/// <summary>
        /// Updates the controller state information.
        /// </summary>
        /// <param name="source">Input source to use to update the position.</param>
        private void UpdateControllerState(DebugInteractionSourceState source)
        {
            float time;

            if (manualController.UseUnscaledTime)
            {
                time = Time.unscaledTime;
            }
            else
            {
                time = Time.time;
            }

            CurrentButtonStates.SelectButtonStateChanged = (CurrentButtonStates.IsSelectButtonDown != source.SelectPressed);
            CurrentButtonStates.IsSelectButtonDown       = source.SelectPressed;

            if (CurrentButtonStates.SelectButtonStateChanged && source.SelectPressed)
            {
                CurrentButtonStates.SelectDownStartTime = time;
                CurrentButtonStates.CumulativeDelta     = Vector3.zero;
            }

            if (SupportsPosition)
            {
                Vector3 controllerPosition;
                if (source.SourcePose.TryGetPosition(out controllerPosition))
                {
                    CurrentButtonStates.CumulativeDelta += controllerPosition - ControllerPosition;
                    ControllerPosition = controllerPosition;
                }
            }

            if (SupportsRotation)
            {
                Quaternion controllerRotation;
                if (source.SourcePose.TryGetRotation(out controllerRotation))
                {
                    ControllerRotation = controllerRotation;
                }
            }

            if (SupportsRay)
            {
                PointingRay = source.SourcePose.PointerRay;
            }

            if (SupportsMenuButton)
            {
                CurrentButtonStates.MenuButtonStateChanged = (CurrentButtonStates.IsMenuButtonDown != source.MenuPressed);
                CurrentButtonStates.IsMenuButtonDown       = source.MenuPressed;
            }

            if (SupportsGrasp)
            {
                CurrentButtonStates.GraspStateChanged = (CurrentButtonStates.IsGrasped != source.Grasped);
                CurrentButtonStates.IsGrasped         = source.Grasped;
            }

            SendControllerStateEvents(time);
        }
Exemplo n.º 2
0
        /// <summary>
        /// Updates the controller positional information.
        /// </summary>
        /// <param name="controllerSource">Controller source to use to update the position.</param>
        /// <param name="editorControllerData">EditorControllerData structure to update.</param>
        private void UpdateControllerState(DebugInteractionSourceState controllerSource, Editor3DoFData editorControllerData)
        {
            // Check for button presses
            if (controllerSource.IsSelectPressed != editorControllerData.IsSelectButtonDownPending)
            {
                editorControllerData.IsSelectButtonDownPending    = controllerSource.IsSelectPressed;
                editorControllerData.SelectButtonStateUpdateTimer = ButtonPressDelay;
            }

            if (controllerSource.IsMenuPressed != editorControllerData.IsMenuButtonDownPending)
            {
                editorControllerData.IsMenuButtonDownPending    = controllerSource.IsMenuPressed;
                editorControllerData.MenuButtonStateUpdateTimer = ButtonPressDelay;
            }

            if (controllerSource.IsGrasped != editorControllerData.IsGraspedPending)
            {
                editorControllerData.IsGraspedPending      = controllerSource.IsGrasped;
                editorControllerData.GraspStateUpdateTimer = ButtonPressDelay;
            }

            // Not sure if we really need to do this?
            // Button presses are delayed to mitigate issue with hand position shifting during air tap
            editorControllerData.SelectButtonStateChanged = false;
            if (editorControllerData.SelectButtonStateUpdateTimer > 0)
            {
                editorControllerData.SelectButtonStateUpdateTimer -= Time.deltaTime;
                if (editorControllerData.SelectButtonStateUpdateTimer <= 0)
                {
                    editorControllerData.IsSelectButtonDown       = editorControllerData.IsSelectButtonDownPending;
                    editorControllerData.SelectButtonStateChanged = true;
                    if (editorControllerData.IsSelectButtonDown)
                    {
                        editorControllerData.SelectButtonDownStartTime = Time.time;
                    }
                }
            }

            // TODO: update other button states (menu, grasp)

            SendControllerStateEvents(editorControllerData);
        }
Exemplo n.º 3
0
        /// <summary>
        /// Updates the hand positional information.
        /// </summary>
        /// <param name="handSource">Hand source to use to update the position.</param>
        /// <param name="editorHandData">EditorHandData structure to update.</param>
        private void UpdateHandState(DebugInteractionSourceState handSource, EditorHandData editorHandData, float deltaTime, float time)
        {
            // Update hand position
            Vector3 handPosition;

            if (handSource.Properties.Location.TryGetPosition(out handPosition))
            {
                editorHandData.HandDelta    = handPosition - editorHandData.HandPosition;
                editorHandData.HandPosition = handPosition;
            }

            // Check for finger presses
            if (handSource.Pressed != editorHandData.IsFingerDownPending)
            {
                editorHandData.IsFingerDownPending    = handSource.Pressed;
                editorHandData.FingerStateUpdateTimer = FingerPressDelay;
            }

            // Finger presses are delayed to mitigate issue with hand position shifting during air tap
            editorHandData.FingerStateChanged = false;
            if (editorHandData.FingerStateUpdateTimer > 0)
            {
                editorHandData.FingerStateUpdateTimer -= deltaTime;
                if (editorHandData.FingerStateUpdateTimer <= 0)
                {
                    editorHandData.IsFingerDown       = editorHandData.IsFingerDownPending;
                    editorHandData.FingerStateChanged = true;
                    if (editorHandData.IsFingerDown)
                    {
                        editorHandData.FingerDownStartTime = time;
                    }
                }
            }

            SendHandStateEvents(editorHandData, time);
        }
        /// <summary>
        /// Updates the hand positional information.
        /// </summary>
        /// <param name="handSource">Hand source to use to update the position.</param>
        /// <param name="editorHandData">EditorHandData structure to update.</param>
        private void UpdateHandState(DebugInteractionSourceState handSource, EditorHandData editorHandData)
        {
            // Update hand position
            Vector3 handPosition;
            if (handSource.Properties.Location.TryGetPosition(out handPosition))
            {
                editorHandData.HandDelta = handPosition - editorHandData.HandPosition;
                editorHandData.HandPosition = handPosition;
            }

            // Check for finger presses
            if (handSource.Pressed != editorHandData.IsFingerDownPending)
            {
                editorHandData.IsFingerDownPending = handSource.Pressed;
                editorHandData.FingerStateUpdateTimer = FingerPressDelay;
            }

            // Finger presses are delayed to mitigate issue with hand position shifting during air tap
            editorHandData.FingerStateChanged = false;
            if (editorHandData.FingerStateUpdateTimer > 0)
            {
                editorHandData.FingerStateUpdateTimer -= Time.deltaTime;
                if (editorHandData.FingerStateUpdateTimer <= 0)
                {
                    editorHandData.IsFingerDown = editorHandData.IsFingerDownPending;
                    editorHandData.FingerStateChanged = true;
                    if (editorHandData.IsFingerDown)
                    {
                        editorHandData.FingerDownStartTime = Time.time;
                    }
                }
            }

            SendHandStateEvents(editorHandData);
        }