GvrRecenterOnlyController.cs
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//-----------------------------------------------------------------------
// <copyright file="GvrRecenterOnlyController.cs" company="Google Inc.">
// Copyright 2017 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>
//-----------------------------------------------------------------------
using UnityEngine;
#if UNITY_2017_2_OR_NEWER
using UnityEngine.XR;
#else
using XRSettings = UnityEngine.VR.VRSettings;
#endif // UNITY_2017_2_OR_NEWER
/// <summary>
/// Used to recenter only the controllers, required for scenes that have no clear forward direction.
/// </summary>
/// <remarks>
/// Details: https://developers.google.com/vr/distribute/daydream/design-requirements#UX-D6
/// <para>
/// Works by offsetting the orientation of the transform when a recenter occurs to correct for the
/// orientation change caused by the recenter event.
/// </para><para>
/// Usage: Place on the parent of the camera that should have its orientation corrected.
/// </para></remarks>
[HelpURL("https://developers.google.com/vr/reference/unity/class/GvrRecenterOnlyController")]
public class GvrRecenterOnlyController : MonoBehaviour
{
private Quaternion lastAppliedYawCorrection = Quaternion.identity;
private Quaternion yawCorrection = Quaternion.identity;
private void Update()
{
bool connected = false;
foreach (var hand in Gvr.Internal.ControllerUtils.AllHands)
{
GvrControllerInputDevice device = GvrControllerInput.GetDevice(hand);
if (device.State == GvrConnectionState.Connected)
{
connected = true;
break;
}
}
if (!connected)
{
return;
}
// Daydream is loaded only on deivce, not in editor.
#if UNITY_ANDROID && !UNITY_EDITOR
if (XRSettings.loadedDeviceName != GvrSettings.VR_SDK_DAYDREAM)
{
return;
}
#endif
if (GvrControllerInput.Recentered)
{
ApplyYawCorrection();
return;
}
#if UNITY_EDITOR
// Compatibility for Instant Preview.
if (Gvr.Internal.InstantPreview.IsActive &&
Gvr.Internal.ControllerUtils.AnyButton(GvrControllerButton.System))
{
return;
}
#else // !UNITY_EDITOR
if (Gvr.Internal.ControllerUtils.AnyButton(GvrControllerButton.System))
{
return;
}
#endif // UNITY_EDITOR
yawCorrection = GetYawCorrection();
}
private void OnDisable()
{
yawCorrection = Quaternion.identity;
RemoveLastYawCorrection();
}
private void ApplyYawCorrection()
{
RemoveLastYawCorrection();
transform.localRotation = transform.localRotation * yawCorrection;
lastAppliedYawCorrection = yawCorrection;
}
private void RemoveLastYawCorrection()
{
transform.localRotation =
transform.localRotation * Quaternion.Inverse(lastAppliedYawCorrection);
lastAppliedYawCorrection = Quaternion.identity;
}
private Quaternion GetYawCorrection()
{
Quaternion headRotation = GvrVRHelpers.GetHeadRotation();
Vector3 euler = headRotation.eulerAngles;
return lastAppliedYawCorrection * Quaternion.Euler(0.0f, euler.y, 0.0f);
}
}