRP_1_6_0.ovrp_GetTrackingIPDEnabled() == OVRPlugin.Bool.True; + + return true; + } + + set { + if (version >= OVRP_1_6_0.version) + OVRP_1_6_0.ovrp_SetTrackingIPDEnabled(ToBool(value)); + } + } + + public static bool positionSupported { get { return OVRP_1_1_0.ovrp_GetTrackingPositionSupported() == Bool.True; } } + + public static bool positionTracked { get { return OVRP_1_1_0.ovrp_GetNodePositionTracked(Node.EyeCenter) == Bool.True; } } + + public static bool powerSaving { get { return OVRP_1_1_0.ovrp_GetSystemPowerSavingMode() == Bool.True; } } + + public static bool hmdPresent { get { return OVRP_1_1_0.ovrp_GetNodePresent(Node.EyeCenter) == Bool.True; } } + + public static bool userPresent { get { return OVRP_1_1_0.ovrp_GetUserPresent() == Bool.True; } } + + public static bool headphonesPresent { get { return OVRP_1_3_0.ovrp_GetSystemHeadphonesPresent() == OVRPlugin.Bool.True; } } + + public static int recommendedMSAALevel + { + get { + if (version >= OVRP_1_6_0.version) + return OVRP_1_6_0.ovrp_GetSystemRecommendedMSAALevel (); + else + return 2; + } + } + + public static SystemRegion systemRegion + { + get { + if (version >= OVRP_1_5_0.version) + return OVRP_1_5_0.ovrp_GetSystemRegion(); + else + return SystemRegion.Unspecified; + } + } + + private static Guid _cachedAudioOutGuid; + private static string _cachedAudioOutString; + public static string audioOutId + { + get + { + try + { + IntPtr ptr = OVRP_1_1_0.ovrp_GetAudioOutId(); + if (ptr != IntPtr.Zero) + { + GUID nativeGuid = (GUID)Marshal.PtrToStructure(ptr, typeof(OVRPlugin.GUID)); + Guid managedGuid = new Guid( + nativeGuid.a, + nativeGuid.b, + nativeGuid.c, + nativeGuid.d0, + nativeGuid.d1, + nativeGuid.d2, + nativeGuid.d3, + nativeGuid.d4, + nativeGuid.d5, + nativeGuid.d6, + nativeGuid.d7); + + if (managedGuid != _cachedAudioOutGuid) + { + _cachedAudioOutGuid = managedGuid; + _cachedAudioOutString = _cachedAudioOutGuid.ToString(); + } + + return _cachedAudioOutString; + } + } + catch {} + + return string.Empty; + } + } + + private static Guid _cachedAudioInGuid; + private static string _cachedAudioInString; + public static string audioInId + { + get + { + try + { + IntPtr ptr = OVRP_1_1_0.ovrp_GetAudioInId(); + if (ptr != IntPtr.Zero) + { + GUID nativeGuid = (GUID)Marshal.PtrToStructure(ptr, typeof(OVRPlugin.GUID)); + Guid managedGuid = new Guid( + nativeGuid.a, + nativeGuid.b, + nativeGuid.c, + nativeGuid.d0, + nativeGuid.d1, + nativeGuid.d2, + nativeGuid.d3, + nativeGuid.d4, + nativeGuid.d5, + nativeGuid.d6, + nativeGuid.d7); + + if (managedGuid != _cachedAudioInGuid) + { + _cachedAudioInGuid = managedGuid; + _cachedAudioInString = _cachedAudioInGuid.ToString(); + } + + return _cachedAudioInString; + } + } + catch {} + + return string.Empty; + } + } + + public static bool hasVrFocus { get { return OVRP_1_1_0.ovrp_GetAppHasVrFocus() == Bool.True; } } + + public static bool shouldQuit { get { return OVRP_1_1_0.ovrp_GetAppShouldQuit() == Bool.True; } } + + public static bool shouldRecenter { get { return OVRP_1_1_0.ovrp_GetAppShouldRecenter() == Bool.True; } } + + public static string productName { get { return OVRP_1_1_0.ovrp_GetSystemProductName(); } } + + public static string latency { get { return OVRP_1_1_0.ovrp_GetAppLatencyTimings(); } } + + public static float eyeDepth + { + get { return OVRP_1_1_0.ovrp_GetUserEyeDepth(); } + set { OVRP_1_1_0.ovrp_SetUserEyeDepth(value); } + } + + public static float eyeHeight + { + get { return OVRP_1_1_0.ovrp_GetUserEyeHeight(); } + set { OVRP_1_1_0.ovrp_SetUserEyeHeight(value); } + } + + public static float batteryLevel + { + get { return OVRP_1_1_0.ovrp_GetSystemBatteryLevel(); } + } + + public static float batteryTemperature + { + get { return OVRP_1_1_0.ovrp_GetSystemBatteryTemperature(); } + } + + public static int cpuLevel + { + get { return OVRP_1_1_0.ovrp_GetSystemCpuLevel(); } + set { OVRP_1_1_0.ovrp_SetSystemCpuLevel(value); } + } + + public static int gpuLevel + { + get { return OVRP_1_1_0.ovrp_GetSystemGpuLevel(); } + set { OVRP_1_1_0.ovrp_SetSystemGpuLevel(value); } + } + + public static int vsyncCount + { + get { return OVRP_1_1_0.ovrp_GetSystemVSyncCount(); } + set { OVRP_1_2_0.ovrp_SetSystemVSyncCount(value); } + } + + public static float systemVolume + { + get { return OVRP_1_1_0.ovrp_GetSystemVolume(); } + } + + public static float ipd + { + get { return OVRP_1_1_0.ovrp_GetUserIPD(); } + set { OVRP_1_1_0.ovrp_SetUserIPD(value); } + } + + public static bool occlusionMesh + { + get { return OVRP_1_3_0.ovrp_GetEyeOcclusionMeshEnabled() == Bool.True; } + set { OVRP_1_3_0.ovrp_SetEyeOcclusionMeshEnabled(ToBool(value)); } + } + + public static BatteryStatus batteryStatus + { + get { return OVRP_1_1_0.ovrp_GetSystemBatteryStatus(); } + } + + public static Posef GetEyeVelocity(Eye eyeId) { return GetNodeVelocity((Node)eyeId, false); } + public static Posef GetEyeAcceleration(Eye eyeId) { return GetNodeAcceleration((Node)eyeId, false); } + public static Frustumf GetEyeFrustum(Eye eyeId) { return OVRP_1_1_0.ovrp_GetNodeFrustum((Node)eyeId); } + public static Sizei GetEyeTextureSize(Eye eyeId) { return OVRP_0_1_0.ovrp_GetEyeTextureSize(eyeId); } + public static Posef GetTrackerPose(Tracker trackerId) { return GetNodePose((Node)((int)trackerId + (int)Node.TrackerZero), false); } + public static Frustumf GetTrackerFrustum(Tracker trackerId) { return OVRP_1_1_0.ovrp_GetNodeFrustum((Node)((int)trackerId + (int)Node.TrackerZero)); } + public static bool ShowUI(PlatformUI ui) { return OVRP_1_1_0.ovrp_ShowSystemUI(ui) == Bool.True; } + public static bool SetOverlayQuad(bool onTop, bool headLocked, IntPtr leftTexture, IntPtr rightTexture, IntPtr device, Posef pose, Vector3f scale, int layerIndex=0, OverlayShape shape=OverlayShape.Quad) + { + if (version >= OVRP_1_6_0.version) + { + uint flags = (uint)OverlayFlag.None; + if (onTop) + flags |= (uint)OverlayFlag.OnTop; + if (headLocked) + flags |= (uint)OverlayFlag.HeadLocked; + + if (shape == OverlayShape.Cylinder || shape == OverlayShape.Cubemap) + { +#if UNITY_ANDROID + if (version >= OVRP_1_7_0.version) + flags |= (uint)(shape) << OverlayShapeFlagShift; + else +#endif + return false; + } + + return OVRP_1_6_0.ovrp_SetOverlayQuad3(flags, leftTexture, rightTexture, device, pose, scale, layerIndex) == Bool.True; + } + + if (layerIndex != 0) + return false; + + return OVRP_0_1_1.ovrp_SetOverlayQuad2(ToBool(onTop), ToBool(headLocked), leftTexture, device, pose, scale) == Bool.True; + } + + public static bool UpdateNodePhysicsPoses(int frameIndex, double predictionSeconds) + { + if (version >= OVRP_1_8_0.version) + return OVRP_1_8_0.ovrp_Update2(0, frameIndex, predictionSeconds) == Bool.True; + + return false; + } + + public static Posef GetNodePose(Node nodeId, bool usePhysicsPose) + { + if (version >= OVRP_1_8_0.version && usePhysicsPose) + return OVRP_1_8_0.ovrp_GetNodePose2(0, nodeId); + + return OVRP_0_1_2.ovrp_GetNodePose(nodeId); + } + + public static Posef GetNodeVelocity(Node nodeId, bool usePhysicsPose) + { + if (version >= OVRP_1_8_0.version && usePhysicsPose) + return OVRP_1_8_0.ovrp_GetNodeVelocity2(0, nodeId); + + return OVRP_0_1_3.ovrp_GetNodeVelocity(nodeId); + } + + public static Posef GetNodeAcceleration(Node nodeId, bool usePhysicsPose) + { + if (version >= OVRP_1_8_0.version && usePhysicsPose) + return OVRP_1_8_0.ovrp_GetNodeAcceleration2(0, nodeId); + + return OVRP_0_1_3.ovrp_GetNodeAcceleration(nodeId); + } + + public static bool GetNodePresent(Node nodeId) + { + return OVRP_1_1_0.ovrp_GetNodePresent(nodeId) == Bool.True; + } + + public static bool GetNodeOrientationTracked(Node nodeId) + { + return OVRP_1_1_0.ovrp_GetNodeOrientationTracked(nodeId) == Bool.True; + } + + public static bool GetNodePositionTracked(Node nodeId) + { + return OVRP_1_1_0.ovrp_GetNodePositionTracked(nodeId) == Bool.True; + } + + public static ControllerState GetControllerState(uint controllerMask) + { + return OVRP_1_1_0.ovrp_GetControllerState(controllerMask); + } + + public static bool SetControllerVibration(uint controllerMask, float frequency, float amplitude) + { + return OVRP_0_1_2.ovrp_SetControllerVibration(controllerMask, frequency, amplitude) == Bool.True; + } + + public static HapticsDesc GetControllerHapticsDesc(uint controllerMask) + { + if (version >= OVRP_1_6_0.version) + { + return OVRP_1_6_0.ovrp_GetControllerHapticsDesc(controllerMask); + } + else + { + return new HapticsDesc(); + } + } + + public static HapticsState GetControllerHapticsState(uint controllerMask) + { + if (version >= OVRP_1_6_0.version) + { + return OVRP_1_6_0.ovrp_GetControllerHapticsState(controllerMask); + } + else + { + return new HapticsState(); + } + } + + public static bool SetControllerHaptics(uint controllerMask, HapticsBuffer hapticsBuffer) + { + if (version >= OVRP_1_6_0.version) + { + return OVRP_1_6_0.ovrp_SetControllerHaptics(controllerMask, hapticsBuffer) == Bool.True; + } + else + { + return false; + } + } + + public static float GetEyeRecommendedResolutionScale() + { + if (version >= OVRP_1_6_0.version) + { + return OVRP_1_6_0.ovrp_GetEyeRecommendedResolutionScale(); + } + else + { + return 1.0f; + } + } + + public static float GetAppCpuStartToGpuEndTime() + { + if (version >= OVRP_1_6_0.version) + { + return OVRP_1_6_0.ovrp_GetAppCpuStartToGpuEndTime(); + } + else + { + return 0.0f; + } + } + + public static bool GetBoundaryConfigured() + { + if (version >= OVRP_1_8_0.version) + { + return OVRP_1_8_0.ovrp_GetBoundaryConfigured() == OVRPlugin.Bool.True; + } + else + { + return false; + } + } + + public static BoundaryTestResult TestBoundaryNode(Node nodeId, BoundaryType boundaryType) + { + if (version >= OVRP_1_8_0.version) + { + return OVRP_1_8_0.ovrp_TestBoundaryNode(nodeId, boundaryType); + } + else + { + return new BoundaryTestResult(); + } + } + + public static BoundaryTestResult TestBoundaryPoint(Vector3f point, BoundaryType boundaryType) + { + if (version >= OVRP_1_8_0.version) + { + return OVRP_1_8_0.ovrp_TestBoundaryPoint(point, boundaryType); + } + else + { + return new BoundaryTestResult(); + } + } + + public static bool SetBoundaryLookAndFeel(BoundaryLookAndFeel lookAndFeel) + { + if (version >= OVRP_1_8_0.version) + { + return OVRP_1_8_0.ovrp_SetBoundaryLookAndFeel(lookAndFeel) == OVRPlugin.Bool.True; + } + else + { + return false; + } + } + + public static bool ResetBoundaryLookAndFeel() + { + if (version >= OVRP_1_8_0.version) + { + return OVRP_1_8_0.ovrp_ResetBoundaryLookAndFeel() == OVRPlugin.Bool.True; + } + else + { + return false; + } + } + + public static BoundaryGeometry GetBoundaryGeometry(BoundaryType boundaryType) + { + if (version >= OVRP_1_8_0.version) + { + return OVRP_1_8_0.ovrp_GetBoundaryGeometry(boundaryType); + } + else + { + return new BoundaryGeometry(); + } + } + + public static Vector3f GetBoundaryDimensions(BoundaryType boundaryType) + { + if (version >= OVRP_1_8_0.version) + { + return OVRP_1_8_0.ovrp_GetBoundaryDimensions(boundaryType); + } + else + { + return new Vector3f(); + } + } + + public static bool GetBoundaryVisible() + { + if (version >= OVRP_1_8_0.version) + { + return OVRP_1_8_0.ovrp_GetBoundaryVisible() == OVRPlugin.Bool.True; + } + else + { + return false; + } + } + + public static bool SetBoundaryVisible(bool value) + { + if (version >= OVRP_1_8_0.version) + { + return OVRP_1_8_0.ovrp_SetBoundaryVisible(ToBool(value)) == OVRPlugin.Bool.True; + } + else + { + return false; + } + } + + private static Bool ToBool(bool b) + { + return (b) ? OVRPlugin.Bool.True : OVRPlugin.Bool.False; + } + + public static TrackingOrigin GetTrackingOriginType() + { + return OVRP_1_0_0.ovrp_GetTrackingOriginType(); + } + + public static bool SetTrackingOriginType(TrackingOrigin originType) + { + return OVRP_1_0_0.ovrp_SetTrackingOriginType(originType) == Bool.True; + } + + public static Posef GetTrackingCalibratedOrigin() + { + return OVRP_1_0_0.ovrp_GetTrackingCalibratedOrigin(); + } + + public static bool SetTrackingCalibratedOrigin() + { + return OVRP_1_2_0.ovrpi_SetTrackingCalibratedOrigin() == Bool.True; + } + + public static bool RecenterTrackingOrigin(RecenterFlags flags) + { + return OVRP_1_0_0.ovrp_RecenterTrackingOrigin((uint)flags) == Bool.True; + } + + //HACK: This makes Unity think it always has VR focus while OVRPlugin.cs reports the correct value. + internal static bool ignoreVrFocus + { + set { OVRP_1_2_1.ovrp_SetAppIgnoreVrFocus(ToBool(value)); } + } + + private const string pluginName = "OVRPlugin"; + + private static class OVRP_0_1_0 + { + public static readonly System.Version version = new System.Version(0, 1, 0); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Sizei ovrp_GetEyeTextureSize(Eye eyeId); + } + + private static class OVRP_0_1_1 + { + public static readonly System.Version version = new System.Version(0, 1, 1); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_SetOverlayQuad2(Bool onTop, Bool headLocked, IntPtr texture, IntPtr device, Posef pose, Vector3f scale); + } + + private static class OVRP_0_1_2 + { + public static readonly System.Version version = new System.Version(0, 1, 2); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Posef ovrp_GetNodePose(Node nodeId); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_SetControllerVibration(uint controllerMask, float frequency, float amplitude); + } + + private static class OVRP_0_1_3 + { + public static readonly System.Version version = new System.Version(0, 1, 3); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Posef ovrp_GetNodeVelocity(Node nodeId); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Posef ovrp_GetNodeAcceleration(Node nodeId); + } + + private static class OVRP_0_5_0 + { + public static readonly System.Version version = new System.Version(0, 5, 0); + } + + private static class OVRP_1_0_0 + { + public static readonly System.Version version = new System.Version(1, 0, 0); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern TrackingOrigin ovrp_GetTrackingOriginType(); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_SetTrackingOriginType(TrackingOrigin originType); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Posef ovrp_GetTrackingCalibratedOrigin(); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_RecenterTrackingOrigin(uint flags); + } + + private static class OVRP_1_1_0 + { + public static readonly System.Version version = new System.Version(1, 1, 0); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_GetInitialized(); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl, EntryPoint = "ovrp_GetVersion")] + private static extern IntPtr _ovrp_GetVersion(); + public static string ovrp_GetVersion() { return Marshal.PtrToStringAnsi(_ovrp_GetVersion()); } + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl, EntryPoint = "ovrp_GetNativeSDKVersion")] + private static extern IntPtr _ovrp_GetNativeSDKVersion(); + public static string ovrp_GetNativeSDKVersion() { return Marshal.PtrToStringAnsi(_ovrp_GetNativeSDKVersion()); } + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern IntPtr ovrp_GetAudioOutId(); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern IntPtr ovrp_GetAudioInId(); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern float ovrp_GetEyeTextureScale(); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_SetEyeTextureScale(float value); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_GetTrackingOrientationSupported(); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_GetTrackingOrientationEnabled(); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_SetTrackingOrientationEnabled(Bool value); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_GetTrackingPositionSupported(); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_GetTrackingPositionEnabled(); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_SetTrackingPositionEnabled(Bool value); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_GetNodePresent(Node nodeId); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_GetNodeOrientationTracked(Node nodeId); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_GetNodePositionTracked(Node nodeId); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Frustumf ovrp_GetNodeFrustum(Node nodeId); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern ControllerState ovrp_GetControllerState(uint controllerMask); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern int ovrp_GetSystemCpuLevel(); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_SetSystemCpuLevel(int value); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern int ovrp_GetSystemGpuLevel(); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_SetSystemGpuLevel(int value); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_GetSystemPowerSavingMode(); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern float ovrp_GetSystemDisplayFrequency(); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern int ovrp_GetSystemVSyncCount(); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern float ovrp_GetSystemVolume(); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern BatteryStatus ovrp_GetSystemBatteryStatus(); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern float ovrp_GetSystemBatteryLevel(); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern float ovrp_GetSystemBatteryTemperature(); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl, EntryPoint = "ovrp_GetSystemProductName")] + private static extern IntPtr _ovrp_GetSystemProductName(); + public static string ovrp_GetSystemProductName() { return Marshal.PtrToStringAnsi(_ovrp_GetSystemProductName()); } + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_ShowSystemUI(PlatformUI ui); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_GetAppMonoscopic(); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_SetAppMonoscopic(Bool value); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_GetAppHasVrFocus(); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_GetAppShouldQuit(); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_GetAppShouldRecenter(); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl, EntryPoint = "ovrp_GetAppLatencyTimings")] + private static extern IntPtr _ovrp_GetAppLatencyTimings(); + public static string ovrp_GetAppLatencyTimings() { return Marshal.PtrToStringAnsi(_ovrp_GetAppLatencyTimings()); } + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_GetUserPresent(); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern float ovrp_GetUserIPD(); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_SetUserIPD(float value); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern float ovrp_GetUserEyeDepth(); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_SetUserEyeDepth(float value); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern float ovrp_GetUserEyeHeight(); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_SetUserEyeHeight(float value); + } + + private static class OVRP_1_2_0 + { + public static readonly System.Version version = new System.Version(1, 2, 0); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_SetSystemVSyncCount(int vsyncCount); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrpi_SetTrackingCalibratedOrigin(); + } + + private static class OVRP_1_2_1 + { + public static readonly System.Version version = new System.Version(1, 2, 1); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_SetAppIgnoreVrFocus(Bool value); + } + + private static class OVRP_1_3_0 + { + public static readonly System.Version version = new System.Version(1, 3, 0); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_GetEyeOcclusionMeshEnabled(); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_SetEyeOcclusionMeshEnabled(Bool value); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_GetSystemHeadphonesPresent(); + } + + private static class OVRP_1_5_0 + { + public static readonly System.Version version = new System.Version(1, 5, 0); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern SystemRegion ovrp_GetSystemRegion(); + } + + private static class OVRP_1_6_0 + { + public static readonly System.Version version = new System.Version(1, 6, 0); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_GetTrackingIPDEnabled(); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_SetTrackingIPDEnabled(Bool value); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern HapticsDesc ovrp_GetControllerHapticsDesc(uint controllerMask); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern HapticsState ovrp_GetControllerHapticsState(uint controllerMask); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_SetControllerHaptics(uint controllerMask, HapticsBuffer hapticsBuffer); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_SetOverlayQuad3(uint flags, IntPtr textureLeft, IntPtr textureRight, IntPtr device, Posef pose, Vector3f scale, int layerIndex); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern float ovrp_GetEyeRecommendedResolutionScale(); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern float ovrp_GetAppCpuStartToGpuEndTime(); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern int ovrp_GetSystemRecommendedMSAALevel(); + } + + private static class OVRP_1_7_0 + { + public static readonly System.Version version = new System.Version(1, 7, 0); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_GetAppChromaticCorrection(); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_SetAppChromaticCorrection(Bool value); + } + + private static class OVRP_1_8_0 + { + public static readonly System.Version version = new System.Version(1, 8, 0); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_GetBoundaryConfigured(); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern BoundaryTestResult ovrp_TestBoundaryNode(Node nodeId, BoundaryType boundaryType); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern BoundaryTestResult ovrp_TestBoundaryPoint(Vector3f point, BoundaryType boundaryType); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_SetBoundaryLookAndFeel(BoundaryLookAndFeel lookAndFeel); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_ResetBoundaryLookAndFeel(); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern BoundaryGeometry ovrp_GetBoundaryGeometry(BoundaryType boundaryType); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Vector3f ovrp_GetBoundaryDimensions(BoundaryType boundaryType); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_GetBoundaryVisible(); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_SetBoundaryVisible(Bool value); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Bool ovrp_Update2(int stateId, int frameIndex, double predictionSeconds); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Posef ovrp_GetNodePose2(int stateId, Node nodeId); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Posef ovrp_GetNodeVelocity2(int stateId, Node nodeId); + + [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] + public static extern Posef ovrp_GetNodeAcceleration2(int stateId, Node nodeId); + } +} diff --git a/Assets/OVR/Scripts/OVRPlugin.cs.meta b/Assets/OVR/Scripts/OVRPlugin.cs.meta new file mode 100644 index 0000000..05c6c28 --- /dev/null +++ b/Assets/OVR/Scripts/OVRPlugin.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 61abd23f3aff5394ba8027ee380760b8 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/OVR/Scripts/OVRProfile.cs b/Assets/OVR/Scripts/OVRProfile.cs new file mode 100644 index 0000000..d8e43a3 --- /dev/null +++ b/Assets/OVR/Scripts/OVRProfile.cs @@ -0,0 +1,55 @@ +/************************************************************************************ + +Copyright : Copyright 2014 Oculus VR, LLC. All Rights reserved. + +Licensed under the Oculus VR Rift SDK License Version 3.3 (the "License"); +you may not use the Oculus VR Rift SDK except in compliance with the License, +which is provided at the time of installation or download, or which +otherwise accompanies this software in either electronic or hard copy form. + +You may obtain a copy of the License at + +http://www.oculus.com/licenses/LICENSE-3.3 + +Unless required by applicable law or agreed to in writing, the Oculus VR SDK +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.Collections; +using System.Threading; +using VR = UnityEngine.VR; + +/// +/// Contains information about the user's preferences and body dimensions. +/// +public class OVRProfile : Object +{ + [System.Obsolete] + public enum State + { + NOT_TRIGGERED, + LOADING, + READY, + ERROR + }; + + [System.Obsolete] + public string id { get { return "000abc123def"; } } + [System.Obsolete] + public string userName { get { return "Oculus User"; } } + [System.Obsolete] + public string locale { get { return "en_US"; } } + + public float ipd { get { return Vector3.Distance (OVRPlugin.GetNodePose (OVRPlugin.Node.EyeLeft, false).ToOVRPose ().position, OVRPlugin.GetNodePose (OVRPlugin.Node.EyeRight, false).ToOVRPose ().position); } } + public float eyeHeight { get { return OVRPlugin.eyeHeight; } } + public float eyeDepth { get { return OVRPlugin.eyeDepth; } } + public float neckHeight { get { return eyeHeight - 0.075f; } } + + [System.Obsolete] + public State state { get { return State.READY; } } +} diff --git a/Assets/OVR/Scripts/OVRProfile.cs.meta b/Assets/OVR/Scripts/OVRProfile.cs.meta new file mode 100644 index 0000000..c7bf6a7 --- /dev/null +++ b/Assets/OVR/Scripts/OVRProfile.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 08539141953f28e439731aaf7cd5362f +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/OVR/Scripts/OVRTouchpad.cs b/Assets/OVR/Scripts/OVRTouchpad.cs new file mode 100644 index 0000000..c030f2b --- /dev/null +++ b/Assets/OVR/Scripts/OVRTouchpad.cs @@ -0,0 +1,291 @@ +/************************************************************************************ + +Copyright : Copyright 2014 Oculus VR, LLC. All Rights reserved. + +Licensed under the Oculus VR Rift SDK License Version 3.3 (the "License"); +you may not use the Oculus VR Rift SDK except in compliance with the License, +which is provided at the time of installation or download, or which +otherwise accompanies this software in either electronic or hard copy form. + +You may obtain a copy of the License at + +http://www.oculus.com/licenses/LICENSE-3.3 + +Unless required by applicable law or agreed to in writing, the Oculus VR SDK +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; + +/// +/// Interface class to a touchpad. +/// +public static class OVRTouchpad +{ + /// + /// Touch Type. + /// + public enum TouchEvent + { + SingleTap, + Left, + Right, + Up, + Down, + }; + + /// + /// Details about a touch event. + /// + public class TouchArgs : EventArgs + { + public TouchEvent TouchType; + } + + /// + /// Occurs when touched. + /// + public static event EventHandler TouchHandler; + + /// + /// Native Touch State. + /// + enum TouchState + { + Init, + Down, + Stationary, + Move, + Up + }; + + static TouchState touchState = TouchState.Init; + static Vector2 moveAmount; + static float minMovMagnitude = 100.0f; // Tune this to gage between click and swipe + + // mouse + static Vector3 moveAmountMouse; + static float minMovMagnitudeMouse = 25.0f; + + // Disable the unused variable warning +#pragma warning disable 0414 + // Ensures that the TouchpadHelper will be created automatically upon start of the scene. + static private OVRTouchpadHelper touchpadHelper = + (new GameObject("OVRTouchpadHelper")).AddComponent(); +#pragma warning restore 0414 + + /// + /// Add the Touchpad game object into the scene. + /// + static public void Create() + { + // Does nothing but call constructor to add game object into scene + } + + static public void Update() + { +/* + // TOUCHPAD INPUT + if (Input.touchCount > 0) + { + switch(Input.GetTouch(0).phase) + { + case(TouchPhase.Began): + touchState = TouchState.Down; + // Get absolute location of touch + moveAmount = Input.GetTouch(0).position; + break; + + case(TouchPhase.Moved): + touchState = TouchState.Move; + break; + + case(TouchPhase.Stationary): + touchState = TouchState.Stationary; + break; + + case(TouchPhase.Ended): + moveAmount -= Input.GetTouch(0).position; + HandleInput(touchState, ref moveAmount); + touchState = TouchState.Init; + break; + + case(TouchPhase.Canceled): + Debug.Log( "CANCELLED\n" ); + touchState = TouchState.Init; + break; + } + } +*/ + // MOUSE INPUT + if (Input.GetMouseButtonDown(0)) + { + moveAmountMouse = Input.mousePosition; + touchState = TouchState.Down; + } + else if (Input.GetMouseButtonUp(0)) + { + moveAmountMouse -= Input.mousePosition; + HandleInputMouse(ref moveAmountMouse); + touchState = TouchState.Init; + } + } + + static public void OnDisable() + { + } + + /// + /// Determines if input was a click or swipe and sends message to all prescribers. + /// + static void HandleInput(TouchState state, ref Vector2 move) + { + if ((move.magnitude < minMovMagnitude) || (touchState == TouchState.Stationary)) + { + //Debug.Log( "CLICK" ); + } + else if (touchState == TouchState.Move) + { + move.Normalize(); + + // Left + if(Mathf.Abs(move.x) > Mathf.Abs (move.y)) + { + if(move.x > 0.0f) + { + //Debug.Log( "SWIPE: LEFT" ); + } + else + { + //Debug.Log( "SWIPE: RIGHT" ); + } + } + // Right + else + { + if(move.y > 0.0f) + { + //Debug.Log( "SWIPE: DOWN" ); + } + else + { + //Debug.Log( "SWIPE: UP" ); + } + } + } + } + + static void HandleInputMouse(ref Vector3 move) + { + if (move.magnitude < minMovMagnitudeMouse) + { + if (TouchHandler != null) + { + TouchHandler(null, new TouchArgs() { TouchType = TouchEvent.SingleTap }); + } + } + else + { + move.Normalize(); + + // Left/Right + if (Mathf.Abs(move.x) > Mathf.Abs(move.y)) + { + if (move.x > 0.0f) + { + if (TouchHandler != null) + { + TouchHandler(null, new TouchArgs () { TouchType = TouchEvent.Left }); + } + } + else + { + if (TouchHandler != null) + { + TouchHandler(null, new TouchArgs () { TouchType = TouchEvent.Right }); + } + } + } + // Up/Down + else + { + if (move.y > 0.0f) + { + if (TouchHandler != null) + { + TouchHandler(null, new TouchArgs () { TouchType = TouchEvent.Down }); + } + } + else + { + if(TouchHandler != null) + { + TouchHandler(null, new TouchArgs () { TouchType = TouchEvent.Up }); + } + } + } + } + } +} + +/// +/// This singleton class gets created and stays resident in the application. It is used to +/// trap the touchpad values, which get broadcast to any listener on the "Touchpad" channel. +/// +public sealed class OVRTouchpadHelper : MonoBehaviour +{ + void Awake() + { + DontDestroyOnLoad(gameObject); + } + + void Start() + { + // Add a listener to the OVRMessenger for testing + OVRTouchpad.TouchHandler += LocalTouchEventCallback; + } + + void Update() + { + OVRTouchpad.Update(); + } + + public void OnDisable() + { + OVRTouchpad.OnDisable(); + } + + void LocalTouchEventCallback(object sender, EventArgs args) + { + var touchArgs = (OVRTouchpad.TouchArgs)args; + OVRTouchpad.TouchEvent touchEvent = touchArgs.TouchType; + + switch(touchEvent) + { + case OVRTouchpad.TouchEvent.SingleTap: + //Debug.Log("SINGLE CLICK\n"); + break; + + case OVRTouchpad.TouchEvent.Left: + //Debug.Log("LEFT SWIPE\n"); + break; + + case OVRTouchpad.TouchEvent.Right: + //Debug.Log("RIGHT SWIPE\n"); + break; + + case OVRTouchpad.TouchEvent.Up: + //Debug.Log("UP SWIPE\n"); + break; + + case OVRTouchpad.TouchEvent.Down: + //Debug.Log("DOWN SWIPE\n"); + break; + } + } +} diff --git a/Assets/OVR/Scripts/OVRTouchpad.cs.meta b/Assets/OVR/Scripts/OVRTouchpad.cs.meta new file mode 100644 index 0000000..f56d3d4 --- /dev/null +++ b/Assets/OVR/Scripts/OVRTouchpad.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8ab9178817a837a49a7da8cd5a5792e5 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/OVR/Scripts/OVRTracker.cs b/Assets/OVR/Scripts/OVRTracker.cs new file mode 100644 index 0000000..0073f40 --- /dev/null +++ b/Assets/OVR/Scripts/OVRTracker.cs @@ -0,0 +1,199 @@ +/************************************************************************************ + +Copyright : Copyright 2014 Oculus VR, LLC. All Rights reserved. + +Licensed under the Oculus VR Rift SDK License Version 3.3 (the "License"); +you may not use the Oculus VR Rift SDK except in compliance with the License, +which is provided at the time of installation or download, or which +otherwise accompanies this software in either electronic or hard copy form. + +You may obtain a copy of the License at + +http://www.oculus.com/licenses/LICENSE-3.3 + +Unless required by applicable law or agreed to in writing, the Oculus VR SDK +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.Runtime.InteropServices; +using UnityEngine; +using VR = UnityEngine.VR; + +/// +/// An infrared camera that tracks the position of a head-mounted display. +/// +public class OVRTracker +{ + /// + /// The (symmetric) visible area in front of the sensor. + /// + public struct Frustum + { + /// + /// The sensor's minimum supported distance to the HMD. + /// + public float nearZ; + /// + /// The sensor's maximum supported distance to the HMD. + /// + public float farZ; + /// + /// The sensor's horizontal and vertical fields of view in degrees. + /// + public Vector2 fov; + } + + /// + /// If true, a sensor is attached to the system. + /// + public bool isPresent + { + get { + if (!OVRManager.isHmdPresent) + return false; + + return OVRPlugin.positionSupported; + } + } + + /// + /// If true, the sensor is actively tracking the HMD's position. Otherwise the HMD may be temporarily occluded, the system may not support position tracking, etc. + /// + public bool isPositionTracked + { + get { + return OVRPlugin.positionTracked; + } + } + + /// + /// If this is true and a sensor is available, the system will use position tracking when isPositionTracked is also true. + /// + public bool isEnabled + { + get { + if (!OVRManager.isHmdPresent) + return false; + + return OVRPlugin.position; + } + + set { + if (!OVRManager.isHmdPresent) + return; + + OVRPlugin.position = value; + } + } + + /// + /// Returns the number of sensors currently connected to the system. + /// + public int count + { + get { + int count = 0; + + for (int i = 0; i < (int)OVRPlugin.Tracker.Count; ++i) + { + if (GetPresent(i)) + count++; + } + + return count; + } + } + + /// + /// Gets the sensor's viewing frustum. + /// + public Frustum GetFrustum(int tracker = 0) + { + if (!OVRManager.isHmdPresent) + return new Frustum(); + + return OVRPlugin.GetTrackerFrustum((OVRPlugin.Tracker)tracker).ToFrustum(); + } + + /// + /// Gets the sensor's pose, relative to the head's pose at the time of the last pose recentering. + /// + public OVRPose GetPose(int tracker = 0) + { + if (!OVRManager.isHmdPresent) + return OVRPose.identity; + + OVRPose p; + switch (tracker) + { + case 0: + p = OVRPlugin.GetNodePose(OVRPlugin.Node.TrackerZero, false).ToOVRPose(); + break; + case 1: + p = OVRPlugin.GetNodePose(OVRPlugin.Node.TrackerOne, false).ToOVRPose(); + break; + case 2: + p = OVRPlugin.GetNodePose(OVRPlugin.Node.TrackerTwo, false).ToOVRPose(); + break; + case 3: + p = OVRPlugin.GetNodePose(OVRPlugin.Node.TrackerThree, false).ToOVRPose(); + break; + default: + return OVRPose.identity; + } + + return new OVRPose() + { + position = p.position, + orientation = p.orientation * Quaternion.Euler(0, 180, 0) + }; + } + + /// + /// If true, the pose of the sensor is valid and is ready to be queried. + /// + public bool GetPoseValid(int tracker = 0) + { + if (!OVRManager.isHmdPresent) + return false; + + switch (tracker) + { + case 0: + return OVRPlugin.GetNodePositionTracked(OVRPlugin.Node.TrackerZero); + case 1: + return OVRPlugin.GetNodePositionTracked(OVRPlugin.Node.TrackerOne); + case 2: + return OVRPlugin.GetNodePositionTracked(OVRPlugin.Node.TrackerTwo); + case 3: + return OVRPlugin.GetNodePositionTracked(OVRPlugin.Node.TrackerThree); + default: + return false; + } + } + + public bool GetPresent(int tracker = 0) + { + if (!OVRManager.isHmdPresent) + return false; + + switch (tracker) + { + case 0: + return OVRPlugin.GetNodePresent(OVRPlugin.Node.TrackerZero); + case 1: + return OVRPlugin.GetNodePresent(OVRPlugin.Node.TrackerOne); + case 2: + return OVRPlugin.GetNodePresent(OVRPlugin.Node.TrackerTwo); + case 3: + return OVRPlugin.GetNodePresent(OVRPlugin.Node.TrackerThree); + default: + return false; + } + } +} diff --git a/Assets/OVR/Scripts/OVRTracker.cs.meta b/Assets/OVR/Scripts/OVRTracker.cs.meta new file mode 100644 index 0000000..fa5fba9 --- /dev/null +++ b/Assets/OVR/Scripts/OVRTracker.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7cb3c9d4cb0970e448c655096649e814 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/OVR/Scripts/Util.meta b/Assets/OVR/Scripts/Util.meta new file mode 100644 index 0000000..3343588 --- /dev/null +++ b/Assets/OVR/Scripts/Util.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: c0c7a593695f68e4bbe0cabb0f4f93f2 +folderAsset: yes +DefaultImporter: + userData: diff --git a/Assets/OVR/Scripts/Util/OVRChromaticAberration.cs b/Assets/OVR/Scripts/Util/OVRChromaticAberration.cs new file mode 100644 index 0000000..3fe013a --- /dev/null +++ b/Assets/OVR/Scripts/Util/OVRChromaticAberration.cs @@ -0,0 +1,56 @@ +/************************************************************************************ + +Copyright : Copyright 2014 Oculus VR, LLC. All Rights reserved. + +Licensed under the Oculus VR Rift SDK License Version 3.3 (the "License"); +you may not use the Oculus VR Rift SDK except in compliance with the License, +which is provided at the time of installation or download, or which +otherwise accompanies this software in either electronic or hard copy form. + +You may obtain a copy of the License at + +http://www.oculus.com/licenses/LICENSE-3.3 + +Unless required by applicable law or agreed to in writing, the Oculus VR SDK +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; + +/// +/// Allows you to toggle chromatic aberration correction with a gamepad button press. +/// +public class OVRChromaticAberration : MonoBehaviour +{ + /// + /// The button that will toggle chromatic aberration correction. + /// + public OVRInput.RawButton toggleButton = OVRInput.RawButton.X; + + private bool chromatic = false; + + void Start () + { + // Enable/Disable Chromatic Aberration Correction. + // NOTE: Enabling Chromatic Aberration for mobile has a large performance cost. + OVRManager.instance.chromatic = chromatic; + } + + void Update() + { + // NOTE: some of the buttons defined in OVRInput.RawButton are not available on the Android game pad controller + if (OVRInput.GetDown(toggleButton)) + { + //************************* + // toggle chromatic aberration correction + //************************* + chromatic = !chromatic; + OVRManager.instance.chromatic = chromatic; + } + } + +} diff --git a/Assets/OVR/Scripts/Util/OVRChromaticAberration.cs.meta b/Assets/OVR/Scripts/Util/OVRChromaticAberration.cs.meta new file mode 100644 index 0000000..0167611 --- /dev/null +++ b/Assets/OVR/Scripts/Util/OVRChromaticAberration.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3b56515a831f2fb44bc7ae02679aeebc +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/OVR/Scripts/Util/OVRCubemapCapture.cs b/Assets/OVR/Scripts/Util/OVRCubemapCapture.cs new file mode 100644 index 0000000..a1b9c4e --- /dev/null +++ b/Assets/OVR/Scripts/Util/OVRCubemapCapture.cs @@ -0,0 +1,270 @@ +using UnityEngine; +using System.Collections; +using System.IO; + +/// +/// Helper script for capture cubemap and save it into PNG or JPG file +/// + +/// +/// How it works: +/// 1) This script can be attached to a existing game object, you can also use prefab Assets\OVR\Prefabs\OVRCubemapCaptureProbe +/// There are 2 ways to trigger a capture if you attached this script to a game object. +/// * Automatic capturing: if [autoTriggerAfterLaunch] is true, a automatic capturing will be triggered after [autoTriggerDelay] seconds. +/// * Keyboard trigger: press key [triggeredByKey], a capturing will be triggered. +/// 2) If you like to trigger the screen capture in your code logic, just call static function [OVRCubemapCapture.TriggerCubemapCapture] with proper input arguments. +/// + +public class OVRCubemapCapture : MonoBehaviour +{ + /// + /// Enable the automatic screenshot trigger, which will capture a cubemap after autoTriggerDelay (seconds) + /// + public bool autoTriggerAfterLaunch = true; + public float autoTriggerDelay = 1.0f; + private float autoTriggerElapse = 0.0f; + + /// + /// Trigger cubemap screenshot if user pressed key triggeredByKey + /// + public KeyCode triggeredByKey = KeyCode.F8; + + /// + /// The complete file path for saving the cubemap screenshot, including the filename and extension + /// if pathName is blank, screenshots will be saved into %USERPROFILE%\Documents\OVR_ScreenShot360 + /// + public string pathName; + + /// + /// The cube face resolution + /// + public int cubemapSize = 2048; + + // Update is called once per frame + void Update() + { + // Trigger after autoTriggerDelay + if (autoTriggerAfterLaunch) + { + autoTriggerElapse += Time.deltaTime; + if (autoTriggerElapse >= autoTriggerDelay) + { + autoTriggerAfterLaunch = false; + TriggerCubemapCapture(transform.position, cubemapSize, pathName); + } + } + + // Trigger by press triggeredByKey + if ( Input.GetKeyDown( triggeredByKey ) ) + { + TriggerCubemapCapture(transform.position, cubemapSize, pathName); + } + } + + /// + /// Generate unity cubemap at specific location and save into JPG/PNG + /// + /// + /// Default save folder: your app's persistentDataPath + /// Default file name: using current time OVR_hh_mm_ss.png + /// Note1: this will take a few seconds to finish + /// Note2: if you only want to specify path not filename, please end [pathName] with "/" + /// + + public static void TriggerCubemapCapture(Vector3 capturePos, int cubemapSize = 2048, string pathName = null) + { + GameObject ownerObj = new GameObject("CubemapCamera", typeof(Camera)); + ownerObj.hideFlags = HideFlags.HideAndDontSave; + ownerObj.transform.position = capturePos; + ownerObj.transform.rotation = Quaternion.identity; + Camera camComponent = ownerObj.GetComponent(); + camComponent.farClipPlane = 10000.0f; + camComponent.enabled = false; + + Cubemap cubemap = new Cubemap(cubemapSize, TextureFormat.RGB24, false); + RenderIntoCubemap(camComponent, cubemap); + SaveCubemapCapture(cubemap, pathName); + DestroyImmediate(cubemap); + DestroyImmediate(ownerObj); + } + + + public static void RenderIntoCubemap(Camera ownerCamera, Cubemap outCubemap) + { + int width = (int)outCubemap.width; + int height = (int)outCubemap.height; + + CubemapFace[] faces = new CubemapFace[] { CubemapFace.PositiveX, CubemapFace.NegativeX, CubemapFace.PositiveY, CubemapFace.NegativeY, CubemapFace.PositiveZ, CubemapFace.NegativeZ }; + Vector3[] faceAngles = new Vector3[] { new Vector3(0.0f, 90.0f, 0.0f), new Vector3(0.0f, -90.0f, 0.0f), new Vector3(-90.0f, 0.0f, 0.0f), new Vector3(90.0f, 0.0f, 0.0f), new Vector3(0.0f, 0.0f, 0.0f), new Vector3(0.0f, 180.0f, 0.0f) }; + + // Backup states + RenderTexture backupRenderTex = RenderTexture.active; + float backupFieldOfView = ownerCamera.fieldOfView; + float backupAspect = ownerCamera.aspect; + Quaternion backupRot = ownerCamera.transform.rotation; + //RenderTexture backupRT = ownerCamera.targetTexture; + + // Enable 8X MSAA + RenderTexture faceTexture = new RenderTexture(width, height, 24); + faceTexture.antiAliasing = 8; +#if !(UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3) + faceTexture.dimension = UnityEngine.Rendering.TextureDimension.Tex2D; +#endif + faceTexture.hideFlags = HideFlags.HideAndDontSave; + + // For intermediate saving + Texture2D swapTex = new Texture2D(width, height, TextureFormat.RGB24, false); + swapTex.hideFlags = HideFlags.HideAndDontSave; + + // Capture 6 Directions + ownerCamera.targetTexture = faceTexture; + ownerCamera.fieldOfView = 90; + ownerCamera.aspect = 1.0f; + + Color[] mirroredPixels = new Color[swapTex.height * swapTex.width]; + for (int i = 0; i < faces.Length; i++) + { + ownerCamera.transform.eulerAngles = faceAngles[i]; + ownerCamera.Render(); + RenderTexture.active = faceTexture; + swapTex.ReadPixels(new Rect(0, 0, width, height), 0, 0); + + // Mirror vertically to meet the standard of unity cubemap + Color[] OrignalPixels = swapTex.GetPixels(); + for (int y1 = 0; y1 < height; y1++) + { + for (int x1 = 0; x1 < width; x1++) + { + mirroredPixels[y1 * width + x1] = OrignalPixels[((height - 1 - y1) * width) + x1]; + } + }; + outCubemap.SetPixels(mirroredPixels, faces[i]); + } + + outCubemap.SmoothEdges(); + + // Restore states + RenderTexture.active = backupRenderTex; + ownerCamera.fieldOfView = backupFieldOfView; + ownerCamera.aspect = backupAspect; + ownerCamera.transform.rotation = backupRot; + ownerCamera.targetTexture = backupRenderTex; + + DestroyImmediate(swapTex); + DestroyImmediate(faceTexture); + + } + + + /// + /// Save unity cubemap into NPOT 6x1 cubemap/texture atlas in the following format PX NX PY NY PZ NZ + /// + /// + /// Supported format: PNG/JPG + /// Default file name: using current time OVR_hh_mm_ss.png + /// + + public static bool SaveCubemapCapture(Cubemap cubemap, string pathName = null) + { + string fileName; + string dirName; + int width = cubemap.width; + int height = cubemap.height; + int x = 0; + int y = 0; + bool saveToPNG = true; + + if (string.IsNullOrEmpty(pathName)) + { + dirName = Application.persistentDataPath + "/OVR_ScreenShot360/"; + fileName = null; + } + else + { + dirName = Path.GetDirectoryName(pathName); + fileName = Path.GetFileName(pathName); + + if (dirName[dirName.Length - 1] != '/' || dirName[dirName.Length - 1] != '\\') + dirName += "/"; + } + + if (string.IsNullOrEmpty(fileName)) + fileName = "OVR_" + System.DateTime.Now.ToString("hh_mm_ss") + ".png"; + + string extName = Path.GetExtension(fileName); + if (extName == ".png") + { + saveToPNG = true; + } + else if (extName == ".jpg") + { + saveToPNG = false; + } + else + { + Debug.LogError("Unsupported file format" + extName); + return false; + } + + // Validate path + try + { + System.IO.Directory.CreateDirectory(dirName); + } + catch (System.Exception e) + { + Debug.LogError("Failed to create path " + dirName + " since " + e.ToString()); + return false; + } + + + // Create the new texture + Texture2D tex = new Texture2D(width * 6, height, TextureFormat.RGB24, false); + if (tex == null) + { + Debug.LogError("[OVRScreenshotWizard] Failed creating the texture!"); + return false; + } + + // Merge all the cubemap faces into the texture + // Reference cubemap format: http://docs.unity3d.com/Manual/class-Cubemap.html + CubemapFace[] faces = new CubemapFace[] { CubemapFace.PositiveX, CubemapFace.NegativeX, CubemapFace.PositiveY, CubemapFace.NegativeY, CubemapFace.PositiveZ, CubemapFace.NegativeZ }; + for (int i = 0; i < faces.Length; i++) + { + // get the pixels from the cubemap + Color[] srcPixels = null; + Color[] pixels = cubemap.GetPixels(faces[i]); + // if desired, flip them as they are ordered left to right, bottom to top + srcPixels = new Color[pixels.Length]; + for (int y1 = 0; y1 < height; y1++) + { + for (int x1 = 0; x1 < width; x1++) + { + srcPixels[y1 * width + x1] = pixels[((height - 1 - y1) * width) + x1]; + } + } + // Copy them to the dest texture + tex.SetPixels(x, y, width, height, srcPixels); + x += width; + } + + try + { + // Encode the texture and save it to disk + byte[] bytes = saveToPNG ? tex.EncodeToPNG() : tex.EncodeToJPG(); + + System.IO.File.WriteAllBytes(dirName + fileName, bytes); + Debug.Log("Cubemap file created " + dirName + fileName); + } + catch (System.Exception e) + { + Debug.LogError("Failed to save cubemap file since " + e.ToString()); + return false; + } + + DestroyImmediate(tex); + return true; + } + +} + diff --git a/Assets/OVR/Scripts/Util/OVRCubemapCapture.cs.meta b/Assets/OVR/Scripts/Util/OVRCubemapCapture.cs.meta new file mode 100644 index 0000000..949bdb0 --- /dev/null +++ b/Assets/OVR/Scripts/Util/OVRCubemapCapture.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 7a489178b0acf0147846b3873447beaf +timeCreated: 1464728890 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OVR/Scripts/Util/OVRDebugInfo.cs b/Assets/OVR/Scripts/Util/OVRDebugInfo.cs new file mode 100644 index 0000000..3e8891c --- /dev/null +++ b/Assets/OVR/Scripts/Util/OVRDebugInfo.cs @@ -0,0 +1,428 @@ +/************************************************************************************ + +Copyright : Copyright 2014 Oculus VR, LLC. All Rights reserved. + +Licensed under the Oculus VR Rift SDK License Version 3.3 (the "License"); +you may not use the Oculus VR Rift SDK except in compliance with the License, +which is provided at the time of installation or download, or which +otherwise accompanies this software in either electronic or hard copy form. + +You may obtain a copy of the License at + +http://www.oculus.com/licenses/LICENSE-3.3 + +Unless required by applicable law or agreed to in writing, the Oculus VR SDK +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.Collections; +using UnityEngine.UI; +using VR = UnityEngine.VR; + +//------------------------------------------------------------------------------------- +/// +/// Shows debug information on a heads-up display. +/// +public class OVRDebugInfo : MonoBehaviour +{ + #region GameObjects for Debug Information UIs + GameObject debugUIManager; + GameObject debugUIObject; + GameObject riftPresent; + GameObject fps; + GameObject ipd; + GameObject fov; + GameObject height; + GameObject depth; + GameObject resolutionEyeTexture; + GameObject latencies; + GameObject texts; + #endregion + + #region Debug strings + string strRiftPresent = null; // "VR DISABLED" + string strFPS = null; // "FPS: 0"; + string strIPD = null; // "IPD: 0.000"; + string strFOV = null; // "FOV: 0.0f"; + string strHeight = null; // "Height: 0.0f"; + string strDepth = null; // "Depth: 0.0f"; + string strResolutionEyeTexture = null; // "Resolution : {0} x {1}" + string strLatencies = null; // "R: {0:F3} TW: {1:F3} PP: {2:F3} RE: {3:F3} TWE: {4:F3}" + #endregion + + /// + /// Variables for FPS + /// + float updateInterval = 0.5f; + float accum = 0.0f; + int frames = 0; + float timeLeft = 0.0f; + + /// + /// Managing for UI initialization + /// + bool initUIComponent = false; + bool isInited = false; + + /// + /// UIs Y offset + /// + float offsetY = 55.0f; + + /// + /// Managing for rift detection UI + /// + float riftPresentTimeout = 0.0f; + + /// + /// Turn on / off VR variables + /// + bool showVRVars = false; + + #region MonoBehaviour handler + + /// + /// Initialization + /// + void Awake() + { + // Create canvas for using new GUI + debugUIManager = new GameObject(); + debugUIManager.name = "DebugUIManager"; + debugUIManager.transform.parent = GameObject.Find("LeftEyeAnchor").transform; + + RectTransform rectTransform = debugUIManager.AddComponent(); + rectTransform.sizeDelta = new Vector2(100f, 100f); + rectTransform.localScale = new Vector3(0.001f, 0.001f, 0.001f); + rectTransform.localPosition = new Vector3(0.01f, 0.17f, 0.53f); + rectTransform.localEulerAngles = Vector3.zero; + + Canvas canvas = debugUIManager.AddComponent(); + canvas.renderMode = RenderMode.WorldSpace; + canvas.pixelPerfect = false; + } + + /// + /// Updating VR variables and managing UI present + /// + void Update() + { + if (initUIComponent && !isInited) + { + InitUIComponents(); + } + + if (Input.GetKeyDown(KeyCode.Space) && riftPresentTimeout < 0.0f) + { + initUIComponent = true; + showVRVars ^= true; + } + + UpdateDeviceDetection(); + + // Presenting VR variables + if (showVRVars) + { + debugUIManager.SetActive(true); + UpdateVariable(); + UpdateStrings(); + } + else + { + debugUIManager.SetActive(false); + } + } + + /// + /// Initialize isInited value on OnDestroy + /// + void OnDestroy() + { + isInited = false; + } + #endregion + + #region Private Functions + /// + /// Initialize UI GameObjects + /// + void InitUIComponents() + { + float posY = 0.0f; + int fontSize = 20; + + debugUIObject = new GameObject(); + debugUIObject.name = "DebugInfo"; + debugUIObject.transform.parent = GameObject.Find("DebugUIManager").transform; + debugUIObject.transform.localPosition = new Vector3(0.0f, 100.0f, 0.0f); + debugUIObject.transform.localEulerAngles = Vector3.zero; + debugUIObject.transform.localScale = new Vector3(1.0f, 1.0f, 1.0f); + + // Print out for FPS + if (!string.IsNullOrEmpty(strFPS)) + { + fps = VariableObjectManager(fps, "FPS", posY -= offsetY, strFPS, fontSize); + } + + // Print out for IPD + if (!string.IsNullOrEmpty(strIPD)) + { + ipd = VariableObjectManager(ipd, "IPD", posY -= offsetY, strIPD, fontSize); + } + + // Print out for FOV + if (!string.IsNullOrEmpty(strFOV)) + { + fov = VariableObjectManager(fov, "FOV", posY -= offsetY, strFOV, fontSize); + } + + // Print out for Height + if (!string.IsNullOrEmpty(strHeight)) + { + height = VariableObjectManager(height, "Height", posY -= offsetY, strHeight, fontSize); + } + + // Print out for Depth + if (!string.IsNullOrEmpty(strDepth)) + { + depth = VariableObjectManager(depth, "Depth", posY -= offsetY, strDepth, fontSize); + } + + // Print out for Resoulution of Eye Texture + if (!string.IsNullOrEmpty(strResolutionEyeTexture)) + { + resolutionEyeTexture = VariableObjectManager(resolutionEyeTexture, "Resolution", posY -= offsetY, strResolutionEyeTexture, fontSize); + } + + // Print out for Latency + if (!string.IsNullOrEmpty(strLatencies)) + { + latencies = VariableObjectManager(latencies, "Latency", posY -= offsetY, strLatencies, 17); + posY = 0.0f; + } + + initUIComponent = false; + isInited = true; + + } + + /// + /// Update VR Variables + /// + void UpdateVariable() + { + UpdateIPD(); + UpdateEyeHeightOffset(); + UpdateEyeDepthOffset(); + UpdateFOV(); + UpdateResolutionEyeTexture(); + UpdateLatencyValues(); + UpdateFPS(); + } + + /// + /// Update Strings + /// + void UpdateStrings() + { + if (debugUIObject == null) + return; + + if (!string.IsNullOrEmpty(strFPS)) + fps.GetComponentInChildren().text = strFPS; + if (!string.IsNullOrEmpty(strIPD)) + ipd.GetComponentInChildren().text = strIPD; + if (!string.IsNullOrEmpty(strFOV)) + fov.GetComponentInChildren().text = strFOV; + if (!string.IsNullOrEmpty(strResolutionEyeTexture)) + resolutionEyeTexture.GetComponentInChildren().text = strResolutionEyeTexture; + if (!string.IsNullOrEmpty(strLatencies)) + { + latencies.GetComponentInChildren().text = strLatencies; + latencies.GetComponentInChildren().fontSize = 14; + } + if (!string.IsNullOrEmpty(strHeight)) + height.GetComponentInChildren().text = strHeight; + if (!string.IsNullOrEmpty(strDepth)) + depth.GetComponentInChildren().text = strDepth; + } + + /// + /// It's for rift present GUI + /// + void RiftPresentGUI(GameObject guiMainOBj) + { + riftPresent = ComponentComposition(riftPresent); + riftPresent.transform.SetParent(guiMainOBj.transform); + riftPresent.name = "RiftPresent"; + RectTransform rectTransform = riftPresent.GetComponent(); + rectTransform.localPosition = new Vector3(0.0f, 0.0f, 0.0f); + rectTransform.localScale = new Vector3(1.0f, 1.0f, 1.0f); + rectTransform.localEulerAngles = Vector3.zero; + + Text text = riftPresent.GetComponentInChildren(); + text.text = strRiftPresent; + text.fontSize = 20; + } + + /// + /// Updates the device detection. + /// + void UpdateDeviceDetection() + { + if (riftPresentTimeout >= 0.0f) + { + riftPresentTimeout -= Time.deltaTime; + } + } + + /// + /// Object Manager for Variables + /// + /// gameobject for each Variable + GameObject VariableObjectManager(GameObject gameObject, string name, float posY, string str, int fontSize) + { + gameObject = ComponentComposition(gameObject); + gameObject.name = name; + gameObject.transform.SetParent(debugUIObject.transform); + + RectTransform rectTransform = gameObject.GetComponent(); + rectTransform.localPosition = new Vector3(0.0f, posY -= offsetY, 0.0f); + + Text text = gameObject.GetComponentInChildren(); + text.text = str; + text.fontSize = fontSize; + gameObject.transform.localEulerAngles = Vector3.zero; + + rectTransform.localScale = new Vector3(1.0f, 1.0f, 1.0f); + + return gameObject; + } + + /// + /// Component composition + /// + /// Composed gameobject. + GameObject ComponentComposition(GameObject GO) + { + GO = new GameObject(); + GO.AddComponent(); + GO.AddComponent(); + GO.AddComponent(); + GO.GetComponent().sizeDelta = new Vector2(350f, 50f); + GO.GetComponent().color = new Color(7f / 255f, 45f / 255f, 71f / 255f, 200f / 255f); + + texts = new GameObject(); + texts.AddComponent(); + texts.AddComponent(); + texts.AddComponent(); + texts.GetComponent().sizeDelta = new Vector2(350f, 50f); + texts.GetComponent().font = Resources.GetBuiltinResource(typeof(Font), "Arial.ttf") as Font; + texts.GetComponent().alignment = TextAnchor.MiddleCenter; + + texts.transform.SetParent(GO.transform); + texts.name = "TextBox"; + + return GO; + } + #endregion + + #region Debugging variables handler + /// + /// Updates the IPD. + /// + void UpdateIPD() + { + strIPD = System.String.Format("IPD (mm): {0:F4}", OVRManager.profile.ipd * 1000.0f); + } + + /// + /// Updates the eye height offset. + /// + void UpdateEyeHeightOffset() + { + float eyeHeight = OVRManager.profile.eyeHeight; + strHeight = System.String.Format("Eye Height (m): {0:F3}", eyeHeight); + } + + /// + /// Updates the eye depth offset. + /// + void UpdateEyeDepthOffset() + { + float eyeDepth = OVRManager.profile.eyeDepth; + strDepth = System.String.Format("Eye Depth (m): {0:F3}", eyeDepth); + } + + /// + /// Updates the FOV. + /// + void UpdateFOV() + { + OVRDisplay.EyeRenderDesc eyeDesc = OVRManager.display.GetEyeRenderDesc(VR.VRNode.LeftEye); + strFOV = System.String.Format("FOV (deg): {0:F3}", eyeDesc.fov.y); + } + + /// + /// Updates resolution of eye texture + /// + void UpdateResolutionEyeTexture() + { + OVRDisplay.EyeRenderDesc leftEyeDesc = OVRManager.display.GetEyeRenderDesc(VR.VRNode.LeftEye); + OVRDisplay.EyeRenderDesc rightEyeDesc = OVRManager.display.GetEyeRenderDesc(VR.VRNode.RightEye); + + float scale = VR.VRSettings.renderScale; + float w = (int)(scale * (float)(leftEyeDesc.resolution.x + rightEyeDesc.resolution.x)); + float h = (int)(scale * (float)Mathf.Max(leftEyeDesc.resolution.y, rightEyeDesc.resolution.y)); + + strResolutionEyeTexture = System.String.Format("Resolution : {0} x {1}", w, h); + } + + /// + /// Updates latency values + /// + void UpdateLatencyValues() + { +#if !UNITY_ANDROID || UNITY_EDITOR + OVRDisplay.LatencyData latency = OVRManager.display.latency; + if (latency.render < 0.000001f && latency.timeWarp < 0.000001f && latency.postPresent < 0.000001f) + strLatencies = System.String.Format("Latency values are not available."); + else + strLatencies = System.String.Format("Render: {0:F3} TimeWarp: {1:F3} Post-Present: {2:F3}\nRender Error: {3:F3} TimeWarp Error: {4:F3}", + latency.render, + latency.timeWarp, + latency.postPresent, + latency.renderError, + latency.timeWarpError); +#endif + } + + /// + /// Updates the FPS. + /// + void UpdateFPS() + { + timeLeft -= Time.unscaledDeltaTime; + accum += Time.unscaledDeltaTime; + ++frames; + + // Interval ended - update GUI text and start new interval + if (timeLeft <= 0.0) + { + // display two fractional digits (f2 format) + float fps = frames / accum; + + strFPS = System.String.Format("FPS: {0:F2}", fps); + + timeLeft += updateInterval; + accum = 0.0f; + frames = 0; + } + } + #endregion +} diff --git a/Assets/OVR/Scripts/Util/OVRDebugInfo.cs.meta b/Assets/OVR/Scripts/Util/OVRDebugInfo.cs.meta new file mode 100644 index 0000000..6f1cf1e --- /dev/null +++ b/Assets/OVR/Scripts/Util/OVRDebugInfo.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b71d1996d67004241a3b69960856ffcb +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/OVR/Scripts/Util/OVRGridCube.cs b/Assets/OVR/Scripts/Util/OVRGridCube.cs new file mode 100644 index 0000000..cee262f --- /dev/null +++ b/Assets/OVR/Scripts/Util/OVRGridCube.cs @@ -0,0 +1,195 @@ +/************************************************************************************ + +Copyright : Copyright 2014 Oculus VR, LLC. All Rights reserved. + +Licensed under the Oculus VR Rift SDK License Version 3.3 (the "License"); +you may not use the Oculus VR Rift SDK except in compliance with the License, +which is provided at the time of installation or download, or which +otherwise accompanies this software in either electronic or hard copy form. + +You may obtain a copy of the License at + +http://www.oculus.com/licenses/LICENSE-3.3 + +Unless required by applicable law or agreed to in writing, the Oculus VR SDK +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.Collections; + +/// +/// Diagnostic display with a regular grid of cubes for visual testing of +/// tracking and distortion. +/// +public class OVRGridCube : MonoBehaviour +{ + /// + /// The key that toggles the grid of cubes. + /// + public KeyCode GridKey = KeyCode.G; + + private GameObject CubeGrid = null; + + private bool CubeGridOn = false; + private bool CubeSwitchColorOld = false; + private bool CubeSwitchColor = false; + + private int gridSizeX = 6; + private int gridSizeY = 4; + private int gridSizeZ = 6; + private float gridScale = 0.3f; + private float cubeScale = 0.03f; + + // Handle to OVRCameraRig + private OVRCameraRig CameraController = null; + + /// + /// Update this instance. + /// + void Update () + { + UpdateCubeGrid(); + } + + /// + /// Sets the OVR camera controller. + /// + /// Camera controller. + public void SetOVRCameraController(ref OVRCameraRig cameraController) + { + CameraController = cameraController; + } + + void UpdateCubeGrid() + { + // Toggle the grid cube display on 'G' + if(Input.GetKeyDown(GridKey)) + { + if(CubeGridOn == false) + { + CubeGridOn = true; + Debug.LogWarning("CubeGrid ON"); + if(CubeGrid != null) + CubeGrid.SetActive(true); + else + CreateCubeGrid(); + } + else + { + CubeGridOn = false; + Debug.LogWarning("CubeGrid OFF"); + + if(CubeGrid != null) + CubeGrid.SetActive(false); + } + } + + if(CubeGrid != null) + { + // Set cube colors to let user know if camera is tracking + CubeSwitchColor = !OVRManager.tracker.isPositionTracked; + + if(CubeSwitchColor != CubeSwitchColorOld) + CubeGridSwitchColor(CubeSwitchColor); + CubeSwitchColorOld = CubeSwitchColor; + } + } + + void CreateCubeGrid() + { + Debug.LogWarning("Create CubeGrid"); + + // Create the visual cube grid + CubeGrid = new GameObject("CubeGrid"); + // Set a layer to target a specific camera + CubeGrid.layer = CameraController.gameObject.layer; + + for (int x = -gridSizeX; x <= gridSizeX; x++) + for (int y = -gridSizeY; y <= gridSizeY; y++) + for (int z = -gridSizeZ; z <= gridSizeZ; z++) + { + // Set the cube type: + // 0 = non-axis cube + // 1 = axis cube + // 2 = center cube + int CubeType = 0; + if ((x == 0 && y == 0) || (x == 0 && z == 0) || (y == 0 && z == 0)) + { + if((x == 0) && (y == 0) && (z == 0)) + CubeType = 2; + else + CubeType = 1; + } + + GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube); + + BoxCollider bc = cube.GetComponent(); + bc.enabled = false; + + cube.layer = CameraController.gameObject.layer; + + // No shadows + Renderer r = cube.GetComponent(); + +#if UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_5 || UNITY_4_6 + // Renderer.castShadows was deprecated starting in Unity 5.0 + r.castShadows = false; +#else + r.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; +#endif + + r.receiveShadows = false; + + // Cube line is white down the middle + if (CubeType == 0) + r.material.color = Color.red; + else if (CubeType == 1) + r.material.color = Color.white; + else + r.material.color = Color.yellow; + + cube.transform.position = + new Vector3(((float)x * gridScale), + ((float)y * gridScale), + ((float)z * gridScale)); + + float s = 0.7f; + + // Axis cubes are bigger + if(CubeType == 1) + s = 1.0f; + // Center cube is the largest + if(CubeType == 2) + s = 2.0f; + + cube.transform.localScale = + new Vector3(cubeScale * s, cubeScale * s, cubeScale * s); + + cube.transform.parent = CubeGrid.transform; + } + } + + /// + /// Switch the Cube grid color. + /// + /// If set to true cube switch color. + void CubeGridSwitchColor(bool CubeSwitchColor) + { + Color c = Color.red; + if(CubeSwitchColor == true) + c = Color.blue; + + foreach(Transform child in CubeGrid.transform) + { + Material m = child.GetComponent().material; + // Cube line is white down the middle + if(m.color == Color.red || m.color == Color.blue) + m.color = c; + } + } +} diff --git a/Assets/OVR/Scripts/Util/OVRGridCube.cs.meta b/Assets/OVR/Scripts/Util/OVRGridCube.cs.meta new file mode 100644 index 0000000..297ee3e --- /dev/null +++ b/Assets/OVR/Scripts/Util/OVRGridCube.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4988596c8a187f94f8e6a345ebb4254b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/OVR/Scripts/Util/OVRModeParms.cs b/Assets/OVR/Scripts/Util/OVRModeParms.cs new file mode 100644 index 0000000..e92324d --- /dev/null +++ b/Assets/OVR/Scripts/Util/OVRModeParms.cs @@ -0,0 +1,87 @@ +/************************************************************************************ + +Copyright : Copyright 2014 Oculus VR, LLC. All Rights reserved. + +Licensed under the Oculus VR Rift SDK License Version 3.3 (the "License"); +you may not use the Oculus VR Rift SDK except in compliance with the License, +which is provided at the time of installation or download, or which +otherwise accompanies this software in either electronic or hard copy form. + +You may obtain a copy of the License at + +http://www.oculus.com/licenses/LICENSE-3.3 + +Unless required by applicable law or agreed to in writing, the Oculus VR SDK +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 VR = UnityEngine.VR; + +/// +/// Logs when the application enters power save mode and allows you to a low-power CPU/GPU level with a button press. +/// +public class OVRModeParms : MonoBehaviour +{ +#region Member Variables + + /// + /// The gamepad button that will switch the application to CPU level 0 and GPU level 1. + /// + public OVRInput.RawButton resetButton = OVRInput.RawButton.X; + +#endregion + + /// + /// Invoke power state mode test. + /// + void Start() + { + if (!OVRManager.isHmdPresent) + { + enabled = false; + return; + } + + // Call TestPowerLevelState after 10 seconds + // and repeats every 10 seconds. + InvokeRepeating ( "TestPowerStateMode", 10, 10.0f ); + } + + /// + /// Change default vr mode parms dynamically. + /// + void Update() + { + // NOTE: some of the buttons defined in OVRInput.RawButton are not available on the Android game pad controller + if ( OVRInput.GetDown(resetButton)) + { + //************************* + // Dynamically change VrModeParms cpu and gpu level. + // NOTE: Reset will cause 1 frame of flicker as it leaves + // and re-enters Vr mode. + //************************* + OVRPlugin.cpuLevel = 0; + OVRPlugin.gpuLevel = 1; + } + } + + /// + /// Check current power state mode. + /// + void TestPowerStateMode() + { + //************************* + // Check power-level state mode + //************************* + if (OVRPlugin.powerSaving) + { + // The device has been throttled + Debug.Log("POWER SAVE MODE ACTIVATED"); + } + } +} diff --git a/Assets/OVR/Scripts/Util/OVRModeParms.cs.meta b/Assets/OVR/Scripts/Util/OVRModeParms.cs.meta new file mode 100644 index 0000000..235bdff --- /dev/null +++ b/Assets/OVR/Scripts/Util/OVRModeParms.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6a6ae8e8def81df429a8fdfc00f63e5c +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/OVR/Scripts/Util/OVRMonoscopic.cs b/Assets/OVR/Scripts/Util/OVRMonoscopic.cs new file mode 100644 index 0000000..aa9fb80 --- /dev/null +++ b/Assets/OVR/Scripts/Util/OVRMonoscopic.cs @@ -0,0 +1,53 @@ +/************************************************************************************ + +Copyright : Copyright 2014 Oculus VR, LLC. All Rights reserved. + +Licensed under the Oculus VR Rift SDK License Version 3.3 (the "License"); +you may not use the Oculus VR Rift SDK except in compliance with the License, +which is provided at the time of installation or download, or which +otherwise accompanies this software in either electronic or hard copy form. + +You may obtain a copy of the License at + +http://www.oculus.com/licenses/LICENSE-3.3 + +Unless required by applicable law or agreed to in writing, the Oculus VR SDK +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; + +/// +/// Allows you to toggle monoscopic rendering with a gamepad button press. +/// +public class OVRMonoscopic : MonoBehaviour +{ + /// + /// The gamepad button that will toggle monoscopic rendering. + /// + public OVRInput.RawButton toggleButton = OVRInput.RawButton.B; + + private bool monoscopic = false; + + /// + /// Check input and toggle monoscopic rendering mode if necessary + /// See the input mapping setup in the Unity Integration guide + /// + void Update() + { + // NOTE: some of the buttons defined in OVRInput.RawButton are not available on the Android game pad controller + if (OVRInput.GetDown(toggleButton)) + { + //************************* + // toggle monoscopic rendering mode + //************************* + monoscopic = !monoscopic; + OVRManager.instance.monoscopic = monoscopic; + } + } + +} diff --git a/Assets/OVR/Scripts/Util/OVRMonoscopic.cs.meta b/Assets/OVR/Scripts/Util/OVRMonoscopic.cs.meta new file mode 100644 index 0000000..6261901 --- /dev/null +++ b/Assets/OVR/Scripts/Util/OVRMonoscopic.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 06ef2a389c534554c848533f88dbb32c +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/OVR/Scripts/Util/OVRPlayerController.cs b/Assets/OVR/Scripts/Util/OVRPlayerController.cs new file mode 100644 index 0000000..12006e5 --- /dev/null +++ b/Assets/OVR/Scripts/Util/OVRPlayerController.cs @@ -0,0 +1,463 @@ +/************************************************************************************ + +Copyright : Copyright 2014 Oculus VR, LLC. All Rights reserved. + +Licensed under the Oculus VR Rift SDK License Version 3.3 (the "License"); +you may not use the Oculus VR Rift SDK except in compliance with the License, +which is provided at the time of installation or download, or which +otherwise accompanies this software in either electronic or hard copy form. + +You may obtain a copy of the License at + +http://www.oculus.com/licenses/LICENSE-3.3 + +Unless required by applicable law or agreed to in writing, the Oculus VR SDK +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.Collections.Generic; + +/// +/// Controls the player's movement in virtual reality. +/// +[RequireComponent(typeof(CharacterController))] +public class OVRPlayerController : MonoBehaviour +{ + /// + /// The rate acceleration during movement. + /// + public float Acceleration = 0.1f; + + /// + /// The rate of damping on movement. + /// + public float Damping = 0.3f; + + /// + /// The rate of additional damping when moving sideways or backwards. + /// + public float BackAndSideDampen = 0.5f; + + /// + /// The force applied to the character when jumping. + /// + public float JumpForce = 0.3f; + + /// + /// The rate of rotation when using a gamepad. + /// + public float RotationAmount = 1.5f; + + /// + /// The rate of rotation when using the keyboard. + /// + public float RotationRatchet = 45.0f; + + /// + /// If true, reset the initial yaw of the player controller when the Hmd pose is recentered. + /// + public bool HmdResetsY = true; + + /// + /// If true, tracking data from a child OVRCameraRig will update the direction of movement. + /// + public bool HmdRotatesY = true; + + /// + /// Modifies the strength of gravity. + /// + public float GravityModifier = 0.379f; + + /// + /// If true, each OVRPlayerController will use the player's physical height. + /// + public bool useProfileData = true; + + protected CharacterController Controller = null; + protected OVRCameraRig CameraRig = null; + + private float MoveScale = 1.0f; + private Vector3 MoveThrottle = Vector3.zero; + private float FallSpeed = 0.0f; + private OVRPose? InitialPose; + private float InitialYRotation = 0.0f; + private float MoveScaleMultiplier = 1.0f; + private float RotationScaleMultiplier = 1.0f; + private bool SkipMouseRotation = false; + private bool HaltUpdateMovement = false; + private bool prevHatLeft = false; + private bool prevHatRight = false; + private float SimulationRate = 60f; + + void Start() + { + // Add eye-depth as a camera offset from the player controller + var p = CameraRig.transform.localPosition; + p.z = OVRManager.profile.eyeDepth; + CameraRig.transform.localPosition = p; + } + + void Awake() + { + Controller = gameObject.GetComponent(); + + if(Controller == null) + Debug.LogWarning("OVRPlayerController: No CharacterController attached."); + + // We use OVRCameraRig to set rotations to cameras, + // and to be influenced by rotation + OVRCameraRig[] CameraRigs = gameObject.GetComponentsInChildren(); + + if(CameraRigs.Length == 0) + Debug.LogWarning("OVRPlayerController: No OVRCameraRig attached."); + else if (CameraRigs.Length > 1) + Debug.LogWarning("OVRPlayerController: More then 1 OVRCameraRig attached."); + else + CameraRig = CameraRigs[0]; + + InitialYRotation = transform.rotation.eulerAngles.y; + } + + void OnEnable() + { + OVRManager.display.RecenteredPose += ResetOrientation; + + if (CameraRig != null) + { + CameraRig.UpdatedAnchors += UpdateTransform; + } + } + + void OnDisable() + { + OVRManager.display.RecenteredPose -= ResetOrientation; + + if (CameraRig != null) + { + CameraRig.UpdatedAnchors -= UpdateTransform; + } + } + + protected virtual void Update() + { + if (useProfileData) + { + if (InitialPose == null) + { + // Save the initial pose so it can be recovered if useProfileData + // is turned off later. + InitialPose = new OVRPose() + { + position = CameraRig.transform.localPosition, + orientation = CameraRig.transform.localRotation + }; + } + + var p = CameraRig.transform.localPosition; + if (OVRManager.instance.trackingOriginType == OVRManager.TrackingOrigin.EyeLevel) + { + p.y = OVRManager.profile.eyeHeight - (0.5f * Controller.height) + Controller.center.y; + } + else if (OVRManager.instance.trackingOriginType == OVRManager.TrackingOrigin.FloorLevel) + { + p.y = - (0.5f * Controller.height) + Controller.center.y; + } + CameraRig.transform.localPosition = p; + } + else if (InitialPose != null) + { + // Return to the initial pose if useProfileData was turned off at runtime + CameraRig.transform.localPosition = InitialPose.Value.position; + CameraRig.transform.localRotation = InitialPose.Value.orientation; + InitialPose = null; + } + + UpdateMovement(); + + Vector3 moveDirection = Vector3.zero; + + float motorDamp = (1.0f + (Damping * SimulationRate * Time.deltaTime)); + + MoveThrottle.x /= motorDamp; + MoveThrottle.y = (MoveThrottle.y > 0.0f) ? (MoveThrottle.y / motorDamp) : MoveThrottle.y; + MoveThrottle.z /= motorDamp; + + moveDirection += MoveThrottle * SimulationRate * Time.deltaTime; + + // Gravity + if (Controller.isGrounded && FallSpeed <= 0) + FallSpeed = ((Physics.gravity.y * (GravityModifier * 0.002f))); + else + FallSpeed += ((Physics.gravity.y * (GravityModifier * 0.002f)) * SimulationRate * Time.deltaTime); + + moveDirection.y += FallSpeed * SimulationRate * Time.deltaTime; + + // Offset correction for uneven ground + float bumpUpOffset = 0.0f; + + if (Controller.isGrounded && MoveThrottle.y <= transform.lossyScale.y * 0.001f) + { + bumpUpOffset = Mathf.Max(Controller.stepOffset, new Vector3(moveDirection.x, 0, moveDirection.z).magnitude); + moveDirection -= bumpUpOffset * Vector3.up; + } + + Vector3 predictedXZ = Vector3.Scale((Controller.transform.localPosition + moveDirection), new Vector3(1, 0, 1)); + + // Move contoller + Controller.Move(moveDirection); + + Vector3 actualXZ = Vector3.Scale(Controller.transform.localPosition, new Vector3(1, 0, 1)); + + if (predictedXZ != actualXZ) + MoveThrottle += (actualXZ - predictedXZ) / (SimulationRate * Time.deltaTime); + } + + public virtual void UpdateMovement() + { + if (HaltUpdateMovement) + return; + + bool moveForward = Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow); + bool moveLeft = Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow); + bool moveRight = Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow); + bool moveBack = Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow); + + bool dpad_move = false; + + if (OVRInput.Get(OVRInput.Button.DpadUp)) + { + moveForward = true; + dpad_move = true; + + } + + if (OVRInput.Get(OVRInput.Button.DpadDown)) + { + moveBack = true; + dpad_move = true; + } + + MoveScale = 1.0f; + + if ( (moveForward && moveLeft) || (moveForward && moveRight) || + (moveBack && moveLeft) || (moveBack && moveRight) ) + MoveScale = 0.70710678f; + + // No positional movement if we are in the air + if (!Controller.isGrounded) + MoveScale = 0.0f; + + MoveScale *= SimulationRate * Time.deltaTime; + + // Compute this for key movement + float moveInfluence = Acceleration * 0.1f * MoveScale * MoveScaleMultiplier; + + // Run! + if (dpad_move || Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) + moveInfluence *= 2.0f; + + Quaternion ort = transform.rotation; + Vector3 ortEuler = ort.eulerAngles; + ortEuler.z = ortEuler.x = 0f; + ort = Quaternion.Euler(ortEuler); + + if (moveForward) + MoveThrottle += ort * (transform.lossyScale.z * moveInfluence * Vector3.forward); + if (moveBack) + MoveThrottle += ort * (transform.lossyScale.z * moveInfluence * BackAndSideDampen * Vector3.back); + if (moveLeft) + MoveThrottle += ort * (transform.lossyScale.x * moveInfluence * BackAndSideDampen * Vector3.left); + if (moveRight) + MoveThrottle += ort * (transform.lossyScale.x * moveInfluence * BackAndSideDampen * Vector3.right); + + Vector3 euler = transform.rotation.eulerAngles; + + bool curHatLeft = OVRInput.Get(OVRInput.Button.PrimaryShoulder); + + if (curHatLeft && !prevHatLeft) + euler.y -= RotationRatchet; + + prevHatLeft = curHatLeft; + + bool curHatRight = OVRInput.Get(OVRInput.Button.SecondaryShoulder); + + if(curHatRight && !prevHatRight) + euler.y += RotationRatchet; + + prevHatRight = curHatRight; + + //Use keys to ratchet rotation + if (Input.GetKeyDown(KeyCode.Q)) + euler.y -= RotationRatchet; + + if (Input.GetKeyDown(KeyCode.E)) + euler.y += RotationRatchet; + + float rotateInfluence = SimulationRate * Time.deltaTime * RotationAmount * RotationScaleMultiplier; + +#if !UNITY_ANDROID || UNITY_EDITOR + if (!SkipMouseRotation) + euler.y += Input.GetAxis("Mouse X") * rotateInfluence * 3.25f; +#endif + + moveInfluence = Acceleration * 0.1f * MoveScale * MoveScaleMultiplier; + +#if !UNITY_ANDROID // LeftTrigger not avail on Android game pad + moveInfluence *= 1.0f + OVRInput.Get(OVRInput.Axis1D.PrimaryIndexTrigger); +#endif + + Vector2 primaryAxis = OVRInput.Get(OVRInput.Axis2D.PrimaryThumbstick); + + if(primaryAxis.y > 0.0f) + MoveThrottle += ort * (primaryAxis.y * transform.lossyScale.z * moveInfluence * Vector3.forward); + + if(primaryAxis.y < 0.0f) + MoveThrottle += ort * (Mathf.Abs(primaryAxis.y) * transform.lossyScale.z * moveInfluence * BackAndSideDampen * Vector3.back); + + if(primaryAxis.x < 0.0f) + MoveThrottle += ort * (Mathf.Abs(primaryAxis.x) * transform.lossyScale.x * moveInfluence * BackAndSideDampen * Vector3.left); + + if(primaryAxis.x > 0.0f) + MoveThrottle += ort * (primaryAxis.x * transform.lossyScale.x * moveInfluence * BackAndSideDampen * Vector3.right); + + Vector2 secondaryAxis = OVRInput.Get(OVRInput.Axis2D.SecondaryThumbstick); + + euler.y += secondaryAxis.x * rotateInfluence; + + transform.rotation = Quaternion.Euler(euler); + } + + /// + /// Invoked by OVRCameraRig's UpdatedAnchors callback. Allows the Hmd rotation to update the facing direction of the player. + /// + public void UpdateTransform(OVRCameraRig rig) + { + Transform root = CameraRig.trackingSpace; + Transform centerEye = CameraRig.centerEyeAnchor; + + if (HmdRotatesY) + { + Vector3 prevPos = root.position; + Quaternion prevRot = root.rotation; + + transform.rotation = Quaternion.Euler(0.0f, centerEye.rotation.eulerAngles.y, 0.0f); + + root.position = prevPos; + root.rotation = prevRot; + } + } + + /// + /// Jump! Must be enabled manually. + /// + public bool Jump() + { + if (!Controller.isGrounded) + return false; + + MoveThrottle += new Vector3(0, transform.lossyScale.y * JumpForce, 0); + + return true; + } + + /// + /// Stop this instance. + /// + public void Stop() + { + Controller.Move(Vector3.zero); + MoveThrottle = Vector3.zero; + FallSpeed = 0.0f; + } + + /// + /// Gets the move scale multiplier. + /// + /// Move scale multiplier. + public void GetMoveScaleMultiplier(ref float moveScaleMultiplier) + { + moveScaleMultiplier = MoveScaleMultiplier; + } + + /// + /// Sets the move scale multiplier. + /// + /// Move scale multiplier. + public void SetMoveScaleMultiplier(float moveScaleMultiplier) + { + MoveScaleMultiplier = moveScaleMultiplier; + } + + /// + /// Gets the rotation scale multiplier. + /// + /// Rotation scale multiplier. + public void GetRotationScaleMultiplier(ref float rotationScaleMultiplier) + { + rotationScaleMultiplier = RotationScaleMultiplier; + } + + /// + /// Sets the rotation scale multiplier. + /// + /// Rotation scale multiplier. + public void SetRotationScaleMultiplier(float rotationScaleMultiplier) + { + RotationScaleMultiplier = rotationScaleMultiplier; + } + + /// + /// Gets the allow mouse rotation. + /// + /// Allow mouse rotation. + public void GetSkipMouseRotation(ref bool skipMouseRotation) + { + skipMouseRotation = SkipMouseRotation; + } + + /// + /// Sets the allow mouse rotation. + /// + /// If set to true allow mouse rotation. + public void SetSkipMouseRotation(bool skipMouseRotation) + { + SkipMouseRotation = skipMouseRotation; + } + + /// + /// Gets the halt update movement. + /// + /// Halt update movement. + public void GetHaltUpdateMovement(ref bool haltUpdateMovement) + { + haltUpdateMovement = HaltUpdateMovement; + } + + /// + /// Sets the halt update movement. + /// + /// If set to true halt update movement. + public void SetHaltUpdateMovement(bool haltUpdateMovement) + { + HaltUpdateMovement = haltUpdateMovement; + } + + /// + /// Resets the player look rotation when the device orientation is reset. + /// + public void ResetOrientation() + { + if (HmdResetsY) + { + Vector3 euler = transform.rotation.eulerAngles; + euler.y = InitialYRotation; + transform.rotation = Quaternion.Euler(euler); + } + } +} + diff --git a/Assets/OVR/Scripts/Util/OVRPlayerController.cs.meta b/Assets/OVR/Scripts/Util/OVRPlayerController.cs.meta new file mode 100644 index 0000000..7c1e6ad --- /dev/null +++ b/Assets/OVR/Scripts/Util/OVRPlayerController.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0950df82e7936c84983497630bde5b54 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/OVR/Scripts/Util/OVRRTOverlayConnector.cs b/Assets/OVR/Scripts/Util/OVRRTOverlayConnector.cs new file mode 100644 index 0000000..ed5a845 --- /dev/null +++ b/Assets/OVR/Scripts/Util/OVRRTOverlayConnector.cs @@ -0,0 +1,118 @@ +/************************************************************************************ + +Copyright : Copyright 2014 Oculus VR, LLC. All Rights reserved. + +Licensed under the Oculus VR Rift SDK License Version 3.3 (the "License"); +you may not use the Oculus VR Rift SDK except in compliance with the License, +which is provided at the time of installation or download, or which +otherwise accompanies this software in either electronic or hard copy form. + +You may obtain a copy of the License at + +http://www.oculus.com/licenses/LICENSE-3.3 + +Unless required by applicable law or agreed to in writing, the Oculus VR SDK +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 System.Collections; +using System.Runtime.InteropServices; + +/// +/// Usage: attach this script under your camera object, and point ovrOverlayObj to your overlay owner object. +/// Note: +/// 1) your camera should use renderTexture +/// 2) your need make sure your overlay camera was rendered before you main camera (eg. using camera depth), so the renderTexture will be available before being used. +/// +/// This is a helper class to setup renderTexture to OVROverlay object +/// It did a few things +/// 1) Clear the renderTarget's border to alpha = 0 for avoiding artifacts on mobile +/// 2) Triple buffer the render results before sending to the overlay, which is a requirement for time warping render target +/// +public class OVRRTOverlayConnector : MonoBehaviour +{ + /// + /// OVROverlay texture required alpha = 0 border for avoiding artifacts + /// + public int alphaBorderSizePixels = 3; + + /// + /// Triple buffer the render target + /// + const int overlayRTChainSize = 3; + private int overlayRTIndex = 0; + private IntPtr[] overlayTexturePtrs = new IntPtr[overlayRTChainSize]; + private RenderTexture[] overlayRTChain = new RenderTexture[overlayRTChainSize]; + + /// + /// Destination OVROverlay target object + /// + public GameObject ovrOverlayObj; + private RenderTexture srcRT; + private Camera ownerCamera; + + /// + /// Triple buffer the textures applying to overlay + /// + void ConstructRenderTextureChain() + { + for (int i = 0; i < overlayRTChainSize; i++) + { + overlayRTChain[i] = new RenderTexture(srcRT.width, srcRT.height, 1, srcRT.format, RenderTextureReadWrite.sRGB); + overlayRTChain[i].antiAliasing = 1; + overlayRTChain[i].depth = 0; + overlayRTChain[i].wrapMode = TextureWrapMode.Clamp; + overlayRTChain[i].hideFlags = HideFlags.HideAndDontSave; + overlayRTChain[i].Create(); + overlayTexturePtrs[i] = overlayRTChain[i].GetNativeTexturePtr(); + } + } + + void Start () + { + ownerCamera = GetComponent(); + Debug.Assert(ownerCamera); + srcRT = ownerCamera.targetTexture; + Debug.Assert(srcRT); + ConstructRenderTextureChain(); + } + +#if UNITY_ANDROID + /// + /// Alpha border cleaning + /// + private bool borderCleaned = false; + void OnPreRender() + { + Debug.Assert(srcRT); + if (!borderCleaned) + { + GL.Clear(false, true, new Color(0, 0, 0, 0)); + GetComponent().pixelRect = new Rect(alphaBorderSizePixels, alphaBorderSizePixels, srcRT.width - 2 * alphaBorderSizePixels, srcRT.height - 2 * alphaBorderSizePixels); + borderCleaned = true; + } + } +#endif + + /// + /// Copy camera's render target to triple buffered texture array and send it to OVROverlay object + /// + void OnPostRender() + { + if (srcRT) + { + Graphics.Blit(srcRT, overlayRTChain[overlayRTIndex]); + OVROverlay ovrOverlay = ovrOverlayObj.GetComponent(); + Debug.Assert(ovrOverlay); + ovrOverlay.OverrideOverlayTextureInfo(overlayRTChain[overlayRTIndex], overlayTexturePtrs[overlayRTIndex], UnityEngine.VR.VRNode.LeftEye); + overlayRTIndex++; + overlayRTIndex = overlayRTIndex % overlayRTChainSize; + } + } +} diff --git a/Assets/OVR/Scripts/Util/OVRRTOverlayConnector.cs.meta b/Assets/OVR/Scripts/Util/OVRRTOverlayConnector.cs.meta new file mode 100644 index 0000000..9b3c86a --- /dev/null +++ b/Assets/OVR/Scripts/Util/OVRRTOverlayConnector.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: a32cb96623ab18541962acb63c7fb18e +timeCreated: 1469334708 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OVR/Scripts/Util/OVRResetOrientation.cs b/Assets/OVR/Scripts/Util/OVRResetOrientation.cs new file mode 100644 index 0000000..aee62bd --- /dev/null +++ b/Assets/OVR/Scripts/Util/OVRResetOrientation.cs @@ -0,0 +1,49 @@ +/************************************************************************************ + +Copyright : Copyright 2014 Oculus VR, LLC. All Rights reserved. + +Licensed under the Oculus VR Rift SDK License Version 3.3 (the "License"); +you may not use the Oculus VR Rift SDK except in compliance with the License, +which is provided at the time of installation or download, or which +otherwise accompanies this software in either electronic or hard copy form. + +You may obtain a copy of the License at + +http://www.oculus.com/licenses/LICENSE-3.3 + +Unless required by applicable law or agreed to in writing, the Oculus VR SDK +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; + +/// +/// Allows you to reset VR input tracking with a gamepad button press. +/// +public class OVRResetOrientation : MonoBehaviour +{ + /// + /// The gamepad button that will reset VR input tracking. + /// + public OVRInput.RawButton resetButton = OVRInput.RawButton.Y; + + /// + /// Check input and reset orientation if necessary + /// See the input mapping setup in the Unity Integration guide + /// + void Update() + { + // NOTE: some of the buttons defined in OVRInput.RawButton are not available on the Android game pad controller + if (OVRInput.GetDown(resetButton)) + { + //************************* + // reset orientation + //************************* + OVRManager.display.RecenterPose(); + } + } +} diff --git a/Assets/OVR/Scripts/Util/OVRResetOrientation.cs.meta b/Assets/OVR/Scripts/Util/OVRResetOrientation.cs.meta new file mode 100644 index 0000000..49ce73b --- /dev/null +++ b/Assets/OVR/Scripts/Util/OVRResetOrientation.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 09bb0a17b6a704298b65be4fb08ef480 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/OVR/Scripts/Util/OVRSceneSampleController.cs b/Assets/OVR/Scripts/Util/OVRSceneSampleController.cs new file mode 100644 index 0000000..d3290f5 --- /dev/null +++ b/Assets/OVR/Scripts/Util/OVRSceneSampleController.cs @@ -0,0 +1,215 @@ +/************************************************************************************ + +Copyright : Copyright 2014 Oculus VR, LLC. All Rights reserved. + +Licensed under the Oculus VR Rift SDK License Version 3.3 (the "License"); +you may not use the Oculus VR Rift SDK except in compliance with the License, +which is provided at the time of installation or download, or which +otherwise accompanies this software in either electronic or hard copy form. + +You may obtain a copy of the License at + +http://www.oculus.com/licenses/LICENSE-3.3 + +Unless required by applicable law or agreed to in writing, the Oculus VR SDK +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.Collections; +using VR = UnityEngine.VR; + +/// +/// Sample that allows you to play with various VR settings. +/// +public class OVRSceneSampleController : MonoBehaviour +{ + /// + /// The key that quits the application. + /// + public KeyCode quitKey = KeyCode.Escape; + + /// + /// An optional texture that appears before the menu fades in. + /// + public Texture fadeInTexture = null; + + /// + /// Controls how quickly the player's speed and rotation change based on input. + /// + public float speedRotationIncrement = 0.05f; + + private OVRPlayerController playerController = null; + + // Handle to OVRCameraRig + private OVRCameraRig cameraController = null; + + /// + /// We can set the layer to be anything we want to, this allows + /// a specific camera to render it. + /// + public string layerName = "Default"; + + // Vision mode on/off + private bool visionMode = true; + + // We want to hold onto GridCube, for potential sharing + // of the menu RenderTarget + OVRGridCube gridCube = null; + +#if SHOW_DK2_VARIABLES + private string strVisionMode = "Vision Enabled: ON"; +#endif + + #region MonoBehaviour Message Handlers + /// + /// Awake this instance. + /// + void Awake() + { + // Find camera controller + OVRCameraRig[] cameraControllers; + cameraControllers = gameObject.GetComponentsInChildren(); + + if (cameraControllers.Length == 0) + { + Debug.LogWarning("OVRMainMenu: No OVRCameraRig attached."); + } + else if (cameraControllers.Length > 1) + { + Debug.LogWarning("OVRMainMenu: More then 1 OVRCameraRig attached."); + } + else + { + cameraController = cameraControllers[0]; + } + + // Find player controller + OVRPlayerController[] playerControllers; + playerControllers = gameObject.GetComponentsInChildren(); + + if (playerControllers.Length == 0) + { + Debug.LogWarning("OVRMainMenu: No OVRPlayerController attached."); + } + else if (playerControllers.Length > 1) + { + Debug.LogWarning("OVRMainMenu: More then 1 OVRPlayerController attached."); + } + else + { + playerController = playerControllers[0]; + } + } + + /// + /// Start this instance. + /// + void Start() + { + // Make sure to hide cursor + if (Application.isEditor == false) + { + Cursor.visible = false; + Cursor.lockState = CursorLockMode.Locked; + } + + // CameraController updates + if (cameraController != null) + { + // Add a GridCube component to this object + gridCube = gameObject.AddComponent(); + gridCube.SetOVRCameraController(ref cameraController); + } + } + + + /// + /// Update this instance. + /// + void Update() + { + // Recenter pose + UpdateRecenterPose(); + + // Turn On/Off Vision Mode + UpdateVisionMode(); + + // Update Speed and Rotation Scale + if (playerController != null) + UpdateSpeedAndRotationScaleMultiplier(); + + // Toggle Fullscreen + if (Input.GetKeyDown(KeyCode.F11)) + Screen.fullScreen = !Screen.fullScreen; + + if (Input.GetKeyDown(KeyCode.M)) + VR.VRSettings.showDeviceView = !VR.VRSettings.showDeviceView; + +#if !UNITY_ANDROID || UNITY_EDITOR + // Escape Application + if (Input.GetKeyDown(quitKey)) + Application.Quit(); +#endif + } + #endregion + + /// + /// Updates the vision mode. + /// + void UpdateVisionMode() + { + if (Input.GetKeyDown(KeyCode.F2)) + { + visionMode ^= visionMode; + OVRManager.tracker.isEnabled = visionMode; + } + } + + /// + /// Updates the speed and rotation scale multiplier. + /// + void UpdateSpeedAndRotationScaleMultiplier() + { + float moveScaleMultiplier = 0.0f; + playerController.GetMoveScaleMultiplier(ref moveScaleMultiplier); + + if (Input.GetKeyDown(KeyCode.Alpha7)) + { + moveScaleMultiplier -= speedRotationIncrement; + } + else if (Input.GetKeyDown(KeyCode.Alpha8)) + { + moveScaleMultiplier += speedRotationIncrement; + } + + playerController.SetMoveScaleMultiplier(moveScaleMultiplier); + + float rotationScaleMultiplier = 0.0f; + playerController.GetRotationScaleMultiplier(ref rotationScaleMultiplier); + + if (Input.GetKeyDown(KeyCode.Alpha9)) + { + rotationScaleMultiplier -= speedRotationIncrement; + } + else if (Input.GetKeyDown(KeyCode.Alpha0)) + { + rotationScaleMultiplier += speedRotationIncrement; + } + + playerController.SetRotationScaleMultiplier(rotationScaleMultiplier); + } + + /// + /// Recenter pose + /// + void UpdateRecenterPose() + { + if (Input.GetKeyDown(KeyCode.R)) + OVRManager.display.RecenterPose(); + } +} diff --git a/Assets/OVR/Scripts/Util/OVRSceneSampleController.cs.meta b/Assets/OVR/Scripts/Util/OVRSceneSampleController.cs.meta new file mode 100644 index 0000000..4d9611a --- /dev/null +++ b/Assets/OVR/Scripts/Util/OVRSceneSampleController.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4f07515ada089df47868559a20dd6783 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/OVR/Scripts/Util/OVRScreenFade.cs b/Assets/OVR/Scripts/Util/OVRScreenFade.cs new file mode 100644 index 0000000..f3b1366 --- /dev/null +++ b/Assets/OVR/Scripts/Util/OVRScreenFade.cs @@ -0,0 +1,119 @@ +/************************************************************************************ + +Copyright : Copyright 2014 Oculus VR, LLC. All Rights reserved. + +Licensed under the Oculus VR Rift SDK License Version 3.3 (the "License"); +you may not use the Oculus VR Rift SDK except in compliance with the License, +which is provided at the time of installation or download, or which +otherwise accompanies this software in either electronic or hard copy form. + +You may obtain a copy of the License at + +http://www.oculus.com/licenses/LICENSE-3.3 + +Unless required by applicable law or agreed to in writing, the Oculus VR SDK +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.Collections; // required for Coroutines + +/// +/// Fades the screen from black after a new scene is loaded. +/// +public class OVRScreenFade : MonoBehaviour +{ + /// + /// How long it takes to fade. + /// + public float fadeTime = 2.0f; + + /// + /// The initial screen color. + /// + public Color fadeColor = new Color(0.01f, 0.01f, 0.01f, 1.0f); + + private Material fadeMaterial = null; + private bool isFading = false; + private YieldInstruction fadeInstruction = new WaitForEndOfFrame(); + + /// + /// Initialize. + /// + void Awake() + { + // create the fade material + fadeMaterial = new Material(Shader.Find("Oculus/Unlit Transparent Color")); + } + + /// + /// Starts the fade in + /// + void OnEnable() + { + StartCoroutine(FadeIn()); + } + + /// + /// Starts a fade in when a new level is loaded + /// + void OnLevelWasLoaded(int level) + { + StartCoroutine(FadeIn()); + } + + /// + /// Cleans up the fade material + /// + void OnDestroy() + { + if (fadeMaterial != null) + { + Destroy(fadeMaterial); + } + } + + /// + /// Fades alpha from 1.0 to 0.0 + /// + IEnumerator FadeIn() + { + float elapsedTime = 0.0f; + fadeMaterial.color = fadeColor; + Color color = fadeColor; + isFading = true; + while (elapsedTime < fadeTime) + { + yield return fadeInstruction; + elapsedTime += Time.deltaTime; + color.a = 1.0f - Mathf.Clamp01(elapsedTime / fadeTime); + fadeMaterial.color = color; + } + isFading = false; + } + + /// + /// Renders the fade overlay when attached to a camera object + /// + void OnPostRender() + { + if (isFading) + { + fadeMaterial.SetPass(0); + GL.PushMatrix(); + GL.LoadOrtho(); + GL.Color(fadeMaterial.color); + GL.Begin(GL.QUADS); + GL.Vertex3(0f, 0f, -12f); + GL.Vertex3(0f, 1f, -12f); + GL.Vertex3(1f, 1f, -12f); + GL.Vertex3(1f, 0f, -12f); + GL.End(); + GL.PopMatrix(); + } + } +} diff --git a/Assets/OVR/Scripts/Util/OVRScreenFade.cs.meta b/Assets/OVR/Scripts/Util/OVRScreenFade.cs.meta new file mode 100644 index 0000000..68714fc --- /dev/null +++ b/Assets/OVR/Scripts/Util/OVRScreenFade.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: df8e1d778abf442e4bec449c360e9e1c +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: -100 + icon: {instanceID: 0} + userData: diff --git a/Assets/OVR/Scripts/Util/OVRWaitCursor.cs b/Assets/OVR/Scripts/Util/OVRWaitCursor.cs new file mode 100644 index 0000000..0e2f3fb --- /dev/null +++ b/Assets/OVR/Scripts/Util/OVRWaitCursor.cs @@ -0,0 +1,38 @@ +/************************************************************************************ + +Copyright : Copyright 2014 Oculus VR, LLC. All Rights reserved. + +Licensed under the Oculus VR Rift SDK License Version 3.3 (the "License"); +you may not use the Oculus VR Rift SDK except in compliance with the License, +which is provided at the time of installation or download, or which +otherwise accompanies this software in either electronic or hard copy form. + +You may obtain a copy of the License at + +http://www.oculus.com/licenses/LICENSE-3.3 + +Unless required by applicable law or agreed to in writing, the Oculus VR SDK +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; + +/// +/// Rotates this GameObject at a given speed. +/// +public class OVRWaitCursor : MonoBehaviour +{ + public Vector3 rotateSpeeds = new Vector3(0.0f, 0.0f, -60.0f); + + /// + /// Auto rotates the attached cursor. + /// + void Update() + { + transform.Rotate(rotateSpeeds * Time.smoothDeltaTime); + } +} diff --git a/Assets/OVR/Scripts/Util/OVRWaitCursor.cs.meta b/Assets/OVR/Scripts/Util/OVRWaitCursor.cs.meta new file mode 100644 index 0000000..3bb6dca --- /dev/null +++ b/Assets/OVR/Scripts/Util/OVRWaitCursor.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d313011a8bc474fe49260bde01cffcd3 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/OVR/Shaders.meta b/Assets/OVR/Shaders.meta new file mode 100644 index 0000000..8c71143 --- /dev/null +++ b/Assets/OVR/Shaders.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: d79c5fa4d57bda54f88884a89963d684 +folderAsset: yes +timeCreated: 1466707365 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OVR/Shaders/OVRColorRampAlpha.shader b/Assets/OVR/Shaders/OVRColorRampAlpha.shader new file mode 100644 index 0000000..e1a6951 --- /dev/null +++ b/Assets/OVR/Shaders/OVRColorRampAlpha.shader @@ -0,0 +1,63 @@ +Shader "OVRColorRampAlpa" { + Properties { + _Color ("Main Color", Color ) = (1,1,1,1) + _MainTex ("Diffuse (RGB) AlphaMask (A)", 2D) = "white" {} + _ColorRamp ("Color Ramp (A)", 2D) = "white" {} + _ColorRampOffset ("Color Ramp Offset", Range(0,1)) = 0.0 + } + +Category { + Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} + Blend SrcAlpha OneMinusSrcAlpha + AlphaTest Greater .01 + ColorMask RGB + Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) } + + SubShader { + Pass { + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + + sampler2D _MainTex; + sampler2D _ColorRamp; + float _ColorRampOffset; + fixed4 _Color; + + struct appdata_t { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + }; + + struct v2f { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + }; + + float4 _MainTex_ST; + + v2f vert(appdata_t v) { + v2f o; + o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); + o.color = v.color; + o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); + return o; + } + + fixed4 frag(v2f i) : SV_Target { + float4 texel = tex2D(_MainTex, i.texcoord); + float2 colorIndex = float2( texel.x, _ColorRampOffset ); + float4 outColor = tex2D(_ColorRamp, colorIndex) * _Color; + outColor.a = texel.a; + return outColor; + } + ENDCG + } + } +} +} // Category \ No newline at end of file diff --git a/Assets/OVR/Shaders/OVRColorRampAlpha.shader.meta b/Assets/OVR/Shaders/OVRColorRampAlpha.shader.meta new file mode 100644 index 0000000..3c56e48 --- /dev/null +++ b/Assets/OVR/Shaders/OVRColorRampAlpha.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: b95caf64e2cc3614892026a94bb2be84 +timeCreated: 1433268462 +licenseType: Free +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OVR/Shaders/Unlit Crosshair.shader b/Assets/OVR/Shaders/Unlit Crosshair.shader new file mode 100644 index 0000000..31286d1 --- /dev/null +++ b/Assets/OVR/Shaders/Unlit Crosshair.shader @@ -0,0 +1,79 @@ +// Unlit alpha-blended shader. +// - no lighting +// - no lightmap support +// - supports tint color + +Shader "Unlit/Crosshair" { + + Properties + { + _MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {} + _Color ("Main Color", Color) = (0.5,0.5,0.5,0.5) + } + + SubShader + { + LOD 100 + + Tags + { + "Queue" = "Transparent" + "IgnoreProjector" = "True" + "RenderType" = "Transparent" + } + + Cull Off + Lighting Off + ZTest Always + ZWrite Off + Fog { Mode Off } + Offset -1, -1 + Blend SrcAlpha OneMinusSrcAlpha + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + + struct appdata_t + { + float4 vertex : POSITION; + float2 texcoord : TEXCOORD0; + fixed4 color : COLOR; + }; + + struct v2f + { + float4 vertex : SV_POSITION; + half2 texcoord : TEXCOORD0; + fixed4 color : COLOR; + }; + + sampler2D _MainTex; + float4 _MainTex_ST; + fixed4 _Color; + + v2f vert (appdata_t v) + { + v2f o; + o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); + o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); + o.color = v.color; + return o; + } + + fixed4 frag (v2f i) : COLOR + { + fixed4 col = tex2D(_MainTex, i.texcoord) * i.color * _Color * 2.0; + return col; + } + ENDCG + } + } + + +} + diff --git a/Assets/OVR/Shaders/Unlit Crosshair.shader.meta b/Assets/OVR/Shaders/Unlit Crosshair.shader.meta new file mode 100644 index 0000000..98141b4 --- /dev/null +++ b/Assets/OVR/Shaders/Unlit Crosshair.shader.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 05b53b473302943b58b8e33c93a38dac +ShaderImporter: + defaultTextures: [] + userData: diff --git a/Assets/OVR/Textures.meta b/Assets/OVR/Textures.meta new file mode 100644 index 0000000..e17ea9d --- /dev/null +++ b/Assets/OVR/Textures.meta @@ -0,0 +1,4 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first-person character is a single prefab which is designed to be used as-is. There's usually no need to create your own from the separate scripts provided. Just drop the prefab into your scene and you're good to go. + + +The simplest way to get started with the First Person Character is to follow these steps: + +1) Start with a suitable scene. There ought to be enough flat ground to walk around on. + +2) Place the "FirstPersonCharacter" prefab in the scene. + +3) If present, delete the "Main Camera" that exists in new scenes by default. The First Person Character prefab contains its own camera, so you don't need the default camera, or any of the camera rigs to use it. + +The first-person character is made up of a few components acting together. The FirstPersonCharacter script provides the functionality of moving, strafing and jumping. The SimpleMouseRotator provides the functionality of turning the body of the character left and right, and another copy of the same script on the "FirstPersonCamera" controls the looking-up-and-down effect. + +There is also an optional "Head Bob" script which provides a head bobbing effect and optionally also plays footstep sounds in sync with the head bobbing. This script can be disabled or removed if required. + +There are a number of simple adjustable settings on each component allowing you to change the movement speed, jump power, head bob style, and more. For more detail about each setting, see the comments in each script. + +The Character script also requires references to "zero friction" and "max friction" physics materials. 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314f49b24dc9d5d40956a7b28c67b237 +folderAsset: yes +DefaultImporter: + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/FirstPersonController.cs b/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/FirstPersonController.cs new file mode 100644 index 0000000..51f282e --- /dev/null +++ b/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/FirstPersonController.cs @@ -0,0 +1,259 @@ +using System; +using UnityEngine; +using UnityStandardAssets.CrossPlatformInput; +using UnityStandardAssets.Utility; +using Random = UnityEngine.Random; + +namespace UnityStandardAssets.Characters.FirstPerson +{ + [RequireComponent(typeof (CharacterController))] + [RequireComponent(typeof (AudioSource))] + public class FirstPersonController : MonoBehaviour + { + [SerializeField] private bool m_IsWalking; + [SerializeField] private float m_WalkSpeed; + [SerializeField] private float m_RunSpeed; + [SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten; + [SerializeField] private float m_JumpSpeed; + [SerializeField] private float m_StickToGroundForce; + [SerializeField] private float m_GravityMultiplier; + [SerializeField] private MouseLook m_MouseLook; + [SerializeField] private bool m_UseFovKick; + [SerializeField] private FOVKick m_FovKick = new FOVKick(); + [SerializeField] private bool m_UseHeadBob; + [SerializeField] private CurveControlledBob m_HeadBob = new CurveControlledBob(); + [SerializeField] private LerpControlledBob m_JumpBob = new LerpControlledBob(); + [SerializeField] private float m_StepInterval; + [SerializeField] private AudioClip[] m_FootstepSounds; // an array of footstep sounds that will be randomly selected from. + [SerializeField] private AudioClip m_JumpSound; // the sound played when character leaves the ground. + [SerializeField] private AudioClip m_LandSound; // the sound played when character touches back on ground. + + private Camera m_Camera; + private bool m_Jump; + private float m_YRotation; + private Vector2 m_Input; + private Vector3 m_MoveDir = Vector3.zero; + private CharacterController m_CharacterController; + private CollisionFlags m_CollisionFlags; + private bool m_PreviouslyGrounded; + private Vector3 m_OriginalCameraPosition; + private float m_StepCycle; + private float m_NextStep; + private bool m_Jumping; + private AudioSource m_AudioSource; + + // Use this for initialization + private void Start() + { + m_CharacterController = GetComponent(); + m_Camera = Camera.main; + m_OriginalCameraPosition = m_Camera.transform.localPosition; + m_FovKick.Setup(m_Camera); + m_HeadBob.Setup(m_Camera, m_StepInterval); + m_StepCycle = 0f; + m_NextStep = m_StepCycle/2f; + m_Jumping = false; + m_AudioSource = GetComponent(); + m_MouseLook.Init(transform , m_Camera.transform); + } + + + // Update is called once per frame + private void Update() + { + RotateView(); + // the jump state needs to read here to make sure it is not missed + if (!m_Jump) + { + m_Jump = CrossPlatformInputManager.GetButtonDown("Jump"); + } + + if (!m_PreviouslyGrounded && m_CharacterController.isGrounded) + { + StartCoroutine(m_JumpBob.DoBobCycle()); + PlayLandingSound(); + m_MoveDir.y = 0f; + m_Jumping = false; + } + if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded) + { + m_MoveDir.y = 0f; + } + + m_PreviouslyGrounded = m_CharacterController.isGrounded; + } + + + private void PlayLandingSound() + { + m_AudioSource.clip = m_LandSound; + m_AudioSource.Play(); + m_NextStep = m_StepCycle + .5f; + } + + + private void FixedUpdate() + { + float speed; + GetInput(out speed); + // always move along the camera forward as it is the direction that it being aimed at + Vector3 desiredMove = transform.forward*m_Input.y + transform.right*m_Input.x; + + // get a normal for the surface that is being touched to move along it + RaycastHit hitInfo; + Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo, + m_CharacterController.height/2f, Physics.AllLayers, QueryTriggerInteraction.Ignore); + desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized; + + m_MoveDir.x = desiredMove.x*speed; + m_MoveDir.z = desiredMove.z*speed; + + + if (m_CharacterController.isGrounded) + { + m_MoveDir.y = -m_StickToGroundForce; + + if (m_Jump) + { + m_MoveDir.y = m_JumpSpeed; + PlayJumpSound(); + m_Jump = false; + m_Jumping = true; + } + } + else + { + m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime; + } + m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime); + + ProgressStepCycle(speed); + UpdateCameraPosition(speed); + + m_MouseLook.UpdateCursorLock(); + } + + + private void PlayJumpSound() + { + m_AudioSource.clip = m_JumpSound; + m_AudioSource.Play(); + } + + + private void ProgressStepCycle(float speed) + { + if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x != 0 || m_Input.y != 0)) + { + m_StepCycle += (m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten)))* + Time.fixedDeltaTime; + } + + if (!(m_StepCycle > m_NextStep)) + { + return; + } + + m_NextStep = m_StepCycle + m_StepInterval; + + PlayFootStepAudio(); + } + + + private void PlayFootStepAudio() + { + if (!m_CharacterController.isGrounded) + { + return; + } + // pick & play a random footstep sound from the array, + // excluding sound at index 0 + int n = Random.Range(1, m_FootstepSounds.Length); + m_AudioSource.clip = m_FootstepSounds[n]; + m_AudioSource.PlayOneShot(m_AudioSource.clip); + // move picked sound to index 0 so it's not picked next time + m_FootstepSounds[n] = m_FootstepSounds[0]; + m_FootstepSounds[0] = m_AudioSource.clip; + } + + + private void UpdateCameraPosition(float speed) + { + Vector3 newCameraPosition; + if (!m_UseHeadBob) + { + return; + } + if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded) + { + m_Camera.transform.localPosition = + m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude + + (speed*(m_IsWalking ? 1f : m_RunstepLenghten))); + newCameraPosition = m_Camera.transform.localPosition; + newCameraPosition.y = m_Camera.transform.localPosition.y - m_JumpBob.Offset(); + } + else + { + newCameraPosition = m_Camera.transform.localPosition; + newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset(); + } + m_Camera.transform.localPosition = newCameraPosition; + } + + + private void GetInput(out float speed) + { + // Read input + float horizontal = CrossPlatformInputManager.GetAxis("Horizontal"); + float vertical = CrossPlatformInputManager.GetAxis("Vertical"); + + bool waswalking = m_IsWalking; + +#if !MOBILE_INPUT + // On standalone builds, walk/run speed is modified by a key press. + // keep track of whether or not the character is walking or running + m_IsWalking = !Input.GetKey(KeyCode.LeftShift); +#endif + // set the desired speed to be walking or running + speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed; + m_Input = new Vector2(horizontal, vertical); + + // normalize input if it exceeds 1 in combined length: + if (m_Input.sqrMagnitude > 1) + { + m_Input.Normalize(); + } + + // handle speed change to give an fov kick + // only if the player is going to a run, is running and the fovkick is to be used + if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0) + { + StopAllCoroutines(); + StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown()); + } + } + + + private void RotateView() + { + m_MouseLook.LookRotation (transform, m_Camera.transform); + } + + + private void OnControllerColliderHit(ControllerColliderHit hit) + { + Rigidbody body = hit.collider.attachedRigidbody; + //dont move the rigidbody if the character is on top of it + if (m_CollisionFlags == CollisionFlags.Below) + { + return; + } + + if (body == null || body.isKinematic) + { + return; + } + body.AddForceAtPosition(m_CharacterController.velocity*0.1f, hit.point, ForceMode.Impulse); + } + } +} diff --git a/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/FirstPersonController.cs.meta b/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/FirstPersonController.cs.meta new file mode 100644 index 0000000..437171c --- /dev/null +++ b/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/FirstPersonController.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 05ec5cf00ca181d45a42ba1870e148c3 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/HeadBob.cs b/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/HeadBob.cs new file mode 100644 index 0000000..06ddecc --- /dev/null +++ b/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/HeadBob.cs @@ -0,0 +1,55 @@ +using System; +using UnityEngine; +using UnityStandardAssets.Utility; + +namespace UnityStandardAssets.Characters.FirstPerson +{ + public class HeadBob : MonoBehaviour + { + public Camera Camera; + public CurveControlledBob motionBob = new CurveControlledBob(); + public LerpControlledBob jumpAndLandingBob = new LerpControlledBob(); + public RigidbodyFirstPersonController rigidbodyFirstPersonController; + public float StrideInterval; + [Range(0f, 1f)] public float RunningStrideLengthen; + + // private CameraRefocus m_CameraRefocus; + private bool m_PreviouslyGrounded; + private Vector3 m_OriginalCameraPosition; + + + private void Start() + { + motionBob.Setup(Camera, StrideInterval); + m_OriginalCameraPosition = Camera.transform.localPosition; + // m_CameraRefocus = new CameraRefocus(Camera, transform.root.transform, Camera.transform.localPosition); + } + + + private void Update() + { + // m_CameraRefocus.GetFocusPoint(); + Vector3 newCameraPosition; + if (rigidbodyFirstPersonController.Velocity.magnitude > 0 && rigidbodyFirstPersonController.Grounded) + { + Camera.transform.localPosition = motionBob.DoHeadBob(rigidbodyFirstPersonController.Velocity.magnitude*(rigidbodyFirstPersonController.Running ? RunningStrideLengthen : 1f)); + newCameraPosition = Camera.transform.localPosition; + newCameraPosition.y = Camera.transform.localPosition.y - jumpAndLandingBob.Offset(); + } + else + { + newCameraPosition = Camera.transform.localPosition; + newCameraPosition.y = m_OriginalCameraPosition.y - jumpAndLandingBob.Offset(); + } + Camera.transform.localPosition = newCameraPosition; + + if (!m_PreviouslyGrounded && rigidbodyFirstPersonController.Grounded) + { + StartCoroutine(jumpAndLandingBob.DoBobCycle()); + } + + m_PreviouslyGrounded = rigidbodyFirstPersonController.Grounded; + // m_CameraRefocus.SetFocusPoint(); + } + } +} diff --git a/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/HeadBob.cs.meta b/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/HeadBob.cs.meta new file mode 100644 index 0000000..4cff284 --- /dev/null +++ b/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/HeadBob.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 83c81407209f85e4c87c0cda8b32868e +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/MouseLook.cs b/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/MouseLook.cs new file mode 100644 index 0000000..79c3aa2 --- /dev/null +++ b/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/MouseLook.cs @@ -0,0 +1,115 @@ +using System; +using UnityEngine; +using UnityStandardAssets.CrossPlatformInput; + +namespace UnityStandardAssets.Characters.FirstPerson +{ + [Serializable] + public class MouseLook + { + public float XSensitivity = 2f; + public float YSensitivity = 2f; + public bool clampVerticalRotation = true; + public float MinimumX = -90F; + public float MaximumX = 90F; + public bool smooth; + public float smoothTime = 5f; + public bool lockCursor = true; + + + private Quaternion m_CharacterTargetRot; + private Quaternion m_CameraTargetRot; + private bool m_cursorIsLocked = true; + + public void Init(Transform character, Transform camera) + { + m_CharacterTargetRot = character.localRotation; + m_CameraTargetRot = camera.localRotation; + } + + + public void LookRotation(Transform character, Transform camera) + { + float yRot = CrossPlatformInputManager.GetAxis("Mouse X") * XSensitivity; + float xRot = CrossPlatformInputManager.GetAxis("Mouse Y") * YSensitivity; + + m_CharacterTargetRot *= Quaternion.Euler (0f, yRot, 0f); + m_CameraTargetRot *= Quaternion.Euler (-xRot, 0f, 0f); + + if(clampVerticalRotation) + m_CameraTargetRot = ClampRotationAroundXAxis (m_CameraTargetRot); + + if(smooth) + { + character.localRotation = Quaternion.Slerp (character.localRotation, m_CharacterTargetRot, + smoothTime * Time.deltaTime); + camera.localRotation = Quaternion.Slerp (camera.localRotation, m_CameraTargetRot, + smoothTime * Time.deltaTime); + } + else + { + character.localRotation = m_CharacterTargetRot; + camera.localRotation = m_CameraTargetRot; + } + + UpdateCursorLock(); + } + + public void SetCursorLock(bool value) + { + lockCursor = value; + if(!lockCursor) + {//we force unlock the cursor if the user disable the cursor locking helper + Cursor.lockState = CursorLockMode.None; + Cursor.visible = true; + } + } + + public void UpdateCursorLock() + { + //if the user set "lockCursor" we check & properly lock the cursos + if (lockCursor) + InternalLockUpdate(); + } + + private void InternalLockUpdate() + { + if(Input.GetKeyUp(KeyCode.Escape)) + { + m_cursorIsLocked = false; + } + else if(Input.GetMouseButtonUp(0)) + { + m_cursorIsLocked = true; + } + + if (m_cursorIsLocked) + { + Cursor.lockState = CursorLockMode.Locked; + Cursor.visible = false; + } + else if (!m_cursorIsLocked) + { + Cursor.lockState = CursorLockMode.None; + Cursor.visible = true; + } + } + + Quaternion ClampRotationAroundXAxis(Quaternion q) + { + q.x /= q.w; + q.y /= q.w; + q.z /= q.w; + q.w = 1.0f; + + float angleX = 2.0f * Mathf.Rad2Deg * Mathf.Atan (q.x); + + angleX = Mathf.Clamp (angleX, MinimumX, MaximumX); + + q.x = Mathf.Tan (0.5f * Mathf.Deg2Rad * angleX); + + return q; + } + + } +} diff --git a/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/MouseLook.cs.meta b/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/MouseLook.cs.meta new file mode 100644 index 0000000..2e6a76f --- /dev/null +++ b/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/MouseLook.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 37e60a97f2c87ae41b6cdc1055d78cb9 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/RigidbodyFirstPersonController.cs b/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/RigidbodyFirstPersonController.cs new file mode 100644 index 0000000..9caa5ef --- /dev/null +++ b/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/RigidbodyFirstPersonController.cs @@ -0,0 +1,265 @@ +using System; +using UnityEngine; +using UnityStandardAssets.CrossPlatformInput; + +namespace UnityStandardAssets.Characters.FirstPerson +{ + [RequireComponent(typeof (Rigidbody))] + [RequireComponent(typeof (CapsuleCollider))] + public class RigidbodyFirstPersonController : MonoBehaviour + { + [Serializable] + public class MovementSettings + { + public float ForwardSpeed = 8.0f; // Speed when walking forward + public float BackwardSpeed = 4.0f; // Speed when walking backwards + public float StrafeSpeed = 4.0f; // Speed when walking sideways + public float RunMultiplier = 2.0f; // Speed when sprinting + public KeyCode RunKey = KeyCode.LeftShift; + public float JumpForce = 30f; + public AnimationCurve SlopeCurveModifier = new AnimationCurve(new Keyframe(-90.0f, 1.0f), new Keyframe(0.0f, 1.0f), new Keyframe(90.0f, 0.0f)); + [HideInInspector] public float CurrentTargetSpeed = 8f; + +#if !MOBILE_INPUT + private bool m_Running; +#endif + + public void UpdateDesiredTargetSpeed(Vector2 input) + { + if (input == Vector2.zero) return; + if (input.x > 0 || input.x < 0) + { + //strafe + CurrentTargetSpeed = StrafeSpeed; + } + if (input.y < 0) + { + //backwards + CurrentTargetSpeed = BackwardSpeed; + } + if (input.y > 0) + { + //forwards + //handled last as if strafing and moving forward at the same time forwards speed should take precedence + CurrentTargetSpeed = ForwardSpeed; + } +#if !MOBILE_INPUT + if (Input.GetKey(RunKey)) + { + CurrentTargetSpeed *= RunMultiplier; + m_Running = true; + } + else + { + m_Running = false; + } +#endif + } + +#if !MOBILE_INPUT + public bool Running + { + get { return m_Running; } + } +#endif + } + + + [Serializable] + public class AdvancedSettings + { + public float groundCheckDistance = 0.01f; // distance for checking if the controller is grounded ( 0.01f seems to work best for this ) + public float stickToGroundHelperDistance = 0.5f; // stops the character + public float slowDownRate = 20f; // rate at which the controller comes to a stop when there is no input + public bool airControl; // can the user control the direction that is being moved in the air + [Tooltip("set it to 0.1 or more if you get stuck in wall")] + public float shellOffset; //reduce the radius by that ratio to avoid getting stuck in wall (a value of 0.1f is nice) + } + + + public Camera cam; + public MovementSettings movementSettings = new MovementSettings(); + public MouseLook mouseLook = new MouseLook(); + public AdvancedSettings advancedSettings = new AdvancedSettings(); + + + private Rigidbody m_RigidBody; + private CapsuleCollider m_Capsule; + private float m_YRotation; + private Vector3 m_GroundContactNormal; + private bool m_Jump, m_PreviouslyGrounded, m_Jumping, m_IsGrounded; + + + public Vector3 Velocity + { + get { return m_RigidBody.velocity; } + } + + public bool Grounded + { + get { return m_IsGrounded; } + } + + public bool Jumping + { + get { return m_Jumping; } + } + + public bool Running + { + get + { + #if !MOBILE_INPUT + return movementSettings.Running; +#else + return false; +#endif + } + } + + + private void Start() + { + m_RigidBody = GetComponent(); + m_Capsule = GetComponent(); + mouseLook.Init (transform, cam.transform); + } + + + private void Update() + { + RotateView(); + + if (CrossPlatformInputManager.GetButtonDown("Jump") && !m_Jump) + { + m_Jump = true; + } + } + + + private void FixedUpdate() + { + GroundCheck(); + Vector2 input = GetInput(); + + if ((Mathf.Abs(input.x) > float.Epsilon || Mathf.Abs(input.y) > float.Epsilon) && (advancedSettings.airControl || m_IsGrounded)) + { + // always move along the camera forward as it is the direction that it being aimed at + Vector3 desiredMove = cam.transform.forward*input.y + cam.transform.right*input.x; + desiredMove = Vector3.ProjectOnPlane(desiredMove, m_GroundContactNormal).normalized; + + desiredMove.x = desiredMove.x*movementSettings.CurrentTargetSpeed; + desiredMove.z = desiredMove.z*movementSettings.CurrentTargetSpeed; + desiredMove.y = desiredMove.y*movementSettings.CurrentTargetSpeed; + if (m_RigidBody.velocity.sqrMagnitude < + (movementSettings.CurrentTargetSpeed*movementSettings.CurrentTargetSpeed)) + { + m_RigidBody.AddForce(desiredMove*SlopeMultiplier(), ForceMode.Impulse); + } + } + + if (m_IsGrounded) + { + m_RigidBody.drag = 5f; + + if (m_Jump) + { + m_RigidBody.drag = 0f; + m_RigidBody.velocity = new Vector3(m_RigidBody.velocity.x, 0f, m_RigidBody.velocity.z); + m_RigidBody.AddForce(new Vector3(0f, movementSettings.JumpForce, 0f), ForceMode.Impulse); + m_Jumping = true; + } + + if (!m_Jumping && Mathf.Abs(input.x) < float.Epsilon && Mathf.Abs(input.y) < float.Epsilon && m_RigidBody.velocity.magnitude < 1f) + { + m_RigidBody.Sleep(); + } + } + else + { + m_RigidBody.drag = 0f; + if (m_PreviouslyGrounded && !m_Jumping) + { + StickToGroundHelper(); + } + } + m_Jump = false; + } + + + private float SlopeMultiplier() + { + float angle = Vector3.Angle(m_GroundContactNormal, Vector3.up); + return movementSettings.SlopeCurveModifier.Evaluate(angle); + } + + + private void StickToGroundHelper() + { + RaycastHit hitInfo; + if (Physics.SphereCast(transform.position, m_Capsule.radius * (1.0f - advancedSettings.shellOffset), Vector3.down, out hitInfo, + ((m_Capsule.height/2f) - m_Capsule.radius) + + advancedSettings.stickToGroundHelperDistance, Physics.AllLayers, QueryTriggerInteraction.Ignore)) + { + if (Mathf.Abs(Vector3.Angle(hitInfo.normal, Vector3.up)) < 85f) + { + m_RigidBody.velocity = Vector3.ProjectOnPlane(m_RigidBody.velocity, hitInfo.normal); + } + } + } + + + private Vector2 GetInput() + { + + Vector2 input = new Vector2 + { + x = CrossPlatformInputManager.GetAxis("Horizontal"), + y = CrossPlatformInputManager.GetAxis("Vertical") + }; + movementSettings.UpdateDesiredTargetSpeed(input); + return input; + } + + + private void RotateView() + { + //avoids the mouse looking if the game is effectively paused + if (Mathf.Abs(Time.timeScale) < float.Epsilon) return; + + // get the rotation before it's changed + float oldYRotation = transform.eulerAngles.y; + + mouseLook.LookRotation (transform, cam.transform); + + if (m_IsGrounded || advancedSettings.airControl) + { + // Rotate the rigidbody velocity to match the new direction that the character is looking + Quaternion velRotation = Quaternion.AngleAxis(transform.eulerAngles.y - oldYRotation, Vector3.up); + m_RigidBody.velocity = velRotation*m_RigidBody.velocity; + } + } + + /// sphere cast down just beyond the bottom of the capsule to see if the capsule is colliding round the bottom + private void GroundCheck() + { + m_PreviouslyGrounded = m_IsGrounded; + RaycastHit hitInfo; + if (Physics.SphereCast(transform.position, m_Capsule.radius * (1.0f - advancedSettings.shellOffset), Vector3.down, out hitInfo, + ((m_Capsule.height/2f) - m_Capsule.radius) + advancedSettings.groundCheckDistance, 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Just drop the prefab into your scene and you're good to go. It's designed as a minimal demonstration of using our Cross Platform Input scripts, and to demonstrate the way we've chosen to separate the input from the mechanics of the controller, so that you're free to swap in other input styles or AI controls. + +The ball converts its input to camera-relative motion, so it works fine with any of the camera rigs provided - even the CCTV Camera Rig! + +The simplest way to get started with the rolling ball controller is to: + +1) Start with a suitable scene. There ought to be enough flat ground to roll around on. + +2) Place the "RollerBall" prefab in the scene. + +3) Place a camera rig in the scene, from the Cameras folder. + +4) If present, delete the "Main Camera" that exists in new scenes by default. The camera rigs contain their own camera, so you don't need the default camera. + +There are a number of simple adjustable settings on the Ball allowing you to change the handling and jump power. 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transformMask: [] + maskType: 0 + maskSource: {instanceID: 0} + - serializedVersion: 16 + name: HumanoidRunLeft + takeName: _30_a_U1_M_P_RunForwardTurnRight_NtrlWide__Fb_Dia3m_No_0_PJ_4 + firstFrame: 98.5 + lastFrame: 115.699997 + wrapMode: 0 + orientationOffsetY: 0 + level: 0 + cycleOffset: .5 + loop: 0 + loopTime: 1 + loopBlend: 1 + loopBlendOrientation: 0 + loopBlendPositionY: 1 + loopBlendPositionXZ: 0 + keepOriginalOrientation: 0 + keepOriginalPositionY: 0 + keepOriginalPositionXZ: 0 + heightFromFeet: 1 + mirror: 1 + bodyMask: 01000000010000000100000001000000010000000100000001000000010000000100000001000000010000000100000001000000 + curves: [] + events: [] + transformMask: [] + maskType: 0 + maskSource: {instanceID: 0} + isReadable: 1 + meshes: + lODScreenPercentages: [] + globalScale: .00999999978 + meshCompression: 0 + addColliders: 0 + importBlendShapes: 0 + swapUVChannels: 0 + generateSecondaryUV: 0 + useFileUnits: 1 + optimizeMeshForGPU: 1 + weldVertices: 1 + 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rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: LeftNostril + position: {x: -.0178999994, y: .0263128281, z: .0908674002} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightCheek + position: {x: .0542399958, y: .033702828, z: .0594273992} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightEye + position: {x: .020849999, y: .082502827, z: .0554273985} + rotation: {x: 3.46944695e-18, y: -3.25260652e-18, z: -1.12847458e-35, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightEyelidLower + position: {x: .0356200002, y: .065072827, z: .0762374029} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightEyelidUpper + position: {x: .0344099998, y: .100612827, z: .0802073926} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: 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+ 400270: EthanRightHand + 400272: EthanRightHandIndex1 + 400274: EthanRightHandIndex2 + 400276: EthanRightHandIndex3 + 400278: EthanRightHandIndex4 + 400280: EthanRightHandMiddle1 + 400282: EthanRightHandMiddle2 + 400284: EthanRightHandMiddle3 + 400286: EthanRightHandMiddle4 + 400288: EthanRightHandPinky1 + 400290: EthanRightHandPinky2 + 400292: EthanRightHandPinky3 + 400294: EthanRightHandPinky4 + 400296: EthanRightHandRing1 + 400298: EthanRightHandRing2 + 400300: EthanRightHandRing3 + 400302: EthanRightHandRing4 + 400304: EthanRightHandThumb1 + 400306: EthanRightHandThumb2 + 400308: EthanRightHandThumb3 + 400310: EthanRightHandThumb4 + 400312: EthanRightLeg + 400314: EthanRightLowerLip + 400316: EthanRightShoulder + 400318: EthanRightToe1 + 400320: EthanRightToe2 + 400322: EthanRightUpLeg + 400324: EthanRightUpperLip + 400326: EthanSkeleton + 400328: EthanSpine + 400330: EthanSpine1 + 400332: EthanSpine2 + 400334: EthanUpperLip + 400336: EthanBody1 + 400338: EthanSkeleton1 + 4300000: char_ethan_glasses + 4300002: char_ethan_body + 4300004: EthanGlasses + 4300006: EthanBody + 4300008: EthanBody1 + 7400000: Take 001 + 9500000: //RootNode + 13700000: char_ethan_body + 13700002: char_ethan_glasses + 13700004: EthanBody + 13700006: EthanGlasses + 13700008: EthanBody1 + materials: + importMaterials: 1 + materialName: 1 + materialSearch: 2 + animations: + legacyGenerateAnimations: 4 + bakeSimulation: 0 + optimizeGameObjects: 0 + motionNodeName: + pivotNodeName: + animationCompression: 3 + animationRotationError: .5 + animationPositionError: .5 + animationScaleError: .5 + animationWrapMode: 0 + extraExposedTransformPaths: [] + clipAnimations: [] + isReadable: 1 + meshes: + lODScreenPercentages: [] + globalScale: .00999999978 + meshCompression: 0 + addColliders: 0 + importBlendShapes: 1 + swapUVChannels: 0 + generateSecondaryUV: 0 + useFileUnits: 0 + optimizeMeshForGPU: 1 + weldVertices: 1 + secondaryUVAngleDistortion: 8 + secondaryUVAreaDistortion: 15.000001 + secondaryUVHardAngle: 88 + secondaryUVPackMargin: 4 + useFileScale: 0 + tangentSpace: + normalSmoothAngle: 60 + splitTangentsAcrossUV: 1 + normalImportMode: 0 + tangentImportMode: 1 + importAnimation: 0 + copyAvatar: 0 + humanDescription: + human: + - boneName: EthanHips + humanName: Hips + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightUpLeg + humanName: RightUpperLeg + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightLeg + humanName: RightLowerLeg + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightFoot + humanName: RightFoot + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightToe1 + humanName: RightToes + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanSpine1 + humanName: Spine + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanSpine2 + humanName: Chest + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightShoulder + humanName: RightShoulder + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightArm + humanName: RightUpperArm + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightForeArm + humanName: RightLowerArm + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHand + humanName: RightHand + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanHead + humanName: Head + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanJaw + humanName: Jaw + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightEye + humanName: RightEye + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftEye + humanName: LeftEye + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftShoulder + humanName: LeftShoulder + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftArm + humanName: LeftUpperArm + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftForeArm + humanName: LeftLowerArm + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHand + humanName: LeftHand + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftUpLeg + humanName: LeftUpperLeg + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftLeg + humanName: LeftLowerLeg + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftFoot + humanName: LeftFoot + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftToe1 + humanName: LeftToes + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandThumb1 + humanName: Left Thumb Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandThumb2 + humanName: Left Thumb Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandThumb3 + humanName: Left Thumb Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandIndex1 + humanName: Left Index Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandIndex2 + humanName: Left Index Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandIndex3 + humanName: Left Index Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandMiddle1 + humanName: Left Middle Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandMiddle2 + humanName: Left Middle Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandMiddle3 + humanName: Left Middle Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandRing1 + humanName: Left Ring Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandRing2 + humanName: Left Ring Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandRing3 + humanName: Left Ring Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandPinky1 + humanName: Left Little Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandPinky2 + humanName: Left Little Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandPinky3 + humanName: Left Little Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandThumb1 + humanName: Right Thumb Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandThumb2 + humanName: Right Thumb Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandThumb3 + humanName: Right Thumb Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandIndex1 + humanName: Right Index Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandIndex2 + humanName: Right Index Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandIndex3 + humanName: Right Index Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandMiddle1 + humanName: Right Middle Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandMiddle2 + humanName: Right Middle Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandMiddle3 + humanName: Right Middle Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandRing1 + humanName: Right Ring Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandRing2 + humanName: Right Ring Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandRing3 + humanName: Right Ring Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandPinky1 + humanName: Right Little Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandPinky2 + humanName: Right Little Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandPinky3 + humanName: Right Little Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + skeleton: + - name: Ethan(Clone) + position: {x: 0, y: 0, z: 0} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: EthanBody + position: {x: 0, y: 0, z: 0} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: EthanSkeleton + position: {x: 0, y: 0, z: 0} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: EthanHips + position: {x: 4.21622559e-07, y: .778710604, z: -.0330255851} + rotation: {x: -.499999344, y: .499999344, z: -.500000656, w: .500000656} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: EthanSpine + position: {x: -.0449830331, y: .000118129727, z: -2.60614073e-08} + rotation: {x: -2.02655792e-06, y: 6.40749931e-07, z: .0432227105, w: .999065518} + scale: {x: 1, y: .99999994, z: 1} + transformModified: 1 + - name: EthanSpine1 + position: {x: -.146678314, y: .0257270876, z: -3.28236297e-07} + rotation: {x: -5.96046377e-08, y: 1.49011594e-08, z: 0, w: 1} + scale: {x: 1.00000036, y: 1.00000012, z: 1.00000024} + transformModified: 1 + - name: EthanSpine2 + position: {x: -.12695539, y: .0222817361, z: -2.83080794e-07} + rotation: {x: 1.49011594e-08, y: 1.49011594e-08, z: -1.49011594e-08, w: 1} + scale: {x: .999999821, y: .999999821, z: .999999762} + transformModified: 1 + - name: EthanNeck + position: {x: -.126978621, y: 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check ) + agent = GetComponentInChildren(); + character = GetComponent(); + + agent.updateRotation = false; + agent.updatePosition = true; + } + + + private void Update() + { + if (target != null) + agent.SetDestination(target.position); + + if (agent.remainingDistance > agent.stoppingDistance) + character.Move(agent.desiredVelocity, false, false); + else + character.Move(Vector3.zero, false, false); + } + + + public void SetTarget(Transform target) + { + this.target = target; + } + } +} diff --git a/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/AICharacterControl.cs.meta b/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/AICharacterControl.cs.meta new file mode 100644 index 0000000..caf66f6 --- /dev/null +++ b/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/AICharacterControl.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 8c5335f0882fe4d478883cc8c58ce906 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 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be modified to work with others + [SerializeField] float m_MoveSpeedMultiplier = 1f; + [SerializeField] float m_AnimSpeedMultiplier = 1f; + [SerializeField] float m_GroundCheckDistance = 0.1f; + + Rigidbody m_Rigidbody; + Animator m_Animator; + bool m_IsGrounded; + float m_OrigGroundCheckDistance; + const float k_Half = 0.5f; + float m_TurnAmount; + float m_ForwardAmount; + Vector3 m_GroundNormal; + float m_CapsuleHeight; + Vector3 m_CapsuleCenter; + CapsuleCollider m_Capsule; + bool m_Crouching; + + + void Start() + { + m_Animator = GetComponent(); + m_Rigidbody = GetComponent(); + m_Capsule = GetComponent(); + m_CapsuleHeight = m_Capsule.height; + m_CapsuleCenter = m_Capsule.center; + + m_Rigidbody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ; + m_OrigGroundCheckDistance = m_GroundCheckDistance; + } + + + public void Move(Vector3 move, bool crouch, bool jump) + { + + // convert the world relative moveInput vector into a local-relative + // turn amount and forward amount required to head in the desired + // direction. + if (move.magnitude > 1f) move.Normalize(); + move = transform.InverseTransformDirection(move); + CheckGroundStatus(); + move = Vector3.ProjectOnPlane(move, m_GroundNormal); + m_TurnAmount = Mathf.Atan2(move.x, move.z); + m_ForwardAmount = move.z; + + ApplyExtraTurnRotation(); + + // control and velocity handling is different when grounded and airborne: + if (m_IsGrounded) + { + HandleGroundedMovement(crouch, jump); + } + else + { + HandleAirborneMovement(); + } + + ScaleCapsuleForCrouching(crouch); + PreventStandingInLowHeadroom(); + + // send input and other state parameters to the animator + UpdateAnimator(move); + } + + + void ScaleCapsuleForCrouching(bool crouch) + { + if (m_IsGrounded && crouch) + { + if (m_Crouching) return; + m_Capsule.height = m_Capsule.height / 2f; + m_Capsule.center = m_Capsule.center / 2f; + m_Crouching = true; + } + else + { + Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up); + float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half; + if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, Physics.AllLayers, QueryTriggerInteraction.Ignore)) + { + m_Crouching = true; + return; + } + m_Capsule.height = m_CapsuleHeight; + m_Capsule.center = m_CapsuleCenter; + m_Crouching = false; + } + } + + void PreventStandingInLowHeadroom() + { + // prevent standing up in crouch-only zones + if (!m_Crouching) + { + Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up); + float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half; + if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, Physics.AllLayers, QueryTriggerInteraction.Ignore)) + { + m_Crouching = true; + } + } + } + + + void UpdateAnimator(Vector3 move) + { + // update the animator parameters + m_Animator.SetFloat("Forward", m_ForwardAmount, 0.1f, Time.deltaTime); + m_Animator.SetFloat("Turn", m_TurnAmount, 0.1f, Time.deltaTime); + m_Animator.SetBool("Crouch", m_Crouching); + m_Animator.SetBool("OnGround", m_IsGrounded); + if (!m_IsGrounded) + { + m_Animator.SetFloat("Jump", m_Rigidbody.velocity.y); + } + + // calculate which leg is behind, so as to leave that leg trailing in the jump animation + // (This code is reliant on the specific run cycle offset in our animations, + // and assumes one leg passes the other at the normalized clip times of 0.0 and 0.5) + float runCycle = + Mathf.Repeat( + m_Animator.GetCurrentAnimatorStateInfo(0).normalizedTime + m_RunCycleLegOffset, 1); + float jumpLeg = (runCycle < k_Half ? 1 : -1) * m_ForwardAmount; + if (m_IsGrounded) + { + m_Animator.SetFloat("JumpLeg", jumpLeg); + } + + // the anim speed multiplier allows the overall speed of walking/running to be tweaked in the inspector, + // which affects the movement speed because of the root motion. + if (m_IsGrounded && move.magnitude > 0) + { + m_Animator.speed = m_AnimSpeedMultiplier; + } + else + { + // don't use that while airborne + m_Animator.speed = 1; + } + } + + + void HandleAirborneMovement() + { + // apply extra gravity from multiplier: + Vector3 extraGravityForce = (Physics.gravity * m_GravityMultiplier) - Physics.gravity; + m_Rigidbody.AddForce(extraGravityForce); + + m_GroundCheckDistance = m_Rigidbody.velocity.y < 0 ? m_OrigGroundCheckDistance : 0.01f; + } + + + void HandleGroundedMovement(bool crouch, bool jump) + { + // check whether conditions are right to allow a jump: + if (jump && !crouch && m_Animator.GetCurrentAnimatorStateInfo(0).IsName("Grounded")) + { + // jump! + m_Rigidbody.velocity = new Vector3(m_Rigidbody.velocity.x, m_JumpPower, m_Rigidbody.velocity.z); + m_IsGrounded = false; + m_Animator.applyRootMotion = false; + m_GroundCheckDistance = 0.1f; + } + } + + void ApplyExtraTurnRotation() + { + // help the character turn faster (this is in addition to root rotation in the animation) + float turnSpeed = Mathf.Lerp(m_StationaryTurnSpeed, m_MovingTurnSpeed, m_ForwardAmount); + transform.Rotate(0, m_TurnAmount * turnSpeed * Time.deltaTime, 0); + } + + + public void OnAnimatorMove() + { + // we implement this function to override the default root motion. + // this allows us to modify the positional speed before it's applied. + if (m_IsGrounded && Time.deltaTime > 0) + { + Vector3 v = (m_Animator.deltaPosition * m_MoveSpeedMultiplier) / Time.deltaTime; + + // we preserve the existing y part of the current velocity. + v.y = m_Rigidbody.velocity.y; + m_Rigidbody.velocity = v; + } + } + + + void CheckGroundStatus() + { + RaycastHit hitInfo; +#if UNITY_EDITOR + // helper to visualise the ground check ray in the scene view + Debug.DrawLine(transform.position + (Vector3.up * 0.1f), transform.position + (Vector3.up * 0.1f) + (Vector3.down * m_GroundCheckDistance)); +#endif + // 0.1f is a small offset to start the ray from inside the character + // it is also good to note that the transform position in the sample assets is at the base of the character + if (Physics.Raycast(transform.position + (Vector3.up * 0.1f), Vector3.down, out hitInfo, m_GroundCheckDistance)) + { + m_GroundNormal = hitInfo.normal; + m_IsGrounded = true; + m_Animator.applyRootMotion = true; + } + else + { + m_IsGrounded = false; + m_GroundNormal = Vector3.up; + m_Animator.applyRootMotion = false; + } + } + } +} diff --git a/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonCharacter.cs.meta b/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonCharacter.cs.meta new file mode 100644 index 0000000..89c15f7 --- /dev/null +++ b/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonCharacter.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: ce7a80d520cacc042b5fe14f373d8173 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonUserControl.cs b/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonUserControl.cs new file mode 100644 index 0000000..875fffe --- /dev/null +++ b/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonUserControl.cs @@ -0,0 +1,75 @@ +using System; +using UnityEngine; +using UnityStandardAssets.CrossPlatformInput; + +namespace UnityStandardAssets.Characters.ThirdPerson +{ + [RequireComponent(typeof (ThirdPersonCharacter))] + public class ThirdPersonUserControl : MonoBehaviour + { + private ThirdPersonCharacter m_Character; // A reference to the ThirdPersonCharacter on the object + private Transform m_Cam; // A reference to the main camera in the scenes transform + private Vector3 m_CamForward; // The current forward direction of the camera + private Vector3 m_Move; + private bool m_Jump; // the world-relative desired move direction, calculated from the camForward and user input. + + + private void Start() + { + // get the transform of the main camera + if (Camera.main != null) + { + m_Cam = Camera.main.transform; + } + else + { + Debug.LogWarning( + "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.", gameObject); + // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them! + } + + // get the third person character ( this should never be null due to require component ) + m_Character = GetComponent(); + } + + + private void Update() + { + if (!m_Jump) + { + m_Jump = CrossPlatformInputManager.GetButtonDown("Jump"); + } + } + + + // Fixed update is called in sync with physics + private void FixedUpdate() + { + // read inputs + float h = CrossPlatformInputManager.GetAxis("Horizontal"); + float v = CrossPlatformInputManager.GetAxis("Vertical"); + bool crouch = Input.GetKey(KeyCode.C); + + // calculate move direction to pass to character + if (m_Cam != null) + { + // calculate camera relative direction to move: + m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized; + m_Move = v*m_CamForward + h*m_Cam.right; + } + else + { + // we use world-relative directions in the case of no main camera + m_Move = v*Vector3.forward + h*Vector3.right; + } +#if !MOBILE_INPUT + // walk speed multiplier + if (Input.GetKey(KeyCode.LeftShift)) m_Move *= 0.5f; +#endif + + // pass all parameters to the character control script + m_Character.Move(m_Move, crouch, m_Jump); + m_Jump = false; + } + } +} diff --git a/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonUserControl.cs.meta b/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonUserControl.cs.meta new file mode 100644 index 0000000..9972e34 --- /dev/null +++ b/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonUserControl.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 521b611700410be45810047f0a74e899 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard 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Assets/Characters/ThirdPersonCharacter/ThirdPersonCharacterGuidelines.txt b/Assets/Standard Assets/Characters/ThirdPersonCharacter/ThirdPersonCharacterGuidelines.txt new file mode 100644 index 0000000..40943cd --- /dev/null +++ b/Assets/Standard Assets/Characters/ThirdPersonCharacter/ThirdPersonCharacterGuidelines.txt @@ -0,0 +1,29 @@ +In the ThirdPersonCharacter folder you'll find two ready-made character prefabs, which are used in the ThirdPersonCharacter sample scenes. These prefabs demonstrate how you can use the ThirdPersonCharacters scripts and animations we've included, including an AI-controlled variant which is able to walk towards a specified target, or follow a waypoint-based route. + +The simplest way to get started setting up your own character is to take our ThirdPersonCharacter and replace the art with your own model. To do so, make sure you've imported your own rigged model with a Humanoid avatar, then follow these steps: + +1) Start with a suitable scene. There ought to be enough flat ground to walk around on. + +2) Place the "ThirdPersonCharacter" prefab in the scene. + +3) Unfold the ThirdPersonCharacter hierarchy in the hierarchy window, and delete all child of "ThirdPersonController". + +4) Place your own character model as a child of the ThirdPersonCharacter. + +5) Drop the Avatar of your model (created by model importer, cf documentation) inside the Avatar slot of the Animator component on "ThirdPersonController" + +6) Make sure your character model's position in the inspector is set to zero on X and Z, and that it's Y position is appropriately adjusted so that your character's feet are at the same position as the ThirdPersonCharacter GameObject. (if you find it easier, you could add your character first before deleting Ethan, so that you can use Ethan's feet as a guide for where your character's feet should be) + +7) Hit play, and try controlling your character! + +You'll probably want to add a camera rig so that the camera follows the character as it runs off. See the Camera Rig guidelines for instructions on how to do that. + +The ThirdPersonCharacter script exposes a number of properties which determine the jump power, the amount of control while in air, and various other speed and behaviour modifiers. For more detail about each setting, see the comments in the script. + +The ThirdPersonUserControl script takes input from the "CrossPlatformInput" class included in the sample assets, however if you're not targeting mobile or prefer to use a different system to read input, you can simply use Unity's built-in Input class in place of CrossPlatformInput. For more information, see the CrossPlatformInput guidelines. + +The sample scenes provided works on standalone and also include cross platform touch controls which are set up and ready to publish to mobile. + +The ThirdPersonAIControl component can be added instead of the user control component, allowing the character to be AI controlled. This relies on a NavMeshAgent to pathfind the way to the target. The NavMeshAgent should be a child object of the Character, as demonstrated in the AI Character Prefab provided. If you want to create your own AI characters, you can follow the steps above, but start with the AI prefab we provided. + + diff --git a/Assets/Standard Assets/Characters/ThirdPersonCharacter/ThirdPersonCharacterGuidelines.txt.meta b/Assets/Standard Assets/Characters/ThirdPersonCharacter/ThirdPersonCharacterGuidelines.txt.meta new file mode 100644 index 0000000..29af10a --- /dev/null +++ b/Assets/Standard Assets/Characters/ThirdPersonCharacter/ThirdPersonCharacterGuidelines.txt.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: af82a5dcdad0f544c99fd1a84212021d +TextScriptImporter: + userData: + assetBundleName: diff --git a/Assets/Standard Assets/CrossPlatformInput.meta b/Assets/Standard Assets/CrossPlatformInput.meta new file mode 100644 index 0000000..bc1c738 --- /dev/null +++ b/Assets/Standard Assets/CrossPlatformInput.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 710bc43f80d178548bd226c252c8e65b +folderAsset: yes +timeCreated: 1436977288 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Standard Assets/CrossPlatformInput/CrossPlatformInputGuidelines.txt b/Assets/Standard Assets/CrossPlatformInput/CrossPlatformInputGuidelines.txt new file mode 100644 index 0000000..461c8df --- /dev/null +++ b/Assets/Standard Assets/CrossPlatformInput/CrossPlatformInputGuidelines.txt @@ -0,0 +1,32 @@ + +Importing the CrossPlatformInput package adds a menu item to Unity, "CrossPlatformInput", which allows you to enable or disable the CrossPlatformInput in the editor. You must enable the CrossPlatformInput in order to see the control rigs in the editor, and to start using Unity Remote to control your game. + +The CrossPlatformInput sample assets contains two main sections. + +1) The folder of prefabs provide a variety of ready-to-use "MobileControlRigs". Each control rig is suitable for a different purpose, and each implements the touch or tilt-based equivalent of some of the default standalone axes or buttons. These are ready to drop into your scene, and to use them you simply need to read the axes via the CrossPlatformInput class, rather than Unity's regular Input class. + +2) The set of scripts provided are the scripts we used to put together the control rigs prefabs. They provide a simplified way of reading basic mobile input, such as tilt, taps and swipe gestures. They are designed so that various mobile controls can be read in the same way as regular Unity axes and buttons. You can use these scripts to build your own MobileControlRigs. + + + +For example the Car control rig feeds the tilt input of the mobile device to the "Horizontal" axis, and has an accelerator and brake touch button which are fed as a pair into the "Vertical" axis. These are virtual equivalents of the real "Horizontal" and "Vertical" axes defined in Unity's Input Manager. + +Therefore when you read CrossPlatformInput.GetAxis("Horizontal"), you will either get the "real" input value - if your build target is non-mobile, or the value from the mobile control rig - if your build target is set to a mobile platform. + +The CrossPlatformInput scripts and prefabs are provided together as an example of how you can implement a cross-platform control solution in Unity. They also allow us to provide our other sample scenes in a form that can be published as standalone or to mobile targets with no modification. + +To use the CrossPlatformInput, you need to drop a "Mobile Control Rig" into your scene (or create your own), and then make calls to CrossPlatformInput functions, referring to the axes and buttons that the Rig implements. + +When reading input from the CrossPlatformInput class, the values returned will be taken either from Unity's Input Manager settings, or from the mobile-specific controls set up, depending on which build target you have selected. + +The CrossPlatformInput class is designed to be called instead of Unity's own Input class, and so mirrors certain parts of the Input API - specifically the functions relating to Axes and Buttons: + GetAxis, GetAxisRaw + GetButton, GetButtonDown, GetButtonUp + +Notes for coders: +This package sets two compiler define symbols. One is always set automatically, the other is optionally set from a menu item. + +Importing the "CrossPlatformInput" package will automatically add a compiler define symbol, "CROSS_PLATFORM_INPUT". This enables the CrossPlatformInput functions defined in some of the other Sample Asset packages (such as the Characters, Planes, etc). Without this symbol defined, those packages use Unity's regular Input class, which means they can be imported alone and still work without the CrossPlatformInput package. + +The optional define (which is set by default, but can be disabled using the "Mobile Input" menu), is "MOBILE_INPUT". This causes the MobileControlRigs to become active when a mobile build target is selected. It also enables certain mobile-specific control nuances in some of the packages, which make more sense when the character or vehicle is being controlled using mobile input (such as auto-leveling the character's look direction). This define is optional because some developers prefer to use standalone input methods instead of the Unity Remote app, when testing mobile apps in the editor's play mode. + diff --git a/Assets/Standard Assets/CrossPlatformInput/CrossPlatformInputGuidelines.txt.meta b/Assets/Standard Assets/CrossPlatformInput/CrossPlatformInputGuidelines.txt.meta new file mode 100644 index 0000000..bc74ece --- /dev/null +++ b/Assets/Standard Assets/CrossPlatformInput/CrossPlatformInputGuidelines.txt.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: a3b997593a4f12c4c991490593f3b513 +TextScriptImporter: + userData: + assetBundleName: diff --git a/Assets/Standard Assets/CrossPlatformInput/Prefabs.meta b/Assets/Standard Assets/CrossPlatformInput/Prefabs.meta new file mode 100644 index 0000000..4d92b2e --- /dev/null +++ b/Assets/Standard Assets/CrossPlatformInput/Prefabs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 5d3fb8e05edcf4b41aef584ca1b0d06f +folderAsset: yes +timeCreated: 1436977288 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axisValues) + public string axisName = "Horizontal"; // The name of the axis + public float axisValue = 1; // The axis that the value has + public float responseSpeed = 3; // The speed at which the axis touch button responds + public float returnToCentreSpeed = 3; // The speed at which the button will return to its centre + + AxisTouchButton m_PairedWith; // Which button this one is paired with + CrossPlatformInputManager.VirtualAxis m_Axis; // A reference to the virtual axis as it is in the cross platform input + + void OnEnable() + { + if (!CrossPlatformInputManager.AxisExists(axisName)) + { + // if the axis doesnt exist create a new one in cross platform input + m_Axis = new CrossPlatformInputManager.VirtualAxis(axisName); + CrossPlatformInputManager.RegisterVirtualAxis(m_Axis); + } + else + { + m_Axis = CrossPlatformInputManager.VirtualAxisReference(axisName); + } + FindPairedButton(); + } + + void FindPairedButton() + { + // find the other button witch which this button should be paired + // (it should have the same axisName) + var otherAxisButtons = FindObjectsOfType(typeof(AxisTouchButton)) as AxisTouchButton[]; + + if (otherAxisButtons != null) + { + for (int i = 0; i < otherAxisButtons.Length; i++) + { + if (otherAxisButtons[i].axisName == axisName && otherAxisButtons[i] != this) + { + m_PairedWith = otherAxisButtons[i]; + } + } + } + } + + void OnDisable() + { + // The object is disabled so remove it from the cross platform input system + m_Axis.Remove(); + } + + + public void OnPointerDown(PointerEventData data) + { + if (m_PairedWith == null) + { + FindPairedButton(); + } + // update the axis and record that the button has been pressed this frame + m_Axis.Update(Mathf.MoveTowards(m_Axis.GetValue, axisValue, responseSpeed * Time.deltaTime)); + } + + + public void OnPointerUp(PointerEventData data) + { + m_Axis.Update(Mathf.MoveTowards(m_Axis.GetValue, 0, responseSpeed * Time.deltaTime)); + } + } +} \ No newline at end of file diff --git a/Assets/Standard 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SetDownState() + { + CrossPlatformInputManager.SetButtonDown(Name); + } + + + public void SetUpState() + { + CrossPlatformInputManager.SetButtonUp(Name); + } + + + public void SetAxisPositiveState() + { + CrossPlatformInputManager.SetAxisPositive(Name); + } + + + public void SetAxisNeutralState() + { + CrossPlatformInputManager.SetAxisZero(Name); + } + + + public void SetAxisNegativeState() + { + CrossPlatformInputManager.SetAxisNegative(Name); + } + + public void Update() + { + + } + } +} diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/ButtonHandler.cs.meta b/Assets/Standard Assets/CrossPlatformInput/Scripts/ButtonHandler.cs.meta new file mode 100644 index 0000000..1aadb06 --- /dev/null +++ b/Assets/Standard Assets/CrossPlatformInput/Scripts/ButtonHandler.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 85bf3be603548374ca46f521a3aa7fda +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/CrossPlatformInputManager.cs b/Assets/Standard Assets/CrossPlatformInput/Scripts/CrossPlatformInputManager.cs new file mode 100644 index 0000000..9d368c8 --- /dev/null +++ b/Assets/Standard Assets/CrossPlatformInput/Scripts/CrossPlatformInputManager.cs @@ -0,0 +1,318 @@ +using System; +using UnityEngine; +using UnityStandardAssets.CrossPlatformInput.PlatformSpecific; + +namespace UnityStandardAssets.CrossPlatformInput +{ + public static class CrossPlatformInputManager + { + public enum ActiveInputMethod + { + Hardware, + Touch + } + + + private static VirtualInput activeInput; + + private static VirtualInput s_TouchInput; + private static VirtualInput s_HardwareInput; + + + static CrossPlatformInputManager() + { + s_TouchInput = new MobileInput(); + s_HardwareInput = new StandaloneInput(); +#if MOBILE_INPUT + activeInput = s_TouchInput; +#else + activeInput = s_HardwareInput; +#endif + } + + public static void SwitchActiveInputMethod(ActiveInputMethod activeInputMethod) + { + switch (activeInputMethod) + { + case ActiveInputMethod.Hardware: + activeInput = s_HardwareInput; + break; + + case ActiveInputMethod.Touch: + activeInput = s_TouchInput; + break; + } + } + + public static bool AxisExists(string name) + { + return activeInput.AxisExists(name); + } + + public static bool ButtonExists(string name) + { + return activeInput.ButtonExists(name); + } + + public static void RegisterVirtualAxis(VirtualAxis axis) + { + activeInput.RegisterVirtualAxis(axis); + } + + + public static void RegisterVirtualButton(VirtualButton button) + { + activeInput.RegisterVirtualButton(button); + } + + + public static void UnRegisterVirtualAxis(string name) + { + if (name == null) + { + throw new ArgumentNullException("name"); + } + activeInput.UnRegisterVirtualAxis(name); + } + + + public static void UnRegisterVirtualButton(string name) + { + activeInput.UnRegisterVirtualButton(name); + } + + + // returns a reference to a named virtual axis if it exists otherwise null + public static VirtualAxis VirtualAxisReference(string name) + { + return activeInput.VirtualAxisReference(name); + } + + + // returns the platform appropriate axis for the given name + public static float GetAxis(string name) + { + return GetAxis(name, false); + } + + + public static float GetAxisRaw(string name) + { + return GetAxis(name, true); + } + + + // private function handles both types of axis (raw and not raw) + private static float GetAxis(string name, bool raw) + { + return activeInput.GetAxis(name, raw); + } + + + // -- Button handling -- + public static bool GetButton(string name) + { + return activeInput.GetButton(name); + } + + + public static bool GetButtonDown(string name) + { + return activeInput.GetButtonDown(name); + } + + + public static bool GetButtonUp(string name) + { + return activeInput.GetButtonUp(name); + } + + + public static void SetButtonDown(string name) + { + activeInput.SetButtonDown(name); + } + + + public static void SetButtonUp(string name) + { + activeInput.SetButtonUp(name); + } + + + public static void SetAxisPositive(string name) + { + activeInput.SetAxisPositive(name); + } + + + public static void SetAxisNegative(string name) + { + activeInput.SetAxisNegative(name); + } + + + public static void SetAxisZero(string name) + { + activeInput.SetAxisZero(name); + } + + + public static void SetAxis(string name, float value) + { + activeInput.SetAxis(name, value); + } + + + public static Vector3 mousePosition + { + get { return activeInput.MousePosition(); } + } + + + public static void SetVirtualMousePositionX(float f) + { + activeInput.SetVirtualMousePositionX(f); + } + + + public static void SetVirtualMousePositionY(float f) + { + activeInput.SetVirtualMousePositionY(f); + } + + + public static void SetVirtualMousePositionZ(float f) + { + activeInput.SetVirtualMousePositionZ(f); + } + + + // virtual axis and button classes - applies to mobile input + // Can be mapped to touch joysticks, tilt, gyro, etc, depending on desired implementation. + // Could also be implemented by other input devices - kinect, electronic sensors, etc + public class VirtualAxis + { + public string name { get; private set; } + private float m_Value; + public bool matchWithInputManager { get; private set; } + + + public VirtualAxis(string name) + : this(name, true) + { + } + + + public VirtualAxis(string name, bool matchToInputSettings) + { + this.name = name; + matchWithInputManager = matchToInputSettings; + } + + + // removes an axes from the cross platform input system + public void Remove() + { + UnRegisterVirtualAxis(name); + } + + + // a controller gameobject (eg. a virtual thumbstick) should update this class + public void Update(float value) + { + m_Value = value; + } + + + public float GetValue + { + get { return m_Value; } + } + + + public float GetValueRaw + { + get { return m_Value; } + } + } + + // a controller gameobject (eg. a virtual GUI button) should call the + // 'pressed' function of this class. Other objects can then read the + // Get/Down/Up state of this button. + public class VirtualButton + { + public string name { get; private set; } + public bool matchWithInputManager { get; private set; } + + private int m_LastPressedFrame = -5; + private int m_ReleasedFrame = -5; + private bool m_Pressed; + + + public VirtualButton(string name) + : this(name, true) + { + } + + + public VirtualButton(string name, bool matchToInputSettings) + { + this.name = name; + matchWithInputManager = matchToInputSettings; + } + + + // A controller gameobject should call this function when the button is pressed down + public void Pressed() + { + if (m_Pressed) + { + return; + } + m_Pressed = true; + m_LastPressedFrame = Time.frameCount; + } + + + // A controller gameobject should call this function when the button is released + public void Released() + { + m_Pressed = false; + m_ReleasedFrame = Time.frameCount; + } + + + // the controller gameobject should call Remove when the button is destroyed or disabled + public void Remove() + { + UnRegisterVirtualButton(name); + } + + + // these are the states of the button which can be read via the cross platform input system + public bool GetButton + { + get { return m_Pressed; } + } + + + public bool GetButtonDown + { + get + { + return m_LastPressedFrame - Time.frameCount == -1; + } + } + + + public bool GetButtonUp + { + get + { + return (m_ReleasedFrame == Time.frameCount - 1); + } + } + } + } +} diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/CrossPlatformInputManager.cs.meta b/Assets/Standard Assets/CrossPlatformInput/Scripts/CrossPlatformInputManager.cs.meta new file mode 100644 index 0000000..ea900aa --- /dev/null +++ b/Assets/Standard Assets/CrossPlatformInput/Scripts/CrossPlatformInputManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6ac1ce5a5adfd9f46adbf5b6f752a47c +labels: +- Done +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: -1010 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/InputAxisScrollbar.cs b/Assets/Standard Assets/CrossPlatformInput/Scripts/InputAxisScrollbar.cs new file mode 100644 index 0000000..c524fc2 --- /dev/null +++ b/Assets/Standard Assets/CrossPlatformInput/Scripts/InputAxisScrollbar.cs @@ -0,0 +1,17 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.CrossPlatformInput +{ + public class InputAxisScrollbar : MonoBehaviour + { + public string axis; + + void Update() { } + + public void HandleInput(float value) + { + CrossPlatformInputManager.SetAxis(axis, (value*2f) - 1f); + } + } +} diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/InputAxisScrollbar.cs.meta b/Assets/Standard Assets/CrossPlatformInput/Scripts/InputAxisScrollbar.cs.meta new file mode 100644 index 0000000..956782c --- /dev/null +++ b/Assets/Standard Assets/CrossPlatformInput/Scripts/InputAxisScrollbar.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 7d3269566d48b8447bb48d2259e28f8b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs b/Assets/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs new file mode 100644 index 0000000..b01f5ef --- /dev/null +++ b/Assets/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs @@ -0,0 +1,118 @@ +using System; +using UnityEngine; +using UnityEngine.EventSystems; + +namespace UnityStandardAssets.CrossPlatformInput +{ + public class Joystick : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler + { + public enum AxisOption + { + // Options for which axes to use + Both, // Use both + OnlyHorizontal, // Only horizontal + OnlyVertical // Only vertical + } + + public int MovementRange = 100; + public AxisOption axesToUse = AxisOption.Both; // The options for the axes that the still will use + public string horizontalAxisName = "Horizontal"; // The name given to the horizontal axis for the cross platform input + public string verticalAxisName = "Vertical"; // The name given to the vertical axis for the cross platform input + + Vector3 m_StartPos; + bool m_UseX; // Toggle for using the x axis + bool m_UseY; // Toggle for using the Y axis + CrossPlatformInputManager.VirtualAxis m_HorizontalVirtualAxis; // Reference to the joystick in the cross platform input + CrossPlatformInputManager.VirtualAxis m_VerticalVirtualAxis; // Reference to the joystick in the cross platform input + + void OnEnable() + { + CreateVirtualAxes(); + } + + void Start() + { + m_StartPos = transform.position; + } + + void UpdateVirtualAxes(Vector3 value) + { + var delta = m_StartPos - value; + delta.y = -delta.y; + delta /= MovementRange; + if (m_UseX) + { + m_HorizontalVirtualAxis.Update(-delta.x); + } + + if (m_UseY) + { + m_VerticalVirtualAxis.Update(delta.y); + } + } + + void CreateVirtualAxes() + { + // set axes to use + m_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal); + m_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical); + + // create new axes based on axes to use + if (m_UseX) + { + m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName); + CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis); + } + if (m_UseY) + { + m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName); + CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis); + } + } + + + public void OnDrag(PointerEventData data) + { + Vector3 newPos = Vector3.zero; + + if (m_UseX) + { + int delta = (int)(data.position.x - m_StartPos.x); + delta = Mathf.Clamp(delta, - MovementRange, MovementRange); + newPos.x = delta; + } + + if (m_UseY) + { + int delta = (int)(data.position.y - m_StartPos.y); + delta = Mathf.Clamp(delta, -MovementRange, MovementRange); + newPos.y = delta; + } + transform.position = new Vector3(m_StartPos.x + newPos.x, m_StartPos.y + newPos.y, m_StartPos.z + newPos.z); + UpdateVirtualAxes(transform.position); + } + + + public void OnPointerUp(PointerEventData data) + { + transform.position = m_StartPos; + UpdateVirtualAxes(m_StartPos); + } + + + public void OnPointerDown(PointerEventData data) { } + + void OnDisable() + { + // remove the joysticks from the cross platform input + if (m_UseX) + { + m_HorizontalVirtualAxis.Remove(); + } + if (m_UseY) + { + m_VerticalVirtualAxis.Remove(); + } + } + } +} \ No newline at end of file diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs.meta b/Assets/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs.meta new file mode 100644 index 0000000..aaac767 --- /dev/null +++ b/Assets/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 00c3c865782347f41b6358d9fba14b48 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/MobileControlRig.cs b/Assets/Standard Assets/CrossPlatformInput/Scripts/MobileControlRig.cs new file mode 100644 index 0000000..f26ba49 --- /dev/null +++ b/Assets/Standard Assets/CrossPlatformInput/Scripts/MobileControlRig.cs @@ -0,0 +1,85 @@ +using System; +#if UNITY_EDITOR +using UnityEditor; +#endif +using UnityEngine; + + +namespace UnityStandardAssets.CrossPlatformInput +{ + [ExecuteInEditMode] + public class MobileControlRig : MonoBehaviour + { + // this script enables or disables the child objects of a control rig + // depending on whether the USE_MOBILE_INPUT define is declared. + + // This define is set or unset by a menu item that is included with + // the Cross Platform Input package. + +#if !UNITY_EDITOR + void OnEnable() + { + CheckEnableControlRig(); + } + #endif + + private void Start() + { +#if UNITY_EDITOR + if (Application.isPlaying) //if in the editor, need to check if we are playing, as start is also called just after exiting play +#endif + { + UnityEngine.EventSystems.EventSystem system = GameObject.FindObjectOfType(); + + if (system == null) + {//the scene have no event system, spawn one + GameObject o = new GameObject("EventSystem"); + + o.AddComponent(); + o.AddComponent(); + } + } + } + +#if UNITY_EDITOR + + private void OnEnable() + { + EditorUserBuildSettings.activeBuildTargetChanged += Update; + EditorApplication.update += Update; + } + + + private void OnDisable() + { + EditorUserBuildSettings.activeBuildTargetChanged -= Update; + EditorApplication.update -= Update; + } + + + private void Update() + { + CheckEnableControlRig(); + } +#endif + + + private void CheckEnableControlRig() + { +#if MOBILE_INPUT + EnableControlRig(true); + #else + EnableControlRig(false); +#endif + } + + + private void EnableControlRig(bool enabled) + { + foreach (Transform t in transform) + { + t.gameObject.SetActive(enabled); + } + } + } +} diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/MobileControlRig.cs.meta b/Assets/Standard Assets/CrossPlatformInput/Scripts/MobileControlRig.cs.meta new file mode 100644 index 0000000..0ee49e8 --- /dev/null +++ b/Assets/Standard Assets/CrossPlatformInput/Scripts/MobileControlRig.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 71398ce7fbc3a5b4fa50b50bd54317a7 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific.meta b/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific.meta new file mode 100644 index 0000000..f88be49 --- /dev/null +++ b/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 0bc72db1e9dcb9647818df5a07871127 +folderAsset: yes +timeCreated: 1436977288 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/MobileInput.cs b/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/MobileInput.cs new file mode 100644 index 0000000..0416715 --- /dev/null +++ b/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/MobileInput.cs @@ -0,0 +1,133 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.CrossPlatformInput.PlatformSpecific +{ + public class MobileInput : VirtualInput + { + private void AddButton(string name) + { + // we have not registered this button yet so add it, happens in the constructor + CrossPlatformInputManager.RegisterVirtualButton(new CrossPlatformInputManager.VirtualButton(name)); + } + + + private void AddAxes(string name) + { + // we have not registered this button yet so add it, happens in the constructor + CrossPlatformInputManager.RegisterVirtualAxis(new CrossPlatformInputManager.VirtualAxis(name)); + } + + + public override float GetAxis(string name, bool raw) + { + if (!m_VirtualAxes.ContainsKey(name)) + { + AddAxes(name); + } + return m_VirtualAxes[name].GetValue; + } + + + public override void SetButtonDown(string name) + { + if (!m_VirtualButtons.ContainsKey(name)) + { + AddButton(name); + } + m_VirtualButtons[name].Pressed(); + } + + + public override void SetButtonUp(string name) + { + if (!m_VirtualButtons.ContainsKey(name)) + { + AddButton(name); + } + m_VirtualButtons[name].Released(); + } + + + public override void SetAxisPositive(string name) + { + if (!m_VirtualAxes.ContainsKey(name)) + { + AddAxes(name); + } + m_VirtualAxes[name].Update(1f); + } + + + public override void SetAxisNegative(string name) + { + if (!m_VirtualAxes.ContainsKey(name)) + { + AddAxes(name); + } + m_VirtualAxes[name].Update(-1f); + } + + + public override void SetAxisZero(string name) + { + if (!m_VirtualAxes.ContainsKey(name)) + { + AddAxes(name); + } + m_VirtualAxes[name].Update(0f); + } + + + public override void SetAxis(string name, float value) + { + if (!m_VirtualAxes.ContainsKey(name)) + { + AddAxes(name); + } + m_VirtualAxes[name].Update(value); + } + + + public override bool GetButtonDown(string name) + { + if (m_VirtualButtons.ContainsKey(name)) + { + return m_VirtualButtons[name].GetButtonDown; + } + + AddButton(name); + return m_VirtualButtons[name].GetButtonDown; + } + + + public override bool GetButtonUp(string name) + { + if (m_VirtualButtons.ContainsKey(name)) + { + return m_VirtualButtons[name].GetButtonUp; + } + + AddButton(name); + return m_VirtualButtons[name].GetButtonUp; + } + + + public override bool GetButton(string name) + { + if (m_VirtualButtons.ContainsKey(name)) + { + return m_VirtualButtons[name].GetButton; + } + + AddButton(name); + return m_VirtualButtons[name].GetButton; + } + + + public override Vector3 MousePosition() + { + return virtualMousePosition; + } + } +} diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/MobileInput.cs.meta b/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/MobileInput.cs.meta new file mode 100644 index 0000000..e0ffb74 --- /dev/null +++ b/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/MobileInput.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9703d53e47195aa4190acd11369ccd1b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/StandaloneInput.cs b/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/StandaloneInput.cs new file mode 100644 index 0000000..374a1f5 --- /dev/null +++ b/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/StandaloneInput.cs @@ -0,0 +1,79 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.CrossPlatformInput.PlatformSpecific +{ + public class StandaloneInput : VirtualInput + { + public override float GetAxis(string name, bool raw) + { + return raw ? Input.GetAxisRaw(name) : Input.GetAxis(name); + } + + + public override bool GetButton(string name) + { + return Input.GetButton(name); + } + + + public override bool GetButtonDown(string name) + { + return Input.GetButtonDown(name); + } + + + public override bool GetButtonUp(string name) + { + return Input.GetButtonUp(name); + } + + + public override void SetButtonDown(string name) + { + throw new Exception( + " This is not possible to be called for standalone input. Please check your platform and code where this is called"); + } + + + public override void SetButtonUp(string name) + { + throw new Exception( + " This is not possible to be called for standalone input. Please check your platform and code where this is called"); + } + + + public override void SetAxisPositive(string name) + { + throw new Exception( + " This is not possible to be called for standalone input. Please check your platform and code where this is called"); + } + + + public override void SetAxisNegative(string name) + { + throw new Exception( + " This is not possible to be called for standalone input. Please check your platform and code where this is called"); + } + + + public override void SetAxisZero(string name) + { + throw new Exception( + " This is not possible to be called for standalone input. Please check your platform and code where this is called"); + } + + + public override void SetAxis(string name, float value) + { + throw new Exception( + " This is not possible to be called for standalone input. Please check your platform and code where this is called"); + } + + + public override Vector3 MousePosition() + { + return Input.mousePosition; + } + } +} \ No newline at end of file diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/StandaloneInput.cs.meta b/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/StandaloneInput.cs.meta new file mode 100644 index 0000000..d4c99a6 --- /dev/null +++ b/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/StandaloneInput.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9961032f4f02c4f41997c3ea399d2f22 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/TiltInput.cs b/Assets/Standard Assets/CrossPlatformInput/Scripts/TiltInput.cs new file mode 100644 index 0000000..658fddd --- /dev/null +++ b/Assets/Standard Assets/CrossPlatformInput/Scripts/TiltInput.cs @@ -0,0 +1,145 @@ +using System; +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace UnityStandardAssets.CrossPlatformInput +{ + // helps with managing tilt input on mobile devices + public class TiltInput : MonoBehaviour + { + // options for the various orientations + public enum AxisOptions + { + ForwardAxis, + SidewaysAxis, + } + + + [Serializable] + public class AxisMapping + { + public enum MappingType + { + NamedAxis, + MousePositionX, + MousePositionY, + MousePositionZ + }; + + + public MappingType type; + public string axisName; + } + + + public AxisMapping mapping; + public AxisOptions tiltAroundAxis = AxisOptions.ForwardAxis; + public float fullTiltAngle = 25; + public float centreAngleOffset = 0; + + + private CrossPlatformInputManager.VirtualAxis m_SteerAxis; + + + private void OnEnable() + { + if (mapping.type == AxisMapping.MappingType.NamedAxis) + { + m_SteerAxis = new CrossPlatformInputManager.VirtualAxis(mapping.axisName); + CrossPlatformInputManager.RegisterVirtualAxis(m_SteerAxis); + } + } + + + private void Update() + { + float angle = 0; + if (Input.acceleration != Vector3.zero) + { + switch (tiltAroundAxis) + { + case AxisOptions.ForwardAxis: + angle = Mathf.Atan2(Input.acceleration.x, -Input.acceleration.y)*Mathf.Rad2Deg + + centreAngleOffset; + break; + case AxisOptions.SidewaysAxis: + angle = Mathf.Atan2(Input.acceleration.z, -Input.acceleration.y)*Mathf.Rad2Deg + + centreAngleOffset; + break; + } + } + + float axisValue = Mathf.InverseLerp(-fullTiltAngle, fullTiltAngle, angle)*2 - 1; + switch (mapping.type) + { + case AxisMapping.MappingType.NamedAxis: + m_SteerAxis.Update(axisValue); + break; + case AxisMapping.MappingType.MousePositionX: + CrossPlatformInputManager.SetVirtualMousePositionX(axisValue*Screen.width); + break; + case AxisMapping.MappingType.MousePositionY: + CrossPlatformInputManager.SetVirtualMousePositionY(axisValue*Screen.width); + break; + case AxisMapping.MappingType.MousePositionZ: + CrossPlatformInputManager.SetVirtualMousePositionZ(axisValue*Screen.width); + break; + } + } + + + private void OnDisable() + { + m_SteerAxis.Remove(); + } + } +} + + +namespace UnityStandardAssets.CrossPlatformInput.Inspector +{ +#if UNITY_EDITOR + [CustomPropertyDrawer(typeof (TiltInput.AxisMapping))] + public class TiltInputAxisStylePropertyDrawer : PropertyDrawer + { + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + EditorGUI.BeginProperty(position, label, property); + + float x = position.x; + float y = position.y; + float inspectorWidth = position.width; + + // Don't make child fields be indented + var indent = EditorGUI.indentLevel; + EditorGUI.indentLevel = 0; + + var props = new[] {"type", "axisName"}; + var widths = new[] {.4f, .6f}; + if (property.FindPropertyRelative("type").enumValueIndex > 0) + { + // hide name if not a named axis + props = new[] {"type"}; + widths = new[] {1f}; + } + const float lineHeight = 18; + for (int n = 0; n < props.Length; ++n) + { + float w = widths[n]*inspectorWidth; + + // Calculate rects + Rect rect = new Rect(x, y, w, lineHeight); + x += w; + + EditorGUI.PropertyField(rect, property.FindPropertyRelative(props[n]), GUIContent.none); + } + + // Set indent back to what it was + EditorGUI.indentLevel = indent; + EditorGUI.EndProperty(); + } + } +#endif +} diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/TiltInput.cs.meta b/Assets/Standard Assets/CrossPlatformInput/Scripts/TiltInput.cs.meta new file mode 100644 index 0000000..93f79bf --- /dev/null +++ b/Assets/Standard Assets/CrossPlatformInput/Scripts/TiltInput.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 5c2d84226fbbaf94e9c1451f1c39b06a +labels: +- Not +- Fully +- Implemented +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: -1001 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/TouchPad.cs b/Assets/Standard Assets/CrossPlatformInput/Scripts/TouchPad.cs new file mode 100644 index 0000000..4012331 --- /dev/null +++ b/Assets/Standard Assets/CrossPlatformInput/Scripts/TouchPad.cs @@ -0,0 +1,156 @@ +using System; +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.UI; + +namespace UnityStandardAssets.CrossPlatformInput +{ + [RequireComponent(typeof(Image))] + public class TouchPad : MonoBehaviour, IPointerDownHandler, IPointerUpHandler + { + // Options for which axes to use + public enum AxisOption + { + Both, // Use both + OnlyHorizontal, // Only horizontal + OnlyVertical // Only vertical + } + + + public enum ControlStyle + { + Absolute, // operates from teh center of the image + Relative, // operates from the center of the initial touch + Swipe, // swipe to touch touch no maintained center + } + + + public AxisOption axesToUse = AxisOption.Both; // The options for the axes that the still will use + public ControlStyle controlStyle = ControlStyle.Absolute; // control style to use + public string horizontalAxisName = "Horizontal"; // The name given to the horizontal axis for the cross platform input + public string verticalAxisName = "Vertical"; // The name given to the vertical axis for the cross platform input + public float Xsensitivity = 1f; + public float Ysensitivity = 1f; + + Vector3 m_StartPos; + Vector2 m_PreviousDelta; + Vector3 m_JoytickOutput; + bool m_UseX; // Toggle for using the x axis + bool m_UseY; // Toggle for using the Y axis + CrossPlatformInputManager.VirtualAxis m_HorizontalVirtualAxis; // Reference to the joystick in the cross platform input + CrossPlatformInputManager.VirtualAxis m_VerticalVirtualAxis; // Reference to the joystick in the cross platform input + bool m_Dragging; + int m_Id = -1; + Vector2 m_PreviousTouchPos; // swipe style control touch + + +#if !UNITY_EDITOR + private Vector3 m_Center; + private Image m_Image; +#else + Vector3 m_PreviousMouse; +#endif + + void OnEnable() + { + CreateVirtualAxes(); + } + + void Start() + { +#if !UNITY_EDITOR + m_Image = GetComponent(); + m_Center = m_Image.transform.position; +#endif + } + + void CreateVirtualAxes() + { + // set axes to use + m_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal); + m_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical); + + // create new axes based on axes to use + if (m_UseX) + { + m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName); + CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis); + } + if (m_UseY) + { + m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName); + CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis); + } + } + + void UpdateVirtualAxes(Vector3 value) + { + value = value.normalized; + if (m_UseX) + { + m_HorizontalVirtualAxis.Update(value.x); + } + + if (m_UseY) + { + m_VerticalVirtualAxis.Update(value.y); + } + } + + + public void OnPointerDown(PointerEventData data) + { + m_Dragging = true; + m_Id = data.pointerId; +#if !UNITY_EDITOR + if (controlStyle != ControlStyle.Absolute ) + m_Center = data.position; +#endif + } + + void Update() + { + if (!m_Dragging) + { + return; + } + if (Input.touchCount >= m_Id + 1 && m_Id != -1) + { +#if !UNITY_EDITOR + + if (controlStyle == ControlStyle.Swipe) + { + m_Center = m_PreviousTouchPos; + m_PreviousTouchPos = Input.touches[m_Id].position; + } + Vector2 pointerDelta = new Vector2(Input.touches[m_Id].position.x - m_Center.x , Input.touches[m_Id].position.y - m_Center.y).normalized; + pointerDelta.x *= Xsensitivity; + pointerDelta.y *= Ysensitivity; +#else + Vector2 pointerDelta; + pointerDelta.x = Input.mousePosition.x - m_PreviousMouse.x; + pointerDelta.y = Input.mousePosition.y - m_PreviousMouse.y; + m_PreviousMouse = new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0f); +#endif + UpdateVirtualAxes(new Vector3(pointerDelta.x, pointerDelta.y, 0)); + } + } + + + public void OnPointerUp(PointerEventData data) + { + m_Dragging = false; + m_Id = -1; + UpdateVirtualAxes(Vector3.zero); + } + + void OnDisable() + { + if (CrossPlatformInputManager.AxisExists(horizontalAxisName)) + CrossPlatformInputManager.UnRegisterVirtualAxis(horizontalAxisName); + + if (CrossPlatformInputManager.AxisExists(verticalAxisName)) + CrossPlatformInputManager.UnRegisterVirtualAxis(verticalAxisName); + } + } +} \ No newline at end of file diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/TouchPad.cs.meta b/Assets/Standard Assets/CrossPlatformInput/Scripts/TouchPad.cs.meta new file mode 100644 index 0000000..0b176aa --- /dev/null +++ b/Assets/Standard Assets/CrossPlatformInput/Scripts/TouchPad.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 1caf40fc8bebb6b43b2550c05ca791d6 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/VirtualInput.cs b/Assets/Standard Assets/CrossPlatformInput/Scripts/VirtualInput.cs new file mode 100644 index 0000000..5ffec5a --- /dev/null +++ b/Assets/Standard Assets/CrossPlatformInput/Scripts/VirtualInput.cs @@ -0,0 +1,134 @@ +using System; +using System.Collections.Generic; +using UnityEngine; + + +namespace UnityStandardAssets.CrossPlatformInput +{ + public abstract class VirtualInput + { + public Vector3 virtualMousePosition { get; private set; } + + + protected Dictionary m_VirtualAxes = + new Dictionary(); + // Dictionary to store the name relating to the virtual axes + protected Dictionary m_VirtualButtons = + new Dictionary(); + protected List m_AlwaysUseVirtual = new List(); + // list of the axis and button names that have been flagged to always use a virtual axis or button + + + public bool AxisExists(string name) + { + return m_VirtualAxes.ContainsKey(name); + } + + public bool ButtonExists(string name) + { + return m_VirtualButtons.ContainsKey(name); + } + + + public void RegisterVirtualAxis(CrossPlatformInputManager.VirtualAxis axis) + { + // check if we already have an axis with that name and log and error if we do + if (m_VirtualAxes.ContainsKey(axis.name)) + { + Debug.LogError("There is already a virtual axis named " + axis.name + " registered."); + } + else + { + // add any new axes + m_VirtualAxes.Add(axis.name, axis); + + // if we dont want to match with the input manager setting then revert to always using virtual + if (!axis.matchWithInputManager) + { + m_AlwaysUseVirtual.Add(axis.name); + } + } + } + + + public void RegisterVirtualButton(CrossPlatformInputManager.VirtualButton button) + { + // check if already have a buttin with that name and log an error if we do + if (m_VirtualButtons.ContainsKey(button.name)) + { + Debug.LogError("There is already a virtual button named " + button.name + " registered."); + } + else + { + // add any new buttons + m_VirtualButtons.Add(button.name, button); + + // if we dont want to match to the input manager then always use a virtual axis + if (!button.matchWithInputManager) + { + m_AlwaysUseVirtual.Add(button.name); + } + } + } + + + public void UnRegisterVirtualAxis(string name) + { + // if we have an axis with that name then remove it from our dictionary of registered axes + if (m_VirtualAxes.ContainsKey(name)) + { + m_VirtualAxes.Remove(name); + } + } + + + public void UnRegisterVirtualButton(string name) + { + // if we have a button with this name then remove it from our dictionary of registered buttons + if (m_VirtualButtons.ContainsKey(name)) + { + m_VirtualButtons.Remove(name); + } + } + + + // returns a reference to a named virtual axis if it exists otherwise null + public CrossPlatformInputManager.VirtualAxis VirtualAxisReference(string name) + { + return m_VirtualAxes.ContainsKey(name) ? m_VirtualAxes[name] : null; + } + + + public void SetVirtualMousePositionX(float f) + { + virtualMousePosition = new Vector3(f, virtualMousePosition.y, virtualMousePosition.z); + } + + + public void SetVirtualMousePositionY(float f) + { + virtualMousePosition = new Vector3(virtualMousePosition.x, f, virtualMousePosition.z); + } + + + public void SetVirtualMousePositionZ(float f) + { + virtualMousePosition = new Vector3(virtualMousePosition.x, virtualMousePosition.y, f); + } + + + public abstract float GetAxis(string name, bool raw); + + public abstract bool GetButton(string name); + public abstract bool GetButtonDown(string name); + public abstract bool GetButtonUp(string name); + + public abstract void SetButtonDown(string name); + public abstract void SetButtonUp(string name); + public abstract void SetAxisPositive(string name); + public abstract void SetAxisNegative(string name); + public abstract void SetAxisZero(string name); + public abstract void SetAxis(string name, float value); + public abstract Vector3 MousePosition(); + } +} diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/VirtualInput.cs.meta b/Assets/Standard Assets/CrossPlatformInput/Scripts/VirtualInput.cs.meta new file mode 100644 index 0000000..8f6c44d --- /dev/null +++ b/Assets/Standard Assets/CrossPlatformInput/Scripts/VirtualInput.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 0f57aeb1b8dce3342bea5c28ac17db24 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/CrossPlatformInput/Sprites.meta b/Assets/Standard Assets/CrossPlatformInput/Sprites.meta new file mode 100644 index 0000000..ea48469 --- /dev/null +++ b/Assets/Standard Assets/CrossPlatformInput/Sprites.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 1835e4537efbdd94b93c2dd136860f1d +folderAsset: yes +timeCreated: 1436977288 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff 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+1,16 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!134 &13400000 +PhysicMaterial: + m_ObjectHideFlags: 0 + m_PrefabParentObject: {fileID: 0} + m_PrefabInternal: {fileID: 0} + m_Name: ZeroFriction + dynamicFriction: 0 + staticFriction: 0 + bounciness: 0 + frictionCombine: 2 + bounceCombine: 0 + frictionDirection2: {x: 0, y: 0, z: 0} + dynamicFriction2: 0 + staticFriction2: 0 diff --git a/Assets/Standard Assets/PhysicsMaterials/ZeroFriction.physicMaterial.meta b/Assets/Standard Assets/PhysicsMaterials/ZeroFriction.physicMaterial.meta new file mode 100644 index 0000000..a3a5eae --- /dev/null +++ b/Assets/Standard Assets/PhysicsMaterials/ZeroFriction.physicMaterial.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c2815a7ab32e42c4bb42f59caacb8ec1 +timeCreated: 1427463081 +licenseType: Pro +NativeFormatImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Standard Assets/Utility.meta b/Assets/Standard Assets/Utility.meta new file mode 100644 index 0000000..17922e6 --- /dev/null +++ b/Assets/Standard Assets/Utility.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 4539eb30e895bbb41b5eae6df2dde978 +folderAsset: yes +timeCreated: 1436977288 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Standard Assets/Utility/ActivateTrigger.cs b/Assets/Standard Assets/Utility/ActivateTrigger.cs new file mode 100644 index 0000000..1687533 --- /dev/null +++ b/Assets/Standard Assets/Utility/ActivateTrigger.cs @@ -0,0 +1,95 @@ +using System; +using UnityEngine; +using Object = UnityEngine.Object; + +namespace UnityStandardAssets.Utility +{ + public class ActivateTrigger : MonoBehaviour + { + // A multi-purpose script which causes an action to occur when + // a trigger collider is entered. + public enum Mode + { + Trigger = 0, // Just broadcast the action on to the target + Replace = 1, // replace target with source + Activate = 2, // Activate the target GameObject + Enable = 3, // Enable a component + Animate = 4, // Start animation on target + Deactivate = 5 // Decativate target GameObject + } + + public Mode action = Mode.Activate; // The action to accomplish + public Object target; // The game object to affect. If none, the trigger work on this game object + public GameObject source; + public int triggerCount = 1; + public bool repeatTrigger = false; + + + private void DoActivateTrigger() + { + triggerCount--; + + if (triggerCount == 0 || repeatTrigger) + { + Object currentTarget = target ?? gameObject; + Behaviour targetBehaviour = currentTarget as Behaviour; + GameObject targetGameObject = currentTarget as GameObject; + if (targetBehaviour != null) + { + targetGameObject = targetBehaviour.gameObject; + } + + switch (action) + { + case Mode.Trigger: + if (targetGameObject != null) + { + targetGameObject.BroadcastMessage("DoActivateTrigger"); + } + break; + case Mode.Replace: + if (source != null) + { + if (targetGameObject != null) + { + Instantiate(source, targetGameObject.transform.position, + targetGameObject.transform.rotation); + DestroyObject(targetGameObject); + } + } + break; + case Mode.Activate: + if (targetGameObject != null) + { + targetGameObject.SetActive(true); + } + break; + case Mode.Enable: + if (targetBehaviour != null) + { + targetBehaviour.enabled = true; + } + break; + case Mode.Animate: + if (targetGameObject != null) + { + targetGameObject.GetComponent().Play(); + } + break; + case Mode.Deactivate: + if (targetGameObject != null) + { + targetGameObject.SetActive(false); + } + break; + } + } + } + + + private void OnTriggerEnter(Collider other) + { + DoActivateTrigger(); + } + } +} diff --git a/Assets/Standard Assets/Utility/ActivateTrigger.cs.meta b/Assets/Standard Assets/Utility/ActivateTrigger.cs.meta new file mode 100644 index 0000000..fd86651 --- /dev/null +++ b/Assets/Standard Assets/Utility/ActivateTrigger.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c8634e062924929664361c08745211fb +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Utility/AlphaButtonClickMask.cs b/Assets/Standard Assets/Utility/AlphaButtonClickMask.cs new file mode 100644 index 0000000..b41398c --- /dev/null +++ b/Assets/Standard Assets/Utility/AlphaButtonClickMask.cs @@ -0,0 +1,57 @@ +using UnityEngine; +using UnityEngine.UI; +using System.Collections; + +public class AlphaButtonClickMask : MonoBehaviour, ICanvasRaycastFilter +{ + protected Image _image; + + public void Start() + { + _image = GetComponent(); + + Texture2D tex = _image.sprite.texture as Texture2D; + + bool isInvalid = false; + if (tex != null) + { + try + { + tex.GetPixels32(); + } + catch (UnityException e) + { + Debug.LogError(e.Message); + isInvalid = true; + } + } + else + { + isInvalid = true; + } + + if (isInvalid) + { + Debug.LogError("This script need an Image with a readbale Texture2D to work."); + } + } + + public bool IsRaycastLocationValid(Vector2 sp, Camera eventCamera) + { + Vector2 localPoint; + RectTransformUtility.ScreenPointToLocalPointInRectangle(_image.rectTransform, sp, eventCamera, out localPoint); + + Vector2 normalizedLocal = new Vector2(1.0f + localPoint.x / _image.rectTransform.rect.width, 1.0f + localPoint.y / _image.rectTransform.rect.height); + Vector2 uv = new Vector2( + _image.sprite.rect.x + normalizedLocal.x * _image.sprite.rect.width, + _image.sprite.rect.y + normalizedLocal.y * _image.sprite.rect.height ); + + uv.x /= _image.sprite.texture.width; + uv.y /= _image.sprite.texture.height; + + //uv are inversed, as 0,0 or the rect transform seem to be upper right, then going negativ toward lower left... + Color c = _image.sprite.texture.GetPixelBilinear(uv.x, uv.y); + + return c.a> 0.1f; + } +} diff --git a/Assets/Standard Assets/Utility/AlphaButtonClickMask.cs.meta b/Assets/Standard Assets/Utility/AlphaButtonClickMask.cs.meta new file mode 100644 index 0000000..ab5053f --- /dev/null +++ b/Assets/Standard Assets/Utility/AlphaButtonClickMask.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 971f44ba24a74294294daed00507d80e +timeCreated: 1436868016 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs b/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs new file mode 100644 index 0000000..ca36efb --- /dev/null +++ b/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs @@ -0,0 +1,199 @@ +using System; +using System.Collections.Generic; +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace UnityStandardAssets.Utility +{ + public class AutoMobileShaderSwitch : MonoBehaviour + { + [SerializeField] private ReplacementList m_ReplacementList; + + // Use this for initialization + private void OnEnable() + { +#if UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_TIZEN || UNITY_STV + var renderers = FindObjectsOfType(); + Debug.Log (renderers.Length+" renderers"); + var oldMaterials = new List(); + var newMaterials = new List(); + + int materialsReplaced = 0; + int materialInstancesReplaced = 0; + + foreach(ReplacementDefinition replacementDef in m_ReplacementList.items) + { + foreach(var r in renderers) + { + Material[] modifiedMaterials = null; + for(int n=0; n 0) + { + for (int i = -1; i < items.arraySize; ++i) + { + var item = items.GetArrayElementAtIndex(i); + + float rowX = x; + for (int n = 0; n < props.Length; ++n) + { + float w = widths[n]*inspectorWidth; + + // Calculate rects + Rect rect = new Rect(rowX, y, w, lineHeight); + rowX += w; + + if (i == -1) + { + // draw title labels + EditorGUI.LabelField(rect, titles[n]); + } + else + { + if (props[n] == "-" || props[n] == "^" || props[n] == "v") + { + if (GUI.Button(rect, props[n])) + { + switch (props[n]) + { + case "-": + items.DeleteArrayElementAtIndex(i); + items.DeleteArrayElementAtIndex(i); + changedLength = true; + break; + case "v": + if (i > 0) + { + items.MoveArrayElement(i, i + 1); + } + break; + case "^": + if (i < items.arraySize - 1) + { + items.MoveArrayElement(i, i - 1); + } + break; + } + } + } + else + { + SerializedProperty prop = item.FindPropertyRelative(props[n]); + EditorGUI.PropertyField(rect, prop, GUIContent.none); + } + } + } + + y += lineHeight + k_Spacing; + if (changedLength) + { + break; + } + } + } + + // add button + var addButtonRect = new Rect((x + position.width) - widths[widths.Length - 1]*inspectorWidth, y, + widths[widths.Length - 1]*inspectorWidth, lineHeight); + if (GUI.Button(addButtonRect, "+")) + { + items.InsertArrayElementAtIndex(items.arraySize); + } + + y += lineHeight + k_Spacing; + + // Set indent back to what it was + EditorGUI.indentLevel = indent; + EditorGUI.EndProperty(); + } + + + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) + { + SerializedProperty items = property.FindPropertyRelative("items"); + float lineAndSpace = k_LineHeight + k_Spacing; + return 40 + (items.arraySize*lineAndSpace) + lineAndSpace; + } + } +#endif +} diff --git a/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs.meta b/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs.meta new file mode 100644 index 0000000..4108156 --- /dev/null +++ b/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9c4978ff6447f9040b84acc89b0bbdc8 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Utility/AutoMoveAndRotate.cs b/Assets/Standard Assets/Utility/AutoMoveAndRotate.cs new file mode 100644 index 0000000..edbce0e --- /dev/null +++ b/Assets/Standard Assets/Utility/AutoMoveAndRotate.cs @@ -0,0 +1,41 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + public class AutoMoveAndRotate : MonoBehaviour + { + public Vector3andSpace moveUnitsPerSecond; + public Vector3andSpace rotateDegreesPerSecond; + public bool ignoreTimescale; + private float m_LastRealTime; + + + private void Start() + { + m_LastRealTime = Time.realtimeSinceStartup; + } + + + // Update is called once per frame + private void Update() + { + float deltaTime = Time.deltaTime; + if (ignoreTimescale) + { + deltaTime = (Time.realtimeSinceStartup - m_LastRealTime); + m_LastRealTime = Time.realtimeSinceStartup; + } + transform.Translate(moveUnitsPerSecond.value*deltaTime, moveUnitsPerSecond.space); + transform.Rotate(rotateDegreesPerSecond.value*deltaTime, moveUnitsPerSecond.space); + } + + + [Serializable] + public class Vector3andSpace + { + public Vector3 value; + public Space space = Space.Self; + } + } +} diff --git a/Assets/Standard Assets/Utility/AutoMoveAndRotate.cs.meta b/Assets/Standard Assets/Utility/AutoMoveAndRotate.cs.meta new file mode 100644 index 0000000..30b395a --- /dev/null +++ b/Assets/Standard Assets/Utility/AutoMoveAndRotate.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a1347817507220a4384f3ff6f7c24546 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Utility/CameraRefocus.cs b/Assets/Standard Assets/Utility/CameraRefocus.cs new file mode 100644 index 0000000..26f1c9b --- /dev/null +++ b/Assets/Standard Assets/Utility/CameraRefocus.cs @@ -0,0 +1,58 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + public class CameraRefocus + { + public Camera Camera; + public Vector3 Lookatpoint; + public Transform Parent; + + private Vector3 m_OrigCameraPos; + private bool m_Refocus; + + + public CameraRefocus(Camera camera, Transform parent, Vector3 origCameraPos) + { + m_OrigCameraPos = origCameraPos; + Camera = camera; + Parent = parent; + } + + + public void ChangeCamera(Camera camera) + { + Camera = camera; + } + + + public void ChangeParent(Transform parent) + { + Parent = parent; + } + + + public void GetFocusPoint() + { + RaycastHit hitInfo; + if (Physics.Raycast(Parent.transform.position + m_OrigCameraPos, Parent.transform.forward, out hitInfo, + 100f)) + { + Lookatpoint = hitInfo.point; + m_Refocus = true; + return; + } + m_Refocus = false; + } + + + public void SetFocusPoint() + { + if (m_Refocus) + { + Camera.transform.LookAt(Lookatpoint); + } + } + } +} diff --git a/Assets/Standard Assets/Utility/CameraRefocus.cs.meta b/Assets/Standard Assets/Utility/CameraRefocus.cs.meta new file mode 100644 index 0000000..9300ded --- /dev/null +++ b/Assets/Standard Assets/Utility/CameraRefocus.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: d1e2e7a54dcc8694ab1eca46d072f264 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Utility/CurveControlledBob.cs b/Assets/Standard Assets/Utility/CurveControlledBob.cs new file mode 100644 index 0000000..b3951b7 --- /dev/null +++ b/Assets/Standard Assets/Utility/CurveControlledBob.cs @@ -0,0 +1,54 @@ +using System; +using UnityEngine; + + +namespace UnityStandardAssets.Utility +{ + [Serializable] + public class CurveControlledBob + { + public float HorizontalBobRange = 0.33f; + public float VerticalBobRange = 0.33f; + public AnimationCurve Bobcurve = new AnimationCurve(new Keyframe(0f, 0f), new Keyframe(0.5f, 1f), + new Keyframe(1f, 0f), new Keyframe(1.5f, -1f), + new Keyframe(2f, 0f)); // sin curve for head bob + public float VerticaltoHorizontalRatio = 1f; + + private float m_CyclePositionX; + private float m_CyclePositionY; + private float m_BobBaseInterval; + private Vector3 m_OriginalCameraPosition; + private float m_Time; + + + public void Setup(Camera camera, float bobBaseInterval) + { + m_BobBaseInterval = bobBaseInterval; + m_OriginalCameraPosition = camera.transform.localPosition; + + // get the length of the curve in time + m_Time = Bobcurve[Bobcurve.length - 1].time; + } + + + public Vector3 DoHeadBob(float speed) + { + float xPos = m_OriginalCameraPosition.x + (Bobcurve.Evaluate(m_CyclePositionX)*HorizontalBobRange); + float yPos = m_OriginalCameraPosition.y + (Bobcurve.Evaluate(m_CyclePositionY)*VerticalBobRange); + + m_CyclePositionX += (speed*Time.deltaTime)/m_BobBaseInterval; + m_CyclePositionY += ((speed*Time.deltaTime)/m_BobBaseInterval)*VerticaltoHorizontalRatio; + + if (m_CyclePositionX > m_Time) + { + m_CyclePositionX = m_CyclePositionX - m_Time; + } + if (m_CyclePositionY > m_Time) + { + m_CyclePositionY = m_CyclePositionY - m_Time; + } + + return new Vector3(xPos, yPos, 0f); + } + } +} diff --git a/Assets/Standard Assets/Utility/CurveControlledBob.cs.meta b/Assets/Standard Assets/Utility/CurveControlledBob.cs.meta new file mode 100644 index 0000000..3b9374f --- /dev/null +++ b/Assets/Standard Assets/Utility/CurveControlledBob.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 492f54f4accf00440828ffcb9e4fcc19 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Utility/DragRigidbody.cs b/Assets/Standard Assets/Utility/DragRigidbody.cs new file mode 100644 index 0000000..b0f5c35 --- /dev/null +++ b/Assets/Standard Assets/Utility/DragRigidbody.cs @@ -0,0 +1,96 @@ +using System; +using System.Collections; +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + public class DragRigidbody : MonoBehaviour + { + const float k_Spring = 50.0f; + const float k_Damper = 5.0f; + const float k_Drag = 10.0f; + const float k_AngularDrag = 5.0f; + const float k_Distance = 0.2f; + const bool k_AttachToCenterOfMass = false; + + private SpringJoint m_SpringJoint; + + + private void Update() + { + // Make sure the user pressed the mouse down + if (!Input.GetMouseButtonDown(0)) + { + return; + } + + var mainCamera = FindCamera(); + + // We need to actually hit an object + RaycastHit hit = new RaycastHit(); + if ( + !Physics.Raycast(mainCamera.ScreenPointToRay(Input.mousePosition).origin, + mainCamera.ScreenPointToRay(Input.mousePosition).direction, out hit, 100, + Physics.DefaultRaycastLayers)) + { + return; + } + // We need to hit a rigidbody that is not kinematic + if (!hit.rigidbody || hit.rigidbody.isKinematic) + { + return; + } + + if (!m_SpringJoint) + { + var go = new GameObject("Rigidbody dragger"); + Rigidbody body = go.AddComponent(); + m_SpringJoint = go.AddComponent(); + body.isKinematic = true; + } + + m_SpringJoint.transform.position = hit.point; + m_SpringJoint.anchor = Vector3.zero; + + m_SpringJoint.spring = k_Spring; + m_SpringJoint.damper = k_Damper; + m_SpringJoint.maxDistance = k_Distance; + m_SpringJoint.connectedBody = hit.rigidbody; + + StartCoroutine("DragObject", hit.distance); + } + + + private IEnumerator DragObject(float distance) + { + var oldDrag = m_SpringJoint.connectedBody.drag; + var oldAngularDrag = m_SpringJoint.connectedBody.angularDrag; + m_SpringJoint.connectedBody.drag = k_Drag; + m_SpringJoint.connectedBody.angularDrag = k_AngularDrag; + var mainCamera = FindCamera(); + while (Input.GetMouseButton(0)) + { + var ray = mainCamera.ScreenPointToRay(Input.mousePosition); + m_SpringJoint.transform.position = ray.GetPoint(distance); + yield return null; + } + if (m_SpringJoint.connectedBody) + { + m_SpringJoint.connectedBody.drag = oldDrag; + m_SpringJoint.connectedBody.angularDrag = oldAngularDrag; + m_SpringJoint.connectedBody = null; + } + } + + + private Camera FindCamera() + { + if (GetComponent()) + { + return GetComponent(); + } + + return Camera.main; + } + } +} diff --git a/Assets/Standard Assets/Utility/DragRigidbody.cs.meta b/Assets/Standard Assets/Utility/DragRigidbody.cs.meta new file mode 100644 index 0000000..42579c5 --- /dev/null +++ b/Assets/Standard Assets/Utility/DragRigidbody.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 58650e15a2607e44daa0f150e0061d89 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Utility/DynamicShadowSettings.cs b/Assets/Standard Assets/Utility/DynamicShadowSettings.cs new file mode 100644 index 0000000..bedb568 --- /dev/null +++ b/Assets/Standard Assets/Utility/DynamicShadowSettings.cs @@ -0,0 +1,51 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + public class DynamicShadowSettings : MonoBehaviour + { + public Light sunLight; + public float minHeight = 10; + public float minShadowDistance = 80; + public float minShadowBias = 1; + public float maxHeight = 1000; + public float maxShadowDistance = 10000; + public float maxShadowBias = 0.1f; + public float adaptTime = 1; + + private float m_SmoothHeight; + private float m_ChangeSpeed; + private float m_OriginalStrength = 1; + + + private void Start() + { + m_OriginalStrength = sunLight.shadowStrength; + } + + + // Update is called once per frame + private void Update() + { + Ray ray = new Ray(Camera.main.transform.position, -Vector3.up); + RaycastHit hit; + float height = transform.position.y; + if (Physics.Raycast(ray, out hit)) + { + height = hit.distance; + } + + if (Mathf.Abs(height - m_SmoothHeight) > 1) + { + m_SmoothHeight = Mathf.SmoothDamp(m_SmoothHeight, height, ref m_ChangeSpeed, adaptTime); + } + + float i = Mathf.InverseLerp(minHeight, maxHeight, m_SmoothHeight); + + QualitySettings.shadowDistance = Mathf.Lerp(minShadowDistance, maxShadowDistance, i); + sunLight.shadowBias = Mathf.Lerp(minShadowBias, maxShadowBias, 1 - ((1 - i)*(1 - i))); + sunLight.shadowStrength = Mathf.Lerp(m_OriginalStrength, 0, i); + } + } +} diff --git a/Assets/Standard Assets/Utility/DynamicShadowSettings.cs.meta b/Assets/Standard Assets/Utility/DynamicShadowSettings.cs.meta new file mode 100644 index 0000000..1bf45ee --- /dev/null +++ b/Assets/Standard Assets/Utility/DynamicShadowSettings.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 8566902b50d5bfb4fb7f8b89f9cdbe8b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Utility/EventSystemChecker.cs b/Assets/Standard Assets/Utility/EventSystemChecker.cs new file mode 100644 index 0000000..0401d31 --- /dev/null +++ b/Assets/Standard Assets/Utility/EventSystemChecker.cs @@ -0,0 +1,21 @@ +using System; +using System.Collections; +using UnityEngine; +using UnityEngine.EventSystems; + +public class EventSystemChecker : MonoBehaviour +{ + //public GameObject eventSystem; + + // Use this for initialization + void Awake () + { + if(!FindObjectOfType()) + { + //Instantiate(eventSystem); + GameObject obj = new GameObject("EventSystem"); + obj.AddComponent(); + obj.AddComponent().forceModuleActive = true; + } + } +} diff --git a/Assets/Standard Assets/Utility/EventSystemChecker.cs.meta b/Assets/Standard Assets/Utility/EventSystemChecker.cs.meta new file mode 100644 index 0000000..3b131fa --- /dev/null +++ b/Assets/Standard Assets/Utility/EventSystemChecker.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9c0578910bbe00d43919a92c7b9893fe +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Utility/FOVKick.cs b/Assets/Standard Assets/Utility/FOVKick.cs new file mode 100644 index 0000000..fbfab58 --- /dev/null +++ b/Assets/Standard Assets/Utility/FOVKick.cs @@ -0,0 +1,73 @@ +using System; +using System.Collections; +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + [Serializable] + public class FOVKick + { + public Camera Camera; // optional camera setup, if null the main camera will be used + [HideInInspector] public float originalFov; // the original fov + public float FOVIncrease = 3f; // the amount the field of view increases when going into a run + public float TimeToIncrease = 1f; // the amount of time the field of view will increase over + public float TimeToDecrease = 1f; // the amount of time the field of view will take to return to its original size + public AnimationCurve IncreaseCurve; + + + public void Setup(Camera camera) + { + CheckStatus(camera); + + Camera = camera; + originalFov = camera.fieldOfView; + } + + + private void CheckStatus(Camera camera) + { + if (camera == null) + { + throw new Exception("FOVKick camera is null, please supply the camera to the constructor"); + } + + if (IncreaseCurve == null) + { + throw new Exception( + "FOVKick Increase curve is null, please define the curve for the field of view kicks"); + } + } + + + public void ChangeCamera(Camera camera) + { + Camera = camera; + } + + + public IEnumerator FOVKickUp() + { + float t = Mathf.Abs((Camera.fieldOfView - originalFov)/FOVIncrease); + while (t < TimeToIncrease) + { + Camera.fieldOfView = originalFov + (IncreaseCurve.Evaluate(t/TimeToIncrease)*FOVIncrease); + t += Time.deltaTime; + yield return new WaitForEndOfFrame(); + } + } + + + public IEnumerator FOVKickDown() + { + float t = Mathf.Abs((Camera.fieldOfView - originalFov)/FOVIncrease); + while (t > 0) + { + Camera.fieldOfView = originalFov + (IncreaseCurve.Evaluate(t/TimeToDecrease)*FOVIncrease); + t -= Time.deltaTime; + yield return new WaitForEndOfFrame(); + } + //make sure that fov returns to the original size + Camera.fieldOfView = originalFov; + } + } +} diff --git a/Assets/Standard Assets/Utility/FOVKick.cs.meta b/Assets/Standard Assets/Utility/FOVKick.cs.meta new file mode 100644 index 0000000..50d5df6 --- /dev/null +++ b/Assets/Standard Assets/Utility/FOVKick.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 6045a93fb05b9c74884821030da2c46c +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Utility/FPSCounter.cs b/Assets/Standard Assets/Utility/FPSCounter.cs new file mode 100644 index 0000000..6f9bc54 --- /dev/null +++ b/Assets/Standard Assets/Utility/FPSCounter.cs @@ -0,0 +1,38 @@ +using System; +using UnityEngine; +using UnityEngine.UI; + +namespace UnityStandardAssets.Utility +{ + [RequireComponent(typeof (Text))] + public class FPSCounter : MonoBehaviour + { + const float fpsMeasurePeriod = 0.5f; + private int m_FpsAccumulator = 0; + private float m_FpsNextPeriod = 0; + private int m_CurrentFps; + const string display = "{0} FPS"; + private Text m_Text; + + + private void Start() + { + m_FpsNextPeriod = Time.realtimeSinceStartup + fpsMeasurePeriod; + m_Text = GetComponent(); + } + + + private void Update() + { + // measure average frames per second + m_FpsAccumulator++; + if (Time.realtimeSinceStartup > m_FpsNextPeriod) + { + m_CurrentFps = (int) (m_FpsAccumulator/fpsMeasurePeriod); + m_FpsAccumulator = 0; + m_FpsNextPeriod += fpsMeasurePeriod; + m_Text.text = string.Format(display, m_CurrentFps); + } + } + } +} diff --git a/Assets/Standard Assets/Utility/FPSCounter.cs.meta b/Assets/Standard Assets/Utility/FPSCounter.cs.meta new file mode 100644 index 0000000..8b9f3b8 --- /dev/null +++ b/Assets/Standard Assets/Utility/FPSCounter.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 22bbf57ec543cee42a5aa0ec2dd9e457 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Utility/FollowTarget.cs b/Assets/Standard Assets/Utility/FollowTarget.cs new file mode 100644 index 0000000..e7b91d9 --- /dev/null +++ b/Assets/Standard Assets/Utility/FollowTarget.cs @@ -0,0 +1,18 @@ +using System; +using UnityEngine; + + +namespace UnityStandardAssets.Utility +{ + public class FollowTarget : MonoBehaviour + { + public Transform target; + public Vector3 offset = new Vector3(0f, 7.5f, 0f); + + + private void LateUpdate() + { + transform.position = target.position + offset; + } + } +} diff --git a/Assets/Standard Assets/Utility/FollowTarget.cs.meta b/Assets/Standard Assets/Utility/FollowTarget.cs.meta new file mode 100644 index 0000000..28aa661 --- /dev/null +++ b/Assets/Standard Assets/Utility/FollowTarget.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 246cc59c7a84ea44f87f6b70acfe30c5 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Utility/ForcedReset.cs b/Assets/Standard Assets/Utility/ForcedReset.cs new file mode 100644 index 0000000..82d3e87 --- /dev/null +++ b/Assets/Standard Assets/Utility/ForcedReset.cs @@ -0,0 +1,18 @@ +using System; +using UnityEngine; +using UnityEngine.SceneManagement; +using UnityStandardAssets.CrossPlatformInput; + +[RequireComponent(typeof (GUITexture))] +public class ForcedReset : MonoBehaviour +{ + private void Update() + { + // if we have forced a reset ... + if (CrossPlatformInputManager.GetButtonDown("ResetObject")) + { + //... reload the scene + SceneManager.LoadScene(SceneManager.GetSceneAt(0).name); + } + } +} diff --git a/Assets/Standard Assets/Utility/ForcedReset.cs.meta b/Assets/Standard Assets/Utility/ForcedReset.cs.meta new file mode 100644 index 0000000..56690a5 --- /dev/null +++ b/Assets/Standard Assets/Utility/ForcedReset.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9b886447cba80f74e820adb3c9e70c76 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Utility/LerpControlledBob.cs b/Assets/Standard Assets/Utility/LerpControlledBob.cs new file mode 100644 index 0000000..8d6b92c --- /dev/null +++ b/Assets/Standard Assets/Utility/LerpControlledBob.cs @@ -0,0 +1,45 @@ +using System; +using System.Collections; +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + [Serializable] + public class LerpControlledBob + { + public float BobDuration; + public float BobAmount; + + private float m_Offset = 0f; + + + // provides the offset that can be used + public float Offset() + { + return m_Offset; + } + + + public IEnumerator DoBobCycle() + { + // make the camera move down slightly + float t = 0f; + while (t < BobDuration) + { + m_Offset = Mathf.Lerp(0f, BobAmount, t/BobDuration); + t += Time.deltaTime; + yield return new WaitForFixedUpdate(); + } + + // make it move back to neutral + t = 0f; + while (t < BobDuration) + { + m_Offset = Mathf.Lerp(BobAmount, 0f, t/BobDuration); + t += Time.deltaTime; + yield return new WaitForFixedUpdate(); + } + m_Offset = 0f; + } + } +} diff --git a/Assets/Standard Assets/Utility/LerpControlledBob.cs.meta b/Assets/Standard Assets/Utility/LerpControlledBob.cs.meta new file mode 100644 index 0000000..5321d93 --- /dev/null +++ b/Assets/Standard Assets/Utility/LerpControlledBob.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c1bbfafbde15c854681023b9e01e12dd +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Utility/ObjectResetter.cs b/Assets/Standard Assets/Utility/ObjectResetter.cs new file mode 100644 index 0000000..d019fa6 --- /dev/null +++ b/Assets/Standard Assets/Utility/ObjectResetter.cs @@ -0,0 +1,57 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + public class ObjectResetter : MonoBehaviour + { + private Vector3 originalPosition; + private Quaternion originalRotation; + private List originalStructure; + + private Rigidbody Rigidbody; + + // Use this for initialization + private void Start() + { + originalStructure = new List(GetComponentsInChildren()); + originalPosition = transform.position; + originalRotation = transform.rotation; + + Rigidbody = GetComponent(); + } + + + public void DelayedReset(float delay) + { + StartCoroutine(ResetCoroutine(delay)); + } + + + public IEnumerator ResetCoroutine(float delay) + { + yield return new WaitForSeconds(delay); + + // remove any gameobjects added (fire, skid trails, etc) + foreach (var t in GetComponentsInChildren()) + { + if (!originalStructure.Contains(t)) + { + t.parent = null; + } + } + + transform.position = originalPosition; + transform.rotation = originalRotation; + if (Rigidbody) + { + Rigidbody.velocity = Vector3.zero; + Rigidbody.angularVelocity = Vector3.zero; + } + + SendMessage("Reset"); + } + } +} diff --git a/Assets/Standard Assets/Utility/ObjectResetter.cs.meta b/Assets/Standard Assets/Utility/ObjectResetter.cs.meta new file mode 100644 index 0000000..4bcdef9 --- /dev/null +++ b/Assets/Standard Assets/Utility/ObjectResetter.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 643c971818f68d3439e84b5d8bdafe07 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Utility/ParticleSystemDestroyer.cs b/Assets/Standard Assets/Utility/ParticleSystemDestroyer.cs new file mode 100644 index 0000000..6399689 --- /dev/null +++ b/Assets/Standard Assets/Utility/ParticleSystemDestroyer.cs @@ -0,0 +1,62 @@ +using System; +using System.Collections; +using UnityEngine; +using Random = UnityEngine.Random; + +namespace UnityStandardAssets.Utility +{ + public class ParticleSystemDestroyer : MonoBehaviour + { + // allows a particle system to exist for a specified duration, + // then shuts off emission, and waits for all particles to expire + // before destroying the gameObject + + public float minDuration = 8; + public float maxDuration = 10; + + private float m_MaxLifetime; + private bool m_EarlyStop; + + + private IEnumerator Start() + { + var systems = GetComponentsInChildren(); + + // find out the maximum lifetime of any particles in this effect + foreach (var system in systems) + { + m_MaxLifetime = Mathf.Max(system.startLifetime, m_MaxLifetime); + } + + // wait for random duration + + float stopTime = Time.time + Random.Range(minDuration, maxDuration); + + while (Time.time < stopTime || m_EarlyStop) + { + yield return null; + } + Debug.Log("stopping " + name); + + // turn off emission + foreach (var system in systems) + { + var emission = system.emission; + emission.enabled = false; + } + BroadcastMessage("Extinguish", SendMessageOptions.DontRequireReceiver); + + // wait for any remaining particles to expire + yield return new WaitForSeconds(m_MaxLifetime); + + Destroy(gameObject); + } + + + public void Stop() + { + // stops the particle system early + m_EarlyStop = true; + } + } +} diff --git a/Assets/Standard Assets/Utility/ParticleSystemDestroyer.cs.meta b/Assets/Standard Assets/Utility/ParticleSystemDestroyer.cs.meta new file mode 100644 index 0000000..ac73e15 --- /dev/null +++ b/Assets/Standard Assets/Utility/ParticleSystemDestroyer.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 29014cd42b6d273408e0ceefd336c0b3 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UnityEngine; + +namespace UnityStandardAssets.Utility +{ + public class SimpleActivatorMenu : MonoBehaviour + { + // An incredibly simple menu which, when given references + // to gameobjects in the scene + public GUIText camSwitchButton; + public GameObject[] objects; + + + private int m_CurrentActiveObject; + + + private void OnEnable() + { + // active object starts from first in array + m_CurrentActiveObject = 0; + camSwitchButton.text = objects[m_CurrentActiveObject].name; + } + + + public void NextCamera() + { + int nextactiveobject = m_CurrentActiveObject + 1 >= objects.Length ? 0 : m_CurrentActiveObject + 1; + + for (int i = 0; i < objects.Length; i++) + { + objects[i].SetActive(i == nextactiveobject); + } + + m_CurrentActiveObject = nextactiveobject; + camSwitchButton.text = objects[m_CurrentActiveObject].name; + } + } +} diff --git a/Assets/Standard Assets/Utility/SimpleActivatorMenu.cs.meta b/Assets/Standard Assets/Utility/SimpleActivatorMenu.cs.meta new file mode 100644 index 0000000..45823d1 --- /dev/null +++ b/Assets/Standard Assets/Utility/SimpleActivatorMenu.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 69b69a5b0e0a85b4aa97a7edc40c37d1 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Utility/SimpleMouseRotator.cs b/Assets/Standard Assets/Utility/SimpleMouseRotator.cs new file mode 100644 index 0000000..5b1ef5a --- /dev/null +++ b/Assets/Standard Assets/Utility/SimpleMouseRotator.cs @@ -0,0 +1,113 @@ +using System; +using UnityEngine; +using UnityStandardAssets.CrossPlatformInput; + +namespace UnityStandardAssets.Utility +{ + public class SimpleMouseRotator : MonoBehaviour + { + // A mouselook behaviour with constraints which operate relative to + // this gameobject's initial rotation. + // Only rotates around local X and Y. + // Works in local coordinates, so if this object is parented + // to another moving gameobject, its local constraints will + // operate correctly + // (Think: looking out the side window of a car, or a gun turret + // on a moving spaceship with a limited angular range) + // to have no constraints on an axis, set the rotationRange to 360 or greater. + public Vector2 rotationRange = new Vector3(70, 70); + public float rotationSpeed = 10; + public float dampingTime = 0.2f; + public bool autoZeroVerticalOnMobile = true; + public bool autoZeroHorizontalOnMobile = false; + public bool relative = true; + + + private Vector3 m_TargetAngles; + private Vector3 m_FollowAngles; + private Vector3 m_FollowVelocity; + private Quaternion m_OriginalRotation; + + + private void Start() + { + m_OriginalRotation = transform.localRotation; + } + + + private void Update() + { + // we make initial calculations from the original local rotation + transform.localRotation = m_OriginalRotation; + + // read input from mouse or mobile controls + float inputH; + float inputV; + if (relative) + { + inputH = CrossPlatformInputManager.GetAxis("Mouse X"); + inputV = CrossPlatformInputManager.GetAxis("Mouse Y"); + + // wrap values to avoid springing quickly the wrong way from positive to negative + if (m_TargetAngles.y > 180) + { + m_TargetAngles.y -= 360; + m_FollowAngles.y -= 360; + } + if (m_TargetAngles.x > 180) + { + m_TargetAngles.x -= 360; + m_FollowAngles.x -= 360; + } + if (m_TargetAngles.y < -180) + { + m_TargetAngles.y += 360; + m_FollowAngles.y += 360; + } + if (m_TargetAngles.x < -180) + { + m_TargetAngles.x += 360; + m_FollowAngles.x += 360; + } + +#if MOBILE_INPUT + // on mobile, sometimes we want input mapped directly to tilt value, + // so it springs back automatically when the look input is released. + if (autoZeroHorizontalOnMobile) { + m_TargetAngles.y = Mathf.Lerp (-rotationRange.y * 0.5f, rotationRange.y * 0.5f, inputH * .5f + .5f); + } else { + m_TargetAngles.y += inputH * rotationSpeed; + } + if (autoZeroVerticalOnMobile) { + m_TargetAngles.x = Mathf.Lerp (-rotationRange.x * 0.5f, rotationRange.x * 0.5f, inputV * .5f + .5f); + } else { + m_TargetAngles.x += inputV * rotationSpeed; + } +#else + // with mouse input, we have direct control with no springback required. + m_TargetAngles.y += inputH*rotationSpeed; + m_TargetAngles.x += inputV*rotationSpeed; +#endif + + // clamp values to allowed range + m_TargetAngles.y = Mathf.Clamp(m_TargetAngles.y, -rotationRange.y*0.5f, rotationRange.y*0.5f); + m_TargetAngles.x = Mathf.Clamp(m_TargetAngles.x, -rotationRange.x*0.5f, rotationRange.x*0.5f); + } + else + { + inputH = Input.mousePosition.x; + inputV = Input.mousePosition.y; + + // set values to allowed range + m_TargetAngles.y = Mathf.Lerp(-rotationRange.y*0.5f, rotationRange.y*0.5f, inputH/Screen.width); + m_TargetAngles.x = Mathf.Lerp(-rotationRange.x*0.5f, rotationRange.x*0.5f, inputV/Screen.height); + } + + // smoothly interpolate current values to target angles + m_FollowAngles = Vector3.SmoothDamp(m_FollowAngles, m_TargetAngles, ref m_FollowVelocity, dampingTime); + + // update the actual gameobject's rotation + transform.localRotation = m_OriginalRotation*Quaternion.Euler(-m_FollowAngles.x, m_FollowAngles.y, 0); + } + } +} diff --git a/Assets/Standard Assets/Utility/SimpleMouseRotator.cs.meta b/Assets/Standard Assets/Utility/SimpleMouseRotator.cs.meta new file mode 100644 index 0000000..4c2b617 --- /dev/null +++ b/Assets/Standard Assets/Utility/SimpleMouseRotator.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: cadd54e4832aeef4b9359f44cbe335cd +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Utility/SmoothFollow.cs b/Assets/Standard Assets/Utility/SmoothFollow.cs new file mode 100644 index 0000000..01881dc --- /dev/null +++ b/Assets/Standard Assets/Utility/SmoothFollow.cs @@ -0,0 +1,61 @@ +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + public class SmoothFollow : MonoBehaviour + { + + // The target we are following + [SerializeField] + private Transform target; + // The distance in the x-z plane to the target + [SerializeField] + private float distance = 10.0f; + // the height we want the camera to be above the target + [SerializeField] + private float height = 5.0f; + + [SerializeField] + private float rotationDamping; + [SerializeField] + private float heightDamping; + + // Use this for initialization + void Start() { } + + // Update is called once per frame + void LateUpdate() + { + // Early out if we don't have a target + if (!target) + return; + + // Calculate the current rotation angles + var wantedRotationAngle = target.eulerAngles.y; + var wantedHeight = target.position.y + height; + + var currentRotationAngle = transform.eulerAngles.y; + var currentHeight = transform.position.y; + + // Damp the rotation around the y-axis + currentRotationAngle = Mathf.LerpAngle(currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime); + + // Damp the height + currentHeight = Mathf.Lerp(currentHeight, wantedHeight, heightDamping * Time.deltaTime); + + // Convert the angle into a rotation + var currentRotation = Quaternion.Euler(0, currentRotationAngle, 0); + + // Set the position of the camera on the x-z plane to: + // distance meters behind the target + transform.position = target.position; + transform.position -= currentRotation * Vector3.forward * distance; + + // Set the height of the camera + transform.position = new Vector3(transform.position.x ,currentHeight , transform.position.z); + + // Always look at the target + transform.LookAt(target); + } + } +} \ No newline at end of file diff --git a/Assets/Standard Assets/Utility/SmoothFollow.cs.meta b/Assets/Standard Assets/Utility/SmoothFollow.cs.meta new file mode 100644 index 0000000..8e0ee92 --- /dev/null +++ b/Assets/Standard Assets/Utility/SmoothFollow.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: f76806479d916a64aa03f8e3eba7912f +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Utility/TimedObjectActivator.cs b/Assets/Standard Assets/Utility/TimedObjectActivator.cs new file mode 100644 index 0000000..7c0b13b --- /dev/null +++ b/Assets/Standard Assets/Utility/TimedObjectActivator.cs @@ -0,0 +1,216 @@ +using System; +using System.Collections; +using UnityEngine; +using UnityEngine.SceneManagement; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace UnityStandardAssets.Utility +{ + public class TimedObjectActivator : MonoBehaviour + { + public enum Action + { + Activate, + Deactivate, + Destroy, + ReloadLevel, + Call, + } + + + [Serializable] + public class Entry + { + public GameObject target; + public Action action; + public float delay; + } + + + [Serializable] + public class Entries + { + public Entry[] entries; + } + + + public Entries entries = new Entries(); + + + private void Awake() + { + foreach (Entry entry in entries.entries) + { + switch (entry.action) + { + case Action.Activate: + StartCoroutine(Activate(entry)); + break; + case Action.Deactivate: + StartCoroutine(Deactivate(entry)); + break; + case Action.Destroy: + Destroy(entry.target, entry.delay); + break; + + case Action.ReloadLevel: + StartCoroutine(ReloadLevel(entry)); + break; + } + } + } + + + private IEnumerator Activate(Entry entry) + { + yield return new WaitForSeconds(entry.delay); + entry.target.SetActive(true); + } + + + private IEnumerator Deactivate(Entry entry) + { + yield return new WaitForSeconds(entry.delay); + entry.target.SetActive(false); + } + + + private IEnumerator ReloadLevel(Entry entry) + { + yield return new WaitForSeconds(entry.delay); + SceneManager.LoadScene(SceneManager.GetSceneAt(0).name); + } + } +} + + +namespace UnityStandardAssets.Utility.Inspector +{ +#if UNITY_EDITOR + [CustomPropertyDrawer(typeof (TimedObjectActivator.Entries))] + public class EntriesDrawer : PropertyDrawer + { + private const float k_LineHeight = 18; + private const float k_Spacing = 4; + + + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + EditorGUI.BeginProperty(position, label, property); + + float x = position.x; + float y = position.y; + float width = position.width; + + // Draw label + EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label); + + // Don't make child fields be indented + var indent = EditorGUI.indentLevel; + EditorGUI.indentLevel = 0; + + var entries = property.FindPropertyRelative("entries"); + + if (entries.arraySize > 0) + { + float actionWidth = .25f*width; + float targetWidth = .6f*width; + float delayWidth = .1f*width; + float buttonWidth = .05f*width; + + for (int i = 0; i < entries.arraySize; ++i) + { + y += k_LineHeight + k_Spacing; + + var entry = entries.GetArrayElementAtIndex(i); + + float rowX = x; + + // Calculate rects + Rect actionRect = new Rect(rowX, y, actionWidth, k_LineHeight); + rowX += actionWidth; + + Rect targetRect = new Rect(rowX, y, targetWidth, k_LineHeight); + rowX += targetWidth; + + Rect delayRect = new Rect(rowX, y, delayWidth, k_LineHeight); + rowX += delayWidth; + + Rect buttonRect = new Rect(rowX, y, buttonWidth, k_LineHeight); + rowX += buttonWidth; + + // Draw fields - passs GUIContent.none to each so they are drawn without labels + + if (entry.FindPropertyRelative("action").enumValueIndex != + (int) TimedObjectActivator.Action.ReloadLevel) + { + EditorGUI.PropertyField(actionRect, entry.FindPropertyRelative("action"), GUIContent.none); + EditorGUI.PropertyField(targetRect, entry.FindPropertyRelative("target"), GUIContent.none); + } + else + { + actionRect.width = actionRect.width + targetRect.width; + EditorGUI.PropertyField(actionRect, entry.FindPropertyRelative("action"), GUIContent.none); + } + + EditorGUI.PropertyField(delayRect, entry.FindPropertyRelative("delay"), GUIContent.none); + if (GUI.Button(buttonRect, "-")) + { + entries.DeleteArrayElementAtIndex(i); + break; + } + } + } + + // add & sort buttons + y += k_LineHeight + k_Spacing; + + var addButtonRect = new Rect(position.x + position.width - 120, y, 60, k_LineHeight); + if (GUI.Button(addButtonRect, "Add")) + { + entries.InsertArrayElementAtIndex(entries.arraySize); + } + + var sortButtonRect = new Rect(position.x + position.width - 60, y, 60, k_LineHeight); + if (GUI.Button(sortButtonRect, "Sort")) + { + bool changed = true; + while (entries.arraySize > 1 && changed) + { + changed = false; + for (int i = 0; i < entries.arraySize - 1; ++i) + { + var e1 = entries.GetArrayElementAtIndex(i); + var e2 = entries.GetArrayElementAtIndex(i + 1); + + if (e1.FindPropertyRelative("delay").floatValue > e2.FindPropertyRelative("delay").floatValue) + { + entries.MoveArrayElement(i + 1, i); + changed = true; + break; + } + } + } + } + + + // Set indent back to what it was + EditorGUI.indentLevel = indent; + // + + + EditorGUI.EndProperty(); + } + + + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) + { + SerializedProperty entries = property.FindPropertyRelative("entries"); + float lineAndSpace = k_LineHeight + k_Spacing; + return 40 + (entries.arraySize*lineAndSpace) + lineAndSpace; + } + } +#endif +} diff --git a/Assets/Standard Assets/Utility/TimedObjectActivator.cs.meta b/Assets/Standard Assets/Utility/TimedObjectActivator.cs.meta new file mode 100644 index 0000000..e2fd0fc --- /dev/null +++ b/Assets/Standard Assets/Utility/TimedObjectActivator.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 3a7cedf246fca744f90cbdc9dbe41166 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Utility/TimedObjectDestructor.cs b/Assets/Standard Assets/Utility/TimedObjectDestructor.cs new file mode 100644 index 0000000..fdf5e07 --- /dev/null +++ b/Assets/Standard Assets/Utility/TimedObjectDestructor.cs @@ -0,0 +1,27 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + public class TimedObjectDestructor : MonoBehaviour + { + [SerializeField] private float m_TimeOut = 1.0f; + [SerializeField] private bool m_DetachChildren = false; + + + private void Awake() + { + Invoke("DestroyNow", m_TimeOut); + } + + + private void DestroyNow() + { + if (m_DetachChildren) + { + transform.DetachChildren(); + } + DestroyObject(gameObject); + } + } +} diff --git a/Assets/Standard Assets/Utility/TimedObjectDestructor.cs.meta b/Assets/Standard Assets/Utility/TimedObjectDestructor.cs.meta new file mode 100644 index 0000000..9dec4d4 --- /dev/null +++ b/Assets/Standard Assets/Utility/TimedObjectDestructor.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 37fac21d1f093d344816942d1abce94e +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Utility/WaypointCircuit.cs b/Assets/Standard Assets/Utility/WaypointCircuit.cs new file mode 100644 index 0000000..4f483fa --- /dev/null +++ b/Assets/Standard Assets/Utility/WaypointCircuit.cs @@ -0,0 +1,384 @@ +using System; +using System.Collections; +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; + +#endif + +namespace UnityStandardAssets.Utility +{ + public class WaypointCircuit : MonoBehaviour + { + public WaypointList waypointList = new WaypointList(); + [SerializeField] private bool smoothRoute = true; + private int numPoints; + private Vector3[] points; + private float[] distances; + + public float editorVisualisationSubsteps = 100; + public float Length { get; private set; } + + public Transform[] Waypoints + { + get { return waypointList.items; } + } + + //this being here will save GC allocs + private int p0n; + private int p1n; + private int p2n; + private int p3n; + + private float i; + private Vector3 P0; + private Vector3 P1; + private Vector3 P2; + private Vector3 P3; + + // Use this for initialization + private void Awake() + { + if (Waypoints.Length > 1) + { + CachePositionsAndDistances(); + } + numPoints = Waypoints.Length; + } + + + public RoutePoint GetRoutePoint(float dist) + { + // position and direction + Vector3 p1 = GetRoutePosition(dist); + Vector3 p2 = GetRoutePosition(dist + 0.1f); + Vector3 delta = p2 - p1; + return new RoutePoint(p1, delta.normalized); + } + + + public Vector3 GetRoutePosition(float dist) + { + int point = 0; + + if (Length == 0) + { + Length = distances[distances.Length - 1]; + } + + dist = Mathf.Repeat(dist, Length); + + while (distances[point] < dist) + { + ++point; + } + + + // get nearest two points, ensuring points wrap-around start & end of circuit + p1n = ((point - 1) + numPoints)%numPoints; + p2n = point; + + // found point numbers, now find interpolation value between the two middle points + + i = Mathf.InverseLerp(distances[p1n], distances[p2n], dist); + + if (smoothRoute) + { + // smooth catmull-rom calculation between the two relevant points + + + // get indices for the surrounding 2 points, because + // four points are required by the catmull-rom function + p0n = ((point - 2) + numPoints)%numPoints; + p3n = (point + 1)%numPoints; + + // 2nd point may have been the 'last' point - a dupe of the first, + // (to give a value of max track distance instead of zero) + // but now it must be wrapped back to zero if that was the case. + p2n = p2n%numPoints; + + P0 = points[p0n]; + P1 = points[p1n]; + P2 = points[p2n]; + P3 = points[p3n]; + + return CatmullRom(P0, P1, P2, P3, i); + } + else + { + // simple linear lerp between the two points: + + p1n = ((point - 1) + numPoints)%numPoints; + p2n = point; + + return Vector3.Lerp(points[p1n], points[p2n], i); + } + } + + + private Vector3 CatmullRom(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float i) + { + // comments are no use here... it's the catmull-rom equation. + // Un-magic this, lord vector! + return 0.5f* + ((2*p1) + (-p0 + p2)*i + (2*p0 - 5*p1 + 4*p2 - p3)*i*i + + (-p0 + 3*p1 - 3*p2 + p3)*i*i*i); + } + + + private void CachePositionsAndDistances() + { + // transfer the position of each point and distances between points to arrays for + // speed of lookup at runtime + points = new Vector3[Waypoints.Length + 1]; + distances = new float[Waypoints.Length + 1]; + + float accumulateDistance = 0; + for (int i = 0; i < points.Length; ++i) + { + var t1 = Waypoints[(i)%Waypoints.Length]; + var t2 = Waypoints[(i + 1)%Waypoints.Length]; + if (t1 != null && t2 != null) + { + Vector3 p1 = t1.position; + Vector3 p2 = t2.position; + points[i] = Waypoints[i%Waypoints.Length].position; + distances[i] = accumulateDistance; + accumulateDistance += (p1 - p2).magnitude; + } + } + } + + + private void OnDrawGizmos() + { + DrawGizmos(false); + } + + + private void OnDrawGizmosSelected() + { + DrawGizmos(true); + } + + + private void DrawGizmos(bool selected) + { + waypointList.circuit = this; + if (Waypoints.Length > 1) + { + numPoints = Waypoints.Length; + + CachePositionsAndDistances(); + Length = distances[distances.Length - 1]; + + Gizmos.color = selected ? Color.yellow : new Color(1, 1, 0, 0.5f); + Vector3 prev = Waypoints[0].position; + if (smoothRoute) + { + for (float dist = 0; dist < Length; dist += Length/editorVisualisationSubsteps) + { + Vector3 next = GetRoutePosition(dist + 1); + Gizmos.DrawLine(prev, next); + prev = next; + } + Gizmos.DrawLine(prev, Waypoints[0].position); + } + else + { + for (int n = 0; n < Waypoints.Length; ++n) + { + Vector3 next = Waypoints[(n + 1)%Waypoints.Length].position; + Gizmos.DrawLine(prev, next); + prev = next; + } + } + } + } + + + [Serializable] + public class WaypointList + { + public WaypointCircuit circuit; + public Transform[] items = new Transform[0]; + } + + public struct RoutePoint + { + public Vector3 position; + public Vector3 direction; + + + public RoutePoint(Vector3 position, Vector3 direction) + { + this.position = position; + this.direction = direction; + } + } + } +} + +namespace UnityStandardAssets.Utility.Inspector +{ +#if UNITY_EDITOR + [CustomPropertyDrawer(typeof (WaypointCircuit.WaypointList))] + public class WaypointListDrawer : PropertyDrawer + { + private float lineHeight = 18; + private float spacing = 4; + + + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + EditorGUI.BeginProperty(position, label, property); + + float x = position.x; + float y = position.y; + float inspectorWidth = position.width; + + // Draw label + + + // Don't make child fields be indented + var indent = EditorGUI.indentLevel; + EditorGUI.indentLevel = 0; + + var items = property.FindPropertyRelative("items"); + var titles = new string[] {"Transform", "", "", ""}; + var props = new string[] {"transform", "^", "v", "-"}; + var widths = new float[] {.7f, .1f, .1f, .1f}; + float lineHeight = 18; + bool changedLength = false; + if (items.arraySize > 0) + { + for (int i = -1; i < items.arraySize; ++i) + { + var item = items.GetArrayElementAtIndex(i); + + float rowX = x; + for (int n = 0; n < props.Length; ++n) + { + float w = widths[n]*inspectorWidth; + + // Calculate rects + Rect rect = new Rect(rowX, y, w, lineHeight); + rowX += w; + + if (i == -1) + { + EditorGUI.LabelField(rect, titles[n]); + } + else + { + if (n == 0) + { + EditorGUI.ObjectField(rect, item.objectReferenceValue, typeof (Transform), true); + } + else + { + if (GUI.Button(rect, props[n])) + { + switch (props[n]) + { + case "-": + items.DeleteArrayElementAtIndex(i); + items.DeleteArrayElementAtIndex(i); + changedLength = true; + break; + case "v": + if (i > 0) + { + items.MoveArrayElement(i, i + 1); + } + break; + case "^": + if (i < items.arraySize - 1) + { + items.MoveArrayElement(i, i - 1); + } + break; + } + } + } + } + } + + y += lineHeight + spacing; + if (changedLength) + { + break; + } + } + } + else + { + // add button + var addButtonRect = new Rect((x + position.width) - widths[widths.Length - 1]*inspectorWidth, y, + widths[widths.Length - 1]*inspectorWidth, lineHeight); + if (GUI.Button(addButtonRect, "+")) + { + items.InsertArrayElementAtIndex(items.arraySize); + } + + y += lineHeight + spacing; + } + + // add all button + var addAllButtonRect = new Rect(x, y, inspectorWidth, lineHeight); + if (GUI.Button(addAllButtonRect, "Assign using all child objects")) + { + var circuit = property.FindPropertyRelative("circuit").objectReferenceValue as WaypointCircuit; + var children = new Transform[circuit.transform.childCount]; + int n = 0; + foreach (Transform child in circuit.transform) + { + children[n++] = child; + } + Array.Sort(children, new TransformNameComparer()); + circuit.waypointList.items = new Transform[children.Length]; + for (n = 0; n < children.Length; ++n) + { + circuit.waypointList.items[n] = children[n]; + } + } + y += lineHeight + spacing; + + // rename all button + var renameButtonRect = new Rect(x, y, inspectorWidth, lineHeight); + if (GUI.Button(renameButtonRect, "Auto Rename numerically from this order")) + { + var circuit = property.FindPropertyRelative("circuit").objectReferenceValue as WaypointCircuit; + int n = 0; + foreach (Transform child in circuit.waypointList.items) + { + child.name = "Waypoint " + (n++).ToString("000"); + } + } + y += lineHeight + spacing; + + // Set indent back to what it was + EditorGUI.indentLevel = indent; + EditorGUI.EndProperty(); + } + + + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) + { + SerializedProperty items = property.FindPropertyRelative("items"); + float lineAndSpace = lineHeight + spacing; + return 40 + (items.arraySize*lineAndSpace) + lineAndSpace; + } + + + // comparer for check distances in ray cast hits + public class TransformNameComparer : IComparer + { + public int Compare(object x, object y) + { + return ((Transform) x).name.CompareTo(((Transform) y).name); + } + } + } +#endif +} diff --git a/Assets/Standard Assets/Utility/WaypointCircuit.cs.meta b/Assets/Standard Assets/Utility/WaypointCircuit.cs.meta new file mode 100644 index 0000000..7dd72d7 --- /dev/null +++ b/Assets/Standard Assets/Utility/WaypointCircuit.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 70852dc981465ea48bb527b9e33a87fd +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Utility/WaypointProgressTracker.cs b/Assets/Standard Assets/Utility/WaypointProgressTracker.cs new file mode 100644 index 0000000..750b779 --- /dev/null +++ b/Assets/Standard Assets/Utility/WaypointProgressTracker.cs @@ -0,0 +1,152 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + public class WaypointProgressTracker : MonoBehaviour + { + // This script can be used with any object that is supposed to follow a + // route marked out by waypoints. + + // This script manages the amount to look ahead along the route, + // and keeps track of progress and laps. + + [SerializeField] private WaypointCircuit circuit; // A reference to the waypoint-based route we should follow + + [SerializeField] private float lookAheadForTargetOffset = 5; + // The offset ahead along the route that the we will aim for + + [SerializeField] private float lookAheadForTargetFactor = .1f; + // A multiplier adding distance ahead along the route to aim for, based on current speed + + [SerializeField] private float lookAheadForSpeedOffset = 10; + // The offset ahead only the route for speed adjustments (applied as the rotation of the waypoint target transform) + + [SerializeField] private float lookAheadForSpeedFactor = .2f; + // A multiplier adding distance ahead along the route for speed adjustments + + [SerializeField] private ProgressStyle progressStyle = ProgressStyle.SmoothAlongRoute; + // whether to update the position smoothly along the route (good for curved paths) or just when we reach each waypoint. + + [SerializeField] private float pointToPointThreshold = 4; + // proximity to waypoint which must be reached to switch target to next waypoint : only used in PointToPoint mode. + + public enum ProgressStyle + { + SmoothAlongRoute, + PointToPoint, + } + + // these are public, readable by other objects - i.e. for an AI to know where to head! + public WaypointCircuit.RoutePoint targetPoint { get; private set; } + public WaypointCircuit.RoutePoint speedPoint { get; private set; } + public WaypointCircuit.RoutePoint progressPoint { get; private set; } + + public Transform target; + + private float progressDistance; // The progress round the route, used in smooth mode. + private int progressNum; // the current waypoint number, used in point-to-point mode. + private Vector3 lastPosition; // Used to calculate current speed (since we may not have a rigidbody component) + private float speed; // current speed of this object (calculated from delta since last frame) + + // setup script properties + private void Start() + { + // we use a transform to represent the point to aim for, and the point which + // is considered for upcoming changes-of-speed. This allows this component + // to communicate this information to the AI without requiring further dependencies. + + // You can manually create a transform and assign it to this component *and* the AI, + // then this component will update it, and the AI can read it. + if (target == null) + { + target = new GameObject(name + " Waypoint Target").transform; + } + + Reset(); + } + + + // reset the object to sensible values + public void Reset() + { + progressDistance = 0; + progressNum = 0; + if (progressStyle == ProgressStyle.PointToPoint) + { + target.position = circuit.Waypoints[progressNum].position; + target.rotation = circuit.Waypoints[progressNum].rotation; + } + } + + + private void Update() + { + if (progressStyle == ProgressStyle.SmoothAlongRoute) + { + // determine the position we should currently be aiming for + // (this is different to the current progress position, it is a a certain amount ahead along the route) + // we use lerp as a simple way of smoothing out the speed over time. + if (Time.deltaTime > 0) + { + speed = Mathf.Lerp(speed, (lastPosition - transform.position).magnitude/Time.deltaTime, + Time.deltaTime); + } + target.position = + circuit.GetRoutePoint(progressDistance + lookAheadForTargetOffset + lookAheadForTargetFactor*speed) + .position; + target.rotation = + Quaternion.LookRotation( + circuit.GetRoutePoint(progressDistance + lookAheadForSpeedOffset + lookAheadForSpeedFactor*speed) + .direction); + + + // get our current progress along the route + progressPoint = circuit.GetRoutePoint(progressDistance); + Vector3 progressDelta = progressPoint.position - transform.position; + if (Vector3.Dot(progressDelta, progressPoint.direction) < 0) + { + progressDistance += progressDelta.magnitude*0.5f; + } + + lastPosition = transform.position; + } + else + { + // point to point mode. Just increase the waypoint if we're close enough: + + Vector3 targetDelta = target.position - transform.position; + if (targetDelta.magnitude < pointToPointThreshold) + { + progressNum = (progressNum + 1)%circuit.Waypoints.Length; + } + + + target.position = circuit.Waypoints[progressNum].position; + target.rotation = circuit.Waypoints[progressNum].rotation; + + // get our current progress along the route + progressPoint = circuit.GetRoutePoint(progressDistance); + Vector3 progressDelta = progressPoint.position - transform.position; + if (Vector3.Dot(progressDelta, progressPoint.direction) < 0) + { + progressDistance += progressDelta.magnitude; + } + lastPosition = transform.position; + } + } + + + private void OnDrawGizmos() + { + if (Application.isPlaying) + { + Gizmos.color = Color.green; + Gizmos.DrawLine(transform.position, target.position); + Gizmos.DrawWireSphere(circuit.GetRoutePosition(progressDistance), 1); + Gizmos.color = Color.yellow; + Gizmos.DrawLine(target.position, 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LIGHTMAP_OFF DYNAMICLIGHTMAP_OFF pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1 +Cmd: compileSnippet + api=4 type=1 insize=6930 outsize=798 kw=DIRECTIONAL SHADOWS_SCREEN LIGHTMAP_OFF DYNAMICLIGHTMAP_OFF pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1 +Cmd: compileSnippet + api=4 type=0 insize=7145 outsize=2310 kw=DIRECTIONAL SHADOWS_SCREEN LIGHTMAP_OFF DYNAMICLIGHTMAP_OFF pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1 +Cmd: compileSnippet + api=4 type=1 insize=7145 outsize=1278 kw=DIRECTIONAL SHADOWS_SCREEN LIGHTMAP_OFF DYNAMICLIGHTMAP_OFF pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1 +Cmd: compileSnippet + api=4 type=0 insize=7672 outsize=2534 kw=DIRECTIONAL SHADOWS_SCREEN LIGHTMAP_OFF DYNAMICLIGHTMAP_OFF pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1 +Cmd: compileSnippet + api=4 type=1 insize=7672 outsize=2974 kw=DIRECTIONAL SHADOWS_SCREEN LIGHTMAP_OFF DYNAMICLIGHTMAP_OFF pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1 +Cmd: compileSnippet + api=4 type=0 insize=8077 outsize=2614 kw=DIRECTIONAL SHADOWS_SCREEN LIGHTMAP_OFF DYNAMICLIGHTMAP_OFF pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1 +Cmd: compileSnippet + api=4 type=1 insize=8077 outsize=3110 kw=DIRECTIONAL SHADOWS_SCREEN LIGHTMAP_OFF DYNAMICLIGHTMAP_OFF pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1 +Cmd: compileSnippet + api=4 type=0 insize=3935 outsize=1342 kw=SPOT pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1 +Cmd: compileSnippet + api=4 type=1 insize=3935 outsize=1662 kw=SPOT pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1 +Cmd: compileSnippet + api=4 type=0 insize=5128 outsize=1966 kw=SPOT pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1 +Cmd: compileSnippet + api=4 type=1 insize=5128 outsize=2050 kw=SPOT pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1 +Cmd: compileSnippet + api=4 type=0 insize=5314 outsize=1966 kw=SPOT pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1 +Cmd: compileSnippet + api=4 type=1 insize=5314 outsize=2050 kw=SPOT pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1 +Cmd: compileSnippet + api=4 type=0 insize=7307 outsize=2354 kw=DIRECTIONAL SHADOWS_SCREEN LIGHTMAP_OFF DYNAMICLIGHTMAP_OFF pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1 +Cmd: compileSnippet + api=4 type=1 insize=7307 outsize=898 kw=DIRECTIONAL SHADOWS_SCREEN LIGHTMAP_OFF DYNAMICLIGHTMAP_OFF pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1 +Cmd: compileSnippet + api=4 type=0 insize=986 outsize=1946 kw=DIRECTIONAL LIGHTMAP_OFF DYNAMICLIGHTMAP_OFF _EMISSION pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1 +Cmd: compileSnippet + api=4 type=1 insize=986 outsize=6454 kw=DIRECTIONAL LIGHTMAP_OFF DYNAMICLIGHTMAP_OFF _EMISSION pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1 +Cmd: compileSnippet + api=4 type=0 insize=598 outsize=1734 kw=SHADOWS_DEPTH pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1 +Cmd: compileSnippet + api=4 type=1 insize=598 outsize=218 kw=SHADOWS_DEPTH pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1 +Cmd: compileSnippet + api=4 type=0 insize=6920 outsize=2118 kw=DIRECTIONAL LIGHTMAP_OFF DYNAMICLIGHTMAP_OFF pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1 +Cmd: compileSnippet + api=4 type=1 insize=6920 outsize=610 kw=DIRECTIONAL LIGHTMAP_OFF DYNAMICLIGHTMAP_OFF pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1 +Cmd: compileSnippet + api=4 type=0 insize=839 outsize=370 kw= pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1 +Cmd: compileSnippet + api=4 type=1 insize=839 outsize=246 kw= pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1 +Cmd: compileSnippet + api=4 type=0 insize=1011 outsize=522 kw= pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1 +Cmd: compileSnippet + api=4 type=1 insize=1011 outsize=346 kw= pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1 +Cmd: compileSnippet + api=4 type=0 insize=980 outsize=522 kw= pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1 +Cmd: compileSnippet + api=4 type=1 insize=980 outsize=298 kw= pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1 +Cmd: compileSnippet + api=4 type=0 insize=7252 outsize=2162 kw=DIRECTIONAL LIGHTMAP_OFF DYNAMICLIGHTMAP_OFF pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 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UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1 +Cmd: compileSnippet + api=4 type=1 insize=1031 outsize=746 kw= pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1 +Cmd: compileSnippet + api=4 type=0 insize=912 outsize=2346 kw=POINT _METALLICGLOSSMAP _NORMALMAP pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1 +Cmd: compileSnippet + api=4 type=1 insize=912 outsize=3510 kw=POINT _METALLICGLOSSMAP _NORMALMAP pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1 +Cmd: preprocess + insize=1376 outsize=650 ok=1 +Cmd: compileSnippet + api=4 type=0 insize=1028 outsize=630 kw= pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1 +Cmd: compileSnippet + api=4 type=1 insize=1028 outsize=450 kw= pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1 +Cmd: preprocess + insize=1569 outsize=649 ok=1 +Cmd: compileSnippet + api=4 type=0 insize=1220 outsize=630 kw= pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1 +Cmd: compileSnippet + api=4 type=1 insize=1220 outsize=510 kw= pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1 +Cmd: preprocess + insize=336 outsize=336 ok=1 +Cmd: compileSnippet + api=4 type=0 insize=634 outsize=454 kw= pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1 +Cmd: compileSnippet + api=4 type=1 insize=634 outsize=250 kw= pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1 diff --git a/ProjectSettings/AudioManager.asset b/ProjectSettings/AudioManager.asset new file mode 100644 index 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"Assembly-CSharp.csproj", "{DF1C8664-2487-0584-41AF-5478B753541A}" +EndProject +Project("{A93A0D42-68FF-9449-E531-3296ABEFB25E}") = "PublicSpeaking-VR", "Assembly-CSharp-Editor.csproj", "{2C4260F0-30C3-2B39-2498-AF59B6D08E73}" +EndProject +Global + GlobalSection(SolutionConfigurationPlatforms) = preSolution + Debug|Any CPU = Debug|Any CPU + Release|Any CPU = Release|Any CPU + EndGlobalSection + GlobalSection(ProjectConfigurationPlatforms) = postSolution + {C56570F8-3E47-BC0A-A688-7CCE63C8354F}.Debug|Any CPU.ActiveCfg = Debug|Any CPU + {C56570F8-3E47-BC0A-A688-7CCE63C8354F}.Debug|Any CPU.Build.0 = Debug|Any CPU + {C56570F8-3E47-BC0A-A688-7CCE63C8354F}.Release|Any CPU.ActiveCfg = Release|Any CPU + {C56570F8-3E47-BC0A-A688-7CCE63C8354F}.Release|Any CPU.Build.0 = Release|Any CPU + {DF1C8664-2487-0584-41AF-5478B753541A}.Debug|Any CPU.ActiveCfg = Debug|Any CPU + {DF1C8664-2487-0584-41AF-5478B753541A}.Debug|Any CPU.Build.0 = Debug|Any CPU + {DF1C8664-2487-0584-41AF-5478B753541A}.Release|Any CPU.ActiveCfg = Release|Any CPU + {DF1C8664-2487-0584-41AF-5478B753541A}.Release|Any CPU.Build.0 = Release|Any CPU + {2C4260F0-30C3-2B39-2498-AF59B6D08E73}.Debug|Any CPU.ActiveCfg = Debug|Any CPU + {2C4260F0-30C3-2B39-2498-AF59B6D08E73}.Debug|Any CPU.Build.0 = Debug|Any CPU + {2C4260F0-30C3-2B39-2498-AF59B6D08E73}.Release|Any CPU.ActiveCfg = Release|Any CPU + {2C4260F0-30C3-2B39-2498-AF59B6D08E73}.Release|Any CPU.Build.0 = Release|Any CPU + EndGlobalSection + GlobalSection(SolutionProperties) = preSolution + HideSolutionNode = FALSE + EndGlobalSection + GlobalSection(MonoDevelopProperties) = preSolution + StartupItem = Assembly-CSharp.csproj + EndGlobalSection +EndGlobal