public void FixedUpdate() { /* * Objet utilisé pour un test : il faut créer une sphère, ou tout autre objet, dans Unity, et l'appeler BOULE. * Si ce script est présent quelque part, e.g. attaché à la sphère en question, quand on bouge la souris verticalement * ça fera bouger la sphère en conséquence. */ //GameObject testBoule = GameObject.Find("BOULE"); float rotation = 0.0f; vrMouse mouse = null; if (MiddleVR.VRDeviceMgr.GetMouse() != null) { mouse = MiddleVR.VRDeviceMgr.GetMouse(); } if (Math.Abs(mouse.GetAxisValue(1)) > 0.1f) { rotation = mouse.GetAxisValue(1); } else if (Math.Abs(Input.GetAxis("Mouse Y")) > 0) { rotation = Input.GetAxis("Mouse Y"); } /* * A décommenter pour le test de la boule, cf plus haut */ //testBoule.transform.Translate(0,rotation*sensibility, 0); transform.Rotate(0, 0, rotation * sensibility); }
void FixedUpdate() { vrMouse mouse = null; float rotation = 0.0f; float rotVert = 0; //Checking if MiddleVR is tracking the mouse if (MiddleVR.VRDeviceMgr.GetMouse() != null) { mouse = MiddleVR.VRDeviceMgr.GetMouse(); } GameObject cam = GameObject.Find("Tete"); //we don't want to rely on the wand here /*float wandHorizontal = MiddleVR.VRDeviceMgr.GetWandHorizontalAxisValue(); * if (Math.Abs(wandHorizontal) > 0.1f) * { * rotation = wandHorizontal; * }*/ //GetAxisValue gives the position offset on the given axis since last update //0 means axis X if (Math.Abs(mouse.GetAxisValue(0)) > 0.001f) { rotation = mouse.GetAxisValue(0); } else if (Math.Abs(Input.GetAxis("Mouse X")) > 0) { rotation = Input.GetAxis("Mouse X"); } if (Math.Abs(mouse.GetAxisValue(1)) > 0.001f) { rotVert = mouse.GetAxisValue(1); } else if (Math.Abs(Input.GetAxis("Mouse Y")) > 0) { rotVert = Input.GetAxis("Mouse Y"); } transform.Rotate(0, rotation * sensibility, 0, Space.World); transform.Rotate(rotVert * sensibility, 0, 0, Space.Self); }
// Mouse public static Vector3 Position() { vrMouse mouse = MiddleVR.VRDeviceMgr.GetMouse(); if (mouse == null) { Error("MiddleVR Mouse not found!"); return(new Vector3()); } var pos = mouse.GetCursorPosition(); #if UNITY_EDITOR // Convert absolute mouse coords from MVR to Unitys game window coordinates ( abs |_ vs. rel |- ) var gameView = GetMainGameView(); var gameViewRect = gameView.position; var gameViewMousePos = new Vector2(pos.x() - gameViewRect.x, (pos.y() - gameViewRect.yMax + 1) * -1); //Debug.Log(gameViewMousePos + " | Unity: " + Input.mousePosition); return(gameViewMousePos); #else //Debug.Log("Mouse : " + pos.x() + ", " + pos.y() + " | Unity: " + Input.mousePosition); return(new Vector2(pos.x(), pos.y() * -1)); #endif }
void Start() { obj = GameObject.Find("Cube"); mouse = MiddleVR.VRDeviceMgr.GetMouse(); }
void Start() { obj = GameObject.Find ("Cube"); mouse = MiddleVR.VRDeviceMgr.GetMouse (); }