/// <summary> /// Inputs for head movements in simulator mode. /// </summary> /// <param name="mouseX">Mouse x-position.</param> /// <param name="mouseY">Mouse y-position.</param> private void headSimulation(float mouseX, float mouseY) { float same; //Turn head. if (Input.GetKey(KeyCode.Q) && CC_CANOE.keyboardControls) { headRotation = Quaternion.AngleAxis(mouseX * headSpan - (headSpan / 2), Vector3.up) * Quaternion.AngleAxis(-(mouseY * headSpan / 2 - (headSpan / 4)), Vector3.right); } //Move the head left/right and forward/backward. if (Input.GetKey(KeyCode.Z) && CC_CANOE.keyboardControls) { same = headPosition.z; headPosition = new Vector3(mouseX * headXSpan - (headXSpan / 2), mouseY * headYSpan / 2 + shoulderHeight, same); //Moving the Character Controller with the head movement same = CC_CANOE.CanoeCharacterController().center.y; CC_CANOE.CanoeCharacterController().center = new Vector3(headPosition.x, same, headPosition.z); } //Move the head left/right and up/down. if (Input.GetKey(KeyCode.C) && CC_CANOE.keyboardControls) { same = headPosition.y; headPosition = new Vector3(mouseX * headXSpan - (headXSpan / 2), same, mouseY * headZSpan / 2); //Moving the Character Controller with the head movement same = CC_CANOE.CanoeCharacterController().center.y; CC_CANOE.CanoeCharacterController().center = new Vector3(headPosition.x, same, headPosition.z); } //Roll the head if (Input.GetKey(KeyCode.E) && CC_CANOE.keyboardControls) { if (twistHeadStarted == 0) { twistHeadStarted = 1; saveHeadRotation = headRotation; } else { headRotation = saveHeadRotation * Quaternion.AngleAxis(-(mouseX * 180 - 90), Vector3.forward); } } else { twistHeadStarted = 0; } }
// Use this for initialization void Start() { animator = GetComponent <Animator>(); controller = CC_CANOE.CanoeCharacterController(); parentTransform = transform.GetComponentInParent <Transform>(); headTransform = CC_CANOE.HeadGameObject().gameObject.transform; leftHandTransform = CC_CANOE.WandGameObject(Wand.Left).gameObject.transform; rightHandTransform = CC_CANOE.WandGameObject(Wand.Right).gameObject.transform; //Initial call to chest puck VRPN.vrpnTrackerQuat("CC_FLAT_PUCK0@" + CC_CONFIG.innovatorIP, 0); //Brings model out of ground offset = new Vector3(0, 2f * transform.GetChild(0).GetComponent <SkinnedMeshRenderer>().bounds.extents.x, 0); transform.localPosition = offset; leftMirrorGoal = transform.parent.GetChild(1).transform; rightMirrorGoal = transform.parent.GetChild(2).transform; }
/// <summary> /// Obtain tracker information. /// </summary> private void getTrackerInformation() { if (CC_CONFIG.IsDestiny()) { Vector3 position = new Vector3(0, 0, 0); Quaternion rotation = Quaternion.identity; if (canoe.isVive()) { //Update head ClusterInput entry position = ClusterInput.GetTrackerPosition("head"); rotation = ClusterInput.GetTrackerRotation("head"); //Angle puck so flat section is bottom //Change "Camera Forward Tilt" in editor to change tilt if hat/helmet is angled rotation *= Quaternion.AngleAxis(90 - canoe.cameraForwardTilt, Vector3.left); rotation *= Quaternion.AngleAxis(180, Vector3.up); convertHeadTracking(position, rotation); //Update left controller ClusterInput entries position = ClusterInput.GetTrackerPosition("leftWand"); rotation = ClusterInput.GetTrackerRotation("leftWand"); convertWandTracking(Wand.Left, position, rotation); //Update right controller ClusterInput entries position = ClusterInput.GetTrackerPosition("rightWand"); rotation = ClusterInput.GetTrackerRotation("rightWand"); convertWandTracking(Wand.Right, position, rotation); //Moving the Character Controller with the head movement float same = CC_CANOE.CanoeCharacterController().center.y; CC_CANOE.CanoeCharacterController().center = new Vector3(headPosition.x, same, headPosition.z); } else if (canoe.isOptiTrack()) { //Head position and rotation position = ClusterInput.GetTrackerPosition("head"); //position = new Vector3(position.x, position.y, -position.z); rotation = ClusterInput.GetTrackerRotation("head"); convertHeadTracking(position, rotation); //Left wand position and rotation position = ClusterInput.GetTrackerPosition("leftWand"); rotation = ClusterInput.GetTrackerRotation("leftWand"); convertWandTracking(Wand.Left, position, rotation); //Right wand position and rotation position = ClusterInput.GetTrackerPosition("rightWand"); rotation = ClusterInput.GetTrackerRotation("rightWand"); convertWandTracking(Wand.Right, position, rotation); //Moving the Character Controller with the head movement float same = CC_CANOE.CanoeCharacterController().center.y; CC_CANOE.CanoeCharacterController().center = new Vector3(headPosition.x, same, headPosition.z); } } else { if (CC_CONFIG.IsInnovator()) { //if (checkInnovatorTracking()) { headPosition = convertToLeftHandPosition(VRPN.vrpnTrackerPos("CC_FLAT_HEAD@" + CC_CONFIG.innovatorIP, 0)); headRotation = convertToLeftHandRotation(VRPN.vrpnTrackerQuat("CC_FLAT_HEAD@" + CC_CONFIG.innovatorIP, 0) * Quaternion.AngleAxis(90 - canoe.cameraForwardTilt, Vector3.left) * Quaternion.AngleAxis(180, Vector3.up)); //Moving the Character Controller with the head movement float same = CC_CANOE.CanoeCharacterController().center.y; CC_CANOE.CanoeCharacterController().center = new Vector3(headPosition.x, same, headPosition.z); //Wands rotation and position. wandPosition[0] = convertToLeftHandPosition(VRPN.vrpnTrackerPos("CC_FLAT_WAND0@" + CC_CONFIG.innovatorIP, 0)); wandPosition[1] = convertToLeftHandPosition(VRPN.vrpnTrackerPos("CC_FLAT_WAND1@" + CC_CONFIG.innovatorIP, 0)); wandRotation[0] = convertToLeftHandRotation(VRPN.vrpnTrackerQuat("CC_FLAT_WAND0@" + CC_CONFIG.innovatorIP, 0)); wandRotation[1] = convertToLeftHandRotation(VRPN.vrpnTrackerQuat("CC_FLAT_WAND1@" + CC_CONFIG.innovatorIP, 0)); } else { setDefaultPositions(); } } }
void Start() { //Get the character controller from CC_CANOE. charCont = CC_CANOE.CanoeCharacterController(); }
void Start() { charCont = CC_CANOE.CanoeCharacterController(); resetAngle = Quaternion.Euler(resetRotation); canoe = gameObject.GetComponent <CC_CANOE>(); }
void Update() { //Set grab setting grab = false; if (enableGrabbing) { if (grabWithTrigger) { if (CC_INPUT.GetAxis(wand, WandAxis.Trigger) > 0.0f) { grab = true; } else { grab = false; } } else { grab = CC_INPUT.GetButtonPress(wand, grabButton); } } if (grab) { if (grabbedObject == null) { if (currentObject != null) { grabbedObject = currentObject; // If object had a rigidbody, grabbed save the rigidbody's kinematic state // so it can be restored on release of the object Rigidbody body = null; body = grabbedObject.GetComponent <Rigidbody>(); if (body != null) { wasKinematic = body.isKinematic; body.isKinematic = true; } // Save away to original parentage of the grabbed object grabbedObjectParent = grabbedObject.transform.parent; // Make the grabbed object a child of the wand grabbedObject.transform.parent = CC_CANOE.WandGameObject(wand).transform; currentObject = null; // Disable collision between yourself and the grabbed object so that the grabbed object // does not apply its physics to you and push you off the world Physics.IgnoreCollision(CC_CANOE.CanoeCharacterController(), grabbedObject.GetComponent <Collider>(), true); } } } else { if (grabbedObject != null) { // Restore the original parentage of the grabbed object grabbedObject.transform.parent = grabbedObjectParent; // If object had a rigidbody, restore its kinematic state Rigidbody body = null; body = grabbedObject.GetComponent <Rigidbody>(); if (body != null) { body.isKinematic = wasKinematic; } //Re-enstate collision between self and object Physics.IgnoreCollision(CC_CANOE.CanoeCharacterController(), grabbedObject.GetComponent <Collider>(), false); grabbedObject = null; currentObject = null; } } }
// Use this for initialization void Start() { controller = CC_CANOE.CanoeCharacterController(); originalPos = transform.position; }