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522 lines
24 KiB
C#
522 lines
24 KiB
C#
// Move In Place|Locomotion|20110
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namespace VRTK
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{
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using UnityEngine;
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using System.Collections.Generic;
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/// <summary>
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/// Move In Place allows the user to move the play area by calculating the y-movement of the user's headset and/or controllers. The user is propelled forward the more they are moving. This simulates moving in game by moving in real life.
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/// </summary>
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/// <remarks>
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/// > This locomotion method is based on Immersive Movement, originally created by Highsight. Thanks to KJack (author of Arm Swinger) for additional work.
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/// </remarks>
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/// <example>
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/// `VRTK/Examples/042_CameraRig_MoveInPlace` demonstrates how the user can move and traverse colliders by either swinging the controllers in a walking fashion or by running on the spot utilisng the head bob for movement.
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/// </example>
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[AddComponentMenu("VRTK/Scripts/Locomotion/VRTK_MoveInPlace")]
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public class VRTK_MoveInPlace : MonoBehaviour
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{
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/// <summary>
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/// Options for testing if a play space fall is valid.
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/// </summary>
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/// <param name="HeadsetAndControllers">Track both headset and controllers for movement calculations.</param>
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/// <param name="ControllersOnly">Track only the controllers for movement calculations.</param>
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/// <param name="HeadsetOnly">Track only headset for movement caluclations.</param>
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public enum ControlOptions
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{
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HeadsetAndControllers,
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ControllersOnly,
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HeadsetOnly,
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}
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/// <summary>
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/// Options for which method is used to determine player direction while moving.
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/// </summary>
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/// <param name="Gaze">Player will always move in the direction they are currently looking.</param>
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/// <param name="ControllerRotation">Player will move in the direction that the controllers are pointing (averaged).</param>
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/// <param name="DumbDecoupling">Player will move in the direction they were first looking when they engaged Move In Place.</param>
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/// <param name="SmartDecoupling">Player will move in the direction they are looking only if their headset point the same direction as their controllers.</param>
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/// <param name="EngageControllerRotationOnly">Player will move in the direction that the controller with the engage button pressed is pointing.</param>
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/// <param name="LeftControllerRotationOnly">Player will move in the direction that the left controller is pointing.</param>
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/// <param name="RightControllerRotationOnly">Player will move in the direction that the right controller is pointing.</param>
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public enum DirectionalMethod
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{
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Gaze,
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ControllerRotation,
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DumbDecoupling,
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SmartDecoupling,
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EngageControllerRotationOnly,
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LeftControllerRotationOnly,
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RightControllerRotationOnly
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}
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[Header("Control Settings")]
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[Tooltip("If this is checked then the left controller touchpad will be enabled to move the play area.")]
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public bool leftController = true;
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[Tooltip("If this is checked then the right controller touchpad will be enabled to move the play area.")]
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public bool rightController = true;
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[Tooltip("Select which button to hold to engage Move In Place.")]
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public VRTK_ControllerEvents.ButtonAlias engageButton = VRTK_ControllerEvents.ButtonAlias.TouchpadPress;
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[Tooltip("Select which trackables are used to determine movement.")]
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public ControlOptions controlOptions = ControlOptions.HeadsetAndControllers;
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[Tooltip("How the user's movement direction will be determined. The Gaze method tends to lead to the least motion sickness. Smart decoupling is still a Work In Progress.")]
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public DirectionalMethod directionMethod = DirectionalMethod.Gaze;
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[Header("Speed Settings")]
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[Tooltip("Lower to decrease speed, raise to increase.")]
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public float speedScale = 1;
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[Tooltip("The max speed the user can move in game units. (If 0 or less, max speed is uncapped)")]
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public float maxSpeed = 4;
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[Tooltip("The speed in which the play area slows down to a complete stop when the user is no longer pressing the engage button. This deceleration effect can ease any motion sickness that may be suffered.")]
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public float deceleration = 0.1f;
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[Tooltip("The speed in which the play area slows down to a complete stop when the user is falling.")]
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public float fallingDeceleration = 0.01f;
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[Header("Advanced Settings")]
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[Tooltip("The degree threshold that all tracked objects (controllers, headset) must be within to change direction when using the Smart Decoupling Direction Method.")]
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public float smartDecoupleThreshold = 30f;
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// The cap before we stop adding the delta to the movement list. This will help regulate speed.
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[Tooltip("The maximum amount of movement required to register in the virtual world. Decreasing this will increase acceleration, and vice versa.")]
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public float sensitivity = 0.02f;
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[Header("Custom Settings")]
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[Tooltip("An optional Body Physics script to check for potential collisions in the moving direction. If any potential collision is found then the move will not take place. This can help reduce collision tunnelling.")]
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public VRTK_BodyPhysics bodyPhysics;
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protected Transform playArea;
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protected GameObject controllerLeftHand;
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protected GameObject controllerRightHand;
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protected VRTK_ControllerReference engagedController;
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protected Transform headset;
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protected bool leftSubscribed;
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protected bool rightSubscribed;
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protected bool previousLeftControllerState;
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protected bool previousRightControllerState;
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protected VRTK_ControllerEvents.ButtonAlias previousEngageButton;
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protected bool currentlyFalling;
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// The maximum number of updates we should hold to process movements. The higher the number, the slower the acceleration/deceleration & vice versa.
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protected int averagePeriod;
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// Which tracked objects to use to determine amount of movement.
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protected List<Transform> trackedObjects;
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// List of all the update's movements over the average period.
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protected Dictionary<Transform, List<float>> movementList;
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protected Dictionary<Transform, float> previousYPositions;
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// Used to determine the direction when using a decoupling method.
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protected Vector3 initalGaze;
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// The current move speed of the player. If Move In Place is not active, it will be set to 0.00f.
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protected float currentSpeed;
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// The current direction the player is moving. If Move In Place is not active, it will be set to Vector.zero.
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protected Vector3 direction;
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protected Vector3 previousDirection;
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// True if Move In Place is currently engaged.
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protected bool active;
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/// <summary>
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/// Set the control options and modify the trackables to match.
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/// </summary>
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/// <param name="givenControlOptions">The control options to set the current control options to.</param>
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public virtual void SetControlOptions(ControlOptions givenControlOptions)
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{
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controlOptions = givenControlOptions;
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trackedObjects.Clear();
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if (controllerLeftHand != null && controllerRightHand != null && (controlOptions.Equals(ControlOptions.HeadsetAndControllers) || controlOptions.Equals(ControlOptions.ControllersOnly)))
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{
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trackedObjects.Add(VRTK_DeviceFinder.GetActualController(controllerLeftHand).transform);
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trackedObjects.Add(VRTK_DeviceFinder.GetActualController(controllerRightHand).transform);
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}
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if (headset != null && (controlOptions.Equals(ControlOptions.HeadsetAndControllers) || controlOptions.Equals(ControlOptions.HeadsetOnly)))
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{
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trackedObjects.Add(headset.transform);
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}
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}
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/// <summary>
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/// The GetMovementDirection method will return the direction the player is moving.
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/// </summary>
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/// <returns>Returns a vector representing the player's current movement direction.</returns>
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public virtual Vector3 GetMovementDirection()
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{
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return direction;
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}
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/// <summary>
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/// The GetSpeed method will return the current speed the player is moving at.
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/// </summary>
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/// <returns>Returns a float representing the player's current movement speed.</returns>
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public virtual float GetSpeed()
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{
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return currentSpeed;
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}
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protected virtual void Awake()
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{
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VRTK_SDKManager.instance.AddBehaviourToToggleOnLoadedSetupChange(this);
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}
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protected virtual void OnEnable()
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{
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trackedObjects = new List<Transform>();
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movementList = new Dictionary<Transform, List<float>>();
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previousYPositions = new Dictionary<Transform, float>();
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initalGaze = Vector3.zero;
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direction = Vector3.zero;
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previousDirection = Vector3.zero;
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averagePeriod = 60;
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currentSpeed = 0f;
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active = false;
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previousEngageButton = engageButton;
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bodyPhysics = (bodyPhysics != null ? bodyPhysics : GetComponentInChildren<VRTK_BodyPhysics>());
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controllerLeftHand = VRTK_DeviceFinder.GetControllerLeftHand();
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controllerRightHand = VRTK_DeviceFinder.GetControllerRightHand();
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SetControllerListeners(controllerLeftHand, leftController, ref leftSubscribed);
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SetControllerListeners(controllerRightHand, rightController, ref rightSubscribed);
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headset = VRTK_DeviceFinder.HeadsetTransform();
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SetControlOptions(controlOptions);
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playArea = VRTK_DeviceFinder.PlayAreaTransform();
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// Initialize the lists.
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for (int i = 0; i < trackedObjects.Count; i++)
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{
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Transform trackedObj = trackedObjects[i];
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movementList.Add(trackedObj, new List<float>());
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previousYPositions.Add(trackedObj, trackedObj.transform.localPosition.y);
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}
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if (playArea == null)
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{
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VRTK_Logger.Error(VRTK_Logger.GetCommonMessage(VRTK_Logger.CommonMessageKeys.SDK_OBJECT_NOT_FOUND, "PlayArea", "Boundaries SDK"));
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}
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}
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protected virtual void OnDisable()
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{
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SetControllerListeners(controllerLeftHand, leftController, ref leftSubscribed, true);
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SetControllerListeners(controllerRightHand, rightController, ref rightSubscribed, true);
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controllerLeftHand = null;
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controllerRightHand = null;
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headset = null;
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playArea = null;
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}
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protected virtual void OnDestroy()
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{
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VRTK_SDKManager.instance.RemoveBehaviourToToggleOnLoadedSetupChange(this);
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}
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protected virtual void Update()
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{
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CheckControllerState(controllerLeftHand, leftController, ref leftSubscribed, ref previousLeftControllerState);
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CheckControllerState(controllerRightHand, rightController, ref leftSubscribed, ref previousRightControllerState);
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previousEngageButton = engageButton;
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}
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protected virtual void FixedUpdate()
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{
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HandleFalling();
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// If Move In Place is currently engaged.
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if (MovementActivated() && !currentlyFalling)
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{
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// Initialize the list average.
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float speed = Mathf.Clamp(((speedScale * 350) * (CalculateListAverage() / trackedObjects.Count)), 0f, maxSpeed);
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previousDirection = direction;
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direction = SetDirection();
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// Update our current speed.
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currentSpeed = speed;
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}
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else if (currentSpeed > 0f)
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{
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currentSpeed -= (currentlyFalling ? fallingDeceleration : deceleration);
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}
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else
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{
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currentSpeed = 0f;
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direction = Vector3.zero;
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previousDirection = Vector3.zero;
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}
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SetDeltaTransformData();
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MovePlayArea(direction, currentSpeed);
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}
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protected virtual bool MovementActivated()
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{
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return (active || engageButton == VRTK_ControllerEvents.ButtonAlias.Undefined);
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}
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protected virtual void CheckControllerState(GameObject controller, bool controllerState, ref bool subscribedState, ref bool previousState)
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{
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if (controllerState != previousState || engageButton != previousEngageButton)
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{
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SetControllerListeners(controller, controllerState, ref subscribedState);
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}
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previousState = controllerState;
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}
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protected virtual float CalculateListAverage()
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{
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float listAverage = 0;
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for (int i = 0; i < trackedObjects.Count; i++)
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{
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Transform trackedObj = trackedObjects[i];
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// Get the amount of Y movement that's occured since the last update.
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float deltaYPostion = Mathf.Abs(previousYPositions[trackedObj] - trackedObj.transform.localPosition.y);
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// Convenience code.
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List<float> trackedObjList = movementList[trackedObj];
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// Cap off the speed.
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if (deltaYPostion > sensitivity)
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{
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trackedObjList.Add(sensitivity);
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}
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else
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{
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trackedObjList.Add(deltaYPostion);
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}
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// Keep our tracking list at m_averagePeriod number of elements.
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if (trackedObjList.Count > averagePeriod)
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{
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trackedObjList.RemoveAt(0);
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}
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// Average out the current tracker's list.
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float sum = 0;
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for (int j = 0; j < trackedObjList.Count; j++)
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{
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float diffrences = trackedObjList[j];
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sum += diffrences;
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}
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float avg = sum / averagePeriod;
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// Add the average to the the list average.
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listAverage += avg;
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}
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return listAverage;
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}
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protected virtual Vector3 SetDirection()
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{
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Vector3 returnDirection = Vector3.zero;
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// If we're doing a decoupling method...
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if (directionMethod == DirectionalMethod.SmartDecoupling || directionMethod == DirectionalMethod.DumbDecoupling)
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{
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// If we haven't set an inital gaze yet, set it now.
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// If we're doing dumb decoupling, this is what we'll be sticking with.
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if (initalGaze.Equals(Vector3.zero))
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{
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initalGaze = new Vector3(headset.forward.x, 0, headset.forward.z);
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}
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// If we're doing smart decoupling, check to see if we want to reset our distance.
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if (directionMethod == DirectionalMethod.SmartDecoupling)
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{
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bool closeEnough = true;
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float curXDir = headset.rotation.eulerAngles.y;
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if (curXDir <= smartDecoupleThreshold)
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{
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curXDir += 360;
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}
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closeEnough = closeEnough && (Mathf.Abs(curXDir - controllerLeftHand.transform.rotation.eulerAngles.y) <= smartDecoupleThreshold);
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closeEnough = closeEnough && (Mathf.Abs(curXDir - controllerRightHand.transform.rotation.eulerAngles.y) <= smartDecoupleThreshold);
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// If the controllers and the headset are pointing the same direction (within the threshold) reset the direction the player's moving.
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if (closeEnough)
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{
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initalGaze = new Vector3(headset.forward.x, 0, headset.forward.z);
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}
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}
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returnDirection = initalGaze;
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}
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// if we're doing controller rotation movement
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else if (directionMethod.Equals(DirectionalMethod.ControllerRotation))
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{
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Vector3 calculatedControllerDirection = DetermineAverageControllerRotation() * Vector3.forward;
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returnDirection = CalculateControllerRotationDirection(calculatedControllerDirection);
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}
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// if we're doing left controller only rotation movement
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else if (directionMethod.Equals(DirectionalMethod.LeftControllerRotationOnly))
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{
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Vector3 calculatedControllerDirection = (controllerLeftHand != null ? controllerLeftHand.transform.rotation : Quaternion.identity) * Vector3.forward;
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returnDirection = CalculateControllerRotationDirection(calculatedControllerDirection);
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}
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// if we're doing right controller only rotation movement
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else if (directionMethod.Equals(DirectionalMethod.RightControllerRotationOnly))
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{
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Vector3 calculatedControllerDirection = (controllerRightHand != null ? controllerRightHand.transform.rotation : Quaternion.identity) * Vector3.forward;
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returnDirection = CalculateControllerRotationDirection(calculatedControllerDirection);
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}
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// if we're doing engaged controller only rotation movement
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else if (directionMethod.Equals(DirectionalMethod.EngageControllerRotationOnly))
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{
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Vector3 calculatedControllerDirection = (engagedController != null ? engagedController.scriptAlias.transform.rotation : Quaternion.identity) * Vector3.forward;
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returnDirection = CalculateControllerRotationDirection(calculatedControllerDirection);
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}
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// Otherwise if we're just doing Gaze movement, always set the direction to where we're looking.
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else if (directionMethod.Equals(DirectionalMethod.Gaze))
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{
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returnDirection = (new Vector3(headset.forward.x, 0, headset.forward.z));
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}
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return returnDirection;
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}
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protected virtual Vector3 CalculateControllerRotationDirection(Vector3 calculatedControllerDirection)
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{
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return (Vector3.Angle(previousDirection, calculatedControllerDirection) <= 90f ? calculatedControllerDirection : previousDirection);
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}
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protected virtual void SetDeltaTransformData()
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{
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for (int i = 0; i < trackedObjects.Count; i++)
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{
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Transform trackedObj = trackedObjects[i];
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// Get delta postions and rotations
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previousYPositions[trackedObj] = trackedObj.transform.localPosition.y;
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}
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}
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protected virtual void MovePlayArea(Vector3 moveDirection, float moveSpeed)
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{
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Vector3 movement = (moveDirection * moveSpeed) * Time.fixedDeltaTime;
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Vector3 finalPosition = new Vector3(movement.x + playArea.position.x, playArea.position.y, movement.z + playArea.position.z);
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if (playArea != null && CanMove(bodyPhysics, playArea.position, finalPosition))
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{
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playArea.position = finalPosition;
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}
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}
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protected virtual bool CanMove(VRTK_BodyPhysics givenBodyPhysics, Vector3 currentPosition, Vector3 proposedPosition)
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{
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if (givenBodyPhysics == null)
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{
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return true;
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}
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Vector3 proposedDirection = (proposedPosition - currentPosition).normalized;
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float distance = Vector3.Distance(currentPosition, proposedPosition);
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return !givenBodyPhysics.SweepCollision(proposedDirection, distance);
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}
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protected virtual void HandleFalling()
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{
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if (bodyPhysics != null && bodyPhysics.IsFalling())
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{
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currentlyFalling = true;
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}
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if (bodyPhysics != null && !bodyPhysics.IsFalling() && currentlyFalling)
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{
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currentlyFalling = false;
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currentSpeed = 0f;
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}
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}
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protected virtual void EngageButtonPressed(object sender, ControllerInteractionEventArgs e)
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{
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engagedController = e.controllerReference;
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active = true;
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}
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protected virtual void EngageButtonReleased(object sender, ControllerInteractionEventArgs e)
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{
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// If the button is released, clear all the lists.
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for (int i = 0; i < trackedObjects.Count; i++)
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{
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Transform trackedObj = trackedObjects[i];
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movementList[trackedObj].Clear();
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}
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initalGaze = Vector3.zero;
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active = false;
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engagedController = null;
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}
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protected virtual Quaternion DetermineAverageControllerRotation()
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{
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// Build the average rotation of the controller(s)
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Quaternion newRotation;
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// Both controllers are present
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if (controllerLeftHand != null && controllerRightHand != null)
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{
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newRotation = AverageRotation(controllerLeftHand.transform.rotation, controllerRightHand.transform.rotation);
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}
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// Left controller only
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else if (controllerLeftHand != null && controllerRightHand == null)
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{
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newRotation = controllerLeftHand.transform.rotation;
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}
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// Right controller only
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else if (controllerRightHand != null && controllerLeftHand == null)
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{
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newRotation = controllerRightHand.transform.rotation;
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}
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// No controllers!
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else
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{
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newRotation = Quaternion.identity;
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}
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return newRotation;
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}
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// Returns the average of two Quaternions
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protected virtual Quaternion AverageRotation(Quaternion rot1, Quaternion rot2)
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{
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return Quaternion.Slerp(rot1, rot2, 0.5f);
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}
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protected virtual void SetControllerListeners(GameObject controller, bool controllerState, ref bool subscribedState, bool forceDisabled = false)
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{
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if (controller != null)
|
|
{
|
|
bool toggleState = (forceDisabled ? false : controllerState);
|
|
ToggleControllerListeners(controller, toggleState, ref subscribedState);
|
|
}
|
|
}
|
|
|
|
protected virtual void ToggleControllerListeners(GameObject controller, bool toggle, ref bool subscribed)
|
|
{
|
|
VRTK_ControllerEvents controllerEvent = controller.GetComponent<VRTK_ControllerEvents>();
|
|
if (controllerEvent != null)
|
|
{
|
|
//If engage button has changed, then unsubscribe the previous engage button from the events
|
|
if (engageButton != previousEngageButton && subscribed)
|
|
{
|
|
controllerEvent.UnsubscribeToButtonAliasEvent(previousEngageButton, true, EngageButtonPressed);
|
|
controllerEvent.UnsubscribeToButtonAliasEvent(previousEngageButton, false, EngageButtonReleased);
|
|
subscribed = false;
|
|
}
|
|
|
|
if (toggle && !subscribed)
|
|
{
|
|
controllerEvent.SubscribeToButtonAliasEvent(engageButton, true, EngageButtonPressed);
|
|
controllerEvent.SubscribeToButtonAliasEvent(engageButton, false, EngageButtonReleased);
|
|
subscribed = true;
|
|
}
|
|
else if (!toggle && subscribed)
|
|
{
|
|
controllerEvent.UnsubscribeToButtonAliasEvent(engageButton, true, EngageButtonPressed);
|
|
controllerEvent.UnsubscribeToButtonAliasEvent(engageButton, false, EngageButtonReleased);
|
|
subscribed = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} |