Beispiel #1
0
    private void Test()
    {
        client = new OSCClient(IPAddress.Parse("127.0.0.1"), listenPort);
        OSCMessage m = new OSCMessage("/testMessage");

        client.Send(m);
        client.Flush();
        client.Close();
        client = null;
    }
Beispiel #2
0
    void LateUpdate()
    {
        if (flyAround)
        {
            Vector3 newPos = center;
            newPos.x           = Mathf.Cos(Time.time);
            newPos.z           = Mathf.Sin(Time.time);
            transform.position = newPos;
        }

        OSCMessage msg = new OSCMessage("/rigidBody");

        msg.Append(id);
        msg.Append(name);

        Vector3    pos = transform.position;
        Quaternion rot = transform.rotation;

        //position
        msg.Append(pos.x);
        msg.Append(pos.y);
        msg.Append(pos.z);

        //rotation (quat)
        msg.Append(rot.x);
        msg.Append(rot.y);
        msg.Append(rot.z);
        msg.Append(rot.w);

        //velocity
        msg.Append(0f);
        msg.Append(0f);
        msg.Append(0f);

        //angvelocity
        msg.Append(0f);
        msg.Append(0f);
        msg.Append(0f);

        //isActive
        msg.Append(1);         //always active

        client.Send(msg);
        client.Flush();
    }
        protected override void ApplyTransformUpdate(Vector3 position, Quaternion rotation)
        {
            //our gear
            if (name == handShakedName)
            {
                if (verticalWalking)
                {
                    if (rBody == null)
                    {
                        rBody = t.GetComponent <Rigidbody>();
                        if (rBody == null)
                        {
                            rBody            = t.gameObject.AddComponent <Rigidbody>();
                            rBody.useGravity = false;
                        }
                    }

                    //snap to near-ground
                    float yOffset = OptiTrackOSCClient.GetPosition().y;
                    physicalY = position.y - yOffset;

                    Vector3 objectPosition = t.position;

                    //move object to correct X/Z position
                    objectPosition.x = position.x;
                    objectPosition.z = position.z;

                    //raycast down from object
                    RaycastHit hitInfo;
                    //TODO: figure out if we need to raycast from closer to the floor (so we don't teleport on top of stuff too much)
                    if (Physics.Raycast(objectPosition, -Vector3.up, out hitInfo, 2f, 1 << 8))
                    {
                        objectPosition.y += (physicalY - hitInfo.distance);
                        t.position        = objectPosition;
                        rBody.velocity    = Vector3.zero;
                    }
                    else
                    {
                        t.position = objectPosition;
                        if (canFall)
                        {
                            if (withAccelleration)
                            {
                                rBody.AddForce(-Vector3.up * 9.81f, ForceMode.Acceleration);
                            }
                            else
                            {
                                rBody.velocity = -3 * Vector3.up;
                            }
                        }
                    }

                    //send OSC Message for position
                    OSCMessage m = new OSCMessage("/gear-virtualpos");
                    m.Append(name);
                    m.Append(objectPosition.x);
                    m.Append(objectPosition.y);
                    m.Append(objectPosition.z);
                    handshakeClient.Send(m);
                    handshakeClient.Flush();

                    //when previewing in editor, apply rotation (Gear's handle this themselves)
                                        #if UNITY_EDITOR
                    t.rotation = rotation;
                                        #endif
                }
                else
                {
                    //TODO: test
                    t.position = position;
                                        #if UNITY_EDITOR
                    t.rotation = rotation;
                                        #endif
                }
            }
            //other player's gear
            else
            {
                if (verticalWalking)
                {
                    //TODO: test
                    //ignore y, but store it for reference
                    float yOffset = OptiTrackOSCClient.GetPosition().y;
                    physicalY = position.y - yOffset;

                    Vector3 alternateP = t.position;
                    alternateP.x = position.x;
                    alternateP.z = position.z;
                    t.position   = alternateP;
                }
                else
                {
                    //TODO: test
                    //business as usual
                    t.position = position;
                    t.rotation = rotation;
                }
            }
        }