Files
dungeons/Assets/HurricaneVR/Framework/Scripts/ControllerInput/InputSystem/HVRTrackedPoseDriver.cs

364 lines
11 KiB
C#

#if ENABLE_INPUT_SYSTEM
using Assets.HurricaneVR.Framework.Shared.Utilities;
using HurricaneVR.Framework.Shared;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.LowLevel;
namespace HurricaneVR.Framework.ControllerInput.InputSystem
{
public class HVRTrackedPoseDriver : MonoBehaviour
{
public HVRHandSide Side;
/// <summary>
/// Options for which <see cref="Transform"/> properties to update.
/// </summary>
/// <seealso cref="trackingType"/>
public enum TrackingType
{
/// <summary>
/// Update both rotation and position.
/// </summary>
RotationAndPosition,
/// <summary>
/// Update rotation only.
/// </summary>
RotationOnly,
/// <summary>
/// Update position only.
/// </summary>
PositionOnly,
}
[SerializeField]
TrackingType m_TrackingType;
/// <summary>
/// The tracking type being used by the Tracked Pose Driver
/// to control which <see cref="Transform"/> properties to update.
/// </summary>
/// <seealso cref="TrackingType"/>
public TrackingType trackingType
{
get => m_TrackingType;
set => m_TrackingType = value;
}
/// <summary>
/// Options for which phases of the player loop will update <see cref="Transform"/> properties.
/// </summary>
/// <seealso cref="updateType"/>
public enum UpdateType
{
/// <summary>
/// Update after the Input System has completed an update and right before rendering.
/// </summary>
/// <seealso cref="InputUpdateType.Dynamic"/>
/// <seealso cref="InputUpdateType.BeforeRender"/>
UpdateAndBeforeRender,
/// <summary>
/// Update after the Input System has completed an update.
/// </summary>
/// <seealso cref="InputUpdateType.Dynamic"/>
Update,
/// <summary>
/// Update right before rendering.
/// </summary>
/// <seealso cref="InputUpdateType.BeforeRender"/>
BeforeRender,
}
[SerializeField]
UpdateType m_UpdateType = UpdateType.UpdateAndBeforeRender;
/// <summary>
/// The update type being used by the Tracked Pose Driver
/// to control which phases of the player loop will update <see cref="Transform"/> properties.
/// </summary>
/// <seealso cref="UpdateType"/>
public UpdateType updateType
{
get => m_UpdateType;
set => m_UpdateType = value;
}
[SerializeField]
InputActionProperty m_PositionInput;
/// <summary>
/// The action to read the position value of a tracked device.
/// Must support reading a value of type <see cref="Vector3"/>.
/// </summary>
public InputActionProperty positionInput
{
get => m_PositionInput;
set
{
if (Application.isPlaying)
UnbindPosition();
m_PositionInput = value;
if (Application.isPlaying && isActiveAndEnabled)
BindPosition();
}
}
[SerializeField]
InputActionProperty m_RotationInput;
/// <summary>
/// The action to read the rotation value of a tracked device.
/// Must support reading a value of type <see cref="Quaternion"/>.
/// </summary>
public InputActionProperty rotationInput
{
get => m_RotationInput;
set
{
if (Application.isPlaying)
UnbindRotation();
m_RotationInput = value;
if (Application.isPlaying && isActiveAndEnabled)
BindRotation();
}
}
Vector3 m_CurrentPosition = Vector3.zero;
Quaternion m_CurrentRotation = Quaternion.identity;
bool m_RotationBound;
bool m_PositionBound;
void BindActions()
{
BindPosition();
BindRotation();
}
void BindPosition()
{
if (m_PositionBound)
return;
var action = m_PositionInput.action;
if (action == null || action.bindings.Count == 0)
{
if (Side == HVRHandSide.Left)
action = HVRInputSystemController.InputActions.LeftHand.ControllerPosition;
else
action = HVRInputSystemController.InputActions.RightHand.ControllerPosition;
}
if (!action.enabled)
action.Enable();
action.performed += OnPositionPerformed;
action.canceled += OnPositionCanceled;
m_PositionBound = true;
_positionAction = action;
}
void BindRotation()
{
if (m_RotationBound)
return;
var action = m_RotationInput.action;
if (action == null || action.bindings.Count == 0)
{
if (Side == HVRHandSide.Left)
action = HVRInputSystemController.InputActions.LeftHand.ControllerRotation;
else
action = HVRInputSystemController.InputActions.RightHand.ControllerRotation;
}
if (!action.enabled)
action.Enable();
action.performed += OnRotationPerformed;
action.canceled += OnRotationCanceled;
m_RotationBound = true;
_rotationAction = action;
}
private InputAction _positionAction;
private InputAction _rotationAction;
void UnbindActions()
{
UnbindPosition();
UnbindRotation();
}
void UnbindPosition()
{
if (!m_PositionBound)
return;
var action = _positionAction;
if (action == null)
return;
if (m_PositionInput.action.bindings.Count > 0 && m_PositionInput.reference == null)
action.Disable();
action.performed -= OnPositionPerformed;
action.canceled -= OnPositionCanceled;
m_PositionBound = false;
_positionAction = null;
}
void UnbindRotation()
{
if (!m_RotationBound)
return;
var action = _rotationAction;
if (action == null)
return;
if (m_RotationInput.action.bindings.Count > 0 && m_RotationInput.reference == null)
action.Disable();
action.performed -= OnRotationPerformed;
action.canceled -= OnRotationCanceled;
m_RotationBound = false;
_rotationAction = null;
}
void OnPositionPerformed(InputAction.CallbackContext context)
{
Debug.Assert(m_PositionBound, this);
m_CurrentPosition = context.ReadValue<Vector3>();
}
void OnPositionCanceled(InputAction.CallbackContext context)
{
Debug.Assert(m_PositionBound, this);
m_CurrentPosition = Vector3.zero;
}
void OnRotationPerformed(InputAction.CallbackContext context)
{
Debug.Assert(m_RotationBound, this);
m_CurrentRotation = context.ReadValue<Quaternion>();
}
void OnRotationCanceled(InputAction.CallbackContext context)
{
Debug.Assert(m_RotationBound, this);
m_CurrentRotation = Quaternion.identity;
}
/// <summary>
/// This function is called when the script instance is being loaded.
/// </summary>
protected virtual void Awake()
{
#if UNITY_INPUT_SYSTEM_ENABLE_VR && ENABLE_VR
if (HasStereoCamera())
{
UnityEngine.XR.XRDevice.DisableAutoXRCameraTracking(GetComponent<Camera>(), true);
}
#endif
}
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected void OnEnable()
{
if (HVRInputManager.Instance.IsOpenXR)
{
UnityEngine.InputSystem.InputSystem.onAfterUpdate += UpdateCallback;
HVRInputSystemController.Init();
this.ExecuteNextUpdate(BindActions);
}
}
/// <summary>
/// This function is called when the object becomes disabled or inactive.
/// </summary>
protected void OnDisable()
{
if (HVRInputManager.Instance.IsOpenXR)
{
UnbindActions();
UnityEngine.InputSystem.InputSystem.onAfterUpdate -= UpdateCallback;
}
}
/// <summary>
/// This function is called when the <see cref="MonoBehaviour"/> will be destroyed.
/// </summary>
protected virtual void OnDestroy()
{
#if UNITY_INPUT_SYSTEM_ENABLE_VR && ENABLE_VR
if (HasStereoCamera())
{
UnityEngine.XR.XRDevice.DisableAutoXRCameraTracking(GetComponent<Camera>(), false);
}
#endif
}
protected void UpdateCallback()
{
if (InputState.currentUpdateType == InputUpdateType.BeforeRender)
OnBeforeRender();
else
OnUpdate();
}
protected virtual void OnUpdate()
{
if (m_UpdateType == UpdateType.Update ||
m_UpdateType == UpdateType.UpdateAndBeforeRender)
{
PerformUpdate();
}
}
protected virtual void OnBeforeRender()
{
if (m_UpdateType == UpdateType.BeforeRender ||
m_UpdateType == UpdateType.UpdateAndBeforeRender)
{
PerformUpdate();
}
}
protected virtual void SetLocalTransform(Vector3 newPosition, Quaternion newRotation)
{
if (m_TrackingType == TrackingType.RotationAndPosition ||
m_TrackingType == TrackingType.RotationOnly)
{
transform.localRotation = newRotation;
}
if (m_TrackingType == TrackingType.RotationAndPosition ||
m_TrackingType == TrackingType.PositionOnly)
{
transform.localPosition = newPosition;
}
}
bool HasStereoCamera()
{
var cameraComponent = GetComponent<Camera>();
return cameraComponent != null && cameraComponent.stereoEnabled;
}
protected virtual void PerformUpdate()
{
SetLocalTransform(m_CurrentPosition, m_CurrentRotation);
}
}
}
#endif