Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- /************************************************************************************
- Copyright : Copyright 2017 Oculus VR, LLC. All Rights reserved.
- Licensed under the Oculus VR Rift SDK License Version 3.4.1 (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
- https://developer.oculus.com/licenses/sdk-3.4.1
- 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;
- /// <summary>
- /// Controls the player's movement in virtual reality.
- /// </summary>
- [RequireComponent(typeof(CharacterController))]
- public class OVRCustomPlayerController : MonoBehaviour
- {
- /// <summary>
- /// The rate acceleration during movement.
- /// </summary>
- public float Acceleration = 0.1f;
- /// <summary>
- /// The rate of damping on movement.
- /// </summary>
- public float Damping = 0.3f;
- /// <summary>
- /// The rate of additional damping when moving sideways or backwards.
- /// </summary>
- public float BackAndSideDampen = 0.5f;
- /// <summary>
- /// The force applied to the character when jumping.
- /// </summary>
- public float JumpForce = 0.3f;
- /// <summary>
- /// The rate of rotation when using a gamepad.
- /// </summary>
- public float RotationAmount = 1.5f;
- /// <summary>
- /// The rate of rotation when using the keyboard.
- /// </summary>
- public float RotationRatchet = 45.0f;
- /// <summary>
- /// The player will rotate in fixed steps if Snap Rotation is enabled.
- /// </summary>
- [Tooltip("The player will rotate in fixed steps if Snap Rotation is enabled.")]
- public bool SnapRotation = true;
- /// <summary>
- /// How many fixed speeds to use with linear movement? 0=linear control
- /// </summary>
- [Tooltip("How many fixed speeds to use with linear movement? 0=linear control")]
- public int FixedSpeedSteps;
- /// <summary>
- /// If true, reset the initial yaw of the player controller when the Hmd pose is recentered.
- /// </summary>
- public bool HmdResetsY = true;
- /// <summary>
- /// If true, tracking data from a child OVRCameraRig will update the direction of movement.
- /// </summary>
- public bool HmdRotatesY = true;
- /// <summary>
- /// Modifies the strength of gravity.
- /// </summary>
- public float GravityModifier = 0.379f;
- /// <summary>
- /// If true, each OVRPlayerController will use the player's physical height.
- /// </summary>
- public bool useProfileData = true;
- /// <summary>
- /// The CameraHeight is the actual height of the HMD and can be used to adjust the height of the character controller, which will affect the
- /// ability of the character to move into areas with a low ceiling.
- /// </summary>
- [NonSerialized]
- public float CameraHeight;
- /// <summary>
- /// This event is raised after the character controller is moved. This is used by the OVRAvatarLocomotion script to keep the avatar transform synchronized
- /// with the OVRPlayerController.
- /// </summary>
- public event Action<Transform> TransformUpdated;
- /// <summary>
- /// This bool is set to true whenever the player controller has been teleported. It is reset after every frame. Some systems, such as
- /// CharacterCameraConstraint, test this boolean in order to disable logic that moves the character controller immediately
- /// following the teleport.
- /// </summary>
- [NonSerialized] // This doesn't need to be visible in the inspector.
- public bool Teleported;
- /// <summary>
- /// This event is raised immediately after the camera transform has been updated, but before movement is updated.
- /// </summary>
- public event Action CameraUpdated;
- /// <summary>
- /// This event is raised right before the character controller is actually moved in order to provide other systems the opportunity to
- /// move the character controller in response to things other than user input, such as movement of the HMD. See CharacterCameraConstraint.cs
- /// for an example of this.
- /// </summary>
- public event Action PreCharacterMove;
- /// <summary>
- /// When true, user input will be applied to linear movement. Set this to false whenever the player controller needs to ignore input for
- /// linear movement.
- /// </summary>
- public bool EnableLinearMovement = true;
- /// <summary>
- /// When true, user input will be applied to rotation. Set this to false whenever the player controller needs to ignore input for rotation.
- /// </summary>
- public bool EnableRotation = true;
- protected CharacterController Controller = null;
- protected OVRCameraRig CameraRig = null;
- private float MoveScale = 1.0f;
- private Vector3 MoveThrottle = Vector3.zero;
- private float FallSpeed = 0.0f;
- private OVRPose? InitialPose;
- public float InitialYRotation { get; private set; }
- private float MoveScaleMultiplier = 1.0f;
- private float RotationScaleMultiplier = 1.0f;
- private bool SkipMouseRotation = true; // It is rare to want to use mouse movement in VR, so ignore the mouse by default.
- private bool HaltUpdateMovement = false;
- private bool prevHatLeft = false;
- private bool prevHatRight = false;
- private float SimulationRate = 60f;
- private float buttonRotation = 0f;
- private bool ReadyToSnapTurn; // Set to true when a snap turn has occurred, code requires one frame of centered thumbstick to enable another snap turn.
- void Start()
- {
- // Add eye-depth as a camera offset from the player controller
- var p = CameraRig.transform.localPosition;
- p.z = OVRManager.profile.eyeDepth;
- CameraRig.transform.localPosition = p;
- }
- void Awake()
- {
- Controller = gameObject.GetComponent<CharacterController>();
- if(Controller == null)
- Debug.LogWarning("OVRPlayerController: No CharacterController attached.");
- // We use OVRCameraRig to set rotations to cameras,
- // and to be influenced by rotation
- OVRCameraRig[] CameraRigs = gameObject.GetComponentsInChildren<OVRCameraRig>();
- if(CameraRigs.Length == 0)
- Debug.LogWarning("OVRPlayerController: No OVRCameraRig attached.");
- else if (CameraRigs.Length > 1)
- Debug.LogWarning("OVRPlayerController: More then 1 OVRCameraRig attached.");
- else
- CameraRig = CameraRigs[0];
- InitialYRotation = transform.rotation.eulerAngles.y;
- }
- void OnEnable()
- {
- OVRManager.display.RecenteredPose += ResetOrientation;
- if (CameraRig != null)
- {
- CameraRig.UpdatedAnchors += UpdateTransform;
- }
- }
- void OnDisable()
- {
- OVRManager.display.RecenteredPose -= ResetOrientation;
- if (CameraRig != null)
- {
- CameraRig.UpdatedAnchors -= UpdateTransform;
- }
- }
- void Update()
- {
- //Use keys to ratchet rotation
- if (Input.GetKeyDown(KeyCode.Q))
- buttonRotation -= RotationRatchet;
- if (Input.GetKeyDown(KeyCode.E))
- buttonRotation += RotationRatchet;
- }
- protected virtual void UpdateController()
- {
- if (useProfileData)
- {
- if (InitialPose == null)
- {
- // Save the initial pose so it can be recovered if useProfileData
- // is turned off later.
- InitialPose = new OVRPose()
- {
- position = CameraRig.transform.localPosition,
- orientation = CameraRig.transform.localRotation
- };
- }
- var p = CameraRig.transform.localPosition;
- if (OVRManager.instance.trackingOriginType == OVRManager.TrackingOrigin.EyeLevel)
- {
- p.y = OVRManager.profile.eyeHeight - (0.5f * Controller.height) + Controller.center.y;
- }
- else if (OVRManager.instance.trackingOriginType == OVRManager.TrackingOrigin.FloorLevel)
- {
- p.y = - (0.5f * Controller.height) + Controller.center.y;
- }
- CameraRig.transform.localPosition = p;
- }
- else if (InitialPose != null)
- {
- // Return to the initial pose if useProfileData was turned off at runtime
- CameraRig.transform.localPosition = InitialPose.Value.position;
- CameraRig.transform.localRotation = InitialPose.Value.orientation;
- InitialPose = null;
- }
- CameraHeight = CameraRig.centerEyeAnchor.localPosition.y;
- if (CameraUpdated != null)
- {
- CameraUpdated();
- }
- UpdateMovement();
- Vector3 moveDirection = Vector3.zero;
- float motorDamp = (1.0f + (Damping * SimulationRate * Time.deltaTime));
- MoveThrottle.x /= motorDamp;
- MoveThrottle.y /= motorDamp;
- MoveThrottle.z /= motorDamp;
- moveDirection += MoveThrottle * SimulationRate * Time.deltaTime;
- // Gravity
- /*
- if (Controller.isGrounded && FallSpeed <= 0)
- FallSpeed = ((Physics.gravity.y * (GravityModifier * 0.002f)));
- else
- FallSpeed += ((Physics.gravity.y * (GravityModifier * 0.002f)) * SimulationRate * Time.deltaTime);
- moveDirection.y += FallSpeed * SimulationRate * Time.deltaTime;
- if (Controller.isGrounded && MoveThrottle.y <= transform.lossyScale.y * 0.001f)
- {
- // Offset correction for uneven ground
- float bumpUpOffset = Mathf.Max(Controller.stepOffset, new Vector3(moveDirection.x, 0, moveDirection.z).magnitude);
- moveDirection -= bumpUpOffset * Vector3.up;
- }
- if (PreCharacterMove != null)
- {
- PreCharacterMove();
- Teleported = false;
- }
- */
- Vector3 predictedXYZ = Vector3.Scale((Controller.transform.localPosition + moveDirection), new Vector3(1, 1, 1));
- // Move contoller
- Controller.Move(moveDirection);
- Vector3 actualXYZ = Vector3.Scale(Controller.transform.localPosition, new Vector3(1, 1, 1));
- if (predictedXYZ != actualXYZ)
- MoveThrottle += (actualXYZ - predictedXYZ) / (SimulationRate * Time.deltaTime);
- }
- public virtual void UpdateMovement()
- {
- if (HaltUpdateMovement)
- return;
- if (EnableLinearMovement)
- {
- bool moveForward = Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow);
- bool moveLeft = Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow);
- bool moveRight = Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow);
- bool moveBack = Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow);
- bool moveUp = Input.GetKey(KeyCode.Q);
- bool moveDown = Input.GetKey(KeyCode.E);
- bool dpad_move = false;
- if (OVRInput.Get(OVRInput.Button.DpadUp))
- {
- moveForward = true;
- dpad_move = true;
- }
- if (OVRInput.Get(OVRInput.Button.DpadDown))
- {
- moveBack = true;
- dpad_move = true;
- }
- MoveScale = 1.0f;
- if ((moveForward && moveLeft) || (moveForward && moveRight) ||
- (moveBack && moveLeft) || (moveBack && moveRight))
- MoveScale = 0.70710678f;
- /* No positional movement if we are in the air
- if (!Controller.isGrounded)
- MoveScale = 1.0f;
- */
- MoveScale *= SimulationRate * Time.deltaTime;
- // Compute this for key movement
- float moveInfluence = Acceleration * 0.1f * MoveScale * MoveScaleMultiplier;
- // Run!
- if (dpad_move || Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))
- moveInfluence *= 2.0f;
- Quaternion ort = transform.rotation;
- Vector3 ortEuler = ort.eulerAngles;
- ortEuler.z = ortEuler.x = 0f;
- ort = Quaternion.Euler(ortEuler);
- if (moveForward)
- MoveThrottle += ort * (transform.lossyScale.z * moveInfluence * Vector3.forward);
- if (moveBack)
- MoveThrottle += ort * (transform.lossyScale.z * moveInfluence * BackAndSideDampen * Vector3.back);
- if (moveLeft)
- MoveThrottle += ort * (transform.lossyScale.x * moveInfluence * BackAndSideDampen * Vector3.left);
- if (moveRight)
- MoveThrottle += ort * (transform.lossyScale.x * moveInfluence * BackAndSideDampen * Vector3.right);
- if (moveUp)
- MoveThrottle += ort * (transform.lossyScale.y * moveInfluence * BackAndSideDampen * Vector3.up);
- if (moveDown)
- MoveThrottle += ort * (transform.lossyScale.y * moveInfluence * BackAndSideDampen * Vector3.down);
- moveInfluence = Acceleration * 0.1f * MoveScale * MoveScaleMultiplier;
- #if !UNITY_ANDROID // LeftTrigger not avail on Android game pad
- moveInfluence *= 1.0f + OVRInput.Get(OVRInput.Axis1D.PrimaryIndexTrigger);
- #endif
- Vector2 primaryAxis = OVRInput.Get(OVRInput.Axis2D.PrimaryThumbstick);
- Vector2 secondaryAxis = OVRInput.Get(OVRInput.Axis2D.SecondaryThumbstick);
- // If speed quantization is enabled, adjust the input to the number of fixed speed steps.
- if (FixedSpeedSteps > 0)
- {
- primaryAxis.y = Mathf.Round(primaryAxis.y * FixedSpeedSteps) / FixedSpeedSteps;
- primaryAxis.x = Mathf.Round(primaryAxis.x * FixedSpeedSteps) / FixedSpeedSteps;
- secondaryAxis.y = Mathf.Round(secondaryAxis.y * FixedSpeedSteps) / FixedSpeedSteps;
- secondaryAxis.x = Mathf.Round(secondaryAxis.x * FixedSpeedSteps) / FixedSpeedSteps;
- }
- if (primaryAxis.y > 0.0f)
- MoveThrottle += ort * (primaryAxis.y * transform.lossyScale.z * moveInfluence * Vector3.forward);
- if (primaryAxis.y < 0.0f)
- MoveThrottle += ort * (Mathf.Abs(primaryAxis.y) * transform.lossyScale.z * moveInfluence *
- BackAndSideDampen * Vector3.back);
- if (primaryAxis.x < 0.0f)
- MoveThrottle += ort * (Mathf.Abs(primaryAxis.x) * transform.lossyScale.x * moveInfluence *
- BackAndSideDampen * Vector3.left);
- if (primaryAxis.x > 0.0f)
- MoveThrottle += ort * (primaryAxis.x * transform.lossyScale.x * moveInfluence * BackAndSideDampen *
- Vector3.right);
- if (secondaryAxis.y < 0.0f)
- MoveThrottle += ort * (Mathf.Abs(primaryAxis.y) * transform.lossyScale.y * moveInfluence *
- BackAndSideDampen * Vector3.down);
- if (secondaryAxis.y > 0.0f)
- MoveThrottle += ort * (primaryAxis.y * transform.lossyScale.y * moveInfluence * BackAndSideDampen *
- Vector3.up);
- }
- if (EnableRotation)
- {
- Vector3 euler = transform.rotation.eulerAngles;
- float rotateInfluence = SimulationRate * Time.deltaTime * RotationAmount * RotationScaleMultiplier;
- bool curHatLeft = OVRInput.Get(OVRInput.Button.PrimaryShoulder);
- if (curHatLeft && !prevHatLeft)
- euler.y -= RotationRatchet;
- prevHatLeft = curHatLeft;
- bool curHatRight = OVRInput.Get(OVRInput.Button.SecondaryShoulder);
- if (curHatRight && !prevHatRight)
- euler.y += RotationRatchet;
- prevHatRight = curHatRight;
- euler.y += buttonRotation;
- buttonRotation = 0f;
- #if !UNITY_ANDROID || UNITY_EDITOR
- if (!SkipMouseRotation)
- euler.y += Input.GetAxis("Mouse X") * rotateInfluence * 3.25f;
- #endif
- if (SnapRotation)
- {
- if (OVRInput.Get(OVRInput.Button.SecondaryThumbstickLeft))
- {
- if (ReadyToSnapTurn)
- {
- euler.y -= RotationRatchet;
- ReadyToSnapTurn = false;
- }
- }
- else if (OVRInput.Get(OVRInput.Button.SecondaryThumbstickRight))
- {
- if (ReadyToSnapTurn)
- {
- euler.y += RotationRatchet;
- ReadyToSnapTurn = false;
- }
- }
- else
- {
- ReadyToSnapTurn = true;
- }
- }
- else
- {
- Vector2 secondaryAxis = OVRInput.Get(OVRInput.Axis2D.SecondaryThumbstick);
- euler.y += secondaryAxis.x * rotateInfluence;
- }
- transform.rotation = Quaternion.Euler(euler);
- }
- }
- /// <summary>
- /// Invoked by OVRCameraRig's UpdatedAnchors callback. Allows the Hmd rotation to update the facing direction of the player.
- /// </summary>
- public void UpdateTransform(OVRCameraRig rig)
- {
- Transform root = CameraRig.trackingSpace;
- Transform centerEye = CameraRig.centerEyeAnchor;
- if (HmdRotatesY && !Teleported)
- {
- Vector3 prevPos = root.position;
- Quaternion prevRot = root.rotation;
- transform.rotation = Quaternion.Euler(0.0f, centerEye.rotation.eulerAngles.y, 0.0f);
- root.position = prevPos;
- root.rotation = prevRot;
- }
- UpdateController();
- if (TransformUpdated != null)
- {
- TransformUpdated(root);
- }
- }
- /// <summary>
- /// Jump! Must be enabled manually.
- /// </summary>
- public bool Jump()
- {
- /*
- if (!Controller.isGrounded)
- return false;
- MoveThrottle += new Vector3(0, transform.lossyScale.y * JumpForce, 0);
- */
- return true;
- }
- /// <summary>
- /// Stop this instance.
- /// </summary>
- public void Stop()
- {
- Controller.Move(Vector3.zero);
- MoveThrottle = Vector3.zero;
- FallSpeed = 0.0f;
- }
- /// <summary>
- /// Gets the move scale multiplier.
- /// </summary>
- /// <param name="moveScaleMultiplier">Move scale multiplier.</param>
- public void GetMoveScaleMultiplier(ref float moveScaleMultiplier)
- {
- moveScaleMultiplier = MoveScaleMultiplier;
- }
- /// <summary>
- /// Sets the move scale multiplier.
- /// </summary>
- /// <param name="moveScaleMultiplier">Move scale multiplier.</param>
- public void SetMoveScaleMultiplier(float moveScaleMultiplier)
- {
- MoveScaleMultiplier = moveScaleMultiplier;
- }
- /// <summary>
- /// Gets the rotation scale multiplier.
- /// </summary>
- /// <param name="rotationScaleMultiplier">Rotation scale multiplier.</param>
- public void GetRotationScaleMultiplier(ref float rotationScaleMultiplier)
- {
- rotationScaleMultiplier = RotationScaleMultiplier;
- }
- /// <summary>
- /// Sets the rotation scale multiplier.
- /// </summary>
- /// <param name="rotationScaleMultiplier">Rotation scale multiplier.</param>
- public void SetRotationScaleMultiplier(float rotationScaleMultiplier)
- {
- RotationScaleMultiplier = rotationScaleMultiplier;
- }
- /// <summary>
- /// Gets the allow mouse rotation.
- /// </summary>
- /// <param name="skipMouseRotation">Allow mouse rotation.</param>
- public void GetSkipMouseRotation(ref bool skipMouseRotation)
- {
- skipMouseRotation = SkipMouseRotation;
- }
- /// <summary>
- /// Sets the allow mouse rotation.
- /// </summary>
- /// <param name="skipMouseRotation">If set to <c>true</c> allow mouse rotation.</param>
- public void SetSkipMouseRotation(bool skipMouseRotation)
- {
- SkipMouseRotation = skipMouseRotation;
- }
- /// <summary>
- /// Gets the halt update movement.
- /// </summary>
- /// <param name="haltUpdateMovement">Halt update movement.</param>
- public void GetHaltUpdateMovement(ref bool haltUpdateMovement)
- {
- haltUpdateMovement = HaltUpdateMovement;
- }
- /// <summary>
- /// Sets the halt update movement.
- /// </summary>
- /// <param name="haltUpdateMovement">If set to <c>true</c> halt update movement.</param>
- public void SetHaltUpdateMovement(bool haltUpdateMovement)
- {
- HaltUpdateMovement = haltUpdateMovement;
- }
- /// <summary>
- /// Resets the player look rotation when the device orientation is reset.
- /// </summary>
- public void ResetOrientation()
- {
- if (HmdResetsY && !HmdRotatesY)
- {
- Vector3 euler = transform.rotation.eulerAngles;
- euler.y = InitialYRotation;
- transform.rotation = Quaternion.Euler(euler);
- }
- }
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement