Looking-Glass/Assets/vrsamplescene/XR Interaction Toolkit/2.5.2/Starter Assets/Scripts/DynamicMoveProvider.cs

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2024-02-02 12:54:47 +01:00
using Unity.XR.CoreUtils;
using UnityEngine.Assertions;
namespace UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets
{
/// <summary>
/// A version of action-based continuous movement that automatically controls the frame of reference that
/// determines the forward direction of movement based on user preference for each hand.
/// For example, can configure to use head relative movement for the left hand and controller relative movement for the right hand.
/// </summary>
public class DynamicMoveProvider : ActionBasedContinuousMoveProvider
{
/// <summary>
/// Defines which transform the XR Origin's movement direction is relative to.
/// </summary>
/// <seealso cref="leftHandMovementDirection"/>
/// <seealso cref="rightHandMovementDirection"/>
public enum MovementDirection
{
/// <summary>
/// Use the forward direction of the head (camera) as the forward direction of the XR Origin's movement.
/// </summary>
HeadRelative,
/// <summary>
/// Use the forward direction of the hand (controller) as the forward direction of the XR Origin's movement.
/// </summary>
HandRelative,
}
[Space, Header("Movement Direction")]
[SerializeField]
[Tooltip("Directs the XR Origin's movement when using the head-relative mode. If not set, will automatically find and use the XR Origin Camera.")]
Transform m_HeadTransform;
/// <summary>
/// Directs the XR Origin's movement when using the head-relative mode. If not set, will automatically find and use the XR Origin Camera.
/// </summary>
public Transform headTransform
{
get => m_HeadTransform;
set => m_HeadTransform = value;
}
[SerializeField]
[Tooltip("Directs the XR Origin's movement when using the hand-relative mode with the left hand.")]
Transform m_LeftControllerTransform;
/// <summary>
/// Directs the XR Origin's movement when using the hand-relative mode with the left hand.
/// </summary>
public Transform leftControllerTransform
{
get => m_LeftControllerTransform;
set => m_LeftControllerTransform = value;
}
[SerializeField]
[Tooltip("Directs the XR Origin's movement when using the hand-relative mode with the right hand.")]
Transform m_RightControllerTransform;
public Transform rightControllerTransform
{
get => m_RightControllerTransform;
set => m_RightControllerTransform = value;
}
[SerializeField]
[Tooltip("Whether to use the specified head transform or left controller transform to direct the XR Origin's movement for the left hand.")]
MovementDirection m_LeftHandMovementDirection;
/// <summary>
/// Whether to use the specified head transform or controller transform to direct the XR Origin's movement for the left hand.
/// </summary>
/// <seealso cref="MovementDirection"/>
public MovementDirection leftHandMovementDirection
{
get => m_LeftHandMovementDirection;
set => m_LeftHandMovementDirection = value;
}
[SerializeField]
[Tooltip("Whether to use the specified head transform or right controller transform to direct the XR Origin's movement for the right hand.")]
MovementDirection m_RightHandMovementDirection;
/// <summary>
/// Whether to use the specified head transform or controller transform to direct the XR Origin's movement for the right hand.
/// </summary>
/// <seealso cref="MovementDirection"/>
public MovementDirection rightHandMovementDirection
{
get => m_RightHandMovementDirection;
set => m_RightHandMovementDirection = value;
}
Transform m_CombinedTransform;
Pose m_LeftMovementPose = Pose.identity;
Pose m_RightMovementPose = Pose.identity;
/// <inheritdoc />
protected override void Awake()
{
base.Awake();
m_CombinedTransform = new GameObject("[Dynamic Move Provider] Combined Forward Source").transform;
m_CombinedTransform.SetParent(transform, false);
m_CombinedTransform.localPosition = Vector3.zero;
m_CombinedTransform.localRotation = Quaternion.identity;
forwardSource = m_CombinedTransform;
}
/// <inheritdoc />
protected override Vector3 ComputeDesiredMove(Vector2 input)
{
// Don't need to do anything if the total input is zero.
// This is the same check as the base method.
if (input == Vector2.zero)
return Vector3.zero;
// Initialize the Head Transform if necessary, getting the Camera from XR Origin
if (m_HeadTransform == null)
{
var xrOrigin = system.xrOrigin;
if (xrOrigin != null)
{
var xrCamera = xrOrigin.Camera;
if (xrCamera != null)
m_HeadTransform = xrCamera.transform;
}
}
// Get the forward source for the left hand input
switch (m_LeftHandMovementDirection)
{
case MovementDirection.HeadRelative:
if (m_HeadTransform != null)
m_LeftMovementPose = m_HeadTransform.GetWorldPose();
break;
case MovementDirection.HandRelative:
if (m_LeftControllerTransform != null)
m_LeftMovementPose = m_LeftControllerTransform.GetWorldPose();
break;
default:
Assert.IsTrue(false, $"Unhandled {nameof(MovementDirection)}={m_LeftHandMovementDirection}");
break;
}
// Get the forward source for the right hand input
switch (m_RightHandMovementDirection)
{
case MovementDirection.HeadRelative:
if (m_HeadTransform != null)
m_RightMovementPose = m_HeadTransform.GetWorldPose();
break;
case MovementDirection.HandRelative:
if (m_RightControllerTransform != null)
m_RightMovementPose = m_RightControllerTransform.GetWorldPose();
break;
default:
Assert.IsTrue(false, $"Unhandled {nameof(MovementDirection)}={m_RightHandMovementDirection}");
break;
}
// Combine the two poses into the forward source based on the magnitude of input
var leftHandValue = leftHandMoveAction.action?.ReadValue<Vector2>() ?? Vector2.zero;
var rightHandValue = rightHandMoveAction.action?.ReadValue<Vector2>() ?? Vector2.zero;
var totalSqrMagnitude = leftHandValue.sqrMagnitude + rightHandValue.sqrMagnitude;
var leftHandBlend = 0.5f;
if (totalSqrMagnitude > Mathf.Epsilon)
leftHandBlend = leftHandValue.sqrMagnitude / totalSqrMagnitude;
var combinedPosition = Vector3.Lerp(m_RightMovementPose.position, m_LeftMovementPose.position, leftHandBlend);
var combinedRotation = Quaternion.Slerp(m_RightMovementPose.rotation, m_LeftMovementPose.rotation, leftHandBlend);
m_CombinedTransform.SetPositionAndRotation(combinedPosition, combinedRotation);
return base.ComputeDesiredMove(input);
}
}
}