436 lines
14 KiB
C#
436 lines
14 KiB
C#
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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//
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// Purpose: Player interface used to query HMD transforms and VR hands
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//
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//=============================================================================
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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namespace Valve.VR.InteractionSystem
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{
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//-------------------------------------------------------------------------
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// Singleton representing the local VR player/user, with methods for getting
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// the player's hands, head, tracking origin, and guesses for various properties.
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//-------------------------------------------------------------------------
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public class Player : MonoBehaviour
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{
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[Tooltip("Virtual transform corresponding to the meatspace tracking origin. Devices are tracked relative to this.")]
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public Transform trackingOriginTransform;
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[Tooltip("List of possible transforms for the head/HMD, including the no-SteamVR fallback camera.")]
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public Transform[] hmdTransforms;
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[Tooltip("List of possible Hands, including no-SteamVR fallback Hands.")]
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public Hand[] hands;
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[Tooltip("Reference to the physics collider that follows the player's HMD position.")]
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public Collider headCollider;
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[Tooltip("These objects are enabled when SteamVR is available")]
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public GameObject rigSteamVR;
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[Tooltip("These objects are enabled when SteamVR is not available, or when the user toggles out of VR")]
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public GameObject rig2DFallback;
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[Tooltip("The audio listener for this player")]
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public Transform audioListener;
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[Tooltip("This action lets you know when the player has placed the headset on their head")]
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public SteamVR_Action_Boolean headsetOnHead = SteamVR_Input.GetBooleanAction("HeadsetOnHead");
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public bool allowToggleTo2D = true;
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public delegate void HeadsetDelegate();
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public static HeadsetDelegate OnHeadsetOn;
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public delegate void HeadOffDelegate();
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public static HeadOffDelegate OnHeadsetOff;
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//-------------------------------------------------
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// Singleton instance of the Player. Only one can exist at a time.
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//-------------------------------------------------
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private static Player _instance;
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public static Player instance
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{
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get
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{
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if (_instance == null)
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{
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_instance = FindObjectOfType<Player>();
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}
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return _instance;
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}
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}
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//-------------------------------------------------
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// Get the number of active Hands.
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//-------------------------------------------------
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public int handCount
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{
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get
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{
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int count = 0;
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for (int i = 0; i < hands.Length; i++)
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{
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if (hands[i].gameObject.activeInHierarchy)
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{
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count++;
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}
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}
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return count;
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}
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}
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//-------------------------------------------------
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// Get the i-th active Hand.
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//
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// i - Zero-based index of the active Hand to get
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//-------------------------------------------------
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public Hand GetHand(int i)
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{
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for (int j = 0; j < hands.Length; j++)
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{
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if (!hands[j].gameObject.activeInHierarchy)
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{
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continue;
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}
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if (i > 0)
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{
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i--;
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continue;
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}
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return hands[j];
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}
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return null;
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}
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//-------------------------------------------------
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public Hand leftHand
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{
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get
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{
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for (int j = 0; j < hands.Length; j++)
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{
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if (!hands[j].gameObject.activeInHierarchy)
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{
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continue;
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}
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if (hands[j].handType != SteamVR_Input_Sources.LeftHand)
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{
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continue;
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}
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return hands[j];
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}
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return null;
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}
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}
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//-------------------------------------------------
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public Hand rightHand
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{
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get
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{
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for (int j = 0; j < hands.Length; j++)
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{
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if (!hands[j].gameObject.activeInHierarchy)
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{
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continue;
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}
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if (hands[j].handType != SteamVR_Input_Sources.RightHand)
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{
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continue;
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}
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return hands[j];
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}
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return null;
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}
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}
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//-------------------------------------------------
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// Get Player scale. Assumes it is scaled equally on all axes.
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//-------------------------------------------------
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public float scale
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{
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get
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{
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return transform.lossyScale.x;
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}
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}
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//-------------------------------------------------
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// Get the HMD transform. This might return the fallback camera transform if SteamVR is unavailable or disabled.
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//-------------------------------------------------
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public Transform hmdTransform
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{
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get
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{
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if (hmdTransforms != null)
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{
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for (int i = 0; i < hmdTransforms.Length; i++)
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{
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if (hmdTransforms[i].gameObject.activeInHierarchy)
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return hmdTransforms[i];
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}
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}
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return null;
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}
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}
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//-------------------------------------------------
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// Height of the eyes above the ground - useful for estimating player height.
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//-------------------------------------------------
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public float eyeHeight
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{
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get
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{
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Transform hmd = hmdTransform;
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if (hmd)
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{
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Vector3 eyeOffset = Vector3.Project(hmd.position - trackingOriginTransform.position, trackingOriginTransform.up);
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return eyeOffset.magnitude / trackingOriginTransform.lossyScale.x;
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}
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return 0.0f;
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}
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}
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//-------------------------------------------------
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// Guess for the world-space position of the player's feet, directly beneath the HMD.
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//-------------------------------------------------
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public Vector3 feetPositionGuess
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{
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get
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{
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Transform hmd = hmdTransform;
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if (hmd)
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{
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return trackingOriginTransform.position + Vector3.ProjectOnPlane(hmd.position - trackingOriginTransform.position, trackingOriginTransform.up);
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}
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return trackingOriginTransform.position;
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}
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}
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//-------------------------------------------------
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// Guess for the world-space direction of the player's hips/torso. This is effectively just the gaze direction projected onto the floor plane.
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//-------------------------------------------------
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public Vector3 bodyDirectionGuess
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{
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get
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{
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Transform hmd = hmdTransform;
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if (hmd)
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{
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Vector3 direction = Vector3.ProjectOnPlane(hmd.forward, trackingOriginTransform.up);
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if (Vector3.Dot(hmd.up, trackingOriginTransform.up) < 0.0f)
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{
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// The HMD is upside-down. Either
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// -The player is bending over backwards
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// -The player is bent over looking through their legs
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direction = -direction;
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}
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return direction;
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}
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return trackingOriginTransform.forward;
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}
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}
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//-------------------------------------------------
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private void Awake()
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{
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if (trackingOriginTransform == null)
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{
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trackingOriginTransform = this.transform;
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}
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#if OPENVR_XR_API && UNITY_LEGACY_INPUT_HELPERS
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if (hmdTransforms != null)
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{
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foreach (var hmd in hmdTransforms)
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{
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if (hmd.GetComponent<UnityEngine.SpatialTracking.TrackedPoseDriver>() == null)
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hmd.gameObject.AddComponent<UnityEngine.SpatialTracking.TrackedPoseDriver>();
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}
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}
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#endif
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}
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//-------------------------------------------------
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private IEnumerator Start()
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{
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_instance = this;
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while (SteamVR.initializedState == SteamVR.InitializedStates.None || SteamVR.initializedState == SteamVR.InitializedStates.Initializing)
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yield return null;
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if (SteamVR.instance != null)
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{
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ActivateRig(rigSteamVR);
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}
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else
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{
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#if !HIDE_DEBUG_UI
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ActivateRig(rig2DFallback);
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#endif
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}
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}
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protected virtual void Update()
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{
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if (SteamVR.initializedState != SteamVR.InitializedStates.InitializeSuccess)
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return;
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if (headsetOnHead != null)
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{
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if (headsetOnHead.GetStateDown(SteamVR_Input_Sources.Head))
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{
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Debug.Log("<b>SteamVR Interaction System</b> Headset placed on head");
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OnHeadsetOn?.Invoke();
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}
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else if (headsetOnHead.GetStateUp(SteamVR_Input_Sources.Head))
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{
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Debug.Log("<b>SteamVR Interaction System</b> Headset removed");
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OnHeadsetOff?.Invoke();
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}
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}
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}
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//-------------------------------------------------
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void OnDrawGizmos()
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{
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if (this != instance)
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{
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return;
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}
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//NOTE: These gizmo icons don't work in the plugin since the icons need to exist in a specific "Gizmos"
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// folder in your Asset tree. These icons are included under Core/Icons. Moving them into a
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// "Gizmos" folder should make them work again.
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Gizmos.color = Color.white;
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Gizmos.DrawIcon(feetPositionGuess, "vr_interaction_system_feet.png");
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Gizmos.color = Color.cyan;
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Gizmos.DrawLine(feetPositionGuess, feetPositionGuess + trackingOriginTransform.up * eyeHeight);
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// Body direction arrow
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Gizmos.color = Color.blue;
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Vector3 bodyDirection = bodyDirectionGuess;
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Vector3 bodyDirectionTangent = Vector3.Cross(trackingOriginTransform.up, bodyDirection);
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Vector3 startForward = feetPositionGuess + trackingOriginTransform.up * eyeHeight * 0.75f;
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Vector3 endForward = startForward + bodyDirection * 0.33f;
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Gizmos.DrawLine(startForward, endForward);
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Gizmos.DrawLine(endForward, endForward - 0.033f * (bodyDirection + bodyDirectionTangent));
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Gizmos.DrawLine(endForward, endForward - 0.033f * (bodyDirection - bodyDirectionTangent));
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Gizmos.color = Color.red;
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int count = handCount;
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for (int i = 0; i < count; i++)
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{
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Hand hand = GetHand(i);
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if (hand.handType == SteamVR_Input_Sources.LeftHand)
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{
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Gizmos.DrawIcon(hand.transform.position, "vr_interaction_system_left_hand.png");
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}
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else if (hand.handType == SteamVR_Input_Sources.RightHand)
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{
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Gizmos.DrawIcon(hand.transform.position, "vr_interaction_system_right_hand.png");
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}
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else
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{
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/*
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Hand.HandType guessHandType = hand.currentHandType;
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if ( guessHandType == Hand.HandType.Left )
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{
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Gizmos.DrawIcon( hand.transform.position, "vr_interaction_system_left_hand_question.png" );
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}
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else if ( guessHandType == Hand.HandType.Right )
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{
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Gizmos.DrawIcon( hand.transform.position, "vr_interaction_system_right_hand_question.png" );
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}
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else
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{
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Gizmos.DrawIcon( hand.transform.position, "vr_interaction_system_unknown_hand.png" );
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}
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*/
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}
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}
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}
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//-------------------------------------------------
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public void Draw2DDebug()
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{
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if (!allowToggleTo2D)
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return;
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if (!SteamVR.active)
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return;
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int width = 100;
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int height = 25;
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int left = Screen.width / 2 - width / 2;
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int top = Screen.height - height - 10;
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string text = (rigSteamVR.activeSelf) ? "2D Debug" : "VR";
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if (GUI.Button(new Rect(left, top, width, height), text))
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{
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if (rigSteamVR.activeSelf)
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{
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ActivateRig(rig2DFallback);
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}
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else
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{
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ActivateRig(rigSteamVR);
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}
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}
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}
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//-------------------------------------------------
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private void ActivateRig(GameObject rig)
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{
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rigSteamVR.SetActive(rig == rigSteamVR);
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rig2DFallback.SetActive(rig == rig2DFallback);
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if (audioListener)
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{
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audioListener.transform.parent = hmdTransform;
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audioListener.transform.localPosition = Vector3.zero;
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audioListener.transform.localRotation = Quaternion.identity;
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}
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}
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//-------------------------------------------------
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public void PlayerShotSelf()
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{
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//Do something appropriate here
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}
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}
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}
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