public void Vibrate(SteamVR_Input_Sources handType, float delay, float length)
 {
     vibration.Execute(delay, length, defaultFrequency, 1, handType);
 }
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 /// <summary>True if the device bound to this action was connected during the previous update</summary>
 /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
 public bool GetLastDeviceIsConnected(SteamVR_Input_Sources inputSource)
 {
     return(sourceMap[inputSource].lastDeviceIsConnected);
 }
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 /// <summary>The tracking state for this pose during the previous update</summary>
 /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
 public ETrackingResult GetLastTrackingResult(SteamVR_Input_Sources inputSource)
 {
     return(sourceMap[inputSource].lastTrackingState);
 }
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 /// <summary>The local velocity of this pose relative to the universe origin</summary>
 /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
 public Vector3 GetVelocity(SteamVR_Input_Sources inputSource)
 {
     return(sourceMap[inputSource].velocity);
 }
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 /// <summary>The local rotation for this pose during the previous update</summary>
 /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
 public Quaternion GetLastLocalRotation(SteamVR_Input_Sources inputSource)
 {
     return(sourceMap[inputSource].lastLocalRotation);
 }
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 /// <summary>Stops executing the function setup by the corresponding AddListener</summary>
 /// <param name="functionToStopCalling">The local function that you've setup to receive update events</param>
 /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
 public void RemoveOnUpdateListener(SteamVR_Input_Sources inputSource, UpdateHandler functionToStopCalling)
 {
     sourceMap[inputSource].onUpdate -= functionToStopCalling;
 }
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 /// <summary>
 /// SteamVR keeps a log of past poses so you can retrieve old poses or estimated poses in the future by passing in a secondsFromNow value that is negative or positive.
 /// </summary>
 /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
 /// <param name="secondsFromNow">The time offset in the future (estimated) or in the past (previously recorded) you want to get data from</param>
 /// <returns>true if the call succeeded</returns>
 public bool GetPoseAtTimeOffset(SteamVR_Input_Sources inputSource, float secondsFromNow, out Vector3 localPosition, out Quaternion localRotation, out Vector3 velocity, out Vector3 angularVelocity)
 {
     return(sourceMap[inputSource].GetPoseAtTimeOffset(secondsFromNow, out localPosition, out localRotation, out velocity, out angularVelocity));
 }
 /// <summary>Executes a function when the Vector2 value of the action is non-zero.</summary>
 /// <param name="functionToCall">A local function that receives the boolean action who's state has changed, the corresponding input source, and the new value</param>
 /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
 public void AddOnAxisListener(AxisHandler functionToCall, SteamVR_Input_Sources inputSource)
 {
     sourceMap[inputSource].onAxis += functionToCall;
 }
 /// <summary>Stops executing the function setup by the corresponding AddListener</summary>
 /// <param name="functionToStopCalling">The local function that you've setup to receive update events</param>
 /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
 public void RemoveOnAxisListener(AxisHandler functionToStopCalling, SteamVR_Input_Sources inputSource)
 {
     sourceMap[inputSource].onAxis -= functionToStopCalling;
 }
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 //Vibracion del Haptico
 public void Pulse(float duration, float frequency, float amplitude, SteamVR_Input_Sources source)
 {
     m_haptic.Execute(0, duration, frequency, amplitude, source);
     print("Pulso from " + source.ToString());
 }
 /// <summary>Executes a function when the active state of this action (with the specified inputSource) changes. This happens when the action is bound or unbound</summary>
 /// <param name="functionToCall">A local function that receives the boolean action who's active state changes and the corresponding input source</param>
 /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
 public void AddOnActiveBindingChangeListener(ActiveChangeHandler functionToCall, SteamVR_Input_Sources inputSource)
 {
     sourceMap[inputSource].onActiveBindingChange += functionToCall;
 }
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 private void Controller_onAxis(SteamVR_Action_Vector2 fromAction, SteamVR_Input_Sources fromSource, Vector2 axis, Vector2 delta)
 {
     Debug.Log($"User is touching point {axis.x}, {axis.y} : {delta.x}, {delta.y}");
 }
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 private void UpPressAction(SteamVR_Action_Boolean action, SteamVR_Input_Sources source)
 {
     Debug.Log($"User pressed up on {source.ToString()}");
 }
 public void Vibrate(SteamVR_Input_Sources handType, float delay, float length, int frequency, float amplitude)
 {
     frequency = (int)Mathf.Clamp(frequency, 0, 320);
     amplitude = (float)Mathf.Clamp(amplitude, 0, 1);
     vibration.Execute(delay, length, frequency, amplitude, handType);
 }
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 /// <summary>Executes a function when the state of this action (with the specified inputSource) changes</summary>
 /// <param name="functionToCall">A local function that receives the boolean action who's state has changed, the corresponding input source, and the new value</param>
 /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
 public void AddOnChangeListener(SteamVR_Input_Sources inputSource, ChangeHandler functionToCall)
 {
     sourceMap[inputSource].onChange += functionToCall;
 }
 /// <summary>
 /// <strong>[Should not be called by user code]</strong> Sets up the internals of the action source before SteamVR_Standalone has been initialized.
 /// </summary>
 public override void Preinitialize(SteamVR_Action wrappingAction, SteamVR_Input_Sources forInputSource)
 {
     base.Preinitialize(wrappingAction, forInputSource);
     vector2Action = (SteamVR_Action_Vector2)wrappingAction;
 }
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 /// <summary>Executes a function when the state of this action (with the specified inputSource) is updated.</summary>
 /// <param name="functionToCall">A local function that receives the boolean action who's state has changed, the corresponding input source, and the new value</param>
 /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
 public void AddOnUpdateListener(SteamVR_Input_Sources inputSource, UpdateHandler functionToCall)
 {
     sourceMap[inputSource].onUpdate += functionToCall;
 }
 /// <summary>The current Vector2 value of the action</summary>
 /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
 public Vector2 GetAxis(SteamVR_Input_Sources inputSource)
 {
     return(sourceMap[inputSource].axis);
 }
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 /// <summary>
 /// SteamVR keeps a log of past poses so you can retrieve old poses or estimated poses in the future by passing in a secondsFromNow value that is negative or positive.
 /// </summary>
 /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
 /// <param name="secondsFromNow">The time offset in the future (estimated) or in the past (previously recorded) you want to get data from</param>
 /// <returns>true if the call succeeded</returns>
 public bool GetVelocitiesAtTimeOffset(SteamVR_Input_Sources inputSource, float secondsFromNow, out Vector3 velocity, out Vector3 angularVelocity)
 {
     return(sourceMap[inputSource].GetVelocitiesAtTimeOffset(secondsFromNow, out velocity, out angularVelocity));
 }
 /// <summary>The Vector2 value difference between this update and the previous update.</summary>
 /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
 public Vector2 GetAxisDelta(SteamVR_Input_Sources inputSource)
 {
     return(sourceMap[inputSource].delta);
 }
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 /// <summary>
 /// Update a transform's local position and local roation to match the pose from the most recent update
 /// </summary>
 /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
 /// <param name="transformToUpdate">The transform of the object to be updated</param>
 public virtual void UpdateTransform(SteamVR_Input_Sources inputSource, Transform transformToUpdate)
 {
     sourceMap[inputSource].UpdateTransform(transformToUpdate);
 }
Esempio n. 22
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 /// <summary>Stops executing the function setup by the corresponding AddListener</summary>
 /// <param name="inputSource">The device you would like to remove an event from. Any if the action is not device specific.</param>
 /// <param name="functionToStopCalling">The method you would like to stop calling when tracking has changed. Should take a SteamVR_Action_Pose as a param</param>
 public void RemoveOnTrackingChanged(SteamVR_Input_Sources inputSource, TrackingChangeHandler functionToStopCalling)
 {
     sourceMap[inputSource].onTrackingChanged -= functionToStopCalling;
 }
Esempio n. 23
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 /// <summary>The local position for this pose during the previous update</summary>
 /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
 public Vector3 GetLastLocalPosition(SteamVR_Input_Sources inputSource)
 {
     return(sourceMap[inputSource].lastLocalPosition);
 }
Esempio n. 24
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 /// <summary>Fires an event when the device now has a valid pose or no longer has a valid pose</summary>
 /// <param name="inputSource">The device you would like to add an event to. Any if the action is not device specific.</param>
 /// <param name="functionToCall">The method you would like to be called when the pose has become valid or invalid. Should take a SteamVR_Action_Pose as a param</param>
 public void AddOnValidPoseChanged(SteamVR_Input_Sources inputSource, ValidPoseChangeHandler functionToCall)
 {
     sourceMap[inputSource].onValidPoseChanged += functionToCall;
 }
Esempio n. 25
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 /// <summary>The angular velocity for this pose during the previous update</summary>
 /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
 public Vector3 GetLastAngularVelocity(SteamVR_Input_Sources inputSource)
 {
     return(sourceMap[inputSource].lastAngularVelocity);
 }
Esempio n. 26
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 /// <summary>Stops executing the function setup by the corresponding AddListener</summary>
 /// <param name="inputSource">The device you would like to remove an event from. Any if the action is not device specific.</param>
 /// <param name="functionToStopCalling">The method you would like to stop calling when the pose has become valid or invalid. Should take a SteamVR_Action_Pose as a param</param>
 public void RemoveOnValidPoseChanged(SteamVR_Input_Sources inputSource, ValidPoseChangeHandler functionToStopCalling)
 {
     sourceMap[inputSource].onValidPoseChanged -= functionToStopCalling;
 }
Esempio n. 27
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 /// <summary>True if the pose was valid during the previous update</summary>
 /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
 public bool GetLastPoseIsValid(SteamVR_Input_Sources inputSource)
 {
     return(sourceMap[inputSource].lastPoseIsValid);
 }
Esempio n. 28
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 /// <summary>Stops executing the function setup by the corresponding AddListener</summary>
 /// <param name="functionToStopCalling">The local function that you've setup to receive update events</param>
 /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
 public void RemoveOnActiveChangeListener(SteamVR_Input_Sources inputSource, ActiveChangeHandler functionToStopCalling)
 {
     sourceMap[inputSource].onActiveChange -= functionToStopCalling;
 }
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 /// <summary>
 /// <strong>[Should not be called by user code]</strong> Sets up the internals of the action source before SteamVR has been initialized.
 /// </summary>
 public override void Preinitialize(SteamVR_Action wrappingAction, SteamVR_Input_Sources forInputSource)
 {
     base.Preinitialize(wrappingAction, forInputSource);
     poseAction = wrappingAction as SteamVR_Action_Pose;
 }
 public void Vibrate(SteamVR_Input_Sources handType)
 {
     vibration.Execute(0, vibrationDefaultLength, defaultFrequency, 1, handType);
 }