Browse Source

create input using VR controller

Kenkart 2 years ago
parent
commit
4fbd749636
3 changed files with 99 additions and 14 deletions
  1. 3 3
      Assets/KinectView/Scripts/BodySourceView.cs
  2. 75 6
      Assets/Scenes/Main.unity
  3. 21 5
      Assets/Scripts/ViveInput.cs

+ 3 - 3
Assets/KinectView/Scripts/BodySourceView.cs

@@ -150,7 +150,7 @@ public class BodySourceView : MonoBehaviour
             
             if (jt == Kinect.JointType.Head)
             {
-                // Make head joint invisible ? (need to test)
+                // Make head joint invisible
                 jointObj.GetComponent<Renderer>().enabled = false;
                 // Make camera follow the head
                 cameraRig.localPosition = new Vector3(jointObj.localPosition.x, jointObj.localPosition.y - 3, jointObj.localPosition.z + 2);
@@ -170,8 +170,8 @@ public class BodySourceView : MonoBehaviour
                 lr.enabled = false;
             }
 
-            // Record joints to PlayerReplay.cs (need to test)
-            playerReplay.joints[(int) jt] = jointObj;
+            // Record joints to PlayerReplay.cs
+            playerReplay.joints[(int)jt] = jointObj;
         }
 
         // Joint orientations

+ 75 - 6
Assets/Scenes/Main.unity

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-  m_IndirectSpecularColor: {r: 0.1826408, g: 0.2283514, b: 0.3071478, a: 1}
+  m_IndirectSpecularColor: {r: 0.18264514, g: 0.22835582, b: 0.307145, a: 1}
   m_UseRadianceAmbientProbe: 0
 --- !u!157 &3
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+  joints:
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@@ -225,11 +251,11 @@ PrefabInstance:
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---- !u!21 &719272142
+--- !u!21 &444806043
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@@ -320,6 +346,49 @@ Material:
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     - _RendererColor: {r: 1, g: 1, b: 1, a: 1}
   m_BuildTextureStacks: []
+--- !u!1 &573329778
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+  - component: {fileID: 573329779}
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+  m_Name: ViveInput
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---- !u!43 &1428167165
+--- !u!43 &957242056
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+ 21 - 5
Assets/Scripts/ViveInput.cs

@@ -5,17 +5,33 @@ using Valve.VR;
 
 public class ViveInput : MonoBehaviour
 {
-    public SteamVR_TrackedObject trackedObject;
+    private SteamVR_Action_Boolean grabPinch;
 
-    // Start is called before the first frame update
-    void Start()
+
+    //private void Awake()
+    //{
+    //    actionBoolean = SteamVR_Actions._default.GrabPinch;
+    //}
+
+    //// Start is called before the first frame update
+    //void Start()
+    //{
+    //    actionSet.Activate(SteamVR_Input_Sources.Any, 0, true);
+    //}
+
+    private void Start()
     {
-        
+        grabPinch = SteamVR_Actions.default_GrabPinch;
     }
 
     // Update is called once per frame
     void Update()
     {
-        
+        if (grabPinch.GetStateDown(SteamVR_Input_Sources.Any))
+        {
+            Debug.Log("grab pinch down");
+        }
+
+        // TODO: other inputs
     }
 }