public void ReadState(ControllerState outState)
        {
            if (error)
            {
                outState.connectionState = GvrConnectionState.Error;
                outState.errorDetails    = errorDetails;
                return;
            }
            gvr_controller_state_update(api, 0, statePtr);

            outState.connectionState = ConvertConnectionState(
                gvr_controller_state_get_connection_state(statePtr));

            gvr_quat rawOri   = gvr_controller_state_get_orientation(statePtr);
            gvr_vec3 rawAccel = gvr_controller_state_get_accel(statePtr);
            gvr_vec3 rawGyro  = gvr_controller_state_get_gyro(statePtr);

            // Convert GVR API orientation (right-handed) into Unity axis system (left-handed).
            pose3d.Set(Vector3.zero, new Quaternion(rawOri.x, rawOri.y, rawOri.z, rawOri.w));
            pose3d.SetRightHanded(pose3d.Matrix);
            outState.orientation = pose3d.Orientation;

            // For accelerometer, we have to flip Z because the GVR API has Z pointing backwards
            // and Unity has Z pointing forward.
            outState.accel = new Vector3(rawAccel.x, rawAccel.y, -rawAccel.z);

            // Gyro in GVR represents a right-handed angular velocity about each axis (positive means
            // clockwise when sighting along axis). Since Unity uses a left-handed system, we flip the
            // signs to adjust the sign of the rotational velocity (so that positive means
            // counter-clockwise). In addition, since in Unity the Z axis points forward while GVR
            // has Z pointing backwards, we flip the Z axis sign again. So the result is that
            // we should use -X, -Y, +Z:
            outState.gyro = new Vector3(-rawGyro.x, -rawGyro.y, rawGyro.z);

            outState.isTouching = 0 != gvr_controller_state_is_touching(statePtr);

            gvr_vec2 touchPos = gvr_controller_state_get_touch_pos(statePtr);

            outState.touchPos = new Vector2(touchPos.x, touchPos.y);

            outState.touchDown = 0 != gvr_controller_state_get_touch_down(statePtr);
            outState.touchUp   = 0 != gvr_controller_state_get_touch_up(statePtr);

            outState.appButtonDown =
                0 != gvr_controller_state_get_button_down(statePtr, GVR_CONTROLLER_BUTTON_APP);
            outState.appButtonState =
                0 != gvr_controller_state_get_button_state(statePtr, GVR_CONTROLLER_BUTTON_APP);
            outState.appButtonUp =
                0 != gvr_controller_state_get_button_up(statePtr, GVR_CONTROLLER_BUTTON_APP);

            outState.clickButtonDown =
                0 != gvr_controller_state_get_button_down(statePtr, GVR_CONTROLLER_BUTTON_CLICK);
            outState.clickButtonState =
                0 != gvr_controller_state_get_button_state(statePtr, GVR_CONTROLLER_BUTTON_CLICK);
            outState.clickButtonUp =
                0 != gvr_controller_state_get_button_up(statePtr, GVR_CONTROLLER_BUTTON_CLICK);

            outState.recentering = 0 != gvr_controller_state_get_recentering(statePtr);
            outState.recentered  = 0 != gvr_controller_state_get_recentered(statePtr);
        }
Beispiel #2
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        public Vector2 GetVelocity()
        {
            if (gvr_gesture_get_count(context) == 0)
            {
                return(Vector2.zero);
            }
            gvr_vec2 velocity = gvr_gesture_get_velocity(gvr_gesture_get(context, 0));

            return(new Vector2(velocity.x, -velocity.y));
        }
Beispiel #3
0
        public Vector2 GetDisplacement()
        {
            if (gvr_gesture_get_count(context) == 0)
            {
                return(Vector2.zero);
            }
            gvr_vec2 displacement = gvr_gesture_get_displacement(gvr_gesture_get(context, 0));

            return(new Vector2(displacement.x, -displacement.y));
        }
Beispiel #4
0
        public void ReadState(ControllerState outState, int controller_id)
        {
            if (error)
            {
                outState.connectionState = GvrConnectionState.Error;
                outState.apiStatus       = GvrControllerApiStatus.Error;
                outState.errorDetails    = errorDetails;
                return;
            }
            if (api == IntPtr.Zero || statePtr == IntPtr.Zero)
            {
                Debug.LogError("AndroidNativeControllerProvider used after dispose.");
                return;
            }
            gvr_controller_state_update(api, controller_id, statePtr);

            outState.connectionState = ConvertConnectionState(
                gvr_controller_state_get_connection_state(statePtr));
            outState.apiStatus = ConvertControllerApiStatus(
                gvr_controller_state_get_api_status(statePtr));

            gvr_quat rawOri   = gvr_controller_state_get_orientation(statePtr);
            gvr_vec3 rawAccel = gvr_controller_state_get_accel(statePtr);
            gvr_vec3 rawGyro  = gvr_controller_state_get_gyro(statePtr);
            gvr_vec3 rawPos   = gvr_controller_state_get_position(statePtr);

            // Convert GVR API orientation (right-handed) into Unity axis system (left-handed).
            pose3d.Set(new Vector3(rawPos.x, rawPos.y, rawPos.z), new Quaternion(rawOri.x, rawOri.y, rawOri.z, rawOri.w));
            pose3d.SetRightHanded(pose3d.Matrix);
            outState.orientation = pose3d.Orientation;
            outState.position    = pose3d.Position;

            // For accelerometer, we have to flip Z because the GVR API has Z pointing backwards
            // and Unity has Z pointing forward.
            outState.accel = new Vector3(rawAccel.x, rawAccel.y, -rawAccel.z);

            // Gyro in GVR represents a right-handed angular velocity about each axis (positive means
            // clockwise when sighting along axis). Since Unity uses a left-handed system, we flip the
            // signs to adjust the sign of the rotational velocity (so that positive means
            // counter-clockwise). In addition, since in Unity the Z axis points forward while GVR
            // has Z pointing backwards, we flip the Z axis sign again. So the result is that
            // we should use -X, -Y, +Z:
            outState.gyro = new Vector3(-rawGyro.x, -rawGyro.y, rawGyro.z);

            gvr_vec2 touchPos = gvr_controller_state_get_touch_pos(statePtr);

            outState.touchPos = new Vector2(touchPos.x, touchPos.y);

            int[] gvr_buttons = new int[] {
                GVR_CONTROLLER_BUTTON_APP,
                GVR_CONTROLLER_BUTTON_HOME,
                GVR_CONTROLLER_BUTTON_CLICK,
                GVR_CONTROLLER_BUTTON_RESERVED0,
                GVR_CONTROLLER_BUTTON_RESERVED1,
                GVR_CONTROLLER_BUTTON_RESERVED2
            };
            GvrControllerButton[] gvrUnityButtons = new GvrControllerButton[] {
                GvrControllerButton.App,
                GvrControllerButton.System,
                GvrControllerButton.TouchPadButton,
                GvrControllerButton.Reserved0,
                GvrControllerButton.Reserved1,
                GvrControllerButton.Reserved2
            };

            outState.buttonsState = 0;
            for (int i = 0; i < gvr_buttons.Length; i++)
            {
                if (0 != gvr_controller_state_get_button_state(statePtr, gvr_buttons[i]))
                {
                    outState.buttonsState |= gvrUnityButtons[i];
                }
            }
            if (0 != gvr_controller_state_is_touching(statePtr))
            {
                outState.buttonsState |= GvrControllerButton.TouchPadTouch;
            }

            outState.SetButtonsUpDownFromPrevious(lastButtonsState[controller_id]);
            lastButtonsState[controller_id] = outState.buttonsState;

            outState.recentered = 0 != gvr_controller_state_get_recentered(statePtr);
            outState.gvrPtr     = statePtr;

            if (hasBatteryMethods)
            {
                outState.isCharging   = 0 != gvr_controller_state_get_battery_charging(statePtr);
                outState.batteryLevel = (GvrControllerBatteryLevel)gvr_controller_state_get_battery_level(statePtr);
            }
        }
        public void ReadState(ControllerState outState, int controller_id)
        {
            if (error)
            {
                outState.connectionState = GvrConnectionState.Error;
                outState.apiStatus       = GvrControllerApiStatus.Error;
                outState.errorDetails    = errorDetails;
                return;
            }

            IntPtr statePtr = statePtr_arr[controller_id];

            gvr_controller_state_update(api, controller_id, statePtr);
            //Debug.Log("Reading state for controller<<>> " + controller_id.ToString());
            //Debug.Log("state pointer<<>> " +statePtr.ToString());
            int controller_count = gvr_controller_get_count(api);

            //Debug.Log("controller_count<<>> " +controller_count.ToString());

            outState.connectionState = ConvertConnectionState(
                gvr_controller_state_get_connection_state(statePtr));
            outState.apiStatus = ConvertControllerApiStatus(
                gvr_controller_state_get_api_status(statePtr));

            gvr_quat rawOri   = gvr_controller_state_get_orientation(statePtr);
            gvr_vec3 rawAccel = gvr_controller_state_get_accel(statePtr);
            gvr_vec3 rawGyro  = gvr_controller_state_get_gyro(statePtr);
            // saketp
            gvr_vec3 rawPos = gvr_controller_state_get_position(statePtr);

            // Convert GVR API orientation (right-handed) into Unity axis system (left-handed).
            // saketp
            pose3d.Set(new Vector3(rawPos.x, rawPos.y, rawPos.z), new Quaternion(rawOri.x, rawOri.y, rawOri.z, rawOri.w));
            pose3d.SetRightHanded(pose3d.Matrix);
            outState.orientation = pose3d.Orientation;
            // saketp
            outState.position = pose3d.Position;
            //Debug.Log("PositionGVR<<>> " + outState.position.ToString());
            //Debug.Log("PositionGVR<<>> " + outState.position.ToString());
            // Debug.Log("OrientationGVR<<>> " + outState.orientation.ToString());

            // For accelerometer, we have to flip Z because the GVR API has Z pointing backwards
            // and Unity has Z pointing forward.
            outState.accel = new Vector3(rawAccel.x, rawAccel.y, -rawAccel.z);

            // Gyro in GVR represents a right-handed angular velocity about each axis (positive means
            // clockwise when sighting along axis). Since Unity uses a left-handed system, we flip the
            // signs to adjust the sign of the rotational velocity (so that positive means
            // counter-clockwise). In addition, since in Unity the Z axis points forward while GVR
            // has Z pointing backwards, we flip the Z axis sign again. So the result is that
            // we should use -X, -Y, +Z:
            outState.gyro = new Vector3(-rawGyro.x, -rawGyro.y, rawGyro.z);

            // statePtr = statePtr_arr[0];
            outState.isTouching = 0 != gvr_controller_state_is_touching(statePtr);

            gvr_vec2 touchPos = gvr_controller_state_get_touch_pos(statePtr);

            outState.touchPos = new Vector2(touchPos.x, touchPos.y);

            outState.touchDown = 0 != gvr_controller_state_get_touch_down(statePtr);
            outState.touchUp   = 0 != gvr_controller_state_get_touch_up(statePtr);

            outState.appButtonDown =
                0 != gvr_controller_state_get_button_down(statePtr, GVR_CONTROLLER_BUTTON_APP);
            outState.appButtonState =
                0 != gvr_controller_state_get_button_state(statePtr, GVR_CONTROLLER_BUTTON_APP);
            outState.appButtonUp =
                0 != gvr_controller_state_get_button_up(statePtr, GVR_CONTROLLER_BUTTON_APP);

            outState.homeButtonDown =
                0 != gvr_controller_state_get_button_down(statePtr, GVR_CONTROLLER_BUTTON_HOME);
            outState.homeButtonState =
                0 != gvr_controller_state_get_button_state(statePtr, GVR_CONTROLLER_BUTTON_HOME);

            outState.clickButtonDown =
                0 != gvr_controller_state_get_button_down(statePtr, GVR_CONTROLLER_BUTTON_CLICK);
            outState.clickButtonState =
                0 != gvr_controller_state_get_button_state(statePtr, GVR_CONTROLLER_BUTTON_CLICK);
            outState.clickButtonUp =
                0 != gvr_controller_state_get_button_up(statePtr, GVR_CONTROLLER_BUTTON_CLICK);

            outState.triggerButtonDown =
                0 != gvr_controller_state_get_button_down(statePtr, GVR_CONTROLLER_BUTTON_TRIGGER);
            outState.triggerButtonState =
                0 != gvr_controller_state_get_button_state(statePtr, GVR_CONTROLLER_BUTTON_TRIGGER);
            outState.triggerButtonUp =
                0 != gvr_controller_state_get_button_up(statePtr, GVR_CONTROLLER_BUTTON_TRIGGER);

            outState.recentering = 0 != gvr_controller_state_get_recentering(statePtr);
            outState.recentered  = 0 != gvr_controller_state_get_recentered(statePtr);
            outState.gvrPtr      = statePtr;

            if (hasBatteryMethods)
            {
                outState.isCharging   = 0 != gvr_controller_state_get_battery_charging(statePtr);
                outState.batteryLevel = (GvrControllerBatteryLevel)gvr_controller_state_get_battery_level(statePtr);
            }
        }