Initial checkin

Initial checkin of Quest App Launcher
This commit is contained in:
tverona1
2019-07-16 23:46:19 -07:00
parent 6b98242a9b
commit fe3f38ee64
933 changed files with 105478 additions and 1 deletions
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/************************************************************************************
Copyright : Copyright 2017-Present Oculus VR, LLC. All Rights reserved.
Licensed under the Oculus VR Rift SDK License Version 3.2 (the "License");
you may not use the Oculus VR Rift SDK except in compliance with the License,
which is provided at the time of installation or download, or which
otherwise accompanies this software in either electronic or hard copy form.
You may obtain a copy of the License at
http://www.oculusvr.com/licenses/LICENSE-3.2
Unless required by applicable law or agreed to in writing, the Oculus VR SDK
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.
************************************************************************************/
using UnityEngine;
namespace ControllerSelection {
public class OVRInputHelpers {
// Given a controller and tracking spcae, return the ray that controller uses.
// Will fall back to center eye or camera on Gear if no controller is present.
public static Ray GetSelectionRay(OVRInput.Controller activeController, Transform trackingSpace) {
if (trackingSpace != null && activeController != OVRInput.Controller.None) {
Quaternion orientation = OVRInput.GetLocalControllerRotation(activeController);
Vector3 localStartPoint = OVRInput.GetLocalControllerPosition(activeController);
Matrix4x4 localToWorld = trackingSpace.localToWorldMatrix;
Vector3 worldStartPoint = localToWorld.MultiplyPoint(localStartPoint);
Vector3 worldOrientation = localToWorld.MultiplyVector(orientation * Vector3.forward);
return new Ray(worldStartPoint, worldOrientation);
}
Transform cameraTransform = Camera.main.transform;
if (OVRManager.instance != null) {
OVRCameraRig cameraRig = OVRManager.instance.GetComponent<OVRCameraRig>();
if (cameraRig != null) {
cameraTransform = cameraRig.centerEyeAnchor;
}
}
return new Ray(cameraTransform.position, cameraTransform.forward);
}
// Search the scene to find a tracking spce. This method can be expensive! Try to avoid it if possible.
public static Transform FindTrackingSpace() {
// There should be an OVRManager in the scene
if (OVRManager.instance != null) {
Transform trackingSpace = OVRManager.instance.transform.Find("TrackingSpace");
if (trackingSpace != null) {
return trackingSpace;
}
}
Debug.LogWarning("OVRManager is not in scene, finding tracking space is going to be expensive!");
// Look for any CameraRig objects
OVRCameraRig[] cameraRigs = UnityEngine.Object.FindObjectsOfType(typeof(OVRCameraRig)) as OVRCameraRig[];
foreach (OVRCameraRig cameraRig in cameraRigs) {
if (cameraRig.gameObject.activeSelf) {
Transform trackingSpace = cameraRig.transform.Find("TrackingSpace");
if (trackingSpace != null) {
return trackingSpace;
}
}
}
// Last resort, look for a tracking space
GameObject trackingSpaceGO = UnityEngine.GameObject.Find("TrackingSpace");
if (trackingSpaceGO != null) {
return trackingSpaceGO.transform;
}
// Guess it doesn't exist
return null;
}
// Find the current active controller, based on last time a certain button was hit. Needs to know the previous active controller.
public static OVRInput.Controller GetControllerForButton(OVRInput.Button joyPadClickButton, OVRInput.Controller oldController) {
OVRInput.Controller controller = OVRInput.GetConnectedControllers();
if ((controller & OVRInput.Controller.RTouch) == OVRInput.Controller.RTouch) {
if (OVRInput.Get(joyPadClickButton, OVRInput.Controller.RTouch) || oldController == OVRInput.Controller.None) {
return OVRInput.Controller.RTouch;
}
}
if ((controller & OVRInput.Controller.LTouch) == OVRInput.Controller.LTouch) {
if (OVRInput.Get(joyPadClickButton, OVRInput.Controller.LTouch) || oldController == OVRInput.Controller.None) {
return OVRInput.Controller.LTouch;
}
}
if ((controller & OVRInput.Controller.RTrackedRemote) == OVRInput.Controller.RTrackedRemote) {
if (OVRInput.Get(joyPadClickButton, OVRInput.Controller.RTrackedRemote) || oldController == OVRInput.Controller.None) {
return OVRInput.Controller.RTrackedRemote;
}
}
if ((controller & OVRInput.Controller.LTrackedRemote) == OVRInput.Controller.LTrackedRemote) {
if (OVRInput.Get(joyPadClickButton, OVRInput.Controller.LTrackedRemote) || oldController == OVRInput.Controller.None) {
return OVRInput.Controller.LTrackedRemote;
}
}
if ((controller & oldController) != oldController) {
return OVRInput.Controller.None;
}
return oldController;
}
}
}
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/************************************************************************************
Copyright : Copyright 2014-Present Oculus VR, LLC. All Rights reserved.
Licensed under the Oculus VR Rift SDK License Version 3.2 (the "License");
you may not use the Oculus VR Rift SDK except in compliance with the License,
which is provided at the time of installation or download, or which
otherwise accompanies this software in either electronic or hard copy form.
You may obtain a copy of the License at
http://www.oculusvr.com/licenses/LICENSE-3.2
Unless required by applicable law or agreed to in writing, the Oculus VR SDK
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.
************************************************************************************/
using System;
using UnityEngine;
using System.Collections.Generic;
using UnityEngine.SceneManagement;
namespace ControllerSelection
{
public class OVRInputModule : UnityEngine.EventSystems.PointerInputModule
{
protected override void Awake() {
base.Awake();
if (trackingSpace == null) {
Debug.LogWarning ("OVRInputModule did not have a tracking space set. Looking for one");
trackingSpace = OVRInputHelpers.FindTrackingSpace ();
}
}
protected override void OnEnable()
{
base.OnEnable();
SceneManager.sceneLoaded += OnSceneLoaded;
}
protected override void OnDisable()
{
base.OnDisable();
SceneManager.sceneLoaded -= OnSceneLoaded;
}
void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
if (trackingSpace == null) {
Debug.LogWarning ("OVRInputModule did not have a tracking space set. Looking for one");
trackingSpace = OVRInputHelpers.FindTrackingSpace ();
}
}
[Header("(Optional) Tracking space")]
[Tooltip("Tracking space of the OVRCameraRig.\nIf tracking space is not set, the scene will be searched.\nThis search is expensive.")]
public Transform trackingSpace = null;
[Header("Selection")]
[Tooltip("Primary selection button")]
public OVRInput.Button joyPadClickButton = OVRInput.Button.PrimaryIndexTrigger;
[Header("Physics")]
[Tooltip("Perform an sphere cast to determine correct depth for gaze pointer")]
public bool performSphereCastForGazepointer;
[Tooltip("Match the gaze pointer normal to geometry normal for physics colliders")]
public bool matchNormalOnPhysicsColliders;
[Header("Gamepad Stick Scroll")]
[Tooltip("Enable scrolling with the left stick on a gamepad")]
public bool useLeftStickScroll = true;
[Tooltip("Deadzone for left stick to prevent accidental scrolling")]
public float leftStickDeadZone = 0.15f;
[Header("Touchpad Swipe Scroll")]
[Tooltip("Enable scrolling by swiping the GearVR touchpad")]
public bool useSwipeScroll = true;
[Tooltip("Minimum swipe amount to trigger scrolling")]
public float minSwipeMovement = 0;
[Tooltip("Distance scrolled when swipe scroll occurs")]
public float swipeScrollScale = 4f;
[HideInInspector]
public OVRInput.Controller activeController = OVRInput.Controller.None;
public delegate void RayHitDelegate(Vector3 hitPosition, Vector3 hitNormal);
public RayHitDelegate OnSelectionRayHit;
#region GearVR swipe scroll
private Vector2 swipeStartPos;
private Vector2 unusedSwipe;
#endregion
// The raycaster that gets to do pointer interaction (e.g. with a mouse), gaze interaction always works
// private OVRRaycaster _activeGraphicRaycaster;
[NonSerialized]
public OVRRaycaster activeGraphicRaycaster;
[Header("Dragging")]
[Tooltip("Minimum pointer movement in degrees to start dragging")]
public float angleDragThreshold = 1;
// The following region contains code exactly the same as the implementation
// of StandaloneInputModule. It is copied here rather than inheriting from StandaloneInputModule
// because most of StandaloneInputModule is private so it isn't possible to easily derive from.
// Future changes from Unity to StandaloneInputModule will make it possible for this class to
// derive from StandaloneInputModule instead of PointerInput module.
//
// The following functions are not present in the following region since they have modified
// versions in the next region:
// Process
// ProcessMouseEvent
// UseMouse
#region StandaloneInputModule code
private float m_NextAction;
private Vector2 m_LastMousePosition;
private Vector2 m_MousePosition;
protected OVRInputModule()
{}
protected new void Reset()
{
allowActivationOnMobileDevice = true;
}
[Obsolete("Mode is no longer needed on input module as it handles both mouse and keyboard simultaneously.", false)]
public enum InputMode
{
Mouse,
Buttons
}
[Obsolete("Mode is no longer needed on input module as it handles both mouse and keyboard simultaneously.", false)]
public InputMode inputMode
{
get { return InputMode.Mouse; }
}
[Header("Standalone Input Module")]
[SerializeField]
private string m_HorizontalAxis = "Horizontal";
/// <summary>
/// Name of the vertical axis for movement (if axis events are used).
/// </summary>
[SerializeField]
private string m_VerticalAxis = "Vertical";
/// <summary>
/// Name of the submit button.
/// </summary>
[SerializeField]
private string m_SubmitButton = "Submit";
/// <summary>
/// Name of the submit button.
/// </summary>
[SerializeField]
private string m_CancelButton = "Cancel";
[SerializeField]
private float m_InputActionsPerSecond = 10;
[SerializeField]
private bool m_AllowActivationOnMobileDevice;
public bool allowActivationOnMobileDevice
{
get { return m_AllowActivationOnMobileDevice; }
set { m_AllowActivationOnMobileDevice = value; }
}
public float inputActionsPerSecond
{
get { return m_InputActionsPerSecond; }
set { m_InputActionsPerSecond = value; }
}
/// <summary>
/// Name of the horizontal axis for movement (if axis events are used).
/// </summary>
public string horizontalAxis
{
get { return m_HorizontalAxis; }
set { m_HorizontalAxis = value; }
}
/// <summary>
/// Name of the vertical axis for movement (if axis events are used).
/// </summary>
public string verticalAxis
{
get { return m_VerticalAxis; }
set { m_VerticalAxis = value; }
}
public string submitButton
{
get { return m_SubmitButton; }
set { m_SubmitButton = value; }
}
public string cancelButton
{
get { return m_CancelButton; }
set { m_CancelButton = value; }
}
public override void UpdateModule()
{
activeController = OVRInputHelpers.GetControllerForButton (OVRInput.Button.PrimaryIndexTrigger, activeController);
m_LastMousePosition = m_MousePosition;
m_MousePosition = Input.mousePosition;
}
public override bool IsModuleSupported()
{
// Check for mouse presence instead of whether touch is supported,
// as you can connect mouse to a tablet and in that case we'd want
// to use StandaloneInputModule for non-touch input events.
return m_AllowActivationOnMobileDevice || Input.mousePresent;
}
public override bool ShouldActivateModule()
{
if (!base.ShouldActivateModule())
return false;
var shouldActivate = Input.GetButtonDown(m_SubmitButton);
shouldActivate |= Input.GetButtonDown(m_CancelButton);
shouldActivate |= !Mathf.Approximately(Input.GetAxisRaw(m_HorizontalAxis), 0.0f);
shouldActivate |= !Mathf.Approximately(Input.GetAxisRaw(m_VerticalAxis), 0.0f);
shouldActivate |= (m_MousePosition - m_LastMousePosition).sqrMagnitude > 0.0f;
shouldActivate |= Input.GetMouseButtonDown(0);
return shouldActivate;
}
public override void ActivateModule()
{
base.ActivateModule();
m_MousePosition = Input.mousePosition;
m_LastMousePosition = Input.mousePosition;
var toSelect = eventSystem.currentSelectedGameObject;
if (toSelect == null)
toSelect = eventSystem.firstSelectedGameObject;
eventSystem.SetSelectedGameObject(toSelect, GetBaseEventData());
}
public override void DeactivateModule()
{
base.DeactivateModule();
ClearSelection();
}
/// <summary>
/// Process submit keys.
/// </summary>
private bool SendSubmitEventToSelectedObject()
{
if (eventSystem.currentSelectedGameObject == null)
return false;
var data = GetBaseEventData();
if (Input.GetButtonDown(m_SubmitButton))
UnityEngine.EventSystems.ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, UnityEngine.EventSystems.ExecuteEvents.submitHandler);
if (Input.GetButtonDown(m_CancelButton))
UnityEngine.EventSystems.ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, UnityEngine.EventSystems.ExecuteEvents.cancelHandler);
return data.used;
}
private bool AllowMoveEventProcessing(float time)
{
bool allow = Input.GetButtonDown(m_HorizontalAxis);
allow |= Input.GetButtonDown(m_VerticalAxis);
allow |= (time > m_NextAction);
return allow;
}
private Vector2 GetRawMoveVector()
{
Vector2 move = Vector2.zero;
move.x = Input.GetAxisRaw(m_HorizontalAxis);
move.y = Input.GetAxisRaw(m_VerticalAxis);
if (Input.GetButtonDown(m_HorizontalAxis))
{
if (move.x < 0)
move.x = -1f;
if (move.x > 0)
move.x = 1f;
}
if (Input.GetButtonDown(m_VerticalAxis))
{
if (move.y < 0)
move.y = -1f;
if (move.y > 0)
move.y = 1f;
}
return move;
}
/// <summary>
/// Process keyboard events.
/// </summary>
private bool SendMoveEventToSelectedObject()
{
float time = Time.unscaledTime;
if (!AllowMoveEventProcessing(time))
return false;
Vector2 movement = GetRawMoveVector();
// Debug.Log(m_ProcessingEvent.rawType + " axis:" + m_AllowAxisEvents + " value:" + "(" + x + "," + y + ")");
var axisEventData = GetAxisEventData(movement.x, movement.y, 0.6f);
if (!Mathf.Approximately(axisEventData.moveVector.x, 0f)
|| !Mathf.Approximately(axisEventData.moveVector.y, 0f))
{
UnityEngine.EventSystems.ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, axisEventData, UnityEngine.EventSystems.ExecuteEvents.moveHandler);
}
m_NextAction = time + 1f / m_InputActionsPerSecond;
return axisEventData.used;
}
private bool SendUpdateEventToSelectedObject()
{
if (eventSystem.currentSelectedGameObject == null)
return false;
var data = GetBaseEventData();
UnityEngine.EventSystems.ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, UnityEngine.EventSystems.ExecuteEvents.updateSelectedHandler);
return data.used;
}
/// <summary>
/// Process the current mouse press.
/// </summary>
private void ProcessMousePress(MouseButtonEventData data)
{
var pointerEvent = data.buttonData;
var currentOverGo = pointerEvent.pointerCurrentRaycast.gameObject;
// PointerDown notification
if (data.PressedThisFrame())
{
pointerEvent.eligibleForClick = true;
pointerEvent.delta = Vector2.zero;
pointerEvent.dragging = false;
pointerEvent.useDragThreshold = true;
pointerEvent.pressPosition = pointerEvent.position;
pointerEvent.pointerPressRaycast = pointerEvent.pointerCurrentRaycast;
DeselectIfSelectionChanged(currentOverGo, pointerEvent);
// search for the control that will receive the press
// if we can't find a press handler set the press
// handler to be what would receive a click.
var newPressed = UnityEngine.EventSystems.ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, UnityEngine.EventSystems.ExecuteEvents.pointerDownHandler);
// didnt find a press handler... search for a click handler
if (newPressed == null)
newPressed = UnityEngine.EventSystems.ExecuteEvents.GetEventHandler<UnityEngine.EventSystems.IPointerClickHandler>(currentOverGo);
// Debug.Log("Pressed: " + newPressed);
float time = Time.unscaledTime;
if (newPressed == pointerEvent.lastPress)
{
var diffTime = time - pointerEvent.clickTime;
if (diffTime < 0.3f)
++pointerEvent.clickCount;
else
pointerEvent.clickCount = 1;
pointerEvent.clickTime = time;
}
else
{
pointerEvent.clickCount = 1;
}
pointerEvent.pointerPress = newPressed;
pointerEvent.rawPointerPress = currentOverGo;
pointerEvent.clickTime = time;
// Save the drag handler as well
pointerEvent.pointerDrag = UnityEngine.EventSystems.ExecuteEvents.GetEventHandler<UnityEngine.EventSystems.IDragHandler>(currentOverGo);
if (pointerEvent.pointerDrag != null)
UnityEngine.EventSystems.ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, UnityEngine.EventSystems.ExecuteEvents.initializePotentialDrag);
}
// PointerUp notification
if (data.ReleasedThisFrame())
{
// Debug.Log("Executing pressup on: " + pointer.pointerPress);
UnityEngine.EventSystems.ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, UnityEngine.EventSystems.ExecuteEvents.pointerUpHandler);
// Debug.Log("KeyCode: " + pointer.eventData.keyCode);
// see if we mouse up on the same element that we clicked on...
var pointerUpHandler = UnityEngine.EventSystems.ExecuteEvents.GetEventHandler<UnityEngine.EventSystems.IPointerClickHandler>(currentOverGo);
// PointerClick and Drop events
if (pointerEvent.pointerPress == pointerUpHandler && pointerEvent.eligibleForClick)
{
UnityEngine.EventSystems.ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, UnityEngine.EventSystems.ExecuteEvents.pointerClickHandler);
}
else if (pointerEvent.pointerDrag != null)
{
UnityEngine.EventSystems.ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, UnityEngine.EventSystems.ExecuteEvents.dropHandler);
}
pointerEvent.eligibleForClick = false;
pointerEvent.pointerPress = null;
pointerEvent.rawPointerPress = null;
if (pointerEvent.pointerDrag != null && pointerEvent.dragging)
UnityEngine.EventSystems.ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, UnityEngine.EventSystems.ExecuteEvents.endDragHandler);
pointerEvent.dragging = false;
pointerEvent.pointerDrag = null;
// redo pointer enter / exit to refresh state
// so that if we moused over somethign that ignored it before
// due to having pressed on something else
// it now gets it.
if (currentOverGo != pointerEvent.pointerEnter)
{
HandlePointerExitAndEnter(pointerEvent, null);
HandlePointerExitAndEnter(pointerEvent, currentOverGo);
}
}
}
#endregion
#region Modified StandaloneInputModule methods
/// <summary>
/// Process all mouse events. This is the same as the StandaloneInputModule version except that
/// it takes MouseState as a parameter, allowing it to be used for both Gaze and Mouse
/// pointerss.
/// </summary>
private void ProcessMouseEvent(MouseState mouseData)
{
var pressed = mouseData.AnyPressesThisFrame();
var released = mouseData.AnyReleasesThisFrame();
var leftButtonData = mouseData.GetButtonState(UnityEngine.EventSystems.PointerEventData.InputButton.Left).eventData;
if (!UseMouse(pressed, released, leftButtonData.buttonData))
return;
// Process the first mouse button fully
ProcessMousePress(leftButtonData);
ProcessMove(leftButtonData.buttonData);
ProcessDrag(leftButtonData.buttonData);
// Now process right / middle clicks
ProcessMousePress(mouseData.GetButtonState(UnityEngine.EventSystems.PointerEventData.InputButton.Right).eventData);
ProcessDrag(mouseData.GetButtonState(UnityEngine.EventSystems.PointerEventData.InputButton.Right).eventData.buttonData);
ProcessMousePress(mouseData.GetButtonState(UnityEngine.EventSystems.PointerEventData.InputButton.Middle).eventData);
ProcessDrag(mouseData.GetButtonState(UnityEngine.EventSystems.PointerEventData.InputButton.Middle).eventData.buttonData);
if (!Mathf.Approximately(leftButtonData.buttonData.scrollDelta.sqrMagnitude, 0.0f))
{
var scrollHandler = UnityEngine.EventSystems.ExecuteEvents.GetEventHandler<UnityEngine.EventSystems.IScrollHandler>(leftButtonData.buttonData.pointerCurrentRaycast.gameObject);
UnityEngine.EventSystems.ExecuteEvents.ExecuteHierarchy(scrollHandler, leftButtonData.buttonData, UnityEngine.EventSystems.ExecuteEvents.scrollHandler);
}
}
/// <summary>
/// Process this InputModule. Same as the StandaloneInputModule version, except that it calls
/// ProcessMouseEvent twice, once for gaze pointers, and once for mouse pointers.
/// </summary>
public override void Process()
{
bool usedEvent = SendUpdateEventToSelectedObject();
if (eventSystem.sendNavigationEvents)
{
if (!usedEvent)
usedEvent |= SendMoveEventToSelectedObject();
if (!usedEvent)
SendSubmitEventToSelectedObject();
}
ProcessMouseEvent(GetGazePointerData());
#if !UNITY_ANDROID
ProcessMouseEvent(GetCanvasPointerData());
#endif
}
/// <summary>
/// Decide if mouse events need to be processed this frame. Same as StandloneInputModule except
/// that the IsPointerMoving method from this class is used, instead of the method on PointerEventData
/// </summary>
private static bool UseMouse(bool pressed, bool released, UnityEngine.EventSystems.PointerEventData pointerData)
{
if (pressed || released || IsPointerMoving(pointerData) || pointerData.IsScrolling())
return true;
return false;
}
#endregion
/// <summary>
/// Convenience function for cloning PointerEventData
/// </summary>
/// <param name="from">Copy this value</param>
/// <param name="to">to this object</param>
protected void CopyFromTo(OVRRayPointerEventData @from, OVRRayPointerEventData @to)
{
@to.position = @from.position;
@to.delta = @from.delta;
@to.scrollDelta = @from.scrollDelta;
@to.pointerCurrentRaycast = @from.pointerCurrentRaycast;
@to.pointerEnter = @from.pointerEnter;
@to.worldSpaceRay = @from.worldSpaceRay;
}
/// <summary>
/// Convenience function for cloning PointerEventData
/// </summary>
/// <param name="from">Copy this value</param>
/// <param name="to">to this object</param>
protected new void CopyFromTo(UnityEngine.EventSystems.PointerEventData @from, UnityEngine.EventSystems.PointerEventData @to)
{
@to.position = @from.position;
@to.delta = @from.delta;
@to.scrollDelta = @from.scrollDelta;
@to.pointerCurrentRaycast = @from.pointerCurrentRaycast;
@to.pointerEnter = @from.pointerEnter;
}
// In the following region we extend the PointerEventData system implemented in PointerInputModule
// We define an additional dictionary for ray(e.g. gaze) based pointers. Mouse pointers still use the dictionary
// in PointerInputModule
#region PointerEventData pool
// Pool for OVRRayPointerEventData for ray based pointers
protected Dictionary<int, OVRRayPointerEventData> m_VRRayPointerData = new Dictionary<int, OVRRayPointerEventData>();
protected bool GetPointerData(int id, out OVRRayPointerEventData data, bool create)
{
if (!m_VRRayPointerData.TryGetValue(id, out data) && create)
{
data = new OVRRayPointerEventData(eventSystem)
{
pointerId = id,
};
m_VRRayPointerData.Add(id, data);
return true;
}
return false;
}
/// <summary>
/// Clear pointer state for both types of pointer
/// </summary>
protected new void ClearSelection()
{
var baseEventData = GetBaseEventData();
foreach (var pointer in m_PointerData.Values)
{
// clear all selection
HandlePointerExitAndEnter(pointer, null);
}
foreach (var pointer in m_VRRayPointerData.Values)
{
// clear all selection
HandlePointerExitAndEnter(pointer, null);
}
m_PointerData.Clear();
eventSystem.SetSelectedGameObject(null, baseEventData);
}
#endregion
/// <summary>
/// For RectTransform, calculate it's normal in world space
/// </summary>
static Vector3 GetRectTransformNormal(RectTransform rectTransform)
{
Vector3[] corners = new Vector3[4];
rectTransform.GetWorldCorners(corners);
Vector3 BottomEdge = corners[3] - corners[0];
Vector3 LeftEdge = corners[1] - corners[0];
rectTransform.GetWorldCorners(corners);
return Vector3.Cross(LeftEdge, BottomEdge).normalized;
}
private readonly MouseState m_MouseState = new MouseState();
// Overridden so that we can process the two types of pointer separately
// The following 2 functions are equivalent to PointerInputModule.GetMousePointerEventData but are customized to
// get data for ray pointers and canvas mouse pointers.
/// <summary>
/// State for a pointer controlled by a world space ray. E.g. gaze pointer
/// </summary>
/// <returns></returns>
protected MouseState GetGazePointerData()
{
// Get the OVRRayPointerEventData reference
OVRRayPointerEventData leftData;
GetPointerData(kMouseLeftId, out leftData, true );
leftData.Reset();
leftData.worldSpaceRay = OVRInputHelpers.GetSelectionRay(activeController, trackingSpace);
leftData.scrollDelta = GetExtraScrollDelta();
//Populate some default values
leftData.button = UnityEngine.EventSystems.PointerEventData.InputButton.Left;
leftData.useDragThreshold = true;
// Perform raycast to find intersections with world
eventSystem.RaycastAll(leftData, m_RaycastResultCache);
var raycast = FindFirstRaycast(m_RaycastResultCache);
leftData.pointerCurrentRaycast = raycast;
m_RaycastResultCache.Clear();
OVRRaycaster ovrRaycaster = raycast.module as OVRRaycaster;
// We're only interested in intersections from OVRRaycasters
if (ovrRaycaster)
{
// The Unity UI system expects event data to have a screen position
// so even though this raycast came from a world space ray we must get a screen
// space position for the camera attached to this raycaster for compatability
leftData.position = ovrRaycaster.GetScreenPosition(raycast);
// Find the world position and normal the Graphic the ray intersected
RectTransform graphicRect = raycast.gameObject.GetComponent<RectTransform>();
if (graphicRect != null)
{
// Set are gaze indicator with this world position and normal
// Vector3 worldPos = raycast.worldPosition;
//Vector3 normal = GetRectTransformNormal(graphicRect);
if (OnSelectionRayHit != null) {
OnSelectionRayHit(raycast.worldPosition, raycast.worldNormal);
}
}
}
OVRPhysicsRaycaster physicsRaycaster = raycast.module as OVRPhysicsRaycaster;
if (physicsRaycaster)
{
leftData.position = physicsRaycaster.GetScreenPos(raycast.worldPosition);
if (OnSelectionRayHit != null) {
OnSelectionRayHit(raycast.worldPosition, raycast.worldNormal);
}
}
// Stick default data values in right and middle slots for compatability
// copy the apropriate data into right and middle slots
OVRRayPointerEventData rightData;
GetPointerData(kMouseRightId, out rightData, true );
CopyFromTo(leftData, rightData);
rightData.button = UnityEngine.EventSystems.PointerEventData.InputButton.Right;
OVRRayPointerEventData middleData;
GetPointerData(kMouseMiddleId, out middleData, true );
CopyFromTo(leftData, middleData);
middleData.button = UnityEngine.EventSystems.PointerEventData.InputButton.Middle;
m_MouseState.SetButtonState(UnityEngine.EventSystems.PointerEventData.InputButton.Left, GetGazeButtonState(), leftData);
m_MouseState.SetButtonState(UnityEngine.EventSystems.PointerEventData.InputButton.Right, UnityEngine.EventSystems.PointerEventData.FramePressState.NotChanged, rightData);
m_MouseState.SetButtonState(UnityEngine.EventSystems.PointerEventData.InputButton.Middle, UnityEngine.EventSystems.PointerEventData.FramePressState.NotChanged, middleData);
return m_MouseState;
}
/// <summary>
/// Get state for pointer which is a pointer moving in world space across the surface of a world space canvas.
/// </summary>
/// <returns></returns>
protected MouseState GetCanvasPointerData()
{
// Get the OVRRayPointerEventData reference
UnityEngine.EventSystems.PointerEventData leftData;
GetPointerData(kMouseLeftId, out leftData, true );
leftData.Reset();
// Setup default values here. Set position to zero because we don't actually know the pointer
// positions. Each canvas knows the position of its canvas pointer.
leftData.position = Vector2.zero;
leftData.scrollDelta = Input.mouseScrollDelta;
leftData.button = UnityEngine.EventSystems.PointerEventData.InputButton.Left;
if (activeGraphicRaycaster)
{
// Let the active raycaster find intersections on its canvas
activeGraphicRaycaster.RaycastPointer(leftData, m_RaycastResultCache);
var raycast = FindFirstRaycast(m_RaycastResultCache);
leftData.pointerCurrentRaycast = raycast;
m_RaycastResultCache.Clear();
OVRRaycaster ovrRaycaster = raycast.module as OVRRaycaster;
if (ovrRaycaster) // raycast may not actually contain a result
{
// The Unity UI system expects event data to have a screen position
// so even though this raycast came from a world space ray we must get a screen
// space position for the camera attached to this raycaster for compatability
Vector2 position = ovrRaycaster.GetScreenPosition(raycast);
leftData.delta = position - leftData.position;
leftData.position = position;
}
}
// copy the apropriate data into right and middle slots
UnityEngine.EventSystems.PointerEventData rightData;
GetPointerData(kMouseRightId, out rightData, true );
CopyFromTo(leftData, rightData);
rightData.button = UnityEngine.EventSystems.PointerEventData.InputButton.Right;
UnityEngine.EventSystems.PointerEventData middleData;
GetPointerData(kMouseMiddleId, out middleData, true );
CopyFromTo(leftData, middleData);
middleData.button = UnityEngine.EventSystems.PointerEventData.InputButton.Middle;
m_MouseState.SetButtonState(UnityEngine.EventSystems.PointerEventData.InputButton.Left, StateForMouseButton(0), leftData);
m_MouseState.SetButtonState(UnityEngine.EventSystems.PointerEventData.InputButton.Right, StateForMouseButton(1), rightData);
m_MouseState.SetButtonState(UnityEngine.EventSystems.PointerEventData.InputButton.Middle, StateForMouseButton(2), middleData);
return m_MouseState;
}
/// <summary>
/// New version of ShouldStartDrag implemented first in PointerInputModule. This version differs in that
/// for ray based pointers it makes a decision about whether a drag should start based on the angular change
/// the pointer has made so far, as seen from the camera. This also works when the world space ray is
/// translated rather than rotated, since the beginning and end of the movement are considered as angle from
/// the same point.
/// </summary>
private bool ShouldStartDrag(UnityEngine.EventSystems.PointerEventData pointerEvent)
{
if (!pointerEvent.useDragThreshold)
return true;
if (pointerEvent as OVRRayPointerEventData == null)
{
// Same as original behaviour for canvas based pointers
return (pointerEvent.pressPosition - pointerEvent.position).sqrMagnitude >= eventSystem.pixelDragThreshold * eventSystem.pixelDragThreshold;
}
else
{
// When it's not a screen space pointer we have to look at the angle it moved rather than the pixels distance
// For gaze based pointing screen-space distance moved will always be near 0
Vector3 cameraPos = pointerEvent.pressEventCamera.transform.position;
Vector3 pressDir = (pointerEvent.pointerPressRaycast.worldPosition - cameraPos).normalized;
Vector3 currentDir = (pointerEvent.pointerCurrentRaycast.worldPosition - cameraPos).normalized;
return Vector3.Dot(pressDir, currentDir) < Mathf.Cos(Mathf.Deg2Rad * (angleDragThreshold));
}
}
/// <summary>
/// The purpose of this function is to allow us to switch between using the standard IsPointerMoving
/// method for mouse driven pointers, but to always return true when it's a ray based pointer.
/// All real-world ray-based input devices are always moving so for simplicity we just return true
/// for them.
///
/// If PointerEventData.IsPointerMoving was virtual we could just override that in
/// OVRRayPointerEventData.
/// </summary>
/// <param name="pointerEvent"></param>
/// <returns></returns>
static bool IsPointerMoving(UnityEngine.EventSystems.PointerEventData pointerEvent)
{
OVRRayPointerEventData rayPointerEventData = pointerEvent as OVRRayPointerEventData;
if (rayPointerEventData != null)
return true;
else
return pointerEvent.IsPointerMoving();
}
/// <summary>
/// Exactly the same as the code from PointerInputModule, except that we call our own
/// IsPointerMoving.
///
/// This would also not be necessary if PointerEventData.IsPointerMoving was virtual
/// </summary>
/// <param name="pointerEvent"></param>
protected override void ProcessDrag(UnityEngine.EventSystems.PointerEventData pointerEvent)
{
bool moving = IsPointerMoving(pointerEvent);
if (moving && pointerEvent.pointerDrag != null
&& !pointerEvent.dragging
&& ShouldStartDrag(pointerEvent))
{
UnityEngine.EventSystems.ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, UnityEngine.EventSystems.ExecuteEvents.beginDragHandler);
pointerEvent.dragging = true;
}
// Drag notification
if (pointerEvent.dragging && moving && pointerEvent.pointerDrag != null)
{
// Before doing drag we should cancel any pointer down state
// And clear selection!
if (pointerEvent.pointerPress != pointerEvent.pointerDrag)
{
UnityEngine.EventSystems.ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, UnityEngine.EventSystems.ExecuteEvents.pointerUpHandler);
pointerEvent.eligibleForClick = false;
pointerEvent.pointerPress = null;
pointerEvent.rawPointerPress = null;
}
UnityEngine.EventSystems.ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, UnityEngine.EventSystems.ExecuteEvents.dragHandler);
}
}
/// <summary>
/// Get state of button corresponding to gaze pointer
/// </summary>
/// <returns></returns>
protected UnityEngine.EventSystems.PointerEventData.FramePressState GetGazeButtonState()
{
var pressed = false;
var released = false;
if (activeController != OVRInput.Controller.None) {
pressed = OVRInput.GetDown(joyPadClickButton, activeController);
released = OVRInput.GetUp(joyPadClickButton, activeController);
}
else {
pressed = OVRInput.GetDown(joyPadClickButton);
released = OVRInput.GetUp(joyPadClickButton);
}
#if UNITY_ANDROID && !UNITY_EDITOR
pressed |= Input.GetMouseButtonDown(0);
released |= Input.GetMouseButtonUp(0);
#endif
if (pressed && released) {
//Debug.Log ("pressed & released");
return UnityEngine.EventSystems.PointerEventData.FramePressState.PressedAndReleased;
}
if (pressed) {
//Debug.Log ("pressed");
return UnityEngine.EventSystems.PointerEventData.FramePressState.Pressed;
}
if (released) {
//Debug.Log ("released");
return UnityEngine.EventSystems.PointerEventData.FramePressState.Released;
}
return UnityEngine.EventSystems.PointerEventData.FramePressState.NotChanged;
}
/// <summary>
/// Get extra scroll delta from gamepad
/// </summary>
protected Vector2 GetExtraScrollDelta()
{
Vector2 scrollDelta = new Vector2();
if (useLeftStickScroll)
{
float x = OVRInput.Get(OVRInput.Axis2D.PrimaryThumbstick).x;
float y = OVRInput.Get(OVRInput.Axis2D.PrimaryThumbstick).y;
if (Mathf.Abs(x) < leftStickDeadZone) x = 0;
if (Mathf.Abs(y) < leftStickDeadZone) y = 0;
scrollDelta = new Vector2 (x,y);
}
return scrollDelta;
}
};
}
@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: b4a9c50de96f6d04386957f4741ac65c
timeCreated: 1512377439
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@@ -0,0 +1,176 @@
/************************************************************************************
Copyright : Copyright 2014-Present Oculus VR, LLC. All Rights reserved.
Licensed under the Oculus VR Rift SDK License Version 3.2 (the "License");
you may not use the Oculus VR Rift SDK except in compliance with the License,
which is provided at the time of installation or download, or which
otherwise accompanies this software in either electronic or hard copy form.
You may obtain a copy of the License at
http://www.oculusvr.com/licenses/LICENSE-3.2
Unless required by applicable law or agreed to in writing, the Oculus VR SDK
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.
************************************************************************************/
using UnityEngine;
using System.Collections.Generic;
namespace ControllerSelection
{
/// <summary>
/// Simple event system using physics raycasts.
/// </summary>
[RequireComponent(typeof(OVRCameraRig))]
public class OVRPhysicsRaycaster : UnityEngine.EventSystems.BaseRaycaster
{
/// <summary>
/// Const to use for clarity when no event mask is set
/// </summary>
protected const int kNoEventMaskSet = -1;
/// <summary>
/// Layer mask used to filter events. Always combined with the camera's culling mask if a camera is used.
/// </summary>
[SerializeField]
protected LayerMask m_EventMask = kNoEventMaskSet;
protected OVRPhysicsRaycaster()
{ }
public override Camera eventCamera
{
get
{
return GetComponent<OVRCameraRig>().leftEyeCamera;
}
}
/// <summary>
/// Depth used to determine the order of event processing.
/// </summary>
public virtual int depth
{
get { return (eventCamera != null) ? (int)eventCamera.depth : 0xFFFFFF; }
}
/// <summary>
/// Event mask used to determine which objects will receive events.
/// </summary>
public int finalEventMask
{
get { return (eventCamera != null) ? eventCamera.cullingMask & m_EventMask : kNoEventMaskSet; }
}
/// <summary>
/// Layer mask used to filter events. Always combined with the camera's culling mask if a camera is used.
/// </summary>
public LayerMask eventMask
{
get { return m_EventMask; }
set { m_EventMask = value; }
}
/// <summary>
/// Perform a raycast using the worldSpaceRay in eventData.
/// </summary>
/// <param name="eventData"></param>
/// <param name="resultAppendList"></param>
public override void Raycast(UnityEngine.EventSystems.PointerEventData eventData, List<UnityEngine.EventSystems.RaycastResult> resultAppendList)
{
// This function is closely based on PhysicsRaycaster.Raycast
if (eventCamera == null)
return;
OVRRayPointerEventData rayPointerEventData = eventData as OVRRayPointerEventData;
if (rayPointerEventData == null)
return;
var ray = rayPointerEventData.worldSpaceRay;
float dist = eventCamera.farClipPlane - eventCamera.nearClipPlane;
var hits = Physics.RaycastAll(ray, dist, finalEventMask);
if (hits.Length > 1)
System.Array.Sort(hits, (r1, r2) => r1.distance.CompareTo(r2.distance));
if (hits.Length != 0)
{
for (int b = 0, bmax = hits.Length; b < bmax; ++b)
{
var result = new UnityEngine.EventSystems.RaycastResult
{
gameObject = hits[b].collider.gameObject,
module = this,
distance = hits[b].distance,
index = resultAppendList.Count,
worldPosition = hits[0].point,
worldNormal = hits[0].normal,
};
resultAppendList.Add(result);
}
}
}
/// <summary>
/// Perform a Spherecast using the worldSpaceRay in eventData.
/// </summary>
/// <param name="eventData"></param>
/// <param name="resultAppendList"></param>
/// <param name="radius">Radius of the sphere</param>
public void Spherecast(UnityEngine.EventSystems.PointerEventData eventData, List<UnityEngine.EventSystems.RaycastResult> resultAppendList, float radius)
{
if (eventCamera == null)
return;
OVRRayPointerEventData rayPointerEventData = eventData as OVRRayPointerEventData;
if (rayPointerEventData == null)
return;
var ray = rayPointerEventData.worldSpaceRay;
float dist = eventCamera.farClipPlane - eventCamera.nearClipPlane;
var hits = Physics.SphereCastAll(ray, radius, dist, finalEventMask);
if (hits.Length > 1)
System.Array.Sort(hits, (r1, r2) => r1.distance.CompareTo(r2.distance));
if (hits.Length != 0)
{
for (int b = 0, bmax = hits.Length; b < bmax; ++b)
{
var result = new UnityEngine.EventSystems.RaycastResult
{
gameObject = hits[b].collider.gameObject,
module = this,
distance = hits[b].distance,
index = resultAppendList.Count,
worldPosition = hits[0].point,
worldNormal = hits[0].normal,
};
resultAppendList.Add(result);
}
}
}
/// <summary>
/// Get screen position of this world position as seen by the event camera of this OVRPhysicsRaycaster
/// </summary>
/// <param name="worldPosition"></param>
/// <returns></returns>
public Vector2 GetScreenPos(Vector3 worldPosition)
{
// In future versions of Uinty RaycastResult will contain screenPosition so this will not be necessary
return eventCamera.WorldToScreenPoint(worldPosition);
}
}
}
@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 8a8570f210d5cef498074d4fe90d403f
timeCreated: 1512377479
licenseType: Free
MonoImporter:
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icon: {instanceID: 0}
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@@ -0,0 +1,102 @@
/************************************************************************************
Copyright : Copyright 2017-Present Oculus VR, LLC. All Rights reserved.
Licensed under the Oculus VR Rift SDK License Version 3.2 (the "License");
you may not use the Oculus VR Rift SDK except in compliance with the License,
which is provided at the time of installation or download, or which
otherwise accompanies this software in either electronic or hard copy form.
You may obtain a copy of the License at
http://www.oculusvr.com/licenses/LICENSE-3.2
Unless required by applicable law or agreed to in writing, the Oculus VR SDK
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.
************************************************************************************/
using UnityEngine;
using UnityEngine.SceneManagement;
namespace ControllerSelection {
public class OVRPointerVisualizer : MonoBehaviour {
[Header("(Optional) Tracking space")]
[Tooltip("Tracking space of the OVRCameraRig.\nIf tracking space is not set, the scene will be searched.\nThis search is expensive.")]
public Transform trackingSpace = null;
[Header("Visual Elements")]
[Tooltip("Line Renderer used to draw selection ray.")]
public LineRenderer linePointer = null;
[Tooltip("Fallback gaze pointer.")]
public Transform gazePointer = null;
[Tooltip("Visually, how far out should the ray be drawn.")]
public float rayDrawDistance = 500;
[Tooltip("How far away the gaze pointer should be from the camera.")]
public float gazeDrawDistance = 3;
[HideInInspector]
public OVRInput.Controller activeController = OVRInput.Controller.None;
void Awake() {
if (trackingSpace == null) {
Debug.LogWarning("OVRPointerVisualizer did not have a tracking space set. Looking for one");
trackingSpace = OVRInputHelpers.FindTrackingSpace();
}
}
void OnEnable() {
SceneManager.sceneLoaded += OnSceneLoaded;
}
void OnDisable() {
SceneManager.sceneLoaded -= OnSceneLoaded;
}
void OnSceneLoaded(Scene scene, LoadSceneMode mode) {
if (trackingSpace == null) {
Debug.LogWarning("OVRPointerVisualizer did not have a tracking space set. Looking for one");
trackingSpace = OVRInputHelpers.FindTrackingSpace();
}
}
public void SetPointer(Ray ray) {
if (linePointer != null) {
linePointer.SetPosition(0, ray.origin);
linePointer.SetPosition(1, ray.origin + ray.direction * rayDrawDistance);
}
if (gazePointer != null) {
gazePointer.position = ray.origin + ray.direction * gazeDrawDistance;
}
}
public void SetPointerVisibility() {
if (trackingSpace != null && activeController != OVRInput.Controller.None) {
if (linePointer != null) {
linePointer.enabled = true;
}
if (gazePointer != null) {
gazePointer.gameObject.SetActive(false);
}
}
else {
if (linePointer != null) {
linePointer.enabled = false;
}
if (gazePointer != null) {
gazePointer.gameObject.SetActive(true);
}
}
}
void Update() {
activeController = OVRInputHelpers.GetControllerForButton(OVRInput.Button.PrimaryIndexTrigger, activeController);
Ray selectionRay = OVRInputHelpers.GetSelectionRay(activeController, trackingSpace);
SetPointerVisibility();
SetPointer(selectionRay);
}
}
}
@@ -0,0 +1,12 @@
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timeCreated: 1512454634
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@@ -0,0 +1,171 @@
/************************************************************************************
Copyright : Copyright 2017-Present Oculus VR, LLC. All Rights reserved.
Licensed under the Oculus VR Rift SDK License Version 3.2 (the "License");
you may not use the Oculus VR Rift SDK except in compliance with the License,
which is provided at the time of installation or download, or which
otherwise accompanies this software in either electronic or hard copy form.
You may obtain a copy of the License at
http://www.oculusvr.com/licenses/LICENSE-3.2
Unless required by applicable law or agreed to in writing, the Oculus VR SDK
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.
************************************************************************************/
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.SceneManagement;
namespace ControllerSelection {
public class OVRRawRaycaster : MonoBehaviour {
[System.Serializable]
public class HoverCallback : UnityEvent<Transform> { }
[System.Serializable]
public class SelectionCallback : UnityEvent<Transform> { }
[Header("(Optional) Tracking space")]
[Tooltip("Tracking space of the OVRCameraRig.\nIf tracking space is not set, the scene will be searched.\nThis search is expensive.")]
public Transform trackingSpace = null;
[Header("Selection")]
[Tooltip("Primary selection button")]
public OVRInput.Button primaryButton = OVRInput.Button.PrimaryIndexTrigger;
[Tooltip("Secondary selection button")]
public OVRInput.Button secondaryButton = OVRInput.Button.PrimaryTouchpad;
[Tooltip("Layers to exclude from raycast")]
public LayerMask excludeLayers;
[Tooltip("Maximum raycast distance")]
public float raycastDistance = 500;
[Header("Hover Callbacks")]
public OVRRawRaycaster.HoverCallback onHoverEnter;
public OVRRawRaycaster.HoverCallback onHoverExit;
public OVRRawRaycaster.HoverCallback onHover;
[Header("Selection Callbacks")]
public OVRRawRaycaster.SelectionCallback onPrimarySelect;
public OVRRawRaycaster.SelectionCallback onSecondarySelect;
//protected Ray pointer;
protected Transform lastHit = null;
protected Transform triggerDown = null;
protected Transform padDown = null;
[HideInInspector]
public OVRInput.Controller activeController = OVRInput.Controller.None;
void Awake() {
if (trackingSpace == null) {
Debug.LogWarning("OVRRawRaycaster did not have a tracking space set. Looking for one");
trackingSpace = OVRInputHelpers.FindTrackingSpace();
}
}
void OnEnable() {
SceneManager.sceneLoaded += OnSceneLoaded;
}
void OnDisable() {
SceneManager.sceneLoaded -= OnSceneLoaded;
}
void OnSceneLoaded(Scene scene, LoadSceneMode mode) {
if (trackingSpace == null) {
Debug.LogWarning("OVRRawRaycaster did not have a tracking space set. Looking for one");
trackingSpace = OVRInputHelpers.FindTrackingSpace();
}
}
void Update() {
activeController = OVRInputHelpers.GetControllerForButton(OVRInput.Button.PrimaryIndexTrigger, activeController);
Ray pointer = OVRInputHelpers.GetSelectionRay(activeController, trackingSpace);
RaycastHit hit; // Was anything hit?
if (Physics.Raycast(pointer, out hit, raycastDistance, ~excludeLayers)) {
if (lastHit != null && lastHit != hit.transform) {
if (onHoverExit != null) {
onHoverExit.Invoke(lastHit);
}
lastHit = null;
}
if (lastHit == null) {
if (onHoverEnter != null) {
onHoverEnter.Invoke(hit.transform);
}
}
if (onHover != null) {
onHover.Invoke(hit.transform);
}
lastHit = hit.transform;
// Handle selection callbacks. An object is selected if the button selecting it was
// pressed AND released while hovering over the object.
if (activeController != OVRInput.Controller.None) {
if (OVRInput.GetDown(secondaryButton, activeController)) {
padDown = lastHit;
}
else if (OVRInput.GetUp(secondaryButton, activeController)) {
if (padDown != null && padDown == lastHit) {
if (onSecondarySelect != null) {
onSecondarySelect.Invoke(padDown);
}
}
}
if (!OVRInput.Get(secondaryButton, activeController)) {
padDown = null;
}
if (OVRInput.GetDown(primaryButton, activeController)) {
triggerDown = lastHit;
}
else if (OVRInput.GetUp(primaryButton, activeController)) {
if (triggerDown != null && triggerDown == lastHit) {
if (onPrimarySelect != null) {
onPrimarySelect.Invoke(triggerDown);
}
}
}
if (!OVRInput.Get(primaryButton, activeController)) {
triggerDown = null;
}
}
#if UNITY_ANDROID && !UNITY_EDITOR
// Gaze pointer fallback
else {
if (Input.GetMouseButtonDown(0) ) {
triggerDown = lastHit;
}
else if (Input.GetMouseButtonUp(0) ) {
if (triggerDown != null && triggerDown == lastHit) {
if (onPrimarySelect != null) {
onPrimarySelect.Invoke(triggerDown);
}
}
}
if (!Input.GetMouseButton(0)) {
triggerDown = null;
}
}
#endif
}
// Nothing was hit, handle exit callback
else if (lastHit != null) {
if (onHoverExit != null) {
onHoverExit.Invoke(lastHit);
}
lastHit = null;
}
}
}
}
@@ -0,0 +1,12 @@
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timeCreated: 1512455466
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executionOrder: 0
icon: {instanceID: 0}
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@@ -0,0 +1,54 @@
/************************************************************************************
Copyright : Copyright 2014-Present Oculus VR, LLC. All Rights reserved.
Licensed under the Oculus VR Rift SDK License Version 3.2 (the "License");
you may not use the Oculus VR Rift SDK except in compliance with the License,
which is provided at the time of installation or download, or which
otherwise accompanies this software in either electronic or hard copy form.
You may obtain a copy of the License at
http://www.oculusvr.com/licenses/LICENSE-3.2
Unless required by applicable law or agreed to in writing, the Oculus VR SDK
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.
************************************************************************************/
using System;
using System.Text;
using UnityEngine;
namespace ControllerSelection
{
public class OVRRayPointerEventData : UnityEngine.EventSystems.PointerEventData
{
public OVRRayPointerEventData(UnityEngine.EventSystems.EventSystem eventSystem)
: base(eventSystem)
{
}
public Ray worldSpaceRay;
public override string ToString()
{
var sb = new StringBuilder();
sb.AppendLine("<b>Position</b>: " + position);
sb.AppendLine("<b>delta</b>: " + delta);
sb.AppendLine("<b>eligibleForClick</b>: " + eligibleForClick);
sb.AppendLine("<b>pointerEnter</b>: " + pointerEnter);
sb.AppendLine("<b>pointerPress</b>: " + pointerPress);
sb.AppendLine("<b>lastPointerPress</b>: " + lastPress);
sb.AppendLine("<b>pointerDrag</b>: " + pointerDrag);
sb.AppendLine("<b>worldSpaceRay</b>: " + worldSpaceRay);
sb.AppendLine("<b>Use Drag Threshold</b>: " + useDragThreshold);
return sb.ToString();
}
}
}
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/************************************************************************************
Copyright : Copyright 2014-Present Oculus VR, LLC. All Rights reserved.
Licensed under the Oculus VR Rift SDK License Version 3.2 (the "License");
you may not use the Oculus VR Rift SDK except in compliance with the License,
which is provided at the time of installation or download, or which
otherwise accompanies this software in either electronic or hard copy form.
You may obtain a copy of the License at
http://www.oculusvr.com/licenses/LICENSE-3.2
Unless required by applicable law or agreed to in writing, the Oculus VR SDK
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.
************************************************************************************/
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace ControllerSelection {
[RequireComponent(typeof(Canvas))]
public class OVRRaycaster : GraphicRaycaster, UnityEngine.EventSystems.IPointerEnterHandler {
protected OVRRaycaster() { }
[NonSerialized]
private Canvas m_Canvas;
private Canvas canvas {
get {
if (m_Canvas != null)
return m_Canvas;
m_Canvas = GetComponent<Canvas>();
return m_Canvas;
}
}
protected bool warnedAboutCamera = false;
public override Camera eventCamera {
get {
if (canvas == null || canvas.worldCamera == null) {
if (!warnedAboutCamera) {
warnedAboutCamera = true;
Debug.LogWarning("OVRRaycaster belongs to a canvas with no world camera!");
}
if (OVRManager.instance != null) {
OVRCameraRig cameraRig = OVRManager.instance.GetComponent<OVRCameraRig>();
if (cameraRig != null) {
if (cameraRig.leftEyeCamera != null) {
return cameraRig.leftEyeCamera;
}
}
}
return Camera.main;
}
return canvas.worldCamera;
}
}
/// <summary>
/// For the given ray, find graphics on this canvas which it intersects and are not blocked by other
/// world objects
/// </summary>
[NonSerialized]
private List<RaycastHit> m_RaycastResults = new List<RaycastHit>();
private void Raycast(UnityEngine.EventSystems.PointerEventData eventData, List<UnityEngine.EventSystems.RaycastResult> resultAppendList, Ray ray, bool checkForBlocking) {
//This function is closely based on
//void GraphicRaycaster.Raycast(PointerEventData eventData, List<RaycastResult> resultAppendList)
if (canvas == null)
return;
float hitDistance = float.MaxValue;
if (checkForBlocking && blockingObjects != BlockingObjects.None) {
float dist = eventCamera.farClipPlane;
if (blockingObjects == BlockingObjects.ThreeD || blockingObjects == BlockingObjects.All) {
var hits = Physics.RaycastAll(ray, dist, m_BlockingMask);
if (hits.Length > 0 && hits[0].distance < hitDistance) {
hitDistance = hits[0].distance;
}
}
if (blockingObjects == BlockingObjects.TwoD || blockingObjects == BlockingObjects.All) {
var hits = Physics2D.GetRayIntersectionAll(ray, dist, m_BlockingMask);
if (hits.Length > 0 && hits[0].fraction * dist < hitDistance) {
hitDistance = hits[0].fraction * dist;
}
}
}
m_RaycastResults.Clear();
GraphicRaycast(canvas, ray, m_RaycastResults);
for (var index = 0; index < m_RaycastResults.Count; index++) {
var go = m_RaycastResults[index].graphic.gameObject;
bool appendGraphic = true;
if (ignoreReversedGraphics) {
// If we have a camera compare the direction against the cameras forward.
var cameraFoward = ray.direction;
var dir = go.transform.rotation * Vector3.forward;
appendGraphic = Vector3.Dot(cameraFoward, dir) > 0;
}
// Ignore points behind us (can happen with a canvas pointer)
if (eventCamera.transform.InverseTransformPoint(m_RaycastResults[index].worldPos).z <= 0) {
appendGraphic = false;
}
if (appendGraphic) {
float distance = Vector3.Distance(ray.origin, m_RaycastResults[index].worldPos);
if (distance >= hitDistance) {
continue;
}
var castResult = new UnityEngine.EventSystems.RaycastResult {
gameObject = go,
module = this,
distance = distance,
index = resultAppendList.Count,
depth = m_RaycastResults[index].graphic.depth,
worldPosition = m_RaycastResults[index].worldPos
};
resultAppendList.Add(castResult);
}
}
}
/// <summary>
/// Performs a raycast using eventData.worldSpaceRay
/// </summary>
/// <param name="eventData"></param>
/// <param name="resultAppendList"></param>
public override void Raycast(UnityEngine.EventSystems.PointerEventData eventData, List<UnityEngine.EventSystems.RaycastResult> resultAppendList) {
OVRRayPointerEventData rayPointerEventData = eventData as OVRRayPointerEventData;
if (rayPointerEventData != null) {
Raycast(eventData, resultAppendList, rayPointerEventData.worldSpaceRay, true);
}
}
/// <summary>
/// Performs a raycast using the pointer object attached to this OVRRaycaster
/// </summary>
/// <param name="eventData"></param>
/// <param name="resultAppendList"></param>
public void RaycastPointer(UnityEngine.EventSystems.PointerEventData eventData, List<UnityEngine.EventSystems.RaycastResult> resultAppendList) {
}
/// <summary>
/// Perform a raycast into the screen and collect all graphics underneath it.
/// </summary>
[NonSerialized]
static readonly List<RaycastHit> s_SortedGraphics = new List<RaycastHit>();
private void GraphicRaycast(Canvas canvas, Ray ray, List<RaycastHit> results) {
//This function is based closely on :
// void GraphicRaycaster.Raycast(Canvas canvas, Camera eventCamera, Vector2 pointerPosition, List<Graphic> results)
// But modified to take a Ray instead of a canvas pointer, and also to explicitly ignore
// the graphic associated with the pointer
// Necessary for the event system
var foundGraphics = GraphicRegistry.GetGraphicsForCanvas(canvas);
s_SortedGraphics.Clear();
for (int i = 0; i < foundGraphics.Count; ++i) {
Graphic graphic = foundGraphics[i];
// -1 means it hasn't been processed by the canvas, which means it isn't actually drawn
if (graphic.depth == -1)
continue;
Vector3 worldPos;
if (RayIntersectsRectTransform(graphic.rectTransform, ray, out worldPos) && eventCamera != null) {
//Work out where this is on the screen for compatibility with existing Unity UI code
Vector2 screenPos = eventCamera.WorldToScreenPoint(worldPos);
// mask/image intersection - See Unity docs on eventAlphaThreshold for when this does anything
if (graphic.Raycast(screenPos, eventCamera)) {
RaycastHit hit;
hit.graphic = graphic;
hit.worldPos = worldPos;
hit.fromMouse = false;
s_SortedGraphics.Add(hit);
}
}
}
s_SortedGraphics.Sort((g1, g2) => g2.graphic.depth.CompareTo(g1.graphic.depth));
for (int i = 0; i < s_SortedGraphics.Count; ++i) {
results.Add(s_SortedGraphics[i]);
}
}
/// <summary>
/// Get screen position of worldPosition contained in this RaycastResult
/// </summary>
/// <param name="worldPosition"></param>
/// <returns></returns>
public Vector2 GetScreenPosition(UnityEngine.EventSystems.RaycastResult raycastResult) {
// In future versions of Uinty RaycastResult will contain screenPosition so this will not be necessary
return eventCamera.WorldToScreenPoint(raycastResult.worldPosition);
}
/// <summary>
/// Detects whether a ray intersects a RectTransform and if it does also
/// returns the world position of the intersection.
/// </summary>
/// <param name="rectTransform"></param>
/// <param name="ray"></param>
/// <param name="worldPos"></param>
/// <returns></returns>
static bool RayIntersectsRectTransform(RectTransform rectTransform, Ray ray, out Vector3 worldPos) {
Vector3[] corners = new Vector3[4];
rectTransform.GetWorldCorners(corners);
Plane plane = new Plane(corners[0], corners[1], corners[2]);
float enter;
if (!plane.Raycast(ray, out enter)) {
worldPos = Vector3.zero;
return false;
}
Vector3 intersection = ray.GetPoint(enter);
Vector3 BottomEdge = corners[3] - corners[0];
Vector3 LeftEdge = corners[1] - corners[0];
float BottomDot = Vector3.Dot(intersection - corners[0], BottomEdge);
float LeftDot = Vector3.Dot(intersection - corners[0], LeftEdge);
if (BottomDot < BottomEdge.sqrMagnitude && // Can use sqrMag because BottomEdge is not normalized
LeftDot < LeftEdge.sqrMagnitude &&
BottomDot >= 0 &&
LeftDot >= 0) {
worldPos = corners[0] + LeftDot * LeftEdge / LeftEdge.sqrMagnitude + BottomDot * BottomEdge / BottomEdge.sqrMagnitude;
return true;
}
else {
worldPos = Vector3.zero;
return false;
}
}
struct RaycastHit {
public Graphic graphic;
public Vector3 worldPos;
public bool fromMouse;
};
/// <summary>
/// Is this the currently focussed Raycaster according to the InputModule
/// </summary>
/// <returns></returns>
public bool IsFocussed() {
OVRInputModule inputModule = UnityEngine.EventSystems.EventSystem.current.currentInputModule as OVRInputModule;
return inputModule && inputModule.activeGraphicRaycaster == this;
}
public void OnPointerEnter(UnityEngine.EventSystems.PointerEventData e) {
UnityEngine.EventSystems.PointerEventData ped = e as OVRRayPointerEventData;
if (ped != null) {
// Gaze has entered this canvas. We'll make it the active one so that canvas-mouse pointer can be used.
OVRInputModule inputModule = UnityEngine.EventSystems.EventSystem.current.currentInputModule as OVRInputModule;
inputModule.activeGraphicRaycaster = this;
}
}
}
}
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