130 lines
5.5 KiB
C#
130 lines
5.5 KiB
C#
// ENABLE_VR is not defined on Game Core but the assembly is available with limited features when the XR module is enabled.
|
|
#if UNITY_INPUT_SYSTEM_ENABLE_XR && (ENABLE_VR || UNITY_GAMECORE) && !UNITY_FORCE_INPUTSYSTEM_XR_OFF || PACKAGE_DOCS_GENERATION
|
|
using UnityEngine.InputSystem.Controls;
|
|
using UnityEngine.InputSystem.XR.Haptics;
|
|
using UnityEngine.InputSystem.Layouts;
|
|
using UnityEngine.XR;
|
|
|
|
namespace UnityEngine.InputSystem.XR
|
|
{
|
|
[InputControlLayout(isGenericTypeOfDevice = true, displayName = "XR HMD", canRunInBackground = true)]
|
|
public class XRHMD : TrackedDevice
|
|
{
|
|
/// <summary>
|
|
/// The base type of all XR head mounted displays. This can help organize shared behaviour across all HMDs.
|
|
/// </summary>
|
|
///
|
|
/// <remarks>
|
|
///
|
|
/// To give your head tracking an extra update before rendering:
|
|
/// First, enable before render updates on your Device.
|
|
///
|
|
/// <sample>
|
|
/// <code>
|
|
/// // JSON
|
|
/// {
|
|
/// "name" : "MyHMD",
|
|
/// "extend" : "HMD",
|
|
/// "beforeRender" : "Update"
|
|
/// }
|
|
/// </code>
|
|
/// </sample>
|
|
///
|
|
/// Then, make sure you put extra `StateEvents` for your HMD on the queue right in time before rendering. Also, if your HMD is a combination of non-tracking and tracking controls, you can update just the tracking by sending a delta event instead of a full state event.
|
|
///
|
|
/// </remarks>
|
|
|
|
[InputControl(noisy = true)]
|
|
public Vector3Control leftEyePosition { get; protected set; }
|
|
[InputControl(noisy = true)]
|
|
public QuaternionControl leftEyeRotation { get; protected set; }
|
|
[InputControl(noisy = true)]
|
|
public Vector3Control rightEyePosition { get; protected set; }
|
|
[InputControl(noisy = true)]
|
|
public QuaternionControl rightEyeRotation { get; protected set; }
|
|
[InputControl(noisy = true)]
|
|
public Vector3Control centerEyePosition { get; protected set; }
|
|
[InputControl(noisy = true)]
|
|
public QuaternionControl centerEyeRotation { get; protected set; }
|
|
|
|
protected override void FinishSetup()
|
|
{
|
|
base.FinishSetup();
|
|
|
|
centerEyePosition = GetChildControl<Vector3Control>("centerEyePosition");
|
|
centerEyeRotation = GetChildControl<QuaternionControl>("centerEyeRotation");
|
|
leftEyePosition = GetChildControl<Vector3Control>("leftEyePosition");
|
|
leftEyeRotation = GetChildControl<QuaternionControl>("leftEyeRotation");
|
|
rightEyePosition = GetChildControl<Vector3Control>("rightEyePosition");
|
|
rightEyeRotation = GetChildControl<QuaternionControl>("rightEyeRotation");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// The base type for all XR handed controllers.
|
|
/// </summary>
|
|
[InputControlLayout(commonUsages = new[] { "LeftHand", "RightHand" }, isGenericTypeOfDevice = true, displayName = "XR Controller")]
|
|
public class XRController : TrackedDevice
|
|
{
|
|
/// <summary>
|
|
/// A quick accessor for the currently active left handed device.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// If there is no left hand connected, this will be null.
|
|
/// This also matches any currently tracked device that contains the 'LeftHand' device usage.
|
|
/// <example>
|
|
/// <code>
|
|
/// // To set up an Action to specifically target
|
|
/// // the left-hand XR controller:
|
|
///
|
|
/// var action = new InputAction(binding: "/<XRController>{leftHand}/position");
|
|
/// </code>
|
|
/// </example>
|
|
///
|
|
/// <example>
|
|
/// <code>
|
|
/// // To make the left-hand XR controller behave like the right-hand one
|
|
/// var controller = XRController.leftHand;
|
|
/// InputSystem.SetUsage(controller, CommonUsages.RightHand);
|
|
/// </code>
|
|
/// </example>
|
|
/// </remarks>
|
|
public static XRController leftHand => InputSystem.GetDevice<XRController>(CommonUsages.LeftHand);
|
|
|
|
/// <summary>
|
|
/// A quick accessor for the currently active right handed device. This is also tracked via usages on the device.
|
|
/// </summary>
|
|
/// <remarks>If there is no left hand connected, this will be null. This also matches any currently tracked device that contains the 'RightHand' device usage.</remarks>
|
|
public static XRController rightHand => InputSystem.GetDevice<XRController>(CommonUsages.RightHand);
|
|
|
|
protected override void FinishSetup()
|
|
{
|
|
base.FinishSetup();
|
|
|
|
var capabilities = description.capabilities;
|
|
var deviceDescriptor = XRDeviceDescriptor.FromJson(capabilities);
|
|
|
|
if (deviceDescriptor != null)
|
|
{
|
|
if ((deviceDescriptor.characteristics & InputDeviceCharacteristics.Left) != 0)
|
|
InputSystem.SetDeviceUsage(this, CommonUsages.LeftHand);
|
|
else if ((deviceDescriptor.characteristics & InputDeviceCharacteristics.Right) != 0)
|
|
InputSystem.SetDeviceUsage(this, CommonUsages.RightHand);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Identifies a controller that is capable of rumble or haptics.
|
|
/// </summary>
|
|
public class XRControllerWithRumble : XRController
|
|
{
|
|
public void SendImpulse(float amplitude, float duration)
|
|
{
|
|
var command = SendHapticImpulseCommand.Create(0, amplitude, duration);
|
|
ExecuteCommand(ref command);
|
|
}
|
|
}
|
|
}
|
|
#endif
|