GvrControllerVisual.cs
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//-----------------------------------------------------------------------
// <copyright file="GvrControllerVisual.cs" company="Google Inc.">
// Copyright 2016 Google Inc. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// </copyright>
//-----------------------------------------------------------------------
// The controller is not available for versions of Unity without the
// GVR native integration.
using System.Collections;
using Gvr.Internal;
using UnityEngine;
/// <summary>Provides visual feedback for the daydream controller.</summary>
[RequireComponent(typeof(Renderer))]
[HelpURL("https://developers.google.com/vr/reference/unity/class/GvrControllerVisual")]
public class GvrControllerVisual
: MonoBehaviour, IGvrArmModelReceiver, IGvrControllerInputDeviceReceiver
{
/// <summary>App button animation duration when pressed.</summary>
public const float APP_BUTTON_ACTIVE_DURATION_SECONDS = 0.111f;
/// <summary>App button animation duration when released.</summary>
public const float APP_BUTTON_RELEASE_DURATION_SECONDS = 0.0909f;
/// <summary>System button animation duration when pressed.</summary>
public const float SYSTEM_BUTTON_ACTIVE_DURATION_SECONDS = 0.111f;
/// <summary>System button animation duration when released.</summary>
public const float SYSTEM_BUTTON_RELEASE_DURATION_SECONDS = 0.0909f;
/// <summary>Touchpad animation duration when pressed.</summary>
public const float TOUCHPAD_CLICK_DURATION_SECONDS = 0.111f;
/// <summary>Touchpad animation duration when released.</summary>
public const float TOUCHPAD_RELEASE_DURATION_SECONDS = 0.0909f;
/// @deprecated
/// <summary>This value controls scaling animation times for the touchpad button.</summary>
public const float TOUCHPAD_CLICK_SCALE_DURATION_SECONDS = 0.075f;
/// <summary>
/// Duration of the visual bubble on the controller to grow to its full size when clicked.
/// </summary>
public const float TOUCHPAD_POINT_SCALE_DURATION_SECONDS = 0.15f;
/// <summary>Determines if the displayState is set from `GvrControllerInputDevice`.</summary>
[Tooltip("Determines if the displayState is set from GvrControllerInputDevice.")]
public bool readControllerState = true;
/// <summary>Used to set the display state of the controller visual.</summary>
/// <remarks>
/// This can be used for tutorials that visualize the controller or other use-cases that require
/// displaying the controller visual without the state being determined by controller input.
/// Additionally, it can be used to preview the controller visual in the editor.
/// <para>
/// NOTE: `readControllerState` must be disabled to set the display state.
/// </para></remarks>
public ControllerDisplayState displayState;
/// <summary>
/// This is the preferred, maximum alpha value the object should have when it is a comfortable
/// distance from the head.
/// </summary>
[Range(0.0f, 1.0f)]
public float maximumAlpha = 1.0f;
// These values are used by the shader to control battery display
// Only modify these values if you are also modifying the shader.
private const float BATTERY_FULL = 0;
private const float BATTERY_ALMOST_FULL = .125f;
private const float BATTERY_MEDIUM = .225f;
private const float BATTERY_LOW = .325f;
private const float BATTERY_CRITICAL = .425f;
private const float BATTERY_HIDDEN = .525f;
// How much time to use as an 'immediate update'.
// Any value large enough to instantly update all visual animations.
private const float IMMEDIATE_UPDATE_TIME = 10f;
private readonly Color GVR_BATTERY_CRITICAL_COLOR = new Color(1, 0, 0, 1);
private readonly Color GVR_BATTERY_LOW_COLOR = new Color(1, 0.6823f, 0, 1);
private readonly Color GVR_BATTERY_MED_COLOR = new Color(0, 1, 0.588f, 1);
private readonly Color GVR_BATTERY_FULL_COLOR = new Color(0, 1, 0.588f, 1);
/// <summary>
/// An array of prefabs that will be instantiated and added as children of the controller visual
/// when the controller is created.
/// </summary>
/// <remarks>
/// Used to attach tooltips or other additional visual elements to the control dynamically.
/// </remarks>
[SerializeField]
private GameObject[] attachmentPrefabs;
private Renderer controllerRenderer;
private MeshFilter meshFilter;
private MaterialPropertyBlock materialPropertyBlock;
private int alphaId;
private int touchId;
private int touchPadId;
private int appButtonId;
private int systemButtonId;
private int batteryColorId;
private bool wasTouching;
private float touchTime;
// Data passed to shader, (xy) touch position, (z) touch duration, (w) battery state.
private Vector4 controllerShaderData;
// Data passed to shader, (x) overall alpha, (y) touchpad click duration,
// (z) app button click duration, (w) system button click duration.
private Vector4 controllerShaderData2;
private Color currentBatteryColor;
[SerializeField] private Color touchPadColor =
new Color(200f / 255f, 200f / 255f, 200f / 255f, 1);
[SerializeField] private Color appButtonColor =
new Color(200f / 255f, 200f / 255f, 200f / 255f, 1);
[SerializeField] private Color systemButtonColor =
new Color(20f / 255f, 20f / 255f, 20f / 255f, 1);
/// <summary>Gets or sets the arm model used to position the controller.</summary>
/// <value>The arm model used to position the controller.</value>
public GvrBaseArmModel ArmModel { get; set; }
/// <summary>Gets or sets the controller device reference.</summary>
/// <value>The controller device reference.</value>
public GvrControllerInputDevice ControllerInputDevice { get; set; }
/// <summary>Gets the preferred alpha value for the controller.</summary>
/// <value>The preferred alpha value for the controller.</value>
public virtual float PreferredAlpha
{
get
{
return ArmModel != null ? maximumAlpha * ArmModel.PreferredAlpha : maximumAlpha;
}
}
/// <summary>Gets or sets the color of the touch pad.</summary>
/// <value>The color of the touch pad.</value>
public Color TouchPadColor
{
get
{
return touchPadColor;
}
set
{
touchPadColor = value;
if (materialPropertyBlock != null)
{
materialPropertyBlock.SetColor(touchPadId, touchPadColor);
}
}
}
/// <summary>Gets or sets the color of the app button.</summary>
/// <value>The color of the app button.</value>
public Color AppButtonColor
{
get
{
return appButtonColor;
}
set
{
appButtonColor = value;
if (materialPropertyBlock != null)
{
materialPropertyBlock.SetColor(appButtonId, appButtonColor);
}
}
}
/// <summary>Gets or sets the color of the system button.</summary>
/// <value>The color of the system button.</value>
public Color SystemButtonColor
{
get
{
return systemButtonColor;
}
set
{
systemButtonColor = value;
if (materialPropertyBlock != null)
{
materialPropertyBlock.SetColor(systemButtonId, systemButtonColor);
}
}
}
/// <summary>Sets the controller texture.</summary>
/// <param name="newTexture">The new texture to set.</param>
[SuppressMemoryAllocationError(IsWarning = true, Reason = "Pending documentation.")]
public void SetControllerTexture(Texture newTexture)
{
controllerRenderer.material.mainTexture = newTexture;
}
/// <summary>Override this method to customize the visual's assets.</summary>
/// <remarks>
/// This method is called once per frame in the visual update process. Call the base method to
/// get the current assets.
/// </remarks>
/// <returns>A new struct containing the visual assets.</returns>
protected virtual VisualAssets GetVisualAssets()
{
return new VisualAssets()
{
mesh = meshFilter.sharedMesh,
material = controllerRenderer.sharedMaterial
};
}
private void Awake()
{
Initialize();
CreateAttachments();
}
private void OnEnable()
{
GvrControllerInput.OnPostControllerInputUpdated += OnPostControllerInputUpdated;
}
private void OnDisable()
{
GvrControllerInput.OnPostControllerInputUpdated -= OnPostControllerInputUpdated;
}
private void OnValidate()
{
if (!Application.isPlaying)
{
Initialize();
OnVisualUpdate(true);
}
}
private void OnPostControllerInputUpdated()
{
OnVisualUpdate();
}
private void CreateAttachments()
{
if (attachmentPrefabs == null)
{
return;
}
for (int i = 0; i < attachmentPrefabs.Length; i++)
{
GameObject prefab = attachmentPrefabs[i];
GameObject attachment = Instantiate(prefab);
attachment.transform.SetParent(transform, false);
}
}
private void Initialize()
{
if (controllerRenderer == null)
{
controllerRenderer = GetComponent<Renderer>();
}
if (materialPropertyBlock == null)
{
materialPropertyBlock = new MaterialPropertyBlock();
}
if (meshFilter == null)
{
meshFilter = GetComponent<MeshFilter>();
}
alphaId = Shader.PropertyToID("_GvrControllerAlpha");
touchId = Shader.PropertyToID("_GvrTouchInfo");
touchPadId = Shader.PropertyToID("_GvrTouchPadColor");
appButtonId = Shader.PropertyToID("_GvrAppButtonColor");
systemButtonId = Shader.PropertyToID("_GvrSystemButtonColor");
batteryColorId = Shader.PropertyToID("_GvrBatteryColor");
materialPropertyBlock.SetColor(appButtonId, appButtonColor);
materialPropertyBlock.SetColor(systemButtonId, systemButtonColor);
materialPropertyBlock.SetColor(touchPadId, touchPadColor);
controllerRenderer.SetPropertyBlock(materialPropertyBlock);
}
private void UpdateControllerState()
{
// Return early when the application isn't playing to ensure that the serialized
// displayState is used to preview the controller visual instead of the default
// GvrControllerInputDevice values.
#if UNITY_EDITOR
if (!Application.isPlaying)
{
return;
}
#endif
if (ControllerInputDevice != null)
{
displayState.batteryLevel = ControllerInputDevice.BatteryLevel;
displayState.batteryCharging = ControllerInputDevice.IsCharging;
displayState.clickButton =
ControllerInputDevice.GetButton(GvrControllerButton.TouchPadButton);
displayState.appButton = ControllerInputDevice.GetButton(GvrControllerButton.App);
displayState.homeButton = ControllerInputDevice.GetButton(GvrControllerButton.System);
displayState.touching =
ControllerInputDevice.GetButton(GvrControllerButton.TouchPadTouch);
displayState.touchPos = ControllerInputDevice.TouchPos;
}
}
private void OnVisualUpdate(bool updateImmediately = false)
{
// Update the visual display based on the controller state
if (readControllerState)
{
UpdateControllerState();
}
VisualAssets newAssets = GetVisualAssets();
if (newAssets.mesh != meshFilter.sharedMesh)
{
meshFilter.sharedMesh = newAssets.mesh;
}
if (newAssets.material != controllerRenderer.sharedMaterial)
{
controllerRenderer.sharedMaterial = newAssets.material;
}
float deltaTime = Time.deltaTime;
// If flagged to update immediately, set deltaTime to an arbitrarily large value.
// This is particularly useful in editor, but also for resetting state quickly.
if (updateImmediately)
{
deltaTime = IMMEDIATE_UPDATE_TIME;
}
if (displayState.clickButton)
{
controllerShaderData2.y = Mathf.Min(
1, controllerShaderData2.y + (deltaTime / TOUCHPAD_CLICK_DURATION_SECONDS));
}
else
{
controllerShaderData2.y = Mathf.Max(
0, controllerShaderData2.y - (deltaTime / TOUCHPAD_RELEASE_DURATION_SECONDS));
}
if (displayState.appButton)
{
controllerShaderData2.z = Mathf.Min(
1, controllerShaderData2.z + (deltaTime / APP_BUTTON_ACTIVE_DURATION_SECONDS));
}
else
{
controllerShaderData2.z = Mathf.Max(
0, controllerShaderData2.z - (deltaTime / APP_BUTTON_RELEASE_DURATION_SECONDS));
}
if (displayState.homeButton)
{
controllerShaderData2.w = Mathf.Min(
1, controllerShaderData2.w + (deltaTime / SYSTEM_BUTTON_ACTIVE_DURATION_SECONDS));
}
else
{
controllerShaderData2.w = Mathf.Max(
0, controllerShaderData2.w - (deltaTime / SYSTEM_BUTTON_RELEASE_DURATION_SECONDS));
}
// Set the material's alpha to the multiplied preferred alpha.
controllerShaderData2.x = PreferredAlpha;
materialPropertyBlock.SetVector(alphaId, controllerShaderData2);
controllerShaderData.x = displayState.touchPos.x;
controllerShaderData.y = displayState.touchPos.y;
if (displayState.touching || displayState.clickButton)
{
if (!wasTouching)
{
wasTouching = true;
}
if (touchTime < 1)
{
touchTime = Mathf.Min(
touchTime + (deltaTime / TOUCHPAD_POINT_SCALE_DURATION_SECONDS), 1);
}
}
else
{
wasTouching = false;
if (touchTime > 0)
{
touchTime = Mathf.Max(
touchTime - (deltaTime / TOUCHPAD_POINT_SCALE_DURATION_SECONDS), 0);
}
}
controllerShaderData.z = touchTime;
UpdateBatteryIndicator();
materialPropertyBlock.SetVector(touchId, controllerShaderData);
materialPropertyBlock.SetColor(batteryColorId, currentBatteryColor);
// Update the renderer
controllerRenderer.SetPropertyBlock(materialPropertyBlock);
}
private void UpdateBatteryIndicator()
{
GvrControllerBatteryLevel level = displayState.batteryLevel;
bool charging = displayState.batteryCharging;
switch (level)
{
case GvrControllerBatteryLevel.Full:
controllerShaderData.w = BATTERY_FULL;
currentBatteryColor = GVR_BATTERY_FULL_COLOR;
break;
case GvrControllerBatteryLevel.AlmostFull:
controllerShaderData.w = BATTERY_ALMOST_FULL;
currentBatteryColor = GVR_BATTERY_FULL_COLOR;
break;
case GvrControllerBatteryLevel.Medium:
controllerShaderData.w = BATTERY_MEDIUM;
currentBatteryColor = GVR_BATTERY_MED_COLOR;
break;
case GvrControllerBatteryLevel.Low:
controllerShaderData.w = BATTERY_LOW;
currentBatteryColor = GVR_BATTERY_LOW_COLOR;
break;
case GvrControllerBatteryLevel.CriticalLow:
controllerShaderData.w = BATTERY_CRITICAL;
currentBatteryColor = GVR_BATTERY_CRITICAL_COLOR;
break;
default:
controllerShaderData.w = BATTERY_HIDDEN;
currentBatteryColor.a = 0;
break;
}
if (charging)
{
controllerShaderData.w = -controllerShaderData.w;
currentBatteryColor = GVR_BATTERY_FULL_COLOR;
}
}
/// <summary>The controller display state data structure.</summary>
[System.Serializable]
public struct ControllerDisplayState
{
/// <summary>The battery charge level.</summary>
public GvrControllerBatteryLevel batteryLevel;
/// <summary>True if the battery is charging.</summary>
public bool batteryCharging;
/// <summary>True if the touch pad button is down.</summary>
public bool clickButton;
/// <summary>True if the app button is down.</summary>
public bool appButton;
/// <summary>True if the system button is down.</summary>
public bool homeButton;
/// <summary>True if the controller touch pad is registering a touch.</summary>
public bool touching;
/// <summary>The touch position on the touch pad (if `touching` is `true`).</summary>
public Vector2 touchPos;
}
/// <summary>
/// Struct that describes a mesh, material pair used for rendering a controller visual.
/// </summary>
[System.Serializable]
public struct VisualAssets
{
/// @cond
/// <summary>The mesh.</summary>
public Mesh mesh;
/// <summary>The material.</summary>
public Material material;
/// @endcond
}
}