Example #1
0
    private void Update()
    {
        if (!_realtime.connected)
        {
            return;
        }

        // Start by figuring out which hand we're tracking
        XRNode node         = _hand == Hand.LeftHand ? XRNode.LeftHand : XRNode.RightHand;
        string leftTrigger  = "Oculus_CrossPlatform_PrimaryIndexTrigger";
        string rightTrigger = "Oculus_CrossPlatform_SecondaryIndexTrigger";

        // Get the position & rotation of the hand
        bool handIsTracking = UpdatePose(node, ref _handPosition, ref _handRotation);

        // Figure out if the trigger is pressed or not
        bool triggerPressed = Input.GetAxisRaw(leftTrigger) > 0.1f || Input.GetAxisRaw(rightTrigger) > 0.1f;

        // If we lose tracking, stop drawing
        if (!handIsTracking)
        {
            triggerPressed = false;
        }

        // If the trigger is pressed and we haven't created a new brush stroke to draw, create one!
        if (triggerPressed && _activeBrushStroke == null)
        {
            // Instantiate a copy of the Brush Stroke prefab.
            // GameObject brushStrokeGameObject = Instantiate(_brushStrokePrefab);
            GameObject brushStrokeGameObject = Realtime.Instantiate(_brushStrokePrefab.name, ownedByClient: true, useInstance: _realtime);
            brushStrokeGameObject.tag = "brushStroke";

            // Grab the BrushStroke component from it
            _activeBrushStroke = brushStrokeGameObject.GetComponent <BrushStroke>();

            // Tell the BrushStroke to begin drawing at the current brush position
            _activeBrushStroke.BeginBrushStrokeWithBrushTipPoint(transform.position, transform.rotation);
        }

        // If the trigger is pressed, and we have a brush stroke, move the brush stroke to the new brush tip position
        if (triggerPressed)
        {
            _activeBrushStroke.MoveBrushTipToPoint(transform.position, transform.rotation);
        }

        // If the trigger is no longer pressed, and we still have an active brush stroke, mark it as finished and clear it.
        if (!triggerPressed && _activeBrushStroke != null)
        {
            _activeBrushStroke.EndBrushStrokeWithBrushTipPoint(transform.position, transform.rotation);
            _activeBrushStroke = null;
        }
    }
    private void Update()
    {
        if (!_realtime.connected)
        {
            return;
        }

        if (_realtime.clientID == _rt.ownerID)
        {
            // Start by figuring out which hand we're tracking
            XRNode node     = _hand == Hand.LeftHand ? XRNode.LeftHand : XRNode.RightHand;
            string trigger  = _hand == Hand.LeftHand ? "Left Trigger" : "Right Trigger";
            string joyclick = _hand == Hand.LeftHand ? "Left Joyclick" : "Right Joyclick";
            string axisY    = _hand == Hand.LeftHand ? "Left AxisY" : "Right AxisY";
            string axisX    = _hand == Hand.LeftHand ? "Left AxisX" : "Right AxisX";

            // Get the position & rotation of the hand
            bool handIsTracking = true; _handPosition = transform.position; _handRotation = transform.rotation;

            // Figure out if the trigger is pressed or not
            bool triggerPressed = Input.GetAxisRaw(trigger) > 0.1f;
            //bool triggerReleased = Input.GetAxisRaw(trigger) < 0.1f;

            //Figure out if the joystick is clicked or not
            bool joyclickPressed = Input.GetButtonDown(joyclick);

            // Figure out if the joystick / touchpad is pressed or not
            bool axisYMoved = Input.GetAxisRaw(axisY) < -0.2f || Input.GetAxisRaw(axisY) > 0.2f;
            //Debug.Log(Input.GetAxisRaw(axisY));
            bool axisXMoved = Input.GetAxisRaw(axisX) < -0.2f || Input.GetAxisRaw(axisX) > 0.2f;

            if (joyclickPressed)
            {
                Debug.Log("You pressed the joystick!");
                NextAction();
            }

            if (!axisXMoved)
            {
                didOnceX = false;
            }

            if (joyclickPressed)
            {
                SceneChanger sc = GameObject.FindObjectOfType <SceneChanger>();
                sc.Restart();
            }


            //actions if moving stuff should be handled by GazeXR
            if (action == 1)
            {
                // return; maybe still do TRIGGER stuff here at least!
                if (triggerPressed && !didOnceTrig)
                {
                    didOnceTrig = true;
                }

                if (triggerPressed && !didOnceTrig)
                {
                }

                if (!triggerPressed)
                {
                    didOnceTrig = false;
                }
            }

            //actions if drawing
            if (action == 0)
            {
                // If we lose tracking, stop drawing

                /*
                 * if (!handIsTracking)
                 * {
                 *  triggerPressed = false;
                 *  axisYMoved = false;
                 * }
                 */

                if (!axisYMoved)
                {
                    //Debug.Log("The Y Axis has NOT Moved");
                    //_brushPos.GetComponent<MeshRenderer>().enabled = false;
                }

                //If you move the joystick up or down, you're chaning the brush tip location
                if (axisYMoved && _brushPos.localPosition.z > 0f)
                {
                    //Debug.Log("The Y Axis has Moved");
                    //_brushPos.GetComponent<MeshRenderer>().enabled = true;
                    _brushPos.localPosition = new Vector3(_brushPos.localPosition.x, _brushPos.localPosition.y, _brushPos.localPosition.z - (Input.GetAxisRaw(axisY) * _speed));
                    VibrateControllers(.1f, .1f, .15f);
                }
                if (axisYMoved && _brushPos.localPosition.z <= 0.05f)
                {
                    _brushPos.localPosition = new Vector3(_brushPos.localPosition.x, _brushPos.localPosition.y, 0.05f);
                }

                //if you move the joystick left or right, you're changing the color
                if (axisXMoved)
                {
                    //_brushStrokePrefab.GetComponent<BrushStroke>().ResizeWidth(Input.GetAxisRaw(axisY) * (_speed/2));

                    /*
                     * Color newColor = new Color(brushMat.color.r - (Input.GetAxisRaw(axisY) * _speed), Random.value, Random.value, 1.0f);
                     * // apply it on  material
                     * brushMat.color = newColor;
                     */
                }


                // If the trigger is pressed and we haven't created a new brush stroke to draw, create one!
                if (triggerPressed && _activeBrushStroke == null)
                {
                    // Instantiate a copy of the Brush Stroke prefab, set it to be owned by us.
                    GameObject brushStrokeGameObject = Realtime.Instantiate(_brushStrokePrefab.name, ownedByClient: true, useInstance: _realtime);

                    // Make that brush stroke a child of the current state
                    //brushStrokeGameObject.transform.parent = currentOption.transform;

                    // Grab the BrushStroke component from it
                    _activeBrushStroke = brushStrokeGameObject.GetComponent <BrushStroke>();

                    // Tell the BrushStroke to begin drawing at the current brush position
                    _activeBrushStroke.BeginBrushStrokeWithBrushTipPoint(_brushPos.position, _handRotation);
                    VibrateControllers(.12f, .12f, .2f);
                }

                // If the trigger is pressed, and we have a brush stroke, move the brush stroke to the new brush tip position
                if (triggerPressed)
                {
                    _activeBrushStroke.MoveBrushTipToPoint(_brushPos.position, _handRotation);
                    VibrateControllers(.12f, .12f, .2f);
                    //_brushPos.GetComponent<MeshRenderer>().enabled = true;
                }


                // If the trigger is no longer pressed, and we still have an active brush stroke, mark it as finished and clear it.
                if (!triggerPressed && _activeBrushStroke != null)
                {
                    _activeBrushStroke.EndBrushStrokeWithBrushTipPoint(_brushPos.position, _handRotation);
                    _activeBrushStroke = null;
                    //_ot.gr.VibrateControllers(.24f, .12f, .4f);
                }
            }

            //actions if mask swapping
            if (action == 2)
            {
                if (axisXMoved && Input.GetAxisRaw(axisX) > 0 && !didOnceX)
                {
                    didOnceX = true;
                    VibrateControllers(.12f, .2f, .2f);
                }
                if (axisXMoved && Input.GetAxisRaw(axisX) < 0 && !didOnceX)
                {
                    didOnceX = true;
                    VibrateControllers(.2f, .12f, .2f);
                }
            }

            //actions if stage swapping
            if (action == 3)
            {
                if (axisXMoved && Input.GetAxisRaw(axisX) > 0 && !didOnceX)
                {
                    didOnceX = true;
                }
                if (axisXMoved && Input.GetAxisRaw(axisX) < 0 && !didOnceX)
                {
                    didOnceX = true;
                }
            }

            //actions if just squeezing your hands

            /*
             * if (action == 4)
             * {
             *  if (Input.GetAxisRaw(trigger) > 0.5f)
             *  {
             *      _ps.SetHandState(1);
             *  }
             *  else
             *  {
             *      _ps.SetHandState(0);
             *  }
             * } */
        }
    }