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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- /// <summary>
- /// Moves/rotates the attached object using the keyboard or, if the
- /// Oculus/SteamVR plugins are imported, by buttons on the VR controllers.
- /// To use VR controllers, you must also have a ZEDControllerTracker component in the scene
- /// that's set to track the controller you want to use.
- /// Used in the ZED Planetarium and Movie Screen example scenes to move the solar system/screen.
- /// </summary>
- public class ZEDTransformController : MonoBehaviour
- {
- //Public variables
- /// <summary>
- /// Rotational reference point for moving forward, backward, left, right, etc.
- /// </summary>
- [Header("Object motion relative to:")]
- [Tooltip("Rotational reference point for moving forward, backward, left, right, etc.")]
- public RelativeMotion motion;
- /// <summary>
- /// Whether to rotate in the opposite direction specified, eg rotating 'right' means counter-clockwise.
- /// </summary>
- [Tooltip("Whether to rotate in the opposite direction specified, eg rotating 'right' means counter-clockwise.")]
- public bool invertRotation;
- /// <summary>
- /// If true, the object will teleport to a meter in front of the ZED once it's finished initializing.
- /// </summary>
- [Tooltip("If true, the object will teleport to a meter in front of the ZED once it's finished initializing.")]
- public bool repositionAtStart = true;
- /// <summary>
- /// Reference to the scene's ZEDManager component.
- /// Used when RelativeMotion is set to Camera, for finding the current position of the ZED.
- /// </summary>
- [Tooltip("Reference to the scene's ZEDManager component. Used when RelativeMotion is set to Camera, " +
- "and also for positioning it at start. If left blank, the first ZED camera indexed will be set.")]
- public ZEDManager zedManager = null;
- /// <summary>
- /// How fast the object moves/translates, in meters per second.
- /// </summary>
- [Space(5)]
- [Header("Motion Options")]
- [Tooltip("How fast the object moves/translates, in meters per second. ")]
- public float movementSpeed = 0.5F;
- /// <summary>
- /// How fast the object rotates, in revolutions per second.
- /// </summary>
- [Tooltip("How fast the object rotates, in revolutions per second.")]
- public float rotationSpeed = 0.1f;
- /// <summary>
- /// How quickly an object gets bigger or smaller.
- /// Scale increases/decreases by this factor every second.
- /// </summary>
- [Tooltip("How quickly an object gets bigger or smaller. Scale increases/decreases by this factor every second.")]
- public float scaleSpeed = 0.25F;
- /// <summary>
- /// The largest amount to which the object can scale.
- /// </summary>
- [Tooltip("The largest amount to which the object can scale.")]
- public float maxScale = 2.0F;
- /// <summary>
- /// The smallest amount down to which the object can scale.
- /// </summary>
- [Tooltip("The smallest amount down to which the object can scale. ")]
- public float minScale = 0.25F;
- /// <summary>
- /// Optional reference to a light that is enabled only when moving.
- /// Used in the ZED Movie Screen sample to project a light underneath the screen when moved.
- /// </summary>
- [Space(5)]
- [Tooltip("Optional reference to a light that is enabled only when moving.")]
- public Light spotLight;
- //Private variables
- /// <summary>
- /// List of all ZEDControllerTrackers in the scene. Used to get input in an SDK/agnostic way.
- /// </summary>
- private List<ZEDControllerTracker_DemoInputs> objectTrackers = new List<ZEDControllerTracker_DemoInputs>();
- /// <summary>
- /// Left Camera component in the ZED rig, that represents the ZED's left sensor.
- /// Used when RelativeMotion is set to Camera for providing relative values.
- /// </summary>
- private Camera leftCamera;
- /// <summary>
- /// Whether the object is moving/translating.
- /// </summary>
- private bool isMoving;
- private IEnumerator Start()
- {
- isMoving = false;
- if (!zedManager)
- {
- zedManager = FindObjectOfType<ZEDManager>();
- if (ZEDManager.GetInstances().Count > 1) //They let the plugin auto-assign a ZED but there are multiple ZED's. Warn the user.
- {
- Debug.Log("Warning: ZEDTransformController's zedManager field was not specified, but there are multiple ZEDManagers in the scene " +
- "so first available ZED was assigned. This can cause the object to move relative to the wrong camera. " +
- "It's recommended to assign the desired ZEDManager in the Inspector.");
- }
- }
- //Find the available VR controllers and assigning them to our List.
- yield return new WaitForSeconds(1f);
- var trackers = FindObjectsOfType<ZEDControllerTracker>();
- foreach (ZEDControllerTracker_DemoInputs tracker in trackers)
- {
- objectTrackers.Add(tracker);
- }
- if (repositionAtStart) //If the user wants, move the object in front of the ZED once it's initialized.
- {
- zedManager.OnZEDReady += RepositionInFrontOfZED;
- }
- }
- private void Update()
- {
- Vector3 moveAxis = Vector3.zero; //Translation. Used by keyboard only.
- float inputRotation = 0f; //Applied rotation, between -1 and 1. Cumulative between keyboard and controllers.
- float inputScale = 0f; //Applied scale change, either -1, 0 or 1. Cumulative between keyboard and controllers.
- //Keyboard inputs.
- if (Input.GetKey(KeyCode.LeftArrow) || Input.GetKey(KeyCode.Q))
- {
- inputRotation = -1 * (rotationSpeed * 360) * Time.deltaTime;
- }
- if (Input.GetKey(KeyCode.RightArrow) || Input.GetKey(KeyCode.E))
- {
- inputRotation = 1 * (rotationSpeed * 360) * Time.deltaTime;
- }
- if (Input.GetKey(KeyCode.UpArrow) || Input.GetKey(KeyCode.W))
- {
- moveAxis = Vector3.forward * movementSpeed * Time.deltaTime;
- }
- if (Input.GetKey(KeyCode.DownArrow) || Input.GetKey(KeyCode.S))
- {
- moveAxis = Vector3.back * movementSpeed * Time.deltaTime;
- }
- if (Input.GetKey(KeyCode.A))
- {
- moveAxis = Vector3.left * movementSpeed * Time.deltaTime;
- }
- if (Input.GetKey(KeyCode.D))
- {
- moveAxis = Vector3.right * movementSpeed * Time.deltaTime;
- }
- if (Input.GetKey(KeyCode.R))
- {
- moveAxis = Vector3.up * movementSpeed * Time.deltaTime;
- }
- if (Input.GetKey(KeyCode.F))
- {
- moveAxis = Vector3.down * movementSpeed * Time.deltaTime;
- }
- Quaternion gravity = Quaternion.identity;
- if (moveAxis != Vector3.zero)
- {
- isMoving = true;
- if (motion == RelativeMotion.Itself)
- {
- transform.Translate(moveAxis.x, moveAxis.y, moveAxis.z);
- }
- else if (motion == RelativeMotion.Camera)
- {
- gravity = Quaternion.FromToRotation(zedManager.GetZedRootTansform().up, Vector3.up);
- transform.localPosition += zedManager.GetMainCameraTransform().right * moveAxis.x;
- transform.localPosition += zedManager.GetMainCameraTransform().forward * moveAxis.z;
- transform.localPosition += gravity * zedManager.GetMainCameraTransform().up * moveAxis.y;
- }
- }
- else
- {
- isMoving = false;
- }
- if (Input.GetKey(KeyCode.Mouse0))
- inputScale = 1f;
- else if (Input.GetKey(KeyCode.Mouse1))
- inputScale = -1f;
- if (zedManager)
- {
- Vector3 moveaxis = new Vector3(); //Position change by controller. Added to keyboard version if both are applied.
- //Looks for any input from this controller through SteamVR.
- //Left controller controls rotation and increasing scale.
- if (objectTrackers.Count > 0)
- {
- moveaxis = objectTrackers[0].CheckNavigateUIAxis();
- if (Mathf.Abs(moveaxis.x) < 0.1f) moveaxis.x = 0; //Add slight deadzone.
- if (Mathf.Abs(moveaxis.y) < 0.1f) moveaxis.y = 0;
- inputRotation += moveaxis.x * rotationSpeed * 360f * Time.deltaTime;
- gravity = Quaternion.FromToRotation(zedManager.GetZedRootTansform().up, Vector3.up);
- transform.localPosition += gravity * zedManager.GetMainCameraTransform().up * moveaxis.y * movementSpeed * Time.deltaTime;
- if (objectTrackers[0].CheckClickButton(ControllerButtonState.Held))
- {
- inputScale = 1f;
- }
- }
- //Right controller controls translation and lowering scale.
- if (objectTrackers.Count > 1)
- {
- moveaxis = objectTrackers[1].CheckNavigateUIAxis();
- if (Mathf.Abs(moveaxis.x) < 0.1f) moveaxis.x = 0; //Add slight deadzone.
- if (Mathf.Abs(moveaxis.y) < 0.1f) moveaxis.y = 0;
- if (moveaxis.x != 0 || moveaxis.y != 0)
- {
- isMoving = true;
- gravity = Quaternion.FromToRotation(zedManager.GetZedRootTansform().up, Vector3.up);
- transform.localPosition += zedManager.GetMainCameraTransform().right * moveaxis.x * movementSpeed * Time.deltaTime;
- transform.localPosition += gravity * zedManager.GetMainCameraTransform().forward * moveaxis.y * movementSpeed * Time.deltaTime;
- }
- else
- isMoving = false;
- if (objectTrackers[1].CheckClickButton(ControllerButtonState.Held))
- {
- inputScale = -1f;
- }
- }
- }
- //Rotation
- float h = inputRotation;
- if (invertRotation)
- transform.Rotate(0, h, 0);
- else
- transform.Rotate(0, -h, 0);
- //Scale
- float s = scaleSpeed * (inputScale * Time.deltaTime);
- transform.localScale = new Vector3(transform.localScale.x + s,
- transform.localScale.y + s,
- transform.localScale.z + s);
- if (transform.localScale.x > maxScale)
- transform.localScale = new Vector3(maxScale, maxScale, maxScale);
- else if (transform.localScale.x < minScale)
- transform.localScale = new Vector3(minScale, minScale, minScale);
- //Enable/disable light if moving.
- if (spotLight != null)
- {
- SetMovementLight();
- }
- }
- /// <summary>
- /// Turns the optional spotLight on or off depending on if the object is moving/translating.
- /// Also scales the light to match the object's own scale.
- /// </summary>
- void SetMovementLight()
- {
- //Enable/disable Light if the object is moving.
- if (!spotLight.enabled && isMoving)
- {
- spotLight.enabled = true;
- }
- else if (spotLight.enabled && !isMoving)
- {
- spotLight.enabled = false;
- }
- //Scale light with object size.
- if (spotLight.enabled && spotLight.type == LightType.Spot)
- {
- spotLight.spotAngle = transform.localScale.x * 180 * 2;
- spotLight.range = transform.localScale.x * 4f;
- if (spotLight.range > 2)
- spotLight.range = 2;
- }
- }
- /// <summary>
- /// Repositions the object to a meter in front of the ZED.
- /// Called by ZEDManager.OnZEDReady if repositionAtStart is enabled.
- /// </summary>
- void RepositionInFrontOfZED()
- {
- //If the ZEDManager uses Estimate Initial Position and tracking, then the position will change shortly after OnZEDReady.
- //We'll make a non-async call to EstimateInitialPosition to determine what the angle will be.
- if (zedManager.estimateInitialPosition && zedManager.enableTracking)
- {
- Vector3 initpos = Vector3.zero;
- Quaternion initrot = Quaternion.identity;
- zedManager.zedCamera.EstimateInitialPosition(ref initrot, ref initpos);
- transform.position = initpos + (initrot * Vector3.forward);
- Quaternion newRot = Quaternion.LookRotation(initpos - transform.position, Vector3.up);
- transform.eulerAngles = new Vector3(0, newRot.eulerAngles.y + 180, 0);
- }
- else
- {
- transform.position = zedManager.OriginPosition + zedManager.OriginRotation * (Vector3.forward);
- Quaternion newRot = Quaternion.LookRotation(zedManager.OriginPosition - transform.position, Vector3.up);
- transform.eulerAngles = new Vector3(0, newRot.eulerAngles.y + 180, 0);
- }
- //If we're going to know where the floor is, then make sure the object doesn't spawn in the floor if the user is looking down.
- if(zedManager.estimateInitialPosition)
- {
- if (transform.position.y < 0.5f) transform.position = new Vector3(transform.position.x, 0.5f, transform.position.z);
- }
- }
- IEnumerator RepositionAfterZEDReady()
- {
- for (int i = 0; i < 50; i++)
- {
- print(zedManager.GetZedRootTansform().position);
- yield return null;
- }
- }
- /// <summary>
- /// Options for what movement will be relevant to.
- /// </summary>
- public enum RelativeMotion
- {
- Itself, //Relative to its own rotation, eg. moving forward moves where the object is facing.
- Camera //Relative to the camera's rotation, eg. moving forward moves where the camera/player is facing.
- }
- }
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