183 lines
5.8 KiB
C#
183 lines
5.8 KiB
C#
/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#nullable enable
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using UnityEngine;
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namespace Oculus.Avatar2
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{
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public class SampleAvatarHeadsetInputSimulator : OvrAvatarInputTrackingDelegate
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{
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private const string LOG_SCOPE = "SampleAvatarHeadsetInputSimulator";
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private const float MOVEMENT_SPEED = 1.4f;
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private const float ROTATION_SPEED = 60.0f;
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private struct HeadsetState
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{
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public Vector3 HeadsetPosition;
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public Quaternion HeadsetRotation;
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}
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private HeadsetState _currentState;
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private bool _isActive = true;
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private readonly Vector3 _positionOffset = new(0f, 1.5f, 0f);
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private readonly Quaternion _rotationOffset = Quaternion.Euler(0f, 180f, 0f);
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private const float RESET_DELAY = 1f;
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#region Keyboard Assignments
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private const KeyCode FORWARD_KEY = KeyCode.Y;
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private const KeyCode BACKWARD_KEY = KeyCode.H;
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private const KeyCode LEFT_KEY = KeyCode.G;
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private const KeyCode RIGHT_KEY = KeyCode.J;
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private const KeyCode UP_KEY = KeyCode.T;
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private const KeyCode DOWN_KEY = KeyCode.U;
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private const KeyCode TURN_LEFT_KEY = KeyCode.K;
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private const KeyCode TURN_RIGHT_KEY = KeyCode.Semicolon;
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private const KeyCode LOOK_UP_KEY = KeyCode.O;
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private const KeyCode LOOK_DOWN_KEY = KeyCode.L;
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private const KeyCode RESET_KEY = KeyCode.R;
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#endregion
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private float _startResetTime;
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public SampleAvatarHeadsetInputSimulator()
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{
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ResetCurrentState();
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}
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private void ResetCurrentState()
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{
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_currentState.HeadsetPosition = Vector3.zero;
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_currentState.HeadsetRotation = Quaternion.identity;
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}
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private void EmulateHeadPositionWithKeyboardInput()
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{
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Vector3 position = _currentState.HeadsetPosition;
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Quaternion rotation = _currentState.HeadsetRotation;
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if (Input.GetKey(FORWARD_KEY)) // Forward
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{
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position.z += MOVEMENT_SPEED * Time.deltaTime;
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}
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if (Input.GetKey(BACKWARD_KEY)) // Backward
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{
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position.z -= MOVEMENT_SPEED * Time.deltaTime;
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}
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if (Input.GetKey(LEFT_KEY)) // Left
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{
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position.x -= MOVEMENT_SPEED * Time.deltaTime;
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}
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if (Input.GetKey(RIGHT_KEY)) // Right
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{
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position.x += MOVEMENT_SPEED * Time.deltaTime;
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}
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if (Input.GetKey(UP_KEY)) // Up
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{
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position.y += MOVEMENT_SPEED * Time.deltaTime;
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}
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if (Input.GetKey(DOWN_KEY)) // Down
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{
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position.y -= MOVEMENT_SPEED * Time.deltaTime;
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}
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if (Input.GetKey(TURN_LEFT_KEY)) // Turn left
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{
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rotation *= Quaternion.Euler(0, -ROTATION_SPEED * Time.deltaTime, 0);
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}
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if (Input.GetKey(TURN_RIGHT_KEY)) // Turn right
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{
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rotation *= Quaternion.Euler(0, ROTATION_SPEED * Time.deltaTime, 0);
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}
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if (Input.GetKey(LOOK_UP_KEY)) // Look up
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{
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rotation *= Quaternion.Euler(-ROTATION_SPEED * Time.deltaTime, 0, 0);
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}
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if (Input.GetKey(LOOK_DOWN_KEY)) // Look down
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{
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rotation *= Quaternion.Euler(ROTATION_SPEED * Time.deltaTime, 0, 0);
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}
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if (Input.GetKey(RESET_KEY))
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{
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ResetPosition();
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}
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_currentState.HeadsetPosition = position;
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_currentState.HeadsetRotation = rotation;
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}
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private void ResetPosition()
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{
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_isActive = false;
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_startResetTime = Time.time;
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}
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public override bool GetRawInputTrackingState(out OvrAvatarInputTrackingState inputTrackingState)
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{
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inputTrackingState = default;
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inputTrackingState.leftControllerActive = false;
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inputTrackingState.rightControllerActive = false;
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inputTrackingState.leftControllerVisible = false;
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inputTrackingState.rightControllerVisible = false;
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if (_isActive)
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{
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EmulateHeadPositionWithKeyboardInput();
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}
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else
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{
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if (Time.time - _startResetTime > RESET_DELAY)
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{
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ResetCurrentState();
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_isActive = true;
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}
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else
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{
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inputTrackingState.headsetActive = false;
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return false;
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}
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}
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inputTrackingState.headsetActive = true;
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inputTrackingState.headset.position = _currentState.HeadsetPosition + _positionOffset;
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inputTrackingState.headset.orientation = _currentState.HeadsetRotation * _rotationOffset;
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inputTrackingState.headset.scale = Vector3.one;
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return true;
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}
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}
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}
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