IndieGame/client/Packages/com.unity.inputsystem@1.7.0/InputSystem/Plugins/XR/GenericXRDevice.cs
DOBEST\zhaoyingjie f242607587 初始化工程
2024-10-11 10:12:15 +08:00

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: "/&lt;XRController&gt;{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