433 lines
12 KiB
C#
433 lines
12 KiB
C#
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using UnityEngine;
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using System.Collections;
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namespace CurvedUI
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{
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/// <summary>
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/// Contains a bunch of events you can subscribe to and bools to ask for current state of the controller. Can also trigger haptic feedback if you ask nicely.
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/// </summary>
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public class CurvedUIViveController : MonoBehaviour
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{
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#if CURVEDUI_STEAMVR_LEGACY
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#region settings
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public int axisFidelity = 1;
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#endregion
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#region internal variables
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private uint controllerIndex;
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private Type controllerType = Type.UNDEFINED;
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private SteamVR_TrackedObject trackedController;
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private SteamVR_Controller.Device device;
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private Vector2 touchpadAxis = Vector2.zero;
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private Vector2 triggerAxis = Vector2.zero;
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private bool controllerVisible = true;
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private ushort hapticPulseStrength;
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private int hapticPulseCountdown;
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private ushort maxHapticVibration = 3999;
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private Vector3 oculusTouchPoitingOriginOffset = new Vector3(0, -0.0258f, -0.033f);
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private Vector3 oculusTouchPoitingRotationOffset = new Vector3(38, 0, 0);
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public enum Type
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{
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UNDEFINED = 0,
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VIVE = 1,
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OCULUS_TOUCH = 2,
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}
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#endregion
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#region EVENTS
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public event ViveInputEvent TriggerClicked;
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public event ViveInputEvent TriggerUnclicked;
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public event ViveInputEvent TriggerAxisChanged;
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public event ViveInputEvent ApplicationMenuClicked;
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public event ViveInputEvent ApplicationMenuUnclicked;
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public event ViveInputEvent GripClicked;
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public event ViveInputEvent GripUnclicked;
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public event ViveInputEvent TouchpadClicked;
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public event ViveInputEvent TouchpadUnclicked;
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public event ViveInputEvent TouchpadTouched;
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public event ViveInputEvent TouchpadUntouched;
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public event ViveInputEvent TouchpadAxisChanged;
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public event ViveEvent ModelLoaded;
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public virtual void OnTriggerClicked(ViveInputArgs e)
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{
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if (TriggerClicked != null)
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TriggerClicked(this, e);
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}
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public virtual void OnTriggerUnclicked(ViveInputArgs e)
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{
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if (TriggerUnclicked != null)
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TriggerUnclicked(this, e);
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}
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public virtual void OnTriggerAxisChanged(ViveInputArgs e)
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{
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if (TriggerAxisChanged != null)
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TriggerAxisChanged(this, e);
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}
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public virtual void OnApplicationMenuClicked(ViveInputArgs e)
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{
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if (ApplicationMenuClicked != null)
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ApplicationMenuClicked(this, e);
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}
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public virtual void OnApplicationMenuUnclicked(ViveInputArgs e)
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{
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if (ApplicationMenuUnclicked != null)
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ApplicationMenuUnclicked(this, e);
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}
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public virtual void OnGripClicked(ViveInputArgs e)
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{
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if (GripClicked != null)
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GripClicked(this, e);
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}
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public virtual void OnGripUnclicked(ViveInputArgs e)
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{
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if (GripUnclicked != null)
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GripUnclicked(this, e);
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}
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public virtual void OnTouchpadClicked(ViveInputArgs e)
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{
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if (TouchpadClicked != null)
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TouchpadClicked(this, e);
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}
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public virtual void OnTouchpadUnclicked(ViveInputArgs e)
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{
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if (TouchpadUnclicked != null)
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TouchpadUnclicked(this, e);
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}
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public virtual void OnTouchpadTouched(ViveInputArgs e)
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{
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if (TouchpadTouched != null)
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TouchpadTouched(this, e);
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}
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public virtual void OnTouchpadUntouched(ViveInputArgs e)
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{
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if (TouchpadUntouched != null)
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TouchpadUntouched(this, e);
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}
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public virtual void OnTouchpadAxisChanged(ViveInputArgs e)
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{
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if (TouchpadAxisChanged != null)
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TouchpadAxisChanged(this, e);
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}
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#endregion
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#region LIFECYCLE
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void Awake()
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{
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trackedController = GetComponent<SteamVR_TrackedObject>();
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SteamVR_Events.RenderModelLoaded.AddListener(SteamVRModelLoaded);
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}
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void Update()
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{
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controllerIndex = (uint)trackedController.index;
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//this device is not tracked right now - it has no device index - skip it.
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if (controllerIndex < 0 || controllerIndex >= Valve.VR.OpenVR.k_unMaxTrackedDeviceCount) return;
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device = SteamVR_Controller.Input((int)controllerIndex);
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//get axis inputfrom debice
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Vector2 currentTriggerAxis = device.GetAxis(Valve.VR.EVRButtonId.k_EButton_SteamVR_Trigger);
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Vector2 currentTouchpadAxis = device.GetAxis();
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//haptic feedback
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if (hapticPulseCountdown > 0)
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{
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device.TriggerHapticPulse(hapticPulseStrength);
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hapticPulseCountdown -= 1;
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}
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//check for changes in trigger press
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if (Vector2ShallowEquals(triggerAxis, currentTriggerAxis))
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{
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triggerAxisChanged = false;
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}
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else
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{
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OnTriggerAxisChanged(SetButtonEvent(ref triggerPressed, true, currentTriggerAxis.x));
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triggerAxisChanged = true;
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}
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//check for changes in finger pos on touchpad
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if (Vector2ShallowEquals(touchpadAxis, currentTouchpadAxis))
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{
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touchpadAxisChanged = false;
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}
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else
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{
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OnTouchpadAxisChanged(SetButtonEvent(ref touchpadTouched, true, 1f));
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touchpadAxisChanged = true;
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}
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touchpadAxis = new Vector2(currentTouchpadAxis.x, currentTouchpadAxis.y);
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triggerAxis = new Vector2(currentTriggerAxis.x, currentTriggerAxis.y);
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//Trigger
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if (device.GetPressDown(SteamVR_Controller.ButtonMask.Trigger))
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{
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OnTriggerClicked(SetButtonEvent(ref triggerPressed, true, currentTriggerAxis.x));
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triggerDown = true;
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}
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else {
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triggerDown = false;
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}
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if (device.GetPressUp(SteamVR_Controller.ButtonMask.Trigger))
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{
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OnTriggerUnclicked(SetButtonEvent(ref triggerPressed, false, 0f));
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triggerUp = true;
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}
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else {
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triggerUp = false;
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}
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//ApplicationMenu
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if (device.GetPressDown(SteamVR_Controller.ButtonMask.ApplicationMenu))
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{
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OnApplicationMenuClicked(SetButtonEvent(ref applicationMenuPressed, true, 1f));
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}
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else if (device.GetPressUp(SteamVR_Controller.ButtonMask.ApplicationMenu))
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{
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OnApplicationMenuUnclicked(SetButtonEvent(ref applicationMenuPressed, false, 0f));
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}
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//Grip
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if (device.GetPressDown(SteamVR_Controller.ButtonMask.Grip))
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{
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OnGripClicked(SetButtonEvent(ref gripPressed, true, 1f));
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}
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else if (device.GetPressUp(SteamVR_Controller.ButtonMask.Grip))
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{
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OnGripUnclicked(SetButtonEvent(ref gripPressed, false, 0f));
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}
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//Touchpad Clicked
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if (device.GetPressDown(SteamVR_Controller.ButtonMask.Touchpad))
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{
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OnTouchpadClicked(SetButtonEvent(ref touchpadPressed, true, 1f));
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}
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else if (device.GetPressUp(SteamVR_Controller.ButtonMask.Touchpad))
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{
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OnTouchpadUnclicked(SetButtonEvent(ref touchpadPressed, false, 0f));
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}
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//Touchpad Touched
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if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Touchpad))
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{
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OnTouchpadTouched(SetButtonEvent(ref touchpadTouched, true, 1f));
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}
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else if (device.GetTouchUp(SteamVR_Controller.ButtonMask.Touchpad))
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{
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OnTouchpadUntouched(SetButtonEvent(ref touchpadTouched, false, 0f));
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}
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}
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#endregion
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#region PRIVATE
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/// <summary>
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/// Compare two vectors if there are about equal.
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/// </summary>
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bool Vector2ShallowEquals(Vector2 vectorA, Vector2 vectorB)
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{
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return (vectorA.x.ToString("F" + axisFidelity) == vectorB.x.ToString("F" + axisFidelity) &&
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vectorA.y.ToString("F" + axisFidelity) == vectorB.y.ToString("F" + axisFidelity));
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}
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void SteamVRModelLoaded(SteamVR_RenderModel model, bool loaded)
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{
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//find if the controller is touch or vive by the type of its trackpad
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Valve.VR.ETrackedPropertyError pError = new Valve.VR.ETrackedPropertyError();
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int axisprop = Valve.VR.OpenVR.System.GetInt32TrackedDeviceProperty((uint)trackedController.index, Valve.VR.ETrackedDeviceProperty.Prop_Axis0Type_Int32, ref pError);
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controllerType = axisprop == (int)Valve.VR.EVRControllerAxisType.k_eControllerAxis_Joystick ? Type.OCULUS_TOUCH : Type.VIVE;
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//call evenets
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if (ModelLoaded != null) ModelLoaded(this);
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}
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#endregion
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#region PUBLIC
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public void ToggleControllerVisible(bool on)
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{
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foreach (MeshRenderer renderer in this.GetComponentsInChildren<MeshRenderer>())
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{
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renderer.enabled = on;
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}
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foreach (SkinnedMeshRenderer renderer in this.GetComponentsInChildren<SkinnedMeshRenderer>())
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{
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renderer.enabled = on;
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}
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controllerVisible = on;
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}
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/// <summary>
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/// Triggers the haptic pulse.
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/// </summary>
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/// <param name="duration">Duration in frames.</param>
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/// <param name="strength">Strength of the pulse. 100 is barely noticable, 300-500 seems about right for most uses. </param>
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public void TriggerHapticPulse(int duration, ushort strength)
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{
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hapticPulseCountdown = duration;
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hapticPulseStrength = (strength <= maxHapticVibration ? strength : maxHapticVibration);
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}
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#endregion
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#region SETTERS AND GETTERS
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/// <summary>
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/// Is this controller a Vive Controller, Oculush Touch, or other?
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/// </summary>
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public Type ControllerType {
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get { return controllerType; }
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}
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/// <summary>
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/// Returns the pointing direction, based on controller type. Oculus touch controllers point in a slighlty different way than Vive controllers.
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/// </summary>
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public Vector3 PointingDirection {
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get { return controllerType == Type.OCULUS_TOUCH ? transform.localToWorldMatrix.MultiplyVector(Quaternion.Euler(oculusTouchPoitingRotationOffset) * Vector3.forward) : transform.forward; }
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}
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/// <summary>
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/// Returns the pointing origin, based on controller type. Oculus touch controllers point in a slighlty different way than Vive controllers.
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/// </summary>
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public Vector3 PointingOrigin {
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get { return transform.TransformPoint(controllerType == Type.OCULUS_TOUCH ? oculusTouchPoitingOriginOffset : Vector3.zero); }
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}
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/// <summary>
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/// Are the render components of the Controller enabled?
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/// </summary>
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/// <returns><c>true</c> if this instance is controller visible; otherwise, <c>false</c>.</returns>
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public bool IsControllerVisible() { return controllerVisible; }
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/// <summary>
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/// Has trigger been pressed down this frame?
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/// </summary>
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public bool IsTriggerDown { get { return triggerDown; } }
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bool triggerDown = false;
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/// <summary>
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/// Has trigger been released this frame?
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/// </summary>
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public bool IsTriggerUp { get { return triggerUp; } }
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bool triggerUp = false;
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/// <summary>
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/// Is trigger pressed during this frame?
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/// </summary>
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public bool IsTriggerPressed { get { return triggerAxis.x > 0.5f; } }
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bool triggerPressed = false;
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/// <summary>
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/// Has trigger axis (how hard trigger is pressed) changed this frame?
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/// </summary>
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public bool IsTriggerAxisChanged { get { return triggerAxisChanged; } }
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bool triggerAxisChanged = false;
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/// <summary>
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/// Has user's finger position changed on touchpad this grame?
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/// </summary>
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public bool IsTouchpadAxisChanged { get { return touchpadAxisChanged; } }
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bool touchpadAxisChanged = false;
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/// <summary>
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/// Is Application menu pressed right now?
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/// </summary>
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public bool IsApplicationMenuPressed { get { return applicationMenuPressed; } }
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bool applicationMenuPressed = false;
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/// <summary>
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/// Is touchpad pressed this frame?
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/// </summary>
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public bool IsTouchpadPressed { get { return touchpadPressed; } }
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bool touchpadPressed = false;
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/// <summary>
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/// Is user's finger resting on the touchpad?
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/// </summary>
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public bool IsTouchpadTouched { get { return touchpadTouched; } }
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bool touchpadTouched = false;
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/// <summary>
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/// Is user holding the grip button?
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/// </summary>
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public bool IsGripPressed { get { return gripPressed; } }
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bool gripPressed = false;
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/// <summary>
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/// FingerPosition on touchpad?
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/// </summary>
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public Vector2 TouchPadAxis { get { return touchpadAxis; } }
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#endregion
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ViveInputArgs SetButtonEvent(ref bool buttonBool, bool value, float buttonPressure)
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{
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buttonBool = value;
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ViveInputArgs e;
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e.controllerIndex = controllerIndex;
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e.buttonPressure = buttonPressure;
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e.touchpadAxis = device.GetAxis();
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return e;
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}
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#endif
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}
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public struct ViveInputArgs
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{
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public uint controllerIndex;
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public float buttonPressure;
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public Vector2 touchpadAxis;
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}
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public delegate void ViveInputEvent(object sender, ViveInputArgs e);
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public delegate void ViveEvent(object sender);
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}
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