using System; using UnityEngine; using UnityEngine.Assertions; using UnityEngine.InputSystem; using UnityEngine.InputSystem.Controls; using UnityEngine.InputSystem.LowLevel; using UnityEngine.XR; namespace SC.XR.Unity.Simulation { /// /// A component which handles mouse and keyboard input from the user and uses it to /// drive simulated XR controllers and an XR head mounted display (HMD). /// /// /// This class does not directly manipulate the camera or controllers which are part of /// the XR Origin, but rather drives them indirectly through simulated input devices. ///

/// Use the Package Manager window to install the XR Device Simulator sample into /// your project to get sample mouse and keyboard bindings for Input System actions that /// this component expects. The sample also includes a prefab of a /// with this component attached that has references to those sample actions already set. /// To make use of this simulator, add the prefab to your scene (the prefab makes use /// of to ensure the Input System actions are enabled). ///

/// Note that the XR Origin must read the position and rotation of the HMD and controllers /// by using Input System actions (such as by using /// and ) for this simulator to work as expected. /// Attempting to use XR input subsystem device methods (such as by using /// and ) will not work as expected /// since this simulator depends on the Input System to drive the simulated devices. ///
/// /// /// [AddComponentMenu("XR/Debug/XR Device Simulator", 11)] // [DefaultExecutionOrder(XRInteractionUpdateOrder.k_DeviceSimulator)] public class XRDeviceSimulator : MonoBehaviour { /// /// The coordinate space in which to operate. /// /// /// public enum Space { /// /// Applies translations of a controller or HMD relative to its own coordinate space, considering its own rotations. /// Will translate a controller relative to itself, independent of the camera. /// Local, /// /// Applies translations of a controller or HMD relative to its parent. If the object does not have a parent, meaning /// it is a root object, the parent coordinate space is the same as the world coordinate space. This is the same /// as but without considering its own rotations. /// Parent, /// /// Applies translations of a controller or HMD relative to the screen. /// Will translate a controller relative to the camera, independent of the controller's orientation. /// Screen, } /// /// The transformation mode in which to operate. /// /// public enum TransformationMode { /// /// Applies translations from input. /// Translate, /// /// Applies rotations from input. /// Rotate, } /// /// The target device control(s) to update from input. /// /// /// to support updating multiple controls from input /// (e.g. to drive the primary and secondary 2D axis on a controller from the same input). /// /// [Flags] public enum Axis2DTargets { /// /// Do not update device state from input. /// None = 0, /// /// Update device position from input. /// Position = 1 << 0, /// /// Update the primary touchpad or joystick on a controller device from input. /// Primary2DAxis = 1 << 1, /// /// Update the secondary touchpad or joystick on a controller device from input. /// Secondary2DAxis = 1 << 2, } [SerializeField] [Tooltip("The Input System Action used to translate in the x-axis (left/right) while held. Must be a Value Axis Control.")] InputActionReference m_KeyboardXTranslateAction; /// /// The Input System Action used to translate in the x-axis (left/right) while held. /// Must be a . /// public InputActionReference keyboardXTranslateAction { get => m_KeyboardXTranslateAction; set { UnsubscribeKeyboardXTranslateAction(); m_KeyboardXTranslateAction = value; SubscribeKeyboardXTranslateAction(); } } [SerializeField] [Tooltip("The Input System Action used to translate in the y-axis (up/down) while held. Must be a Value Axis Control.")] InputActionReference m_KeyboardYTranslateAction; /// /// The Input System Action used to translate in the y-axis (up/down) while held. /// Must be a . /// public InputActionReference keyboardYTranslateAction { get => m_KeyboardYTranslateAction; set { UnsubscribeKeyboardYTranslateAction(); m_KeyboardYTranslateAction = value; SubscribeKeyboardYTranslateAction(); } } [SerializeField] [Tooltip("The Input System Action used to translate in the z-axis (forward/back) while held. Must be a Value Axis Control.")] InputActionReference m_KeyboardZTranslateAction; /// /// The Input System Action used to translate in the z-axis (forward/back) while held. /// Must be a . /// public InputActionReference keyboardZTranslateAction { get => m_KeyboardZTranslateAction; set { UnsubscribeKeyboardZTranslateAction(); m_KeyboardZTranslateAction = value; SubscribeKeyboardZTranslateAction(); } } [SerializeField] [Tooltip("The Input System Action used to enable manipulation of the left-hand controller while held. Must be a Button Control.")] InputActionReference m_ManipulateLeftAction; /// /// The Input System Action used to enable manipulation of the left-hand controller while held. /// Must be a . /// /// /// Note that if controls on the left-hand controller are actuated when this action is released, /// those controls will continue to remain actuated. This is to allow for multi-hand interactions /// without needing to have dedicated bindings for manipulating each controller separately and concurrently. /// /// /// public InputActionReference manipulateLeftAction { get => m_ManipulateLeftAction; set { UnsubscribeManipulateLeftAction(); m_ManipulateLeftAction = value; SubscribeManipulateLeftAction(); } } [SerializeField] [Tooltip("The Input System Action used to enable manipulation of the right-hand controller while held. Must be a Button Control.")] InputActionReference m_ManipulateRightAction; /// /// The Input System Action used to enable manipulation of the right-hand controller while held. /// Must be a . /// /// /// Note that if controls on the right-hand controller are actuated when this action is released, /// those controls will continue to remain actuated. This is to allow for multi-hand interactions /// without needing to have dedicated bindings for manipulating each controller separately and concurrently. /// /// public InputActionReference manipulateRightAction { get => m_ManipulateRightAction; set { UnsubscribeManipulateRightAction(); m_ManipulateRightAction = value; SubscribeManipulateRightAction(); } } [SerializeField] [Tooltip("The Input System Action used to toggle enable manipulation of the left-hand controller when pressed. Must be a Button Control.")] InputActionReference m_ToggleManipulateLeftAction; /// /// The Input System Action used to toggle enable manipulation of the left-hand controller when pressed. /// Must be a . /// /// /// public InputActionReference toggleManipulateLeftAction { get => m_ToggleManipulateLeftAction; set { UnsubscribeToggleManipulateLeftAction(); m_ToggleManipulateLeftAction = value; SubscribeToggleManipulateLeftAction(); } } [SerializeField] [Tooltip("The Input System Action used to toggle enable manipulation of the right-hand controller when pressed. Must be a Button Control.")] InputActionReference m_ToggleManipulateRightAction; /// /// The Input System Action used to toggle enable manipulation of the right-hand controller when pressed. /// Must be a . /// /// /// public InputActionReference toggleManipulateRightAction { get => m_ToggleManipulateRightAction; set { UnsubscribeToggleManipulateRightAction(); m_ToggleManipulateRightAction = value; SubscribeToggleManipulateRightAction(); } } [SerializeField] [Tooltip("The Input System Action used to enable manipulation of the HMD while held. Must be a Button Control.")] InputActionReference m_ManipulateHeadAction; /// /// The Input System Action used to enable manipulation of the HMD while held. /// Must be a . /// public InputActionReference manipulateHeadAction { get => m_ManipulateHeadAction; set { UnsubscribeManipulateHeadAction(); m_ManipulateHeadAction = value; SubscribeManipulateHeadAction(); } } [SerializeField] [Tooltip("The Input System Action used to translate or rotate by a scaled amount along or about the x- and y-axes. Must be a Value Vector2 Control.")] InputActionReference m_MouseDeltaAction; /// /// The Input System Action used to translate or rotate by a scaled amount along or about the x- and y-axes. /// Must be a . /// /// /// Typically bound to the screen-space motion delta of the mouse in pixels. /// /// public InputActionReference mouseDeltaAction { get => m_MouseDeltaAction; set { UnsubscribeMouseDeltaAction(); m_MouseDeltaAction = value; SubscribeMouseDeltaAction(); } } [SerializeField] [Tooltip("The Input System Action used to translate or rotate by a scaled amount along or about the z-axis. Must be a Value Vector2 Control.")] InputActionReference m_MouseScrollAction; /// /// The Input System Action used to translate or rotate by a scaled amount along or about the z-axis. /// Must be a . /// /// /// Typically bound to the horizontal and vertical scroll wheels, though only the vertical is used. /// /// public InputActionReference mouseScrollAction { get => m_MouseScrollAction; set { UnsubscribeMouseScrollAction(); m_MouseScrollAction = value; SubscribeMouseScrollAction(); } } [SerializeField] [Tooltip("The Input System Action used to cause the manipulated device(s) to rotate when moving the mouse when held. Must be a Button Control.")] InputActionReference m_RotateModeOverrideAction; /// /// The Input System Action used to cause the manipulated device(s) to rotate when moving the mouse when held. /// Must be a . /// /// /// Forces rotation mode when held, no matter what the current mouse transformation mode is. /// /// public InputActionReference rotateModeOverrideAction { get => m_RotateModeOverrideAction; set { UnsubscribeRotateModeOverrideAction(); m_RotateModeOverrideAction = value; SubscribeRotateModeOverrideAction(); } } [SerializeField] [Tooltip("The Input System Action used to toggle between translating or rotating the manipulated device(s) when moving the mouse when pressed. Must be a Button Control.")] InputActionReference m_ToggleMouseTransformationModeAction; /// /// The Input System Action used to toggle between translating or rotating the manipulated device(s) /// when moving the mouse when pressed. /// Must be a . /// public InputActionReference toggleMouseTransformationModeAction { get => m_ToggleMouseTransformationModeAction; set { UnsubscribeToggleMouseTransformationModeAction(); m_ToggleMouseTransformationModeAction = value; SubscribeToggleMouseTransformationModeAction(); } } [SerializeField] [Tooltip("The Input System Action used to cause the manipulated device(s) to rotate when moving the mouse while held when it would normally translate, and vice-versa. Must be a Button Control.")] InputActionReference m_NegateModeAction; /// /// The Input System Action used to cause the manipulated device(s) to rotate when moving the mouse /// while held when it would normally translate, and vice-versa. /// Must be a . /// /// /// Can be used to temporarily change the mouse transformation mode to the other mode while held /// for making quick adjustments. /// /// public InputActionReference negateModeAction { get => m_NegateModeAction; set { UnsubscribeNegateModeAction(); m_NegateModeAction = value; SubscribeNegateModeAction(); } } [SerializeField] [Tooltip("The Input System Action used to constrain the translation or rotation to the x-axis when moving the mouse or resetting. May be combined with another axis constraint to constrain to a plane. Must be a Button Control.")] InputActionReference m_XConstraintAction; /// /// The Input System Action used to constrain the translation or rotation to the x-axis when moving the mouse or resetting. /// May be combined with another axis constraint to constrain to a plane. /// Must be a . /// /// /// public InputActionReference xConstraintAction { get => m_XConstraintAction; set { UnsubscribeXConstraintAction(); m_XConstraintAction = value; SubscribeXConstraintAction(); } } [SerializeField] [Tooltip("The Input System Action used to constrain the translation or rotation to the y-axis when moving the mouse or resetting. May be combined with another axis constraint to constrain to a plane. Must be a Button Control.")] InputActionReference m_YConstraintAction; /// /// The Input System Action used to constrain the translation or rotation to the y-axis when moving the mouse or resetting. /// May be combined with another axis constraint to constrain to a plane. /// Must be a . /// /// /// public InputActionReference yConstraintAction { get => m_YConstraintAction; set { UnsubscribeYConstraintAction(); m_YConstraintAction = value; SubscribeYConstraintAction(); } } [SerializeField] [Tooltip("The Input System Action used to constrain the translation or rotation to the z-axis when moving the mouse or resetting. May be combined with another axis constraint to constrain to a plane. Must be a Button Control.")] InputActionReference m_ZConstraintAction; /// /// The Input System Action used to constrain the translation or rotation to the z-axis when moving the mouse or resetting. /// May be combined with another axis constraint to constrain to a plane. /// Must be a . /// /// /// public InputActionReference zConstraintAction { get => m_ZConstraintAction; set { UnsubscribeZConstraintAction(); m_ZConstraintAction = value; SubscribeZConstraintAction(); } } [SerializeField] [Tooltip("The Input System Action used to cause the manipulated device(s) to reset position or rotation (depending on the effective manipulation mode). Must be a Button Control.")] InputActionReference m_ResetAction; /// /// The Input System Action used to cause the manipulated device(s) to reset position or rotation /// (depending on the effective manipulation mode). /// Must be a . /// /// /// Resets position to and rotation to . /// May be combined with axis constraints (, , and ). /// public InputActionReference resetAction { get => m_ResetAction; set { UnsubscribeResetAction(); m_ResetAction = value; SubscribeResetAction(); } } [SerializeField] [Tooltip("The Input System Action used to toggle the cursor lock mode for the game window when pressed. Must be a Button Control.")] InputActionReference m_ToggleCursorLockAction; /// /// The Input System Action used to toggle the cursor lock mode for the game window when pressed. /// Must be a . /// /// /// public InputActionReference toggleCursorLockAction { get => m_ToggleCursorLockAction; set { UnsubscribeToggleCursorLockAction(); m_ToggleCursorLockAction = value; SubscribeToggleCursorLockAction(); } } [SerializeField] [Tooltip("The Input System Action used to toggle enable translation from keyboard inputs when pressed. Must be a Button Control.")] InputActionReference m_ToggleDevicePositionTargetAction; /// /// The Input System Action used to toggle enable translation from keyboard inputs when pressed. /// Must be a . /// /// /// /// public InputActionReference toggleDevicePositionTargetAction { get => m_ToggleDevicePositionTargetAction; set { UnsubscribeToggleDevicePositionTargetAction(); m_ToggleDevicePositionTargetAction = value; SubscribeToggleDevicePositionTargetAction(); } } [SerializeField] [Tooltip("The Input System Action used to toggle enable manipulation of the Primary2DAxis of the controllers when pressed. Must be a Button Control.")] InputActionReference m_TogglePrimary2DAxisTargetAction; /// /// The Input System action used to toggle enable manipulation of the of the controllers when pressed. /// Must be a . /// /// /// /// public InputActionReference togglePrimary2DAxisTargetAction { get => m_TogglePrimary2DAxisTargetAction; set { UnsubscribeTogglePrimary2DAxisTargetAction(); m_TogglePrimary2DAxisTargetAction = value; SubscribeTogglePrimary2DAxisTargetAction(); } } [SerializeField] [Tooltip("The Input System Action used to toggle enable manipulation of the Secondary2DAxis of the controllers when pressed. Must be a Button Control.")] InputActionReference m_ToggleSecondary2DAxisTargetAction; /// /// The Input System action used to toggle enable manipulation of the of the controllers when pressed. /// Must be a . /// /// /// /// public InputActionReference toggleSecondary2DAxisTargetAction { get => m_ToggleSecondary2DAxisTargetAction; set { UnsubscribeToggleSecondary2DAxisTargetAction(); m_ToggleSecondary2DAxisTargetAction = value; SubscribeToggleSecondary2DAxisTargetAction(); } } [SerializeField] [Tooltip("The Input System Action used to control the value of one or more 2D Axis controls on the manipulated controller device(s). Must be a Value Vector2 Control.")] InputActionReference m_Axis2DAction; /// /// The Input System Action used to control the value of one or more 2D Axis controls on the manipulated controller device(s). /// Must be a . /// /// /// and toggle enables /// the ability to manipulate 2D Axis controls on the simulated controllers, and this /// actually controls the value of them while those controller devices are being manipulated. ///
/// Typically bound to WASD on a keyboard, and controls the primary and/or secondary 2D Axis controls on them. ///
public InputActionReference axis2DAction { get => m_Axis2DAction; set { UnsubscribeAxis2DAction(); m_Axis2DAction = value; SubscribeAxis2DAction(); } } [SerializeField] [Tooltip("The Input System Action used to control one or more 2D Axis controls on the opposite hand of the exclusively manipulated controller device. Must be a Value Vector2 Control.")] InputActionReference m_RestingHandAxis2DAction; /// /// The Input System Action used to control one or more 2D Axis controls on the opposite hand /// of the exclusively manipulated controller device. /// Must be a . /// /// /// Typically bound to Q and E on a keyboard for the horizontal component, and controls the opposite hand's /// 2D Axis controls when manipulating one (and only one) controller. Can be used to quickly and simultaneously /// control the 2D Axis on the other hand's controller. In a typical setup of continuous movement bound on the left-hand /// controller stick, and turning bound on the right-hand controller stick, while exclusively manipulating the left-hand /// controller to move, this action can be used to trigger turning. /// /// public InputActionReference restingHandAxis2DAction { get => m_RestingHandAxis2DAction; set { UnsubscribeRestingHandAxis2DAction(); m_RestingHandAxis2DAction = value; SubscribeRestingHandAxis2DAction(); } } [SerializeField] [Tooltip("The Input System Action used to control the Grip control of the manipulated controller device(s). Must be a Button Control.")] InputActionReference m_GripAction; /// /// The Input System Action used to control the Grip control of the manipulated controller device(s). /// Must be a . /// public InputActionReference gripAction { get => m_GripAction; set { UnsubscribeGripAction(); m_GripAction = value; SubscribeGripAction(); } } [SerializeField] [Tooltip("The Input System Action used to control the Trigger control of the manipulated controller device(s). Must be a Button Control.")] InputActionReference m_TriggerAction; /// /// The Input System Action used to control the Trigger control of the manipulated controller device(s). /// Must be a . /// public InputActionReference triggerAction { get => m_TriggerAction; set { UnsubscribeTriggerAction(); m_TriggerAction = value; SubscribeTriggerAction(); } } [SerializeField] [Tooltip("The Input System Action used to control the PrimaryButton control of the manipulated controller device(s). Must be a Button Control.")] InputActionReference m_PrimaryButtonAction; /// /// The Input System Action used to control the PrimaryButton control of the manipulated controller device(s). /// Must be a . /// public InputActionReference primaryButtonAction { get => m_PrimaryButtonAction; set { UnsubscribePrimaryButtonAction(); m_PrimaryButtonAction = value; SubscribePrimaryButtonAction(); } } [SerializeField] [Tooltip("The Input System Action used to control the SecondaryButton control of the manipulated controller device(s). Must be a Button Control.")] InputActionReference m_SecondaryButtonAction; /// /// The Input System Action used to control the SecondaryButton control of the manipulated controller device(s). /// Must be a . /// public InputActionReference secondaryButtonAction { get => m_SecondaryButtonAction; set { UnsubscribeSecondaryButtonAction(); m_SecondaryButtonAction = value; SubscribeSecondaryButtonAction(); } } [SerializeField] [Tooltip("The Input System Action used to control the Menu control of the manipulated controller device(s). Must be a Button Control.")] InputActionReference m_MenuAction; /// /// The Input System Action used to control the Menu control of the manipulated controller device(s). /// Must be a . /// public InputActionReference menuAction { get => m_MenuAction; set { UnsubscribeMenuAction(); m_MenuAction = value; SubscribeMenuAction(); } } [SerializeField] [Tooltip("The Input System Action used to control the Primary2DAxisClick control of the manipulated controller device(s). Must be a Button Control.")] InputActionReference m_Primary2DAxisClickAction; /// /// The Input System Action used to control the Primary2DAxisClick control of the manipulated controller device(s). /// Must be a . /// public InputActionReference primary2DAxisClickAction { get => m_Primary2DAxisClickAction; set { UnsubscribePrimary2DAxisClickAction(); m_Primary2DAxisClickAction = value; SubscribePrimary2DAxisClickAction(); } } [SerializeField] [Tooltip("The Input System Action used to control the Secondary2DAxisClick control of the manipulated controller device(s). Must be a Button Control.")] InputActionReference m_Secondary2DAxisClickAction; /// /// The Input System Action used to control the Secondary2DAxisClick control of the manipulated controller device(s). /// Must be a . /// public InputActionReference secondary2DAxisClickAction { get => m_Secondary2DAxisClickAction; set { UnsubscribeSecondary2DAxisClickAction(); m_Secondary2DAxisClickAction = value; SubscribeSecondary2DAxisClickAction(); } } [SerializeField] [Tooltip("The Input System Action used to control the Primary2DAxisTouch control of the manipulated controller device(s). Must be a Button Control.")] InputActionReference m_Primary2DAxisTouchAction; /// /// The Input System Action used to control the Primary2DAxisTouch control of the manipulated controller device(s). /// Must be a . /// public InputActionReference primary2DAxisTouchAction { get => m_Primary2DAxisTouchAction; set { UnsubscribePrimary2DAxisTouchAction(); m_Primary2DAxisTouchAction = value; SubscribePrimary2DAxisTouchAction(); } } [SerializeField] [Tooltip("The Input System Action used to control the Secondary2DAxisTouch control of the manipulated controller device(s). Must be a Button Control.")] InputActionReference m_Secondary2DAxisTouchAction; /// /// The Input System Action used to control the Secondary2DAxisTouch control of the manipulated controller device(s). /// Must be a . /// public InputActionReference secondary2DAxisTouchAction { get => m_Secondary2DAxisTouchAction; set { UnsubscribeSecondary2DAxisTouchAction(); m_Secondary2DAxisTouchAction = value; SubscribeSecondary2DAxisTouchAction(); } } [SerializeField] [Tooltip("The Input System Action used to control the PrimaryTouch control of the manipulated controller device(s). Must be a Button Control.")] InputActionReference m_PrimaryTouchAction; /// /// The Input System Action used to control the PrimaryTouch control of the manipulated controller device(s). /// Must be a . /// public InputActionReference primaryTouchAction { get => m_PrimaryTouchAction; set { UnsubscribePrimaryTouchAction(); m_PrimaryTouchAction = value; SubscribePrimaryTouchAction(); } } [SerializeField] [Tooltip("The Input System Action used to control the SecondaryTouch control of the manipulated controller device(s). Must be a Button Control.")] InputActionReference m_SecondaryTouchAction; /// /// The Input System Action used to control the SecondaryTouch control of the manipulated controller device(s). /// Must be a . /// public InputActionReference secondaryTouchAction { get => m_SecondaryTouchAction; set { UnsubscribeSecondaryTouchAction(); m_SecondaryTouchAction = value; SubscribeSecondaryTouchAction(); } } [SerializeField] [Tooltip("The Transform that contains the Camera. This is usually the \"Head\" of XR Origins. Automatically set to the first enabled camera tagged MainCamera if unset.")] Transform m_CameraTransform; /// /// The that contains the . This is usually the "Head" of XR Origins. /// Automatically set to if unset. /// public Transform cameraTransform { get => m_CameraTransform; set => m_CameraTransform = value; } [SerializeField] [Tooltip("The coordinate space in which keyboard translation should operate.")] Space m_KeyboardTranslateSpace = Space.Local; /// /// The coordinate space in which keyboard translation should operate. /// /// /// /// /// /// public Space keyboardTranslateSpace { get => m_KeyboardTranslateSpace; set => m_KeyboardTranslateSpace = value; } [SerializeField] [Tooltip("The coordinate space in which mouse translation should operate.")] Space m_MouseTranslateSpace = Space.Screen; /// /// The coordinate space in which mouse translation should operate. /// /// /// public Space mouseTranslateSpace { get => m_MouseTranslateSpace; set => m_MouseTranslateSpace = value; } [SerializeField] [Tooltip("Speed of translation in the x-axis (left/right) when triggered by keyboard input.")] float m_KeyboardXTranslateSpeed = 0.2f; /// /// Speed of translation in the x-axis (left/right) when triggered by keyboard input. /// /// /// /// public float keyboardXTranslateSpeed { get => m_KeyboardXTranslateSpeed; set => m_KeyboardXTranslateSpeed = value; } [SerializeField] [Tooltip("Speed of translation in the y-axis (up/down) when triggered by keyboard input.")] float m_KeyboardYTranslateSpeed = 0.2f; /// /// Speed of translation in the y-axis (up/down) when triggered by keyboard input. /// /// /// /// public float keyboardYTranslateSpeed { get => m_KeyboardYTranslateSpeed; set => m_KeyboardYTranslateSpeed = value; } [SerializeField] [Tooltip("Speed of translation in the z-axis (forward/back) when triggered by keyboard input.")] float m_KeyboardZTranslateSpeed = 0.2f; /// /// Speed of translation in the z-axis (forward/back) when triggered by keyboard input. /// /// /// /// public float keyboardZTranslateSpeed { get => m_KeyboardZTranslateSpeed; set => m_KeyboardZTranslateSpeed = value; } [SerializeField] [Tooltip("Sensitivity of translation in the x-axis (left/right) when triggered by mouse input.")] float m_MouseXTranslateSensitivity = 0.0004f; /// /// Sensitivity of translation in the x-axis (left/right) when triggered by mouse input. /// /// /// /// public float mouseXTranslateSensitivity { get => m_MouseXTranslateSensitivity; set => m_MouseXTranslateSensitivity = value; } [SerializeField] [Tooltip("Sensitivity of translation in the y-axis (up/down) when triggered by mouse input.")] float m_MouseYTranslateSensitivity = 0.0004f; /// /// Sensitivity of translation in the y-axis (up/down) when triggered by mouse input. /// /// /// /// public float mouseYTranslateSensitivity { get => m_MouseYTranslateSensitivity; set => m_MouseYTranslateSensitivity = value; } [SerializeField] [Tooltip("Sensitivity of translation in the z-axis (forward/back) when triggered by mouse scroll input.")] float m_MouseScrollTranslateSensitivity = 0.0002f; /// /// Sensitivity of translation in the z-axis (forward/back) when triggered by mouse scroll input. /// /// /// /// public float mouseScrollTranslateSensitivity { get => m_MouseScrollTranslateSensitivity; set => m_MouseScrollTranslateSensitivity = value; } [SerializeField] [Tooltip("Sensitivity of rotation along the x-axis (pitch) when triggered by mouse input.")] float m_MouseXRotateSensitivity = 0.1f; /// /// Sensitivity of rotation along the x-axis (pitch) when triggered by mouse input. /// /// /// /// public float mouseXRotateSensitivity { get => m_MouseXRotateSensitivity; set => m_MouseXRotateSensitivity = value; } [SerializeField] [Tooltip("Sensitivity of rotation along the y-axis (yaw) when triggered by mouse input.")] float m_MouseYRotateSensitivity = 0.1f; /// /// Sensitivity of rotation along the y-axis (yaw) when triggered by mouse input. /// /// /// /// public float mouseYRotateSensitivity { get => m_MouseYRotateSensitivity; set => m_MouseYRotateSensitivity = value; } [SerializeField] [Tooltip("Sensitivity of rotation along the z-axis (roll) when triggered by mouse scroll input.")] float m_MouseScrollRotateSensitivity = 0.05f; /// /// Sensitivity of rotation along the z-axis (roll) when triggered by mouse scroll input. /// /// /// /// public float mouseScrollRotateSensitivity { get => m_MouseScrollRotateSensitivity; set => m_MouseScrollRotateSensitivity = value; } [SerializeField] [Tooltip("A boolean value of whether to invert the y-axis of mouse input when rotating by mouse input." + "\nA false value (default) means typical FPS style where moving the mouse up/down pitches up/down." + "\nA true value means flight control style where moving the mouse up/down pitches down/up.")] bool m_MouseYRotateInvert; /// /// A boolean value of whether to invert the y-axis of mouse input when rotating by mouse input. /// A value (default) means typical FPS style where moving the mouse up/down pitches up/down. /// A value means flight control style where moving the mouse up/down pitches down/up. /// public bool mouseYRotateInvert { get => m_MouseYRotateInvert; set => m_MouseYRotateInvert = value; } [SerializeField] [Tooltip("The desired cursor lock mode to toggle to from None (either Locked or Confined).")] CursorLockMode m_DesiredCursorLockMode = CursorLockMode.Locked; /// /// The desired cursor lock mode to toggle to from /// (either or ). /// /// public CursorLockMode desiredCursorLockMode { get => m_DesiredCursorLockMode; set => m_DesiredCursorLockMode = value; } /// /// The transformation mode in which the mouse should operate. /// public TransformationMode mouseTransformationMode { get; set; } = TransformationMode.Translate; /// /// One or more 2D Axis controls that keyboard input should apply to (or none). /// /// /// Used to control a combination of the position (), /// primary 2D axis (), or /// secondary 2D axis () of manipulated device(s). /// /// /// /// /// /// public Axis2DTargets axis2DTargets { get; set; } = Axis2DTargets.Primary2DAxis; float m_KeyboardXTranslateInput; float m_KeyboardYTranslateInput; float m_KeyboardZTranslateInput; bool m_ManipulateLeftInput; bool m_ManipulateRightInput; bool m_ManipulateHeadInput; Vector2 m_MouseDeltaInput; Vector2 m_MouseScrollInput; bool m_RotateModeOverrideInput; bool m_NegateModeInput; bool m_XConstraintInput; bool m_YConstraintInput; bool m_ZConstraintInput; bool m_ResetInput; Vector2 m_Axis2DInput; Vector2 m_RestingHandAxis2DInput; bool m_GripInput; bool m_TriggerInput; bool m_PrimaryButtonInput; bool m_SecondaryButtonInput; bool m_MenuInput; bool m_Primary2DAxisClickInput; bool m_Secondary2DAxisClickInput; bool m_Primary2DAxisTouchInput; bool m_Secondary2DAxisTouchInput; bool m_PrimaryTouchInput; bool m_SecondaryTouchInput; bool m_ManipulatedRestingHandAxis2D; Vector3 m_LeftControllerEuler; Vector3 m_RightControllerEuler; Vector3 m_CenterEyeEuler; XRSimulatedHMDState m_HMDState; XRSimulatedControllerState m_LeftControllerState; XRSimulatedControllerState m_RightControllerState; XRSimulatedHMD m_HMDDevice; XRSimulatedController m_LeftControllerDevice; XRSimulatedController m_RightControllerDevice; /// /// See . /// protected virtual void Awake() { #if !UNITY_EDITOR this.gameObject.SetActive(false); return; #endif m_HMDState.Reset(); m_LeftControllerState.Reset(); m_RightControllerState.Reset(); } /// /// See . /// protected virtual void OnEnable() { Debug.Log("Enable"); // Find the Camera if necessary if (m_CameraTransform == null) { var mainCamera = Camera.main; if (mainCamera != null) m_CameraTransform = mainCamera.transform; } AddDevices(); SubscribeKeyboardXTranslateAction(); SubscribeKeyboardYTranslateAction(); SubscribeKeyboardZTranslateAction(); SubscribeManipulateLeftAction(); SubscribeManipulateRightAction(); SubscribeToggleManipulateLeftAction(); SubscribeToggleManipulateRightAction(); SubscribeManipulateHeadAction(); SubscribeMouseDeltaAction(); SubscribeMouseScrollAction(); SubscribeRotateModeOverrideAction(); SubscribeToggleMouseTransformationModeAction(); SubscribeNegateModeAction(); SubscribeXConstraintAction(); SubscribeYConstraintAction(); SubscribeZConstraintAction(); SubscribeResetAction(); SubscribeToggleCursorLockAction(); SubscribeToggleDevicePositionTargetAction(); SubscribeTogglePrimary2DAxisTargetAction(); SubscribeToggleSecondary2DAxisTargetAction(); SubscribeAxis2DAction(); SubscribeRestingHandAxis2DAction(); SubscribeGripAction(); SubscribeTriggerAction(); SubscribePrimaryButtonAction(); SubscribeSecondaryButtonAction(); SubscribeMenuAction(); SubscribePrimary2DAxisClickAction(); SubscribeSecondary2DAxisClickAction(); SubscribePrimary2DAxisTouchAction(); SubscribeSecondary2DAxisTouchAction(); SubscribePrimaryTouchAction(); SubscribeSecondaryTouchAction(); } /// /// See . /// protected virtual void OnDisable() { RemoveDevices(); UnsubscribeKeyboardXTranslateAction(); UnsubscribeKeyboardYTranslateAction(); UnsubscribeKeyboardZTranslateAction(); UnsubscribeManipulateLeftAction(); UnsubscribeManipulateRightAction(); UnsubscribeToggleManipulateLeftAction(); UnsubscribeToggleManipulateRightAction(); UnsubscribeManipulateHeadAction(); UnsubscribeMouseDeltaAction(); UnsubscribeMouseScrollAction(); UnsubscribeRotateModeOverrideAction(); UnsubscribeToggleMouseTransformationModeAction(); UnsubscribeNegateModeAction(); UnsubscribeXConstraintAction(); UnsubscribeYConstraintAction(); UnsubscribeZConstraintAction(); UnsubscribeResetAction(); UnsubscribeToggleCursorLockAction(); UnsubscribeToggleDevicePositionTargetAction(); UnsubscribeTogglePrimary2DAxisTargetAction(); UnsubscribeToggleSecondary2DAxisTargetAction(); UnsubscribeAxis2DAction(); UnsubscribeRestingHandAxis2DAction(); UnsubscribeGripAction(); UnsubscribeTriggerAction(); UnsubscribePrimaryButtonAction(); UnsubscribeSecondaryButtonAction(); UnsubscribeMenuAction(); UnsubscribePrimary2DAxisClickAction(); UnsubscribeSecondary2DAxisClickAction(); UnsubscribePrimary2DAxisTouchAction(); UnsubscribeSecondary2DAxisTouchAction(); UnsubscribePrimaryTouchAction(); UnsubscribeSecondaryTouchAction(); } /// /// See . /// protected virtual void Update() { ProcessPoseInput(); ProcessControlInput(); if (m_HMDDevice != null) { InputState.Change(m_HMDDevice, m_HMDState); } if (m_LeftControllerDevice != null) { InputState.Change(m_LeftControllerDevice, m_LeftControllerState); } if (m_RightControllerDevice != null) { InputState.Change(m_RightControllerDevice, m_RightControllerState); } } /// /// Process input from the user and update the state of manipulated device(s) /// related to position and rotation. /// protected virtual void ProcessPoseInput() { if (m_CameraTransform == null) return; // Set tracked states m_LeftControllerState.isTracked = true; m_RightControllerState.isTracked = true; m_HMDState.isTracked = true; m_LeftControllerState.trackingState = (int)(InputTrackingState.Position | InputTrackingState.Rotation); m_RightControllerState.trackingState = (int)(InputTrackingState.Position | InputTrackingState.Rotation); m_HMDState.trackingState = (int)(InputTrackingState.Position | InputTrackingState.Rotation); //if (!m_ManipulateLeftInput && !m_ManipulateRightInput && !m_ManipulateHeadInput) // return; var cameraParent = m_CameraTransform.parent; var cameraParentRotation = cameraParent != null ? cameraParent.rotation : Quaternion.identity; var inverseCameraParentRotation = Quaternion.Inverse(cameraParentRotation); // if ((axis2DTargets & Axis2DTargets.Position) != 0) //{ var deltaPosition = Vector3.zero; if (m_ManipulateLeftInput) { // Determine frame of reference GetAxes(m_KeyboardTranslateSpace, m_CameraTransform, out var right, out var up, out var forward); // Keyboard translation deltaPosition = right * (m_KeyboardXTranslateInput * m_KeyboardXTranslateSpeed * Time.deltaTime) + up * (m_KeyboardYTranslateInput * m_KeyboardYTranslateSpeed * Time.deltaTime) + forward * (m_KeyboardZTranslateInput * m_KeyboardZTranslateSpeed * Time.deltaTime); } // if (m_ManipulateLeftInput) { //var deltaRotation = GetDeltaRotation(m_KeyboardTranslateSpace, m_LeftControllerState, inverseCameraParentRotation); //m_LeftControllerState.devicePosition += deltaRotation * deltaPosition; m_LeftControllerState.devicePosition = m_CameraTransform.localPosition + m_CameraTransform.localRotation * new Vector3(-0.25f, -0.25f, 0.3f); } // if (m_ManipulateRightInput) { //var deltaRotation = GetDeltaRotation(m_KeyboardTranslateSpace, m_RightControllerState, inverseCameraParentRotation); //m_RightControllerState.devicePosition += deltaRotation * deltaPosition; m_RightControllerState.devicePosition = m_CameraTransform.localPosition + m_CameraTransform.localRotation * new Vector3(0.25f, -0.25f, 0.3f); } //if (m_ManipulateHeadInput) { var deltaRotation = GetDeltaRotation(m_KeyboardTranslateSpace, m_HMDState, inverseCameraParentRotation); m_HMDState.centerEyePosition += deltaRotation * deltaPosition; m_HMDState.devicePosition = m_HMDState.centerEyePosition; } //} //if ((mouseTransformationMode == TransformationMode.Translate && !m_RotateModeOverrideInput && !m_NegateModeInput) || // (mouseTransformationMode == TransformationMode.Rotate || m_RotateModeOverrideInput) && m_NegateModeInput) //{ // // Determine frame of reference // GetAxes(m_MouseTranslateSpace, m_CameraTransform, out var right, out var up, out var forward); // // Mouse translation // var scaledMouseDeltaInput = // new Vector3(m_MouseDeltaInput.x * m_MouseXTranslateSensitivity, // m_MouseDeltaInput.y * m_MouseYTranslateSensitivity, // m_MouseScrollInput.y * m_MouseScrollTranslateSensitivity); // Vector3 deltaPosition; // if (m_XConstraintInput && !m_YConstraintInput && m_ZConstraintInput) // XZ // { // deltaPosition = // right * scaledMouseDeltaInput.x + // forward * scaledMouseDeltaInput.y; // } // else if (!m_XConstraintInput && m_YConstraintInput && m_ZConstraintInput) // YZ // { // deltaPosition = // up * scaledMouseDeltaInput.y + // forward * scaledMouseDeltaInput.x; // } // else if (m_XConstraintInput && !m_YConstraintInput && !m_ZConstraintInput) // X // { // deltaPosition = // right * (scaledMouseDeltaInput.x + scaledMouseDeltaInput.y); // } // else if (!m_XConstraintInput && m_YConstraintInput && !m_ZConstraintInput) // Y // { // deltaPosition = // up * (scaledMouseDeltaInput.x + scaledMouseDeltaInput.y); // } // else if (!m_XConstraintInput && !m_YConstraintInput && m_ZConstraintInput) // Z // { // deltaPosition = // forward * (scaledMouseDeltaInput.x + scaledMouseDeltaInput.y); // } // else // { // deltaPosition = // right * scaledMouseDeltaInput.x + // up * scaledMouseDeltaInput.y; // } // // Scroll contribution // deltaPosition += // forward * scaledMouseDeltaInput.z; // if (m_ManipulateLeftInput) // { // var deltaRotation = GetDeltaRotation(m_MouseTranslateSpace, m_LeftControllerState, inverseCameraParentRotation); // m_LeftControllerState.devicePosition += deltaRotation * deltaPosition; // } // if (m_ManipulateRightInput) // { // var deltaRotation = GetDeltaRotation(m_MouseTranslateSpace, m_RightControllerState, inverseCameraParentRotation); // m_RightControllerState.devicePosition += deltaRotation * deltaPosition; // } // if (m_ManipulateHeadInput) // { // var deltaRotation = GetDeltaRotation(m_MouseTranslateSpace, m_HMDState, inverseCameraParentRotation); // m_HMDState.centerEyePosition += deltaRotation * deltaPosition; // m_HMDState.devicePosition = m_HMDState.centerEyePosition; // } // // Reset // if (m_ResetInput) // { // var resetScale = GetResetScale(); // if (m_ManipulateLeftInput) // { // var devicePosition = Vector3.Scale(m_LeftControllerState.devicePosition, resetScale); // // The active control for the InputAction will be null while the Action is in waiting at (0, 0, 0) // // so use a small value to reset the position to near origin. // if (devicePosition.magnitude <= 0f) // devicePosition = new Vector3(Mathf.Epsilon, Mathf.Epsilon, Mathf.Epsilon); // m_LeftControllerState.devicePosition = devicePosition; // } // if (m_ManipulateRightInput) // { // var devicePosition = Vector3.Scale(m_RightControllerState.devicePosition, resetScale); // // The active control for the InputAction will be null while the Action is in waiting at (0, 0, 0) // // so use a small value to reset the position to near origin. // if (devicePosition.magnitude <= 0f) // devicePosition = new Vector3(Mathf.Epsilon, Mathf.Epsilon, Mathf.Epsilon); // m_RightControllerState.devicePosition = devicePosition; // } // if (m_ManipulateHeadInput) // { // // TODO: Tracked Pose Driver (New Input System) has a bug where it only subscribes to // // performed and not canceled, so the Transform will not be updated until the magnitude // // is considered actuated to trigger a performed event. As a workaround, set to // // a small value (enough to be considered actuated) instead of Vector3.zero. // var centerEyePosition = Vector3.Scale(m_HMDState.centerEyePosition, resetScale); // if (centerEyePosition.magnitude <= 0f) // centerEyePosition = new Vector3(Mathf.Epsilon, Mathf.Epsilon, Mathf.Epsilon); // m_HMDState.centerEyePosition = centerEyePosition; // m_HMDState.devicePosition = m_HMDState.centerEyePosition; // } // } //} //else Vector3 anglesDelta = Vector3.zero; var scaledMouseDeltaInput = Vector3.zero; if (m_ManipulateLeftInput) { // Mouse rotation scaledMouseDeltaInput = new Vector3(m_MouseDeltaInput.x * m_MouseXRotateSensitivity, m_MouseDeltaInput.y * m_MouseYRotateSensitivity * (m_MouseYRotateInvert ? 1f : -1f), m_MouseScrollInput.y * m_MouseScrollRotateSensitivity); anglesDelta = new Vector3(scaledMouseDeltaInput.y, scaledMouseDeltaInput.x, 0f); } // Scroll contribution anglesDelta += new Vector3(0f, 0f, scaledMouseDeltaInput.z); // if (m_ManipulateLeftInput) { m_LeftControllerEuler += anglesDelta; m_LeftControllerState.deviceRotation = Quaternion.Euler(m_LeftControllerEuler); } // if (m_ManipulateRightInput) { m_RightControllerEuler += anglesDelta; m_RightControllerState.deviceRotation = Quaternion.Euler(m_RightControllerEuler); } // if (m_ManipulateHeadInput) { m_CenterEyeEuler += anglesDelta; m_HMDState.centerEyeRotation = Quaternion.Euler(m_CenterEyeEuler); } // Reset if (m_ResetInput) { var resetScale = GetResetScale(); if (m_ManipulateLeftInput) { m_LeftControllerEuler = Vector3.Scale(m_LeftControllerEuler, resetScale); m_LeftControllerState.deviceRotation = Quaternion.Euler(m_LeftControllerEuler); } if (m_ManipulateRightInput) { m_RightControllerEuler = Vector3.Scale(m_RightControllerEuler, resetScale); m_RightControllerState.deviceRotation = Quaternion.Euler(m_RightControllerEuler); } if (m_ManipulateHeadInput) { m_CenterEyeEuler = Vector3.Scale(m_CenterEyeEuler, resetScale); m_HMDState.centerEyeRotation = Quaternion.Euler(m_CenterEyeEuler); } } } //} /// /// Process input from the user and update the state of manipulated controller device(s) /// related to input controls. /// protected virtual void ProcessControlInput() { ProcessAxis2DControlInput(); // if (m_ManipulateLeftInput) { ProcessButtonControlInput(ref m_LeftControllerState); } // if (m_ManipulateRightInput) { ProcessButtonControlInput(ref m_RightControllerState); } } /// /// Process input from the user and update the state of manipulated controller device(s) /// related to 2D Axis input controls. /// protected virtual void ProcessAxis2DControlInput() { //if (!m_ManipulateLeftInput && !m_ManipulateRightInput) // return; //if ((axis2DTargets & Axis2DTargets.Primary2DAxis) != 0) { // if (m_ManipulateLeftInput) m_LeftControllerState.primary2DAxis = m_Axis2DInput; // if (m_ManipulateRightInput) m_RightControllerState.primary2DAxis = m_Axis2DInput; // if (m_ManipulateLeftInput ^ m_ManipulateRightInput) //{ // if (m_RestingHandAxis2DInput != Vector2.zero || m_ManipulatedRestingHandAxis2D) // { // if (m_ManipulateLeftInput) // m_RightControllerState.primary2DAxis = m_RestingHandAxis2DInput; // if (m_ManipulateRightInput) // m_LeftControllerState.primary2DAxis = m_RestingHandAxis2DInput; // m_ManipulatedRestingHandAxis2D = m_RestingHandAxis2DInput != Vector2.zero; // } // else // { // m_ManipulatedRestingHandAxis2D = false; // } //} } // if ((axis2DTargets & Axis2DTargets.Secondary2DAxis) != 0) { // if (m_ManipulateLeftInput) m_LeftControllerState.secondary2DAxis = m_Axis2DInput; // if (m_ManipulateRightInput) m_RightControllerState.secondary2DAxis = m_Axis2DInput; // if (m_ManipulateLeftInput ^ m_ManipulateRightInput) //{ // if (m_RestingHandAxis2DInput != Vector2.zero || m_ManipulatedRestingHandAxis2D) // { // if (m_ManipulateLeftInput) // m_RightControllerState.secondary2DAxis = m_RestingHandAxis2DInput; // if (m_ManipulateRightInput) // m_LeftControllerState.secondary2DAxis = m_RestingHandAxis2DInput; // m_ManipulatedRestingHandAxis2D = m_RestingHandAxis2DInput != Vector2.zero; // } // else // { // m_ManipulatedRestingHandAxis2D = false; // } //} } } /// /// Process input from the user and update the state of manipulated controller device(s) /// related to button input controls. /// /// The controller state that will be processed. protected virtual void ProcessButtonControlInput(ref XRSimulatedControllerState controllerState) { controllerState.grip = m_GripInput ? 1f : 0f; controllerState.WithButton(ControllerButton.GripButton, m_GripInput); controllerState.trigger = m_TriggerInput ? 1f : 0f; controllerState.WithButton(ControllerButton.TriggerButton, m_TriggerInput); controllerState.WithButton(ControllerButton.PrimaryButton, m_PrimaryButtonInput); controllerState.WithButton(ControllerButton.SecondaryButton, m_SecondaryButtonInput); controllerState.WithButton(ControllerButton.MenuButton, m_MenuInput); controllerState.WithButton(ControllerButton.Primary2DAxisClick, m_Primary2DAxisClickInput); controllerState.WithButton(ControllerButton.Secondary2DAxisClick, m_Secondary2DAxisClickInput); controllerState.WithButton(ControllerButton.Primary2DAxisTouch, m_Primary2DAxisTouchInput); controllerState.WithButton(ControllerButton.Secondary2DAxisTouch, m_Secondary2DAxisTouchInput); controllerState.WithButton(ControllerButton.PrimaryTouch, m_PrimaryTouchInput); controllerState.WithButton(ControllerButton.SecondaryTouch, m_SecondaryTouchInput); } /// /// Gets a that can be multiplied component-wise with another /// to reset components of the , based on axis constraint inputs. /// /// /// /// /// /// protected Vector3 GetResetScale() { return m_XConstraintInput || m_YConstraintInput || m_ZConstraintInput ? new Vector3(m_XConstraintInput ? 0f : 1f, m_YConstraintInput ? 0f : 1f, m_ZConstraintInput ? 0f : 1f) : Vector3.zero; } static void GetAxes(Space translateSpace, Transform cameraTransform, out Vector3 right, out Vector3 up, out Vector3 forward) { if (cameraTransform == null) throw new ArgumentNullException(nameof(cameraTransform)); switch (translateSpace) { case Space.Local: // Makes the assumption that the Camera and the Controllers are siblings // (meaning they share a parent GameObject). var cameraParent = cameraTransform.parent; if (cameraParent != null) { right = cameraParent.TransformDirection(Vector3.right); up = cameraParent.TransformDirection(Vector3.up); forward = cameraParent.TransformDirection(Vector3.forward); } else { right = Vector3.right; up = Vector3.up; forward = Vector3.forward; } break; case Space.Parent: right = Vector3.right; up = Vector3.up; forward = Vector3.forward; break; case Space.Screen: right = cameraTransform.TransformDirection(Vector3.right); up = cameraTransform.TransformDirection(Vector3.up); forward = cameraTransform.TransformDirection(Vector3.forward); break; default: right = Vector3.right; up = Vector3.up; forward = Vector3.forward; Assert.IsTrue(false, $"Unhandled {nameof(translateSpace)}={translateSpace}."); return; } } static Quaternion GetDeltaRotation(Space translateSpace, in XRSimulatedControllerState state, in Quaternion inverseCameraParentRotation) { switch (translateSpace) { case Space.Local: return state.deviceRotation * inverseCameraParentRotation; case Space.Parent: return Quaternion.identity; case Space.Screen: return inverseCameraParentRotation; default: Assert.IsTrue(false, $"Unhandled {nameof(translateSpace)}={translateSpace}."); return Quaternion.identity; } } static Quaternion GetDeltaRotation(Space translateSpace, in XRSimulatedHMDState state, in Quaternion inverseCameraParentRotation) { switch (translateSpace) { case Space.Local: return state.centerEyeRotation * inverseCameraParentRotation; case Space.Parent: return Quaternion.identity; case Space.Screen: return inverseCameraParentRotation; default: Assert.IsTrue(false, $"Unhandled {nameof(translateSpace)}={translateSpace}."); return Quaternion.identity; } } static void Subscribe(InputActionReference reference, Action performed = null, Action canceled = null) { var action = GetInputAction(reference); if (action != null) { if (performed != null) action.performed += performed; if (canceled != null) action.canceled += canceled; } } static void Unsubscribe(InputActionReference reference, Action performed = null, Action canceled = null) { var action = GetInputAction(reference); if (action != null) { if (performed != null) action.performed -= performed; if (canceled != null) action.canceled -= canceled; } } static TransformationMode Negate(TransformationMode mode) { switch (mode) { case TransformationMode.Rotate: return TransformationMode.Translate; case TransformationMode.Translate: return TransformationMode.Rotate; default: Assert.IsTrue(false, $"Unhandled {nameof(mode)}={mode}."); return TransformationMode.Rotate; } } CursorLockMode Negate(CursorLockMode mode) { switch (mode) { case CursorLockMode.None: return m_DesiredCursorLockMode; case CursorLockMode.Locked: case CursorLockMode.Confined: return CursorLockMode.None; default: Assert.IsTrue(false, $"Unhandled {nameof(mode)}={mode}."); return CursorLockMode.None; } } void SubscribeKeyboardXTranslateAction() => Subscribe(m_KeyboardXTranslateAction, OnKeyboardXTranslatePerformed, OnKeyboardXTranslateCanceled); void UnsubscribeKeyboardXTranslateAction() => Unsubscribe(m_KeyboardXTranslateAction, OnKeyboardXTranslatePerformed, OnKeyboardXTranslateCanceled); void SubscribeKeyboardYTranslateAction() => Subscribe(m_KeyboardYTranslateAction, OnKeyboardYTranslatePerformed, OnKeyboardYTranslateCanceled); void UnsubscribeKeyboardYTranslateAction() => Unsubscribe(m_KeyboardYTranslateAction, OnKeyboardYTranslatePerformed, OnKeyboardYTranslateCanceled); void SubscribeKeyboardZTranslateAction() => Subscribe(m_KeyboardZTranslateAction, OnKeyboardZTranslatePerformed, OnKeyboardZTranslateCanceled); void UnsubscribeKeyboardZTranslateAction() => Unsubscribe(m_KeyboardZTranslateAction, OnKeyboardZTranslatePerformed, OnKeyboardZTranslateCanceled); void SubscribeManipulateLeftAction() => Subscribe(m_ManipulateLeftAction, OnManipulateLeftPerformed, OnManipulateLeftCanceled); void UnsubscribeManipulateLeftAction() => Unsubscribe(m_ManipulateLeftAction, OnManipulateLeftPerformed, OnManipulateLeftCanceled); void SubscribeManipulateRightAction() => Subscribe(m_ManipulateRightAction, OnManipulateRightPerformed, OnManipulateRightCanceled); void UnsubscribeManipulateRightAction() => Unsubscribe(m_ManipulateRightAction, OnManipulateRightPerformed, OnManipulateRightCanceled); void SubscribeToggleManipulateLeftAction() => Subscribe(m_ToggleManipulateLeftAction, OnToggleManipulateLeftPerformed); void UnsubscribeToggleManipulateLeftAction() => Unsubscribe(m_ToggleManipulateLeftAction, OnToggleManipulateLeftPerformed); void SubscribeToggleManipulateRightAction() => Subscribe(m_ToggleManipulateRightAction, OnToggleManipulateRightPerformed); void UnsubscribeToggleManipulateRightAction() => Unsubscribe(m_ToggleManipulateRightAction, OnToggleManipulateRightPerformed); void SubscribeManipulateHeadAction() => Subscribe(m_ManipulateHeadAction, OnManipulateHeadPerformed, OnManipulateHeadCanceled); void UnsubscribeManipulateHeadAction() => Unsubscribe(m_ManipulateHeadAction, OnManipulateHeadPerformed, OnManipulateHeadCanceled); void SubscribeMouseDeltaAction() => Subscribe(m_MouseDeltaAction, OnMouseDeltaPerformed, OnMouseDeltaCanceled); void UnsubscribeMouseDeltaAction() => Unsubscribe(m_MouseDeltaAction, OnMouseDeltaPerformed, OnMouseDeltaCanceled); void SubscribeMouseScrollAction() => Subscribe(m_MouseScrollAction, OnMouseScrollPerformed, OnMouseScrollCanceled); void UnsubscribeMouseScrollAction() => Unsubscribe(m_MouseScrollAction, OnMouseScrollPerformed, OnMouseScrollCanceled); void SubscribeRotateModeOverrideAction() => Subscribe(m_RotateModeOverrideAction, OnRotateModeOverridePerformed, OnRotateModeOverrideCanceled); void UnsubscribeRotateModeOverrideAction() => Unsubscribe(m_RotateModeOverrideAction, OnRotateModeOverridePerformed, OnRotateModeOverrideCanceled); void SubscribeToggleMouseTransformationModeAction() => Subscribe(m_ToggleMouseTransformationModeAction, OnToggleMouseTransformationModePerformed); void UnsubscribeToggleMouseTransformationModeAction() => Unsubscribe(m_ToggleMouseTransformationModeAction, OnToggleMouseTransformationModePerformed); void SubscribeNegateModeAction() => Subscribe(m_NegateModeAction, OnNegateModePerformed, OnNegateModeCanceled); void UnsubscribeNegateModeAction() => Unsubscribe(m_NegateModeAction, OnNegateModePerformed, OnNegateModeCanceled); void SubscribeXConstraintAction() => Subscribe(m_XConstraintAction, OnXConstraintPerformed, OnXConstraintCanceled); void UnsubscribeXConstraintAction() => Unsubscribe(m_XConstraintAction, OnXConstraintPerformed, OnXConstraintCanceled); void SubscribeYConstraintAction() => Subscribe(m_YConstraintAction, OnYConstraintPerformed, OnYConstraintCanceled); void UnsubscribeYConstraintAction() => Unsubscribe(m_YConstraintAction, OnYConstraintPerformed, OnYConstraintCanceled); void SubscribeZConstraintAction() => Subscribe(m_ZConstraintAction, OnZConstraintPerformed, OnZConstraintCanceled); void UnsubscribeZConstraintAction() => Unsubscribe(m_ZConstraintAction, OnZConstraintPerformed, OnZConstraintCanceled); void SubscribeResetAction() => Subscribe(m_ResetAction, OnResetPerformed, OnResetCanceled); void UnsubscribeResetAction() => Unsubscribe(m_ResetAction, OnResetPerformed, OnResetCanceled); void SubscribeToggleCursorLockAction() => Subscribe(m_ToggleCursorLockAction, OnToggleCursorLockPerformed); void UnsubscribeToggleCursorLockAction() => Unsubscribe(m_ToggleCursorLockAction, OnToggleCursorLockPerformed); void SubscribeToggleDevicePositionTargetAction() => Subscribe(m_ToggleDevicePositionTargetAction, OnToggleDevicePositionTargetPerformed); void UnsubscribeToggleDevicePositionTargetAction() => Unsubscribe(m_ToggleDevicePositionTargetAction, OnToggleDevicePositionTargetPerformed); void SubscribeTogglePrimary2DAxisTargetAction() => Subscribe(m_TogglePrimary2DAxisTargetAction, OnTogglePrimary2DAxisTargetPerformed); void UnsubscribeTogglePrimary2DAxisTargetAction() => Unsubscribe(m_TogglePrimary2DAxisTargetAction, OnTogglePrimary2DAxisTargetPerformed); void SubscribeToggleSecondary2DAxisTargetAction() => Subscribe(m_ToggleSecondary2DAxisTargetAction, OnToggleSecondary2DAxisTargetPerformed); void UnsubscribeToggleSecondary2DAxisTargetAction() => Unsubscribe(m_ToggleSecondary2DAxisTargetAction, OnToggleSecondary2DAxisTargetPerformed); void SubscribeAxis2DAction() => Subscribe(m_Axis2DAction, OnAxis2DPerformed, OnAxis2DCanceled); void UnsubscribeAxis2DAction() => Unsubscribe(m_Axis2DAction, OnAxis2DPerformed, OnAxis2DCanceled); void SubscribeRestingHandAxis2DAction() => Subscribe(m_RestingHandAxis2DAction, OnRestingHandAxis2DPerformed, OnRestingHandAxis2DCanceled); void UnsubscribeRestingHandAxis2DAction() => Unsubscribe(m_RestingHandAxis2DAction, OnRestingHandAxis2DPerformed, OnRestingHandAxis2DCanceled); void SubscribeGripAction() => Subscribe(m_GripAction, OnGripPerformed, OnGripCanceled); void UnsubscribeGripAction() => Unsubscribe(m_GripAction, OnGripPerformed, OnGripCanceled); void SubscribeTriggerAction() => Subscribe(m_TriggerAction, OnTriggerPerformed, OnTriggerCanceled); void UnsubscribeTriggerAction() => Unsubscribe(m_TriggerAction, OnTriggerPerformed, OnTriggerCanceled); void SubscribePrimaryButtonAction() => Subscribe(m_PrimaryButtonAction, OnPrimaryButtonPerformed, OnPrimaryButtonCanceled); void UnsubscribePrimaryButtonAction() => Unsubscribe(m_PrimaryButtonAction, OnPrimaryButtonPerformed, OnPrimaryButtonCanceled); void SubscribeSecondaryButtonAction() => Subscribe(m_SecondaryButtonAction, OnSecondaryButtonPerformed, OnSecondaryButtonCanceled); void UnsubscribeSecondaryButtonAction() => Unsubscribe(m_SecondaryButtonAction, OnSecondaryButtonPerformed, OnSecondaryButtonCanceled); void SubscribeMenuAction() => Subscribe(m_MenuAction, OnMenuPerformed, OnMenuCanceled); void UnsubscribeMenuAction() => Unsubscribe(m_MenuAction, OnMenuPerformed, OnMenuCanceled); void SubscribePrimary2DAxisClickAction() => Subscribe(m_Primary2DAxisClickAction, OnPrimary2DAxisClickPerformed, OnPrimary2DAxisClickCanceled); void UnsubscribePrimary2DAxisClickAction() => Unsubscribe(m_Primary2DAxisClickAction, OnPrimary2DAxisClickPerformed, OnPrimary2DAxisClickCanceled); void SubscribeSecondary2DAxisClickAction() => Subscribe(m_Secondary2DAxisClickAction, OnSecondary2DAxisClickPerformed, OnSecondary2DAxisClickCanceled); void UnsubscribeSecondary2DAxisClickAction() => Unsubscribe(m_Secondary2DAxisClickAction, OnSecondary2DAxisClickPerformed, OnSecondary2DAxisClickCanceled); void SubscribePrimary2DAxisTouchAction() => Subscribe(m_Primary2DAxisTouchAction, OnPrimary2DAxisTouchPerformed, OnPrimary2DAxisTouchCanceled); void UnsubscribePrimary2DAxisTouchAction() => Unsubscribe(m_Primary2DAxisTouchAction, OnPrimary2DAxisTouchPerformed, OnPrimary2DAxisTouchCanceled); void SubscribeSecondary2DAxisTouchAction() => Subscribe(m_Secondary2DAxisTouchAction, OnSecondary2DAxisTouchPerformed, OnSecondary2DAxisTouchCanceled); void UnsubscribeSecondary2DAxisTouchAction() => Unsubscribe(m_Secondary2DAxisTouchAction, OnSecondary2DAxisTouchPerformed, OnSecondary2DAxisTouchCanceled); void SubscribePrimaryTouchAction() => Subscribe(m_PrimaryTouchAction, OnPrimaryTouchPerformed, OnPrimaryTouchCanceled); void UnsubscribePrimaryTouchAction() => Unsubscribe(m_PrimaryTouchAction, OnPrimaryTouchPerformed, OnPrimaryTouchCanceled); void SubscribeSecondaryTouchAction() => Subscribe(m_SecondaryTouchAction, OnSecondaryTouchPerformed, OnSecondaryTouchCanceled); void UnsubscribeSecondaryTouchAction() => Unsubscribe(m_SecondaryTouchAction, OnSecondaryTouchPerformed, OnSecondaryTouchCanceled); void OnKeyboardXTranslatePerformed(InputAction.CallbackContext context) => m_KeyboardXTranslateInput = context.ReadValue(); void OnKeyboardXTranslateCanceled(InputAction.CallbackContext context) => m_KeyboardXTranslateInput = 0f; void OnKeyboardYTranslatePerformed(InputAction.CallbackContext context) => m_KeyboardYTranslateInput = context.ReadValue(); void OnKeyboardYTranslateCanceled(InputAction.CallbackContext context) => m_KeyboardYTranslateInput = 0f; void OnKeyboardZTranslatePerformed(InputAction.CallbackContext context) => m_KeyboardZTranslateInput = context.ReadValue(); void OnKeyboardZTranslateCanceled(InputAction.CallbackContext context) => m_KeyboardZTranslateInput = 0f; void OnManipulateLeftPerformed(InputAction.CallbackContext context) => m_ManipulateLeftInput = true; void OnManipulateLeftCanceled(InputAction.CallbackContext context) => m_ManipulateLeftInput = false; void OnManipulateRightPerformed(InputAction.CallbackContext context) => m_ManipulateRightInput = true; void OnManipulateRightCanceled(InputAction.CallbackContext context) => m_ManipulateRightInput = false; void OnToggleManipulateLeftPerformed(InputAction.CallbackContext context) => m_ManipulateLeftInput = !m_ManipulateLeftInput; void OnToggleManipulateRightPerformed(InputAction.CallbackContext context) => m_ManipulateRightInput = !m_ManipulateRightInput; void OnManipulateHeadPerformed(InputAction.CallbackContext context) => m_ManipulateHeadInput = true; void OnManipulateHeadCanceled(InputAction.CallbackContext context) => m_ManipulateHeadInput = false; void OnMouseDeltaPerformed(InputAction.CallbackContext context) => m_MouseDeltaInput = context.ReadValue(); void OnMouseDeltaCanceled(InputAction.CallbackContext context) => m_MouseDeltaInput = Vector2.zero; void OnMouseScrollPerformed(InputAction.CallbackContext context) => m_MouseScrollInput = context.ReadValue(); void OnMouseScrollCanceled(InputAction.CallbackContext context) => m_MouseScrollInput = Vector2.zero; void OnRotateModeOverridePerformed(InputAction.CallbackContext context) => m_RotateModeOverrideInput = true; void OnRotateModeOverrideCanceled(InputAction.CallbackContext context) => m_RotateModeOverrideInput = false; void OnToggleMouseTransformationModePerformed(InputAction.CallbackContext context) => mouseTransformationMode = Negate(mouseTransformationMode); void OnNegateModePerformed(InputAction.CallbackContext context) => m_NegateModeInput = true; void OnNegateModeCanceled(InputAction.CallbackContext context) => m_NegateModeInput = false; void OnXConstraintPerformed(InputAction.CallbackContext context) => m_XConstraintInput = true; void OnXConstraintCanceled(InputAction.CallbackContext context) => m_XConstraintInput = false; void OnYConstraintPerformed(InputAction.CallbackContext context) => m_YConstraintInput = true; void OnYConstraintCanceled(InputAction.CallbackContext context) => m_YConstraintInput = false; void OnZConstraintPerformed(InputAction.CallbackContext context) => m_ZConstraintInput = true; void OnZConstraintCanceled(InputAction.CallbackContext context) => m_ZConstraintInput = false; void OnResetPerformed(InputAction.CallbackContext context) => m_ResetInput = true; void OnResetCanceled(InputAction.CallbackContext context) => m_ResetInput = false; void OnToggleCursorLockPerformed(InputAction.CallbackContext context) => Cursor.lockState = Negate(Cursor.lockState); void OnToggleDevicePositionTargetPerformed(InputAction.CallbackContext context) => axis2DTargets ^= Axis2DTargets.Position; void OnTogglePrimary2DAxisTargetPerformed(InputAction.CallbackContext context) => axis2DTargets ^= Axis2DTargets.Primary2DAxis; void OnToggleSecondary2DAxisTargetPerformed(InputAction.CallbackContext context) => axis2DTargets ^= Axis2DTargets.Secondary2DAxis; void OnAxis2DPerformed(InputAction.CallbackContext context) => m_Axis2DInput = Vector2.ClampMagnitude(context.ReadValue(), 1f); void OnAxis2DCanceled(InputAction.CallbackContext context) => m_Axis2DInput = Vector2.zero; void OnRestingHandAxis2DPerformed(InputAction.CallbackContext context) => m_RestingHandAxis2DInput = Vector2.ClampMagnitude(context.ReadValue(), 1f); void OnRestingHandAxis2DCanceled(InputAction.CallbackContext context) => m_RestingHandAxis2DInput = Vector2.zero; void OnGripPerformed(InputAction.CallbackContext context) => m_GripInput = true; void OnGripCanceled(InputAction.CallbackContext context) => m_GripInput = false; void OnTriggerPerformed(InputAction.CallbackContext context) => m_TriggerInput = true; void OnTriggerCanceled(InputAction.CallbackContext context) => m_TriggerInput = false; void OnPrimaryButtonPerformed(InputAction.CallbackContext context) => m_PrimaryButtonInput = true; void OnPrimaryButtonCanceled(InputAction.CallbackContext context) => m_PrimaryButtonInput = false; void OnSecondaryButtonPerformed(InputAction.CallbackContext context) => m_SecondaryButtonInput = true; void OnSecondaryButtonCanceled(InputAction.CallbackContext context) => m_SecondaryButtonInput = false; void OnMenuPerformed(InputAction.CallbackContext context) => m_MenuInput = true; void OnMenuCanceled(InputAction.CallbackContext context) => m_MenuInput = false; void OnPrimary2DAxisClickPerformed(InputAction.CallbackContext context) => m_Primary2DAxisClickInput = true; void OnPrimary2DAxisClickCanceled(InputAction.CallbackContext context) => m_Primary2DAxisClickInput = false; void OnSecondary2DAxisClickPerformed(InputAction.CallbackContext context) => m_Secondary2DAxisClickInput = true; void OnSecondary2DAxisClickCanceled(InputAction.CallbackContext context) => m_Secondary2DAxisClickInput = false; void OnPrimary2DAxisTouchPerformed(InputAction.CallbackContext context) => m_Primary2DAxisTouchInput = true; void OnPrimary2DAxisTouchCanceled(InputAction.CallbackContext context) => m_Primary2DAxisTouchInput = false; void OnSecondary2DAxisTouchPerformed(InputAction.CallbackContext context) => m_Secondary2DAxisTouchInput = true; void OnSecondary2DAxisTouchCanceled(InputAction.CallbackContext context) => m_Secondary2DAxisTouchInput = false; void OnPrimaryTouchPerformed(InputAction.CallbackContext context) => m_PrimaryTouchInput = true; void OnPrimaryTouchCanceled(InputAction.CallbackContext context) => m_PrimaryTouchInput = false; void OnSecondaryTouchPerformed(InputAction.CallbackContext context) => m_SecondaryTouchInput = true; void OnSecondaryTouchCanceled(InputAction.CallbackContext context) => m_SecondaryTouchInput = false; static InputAction GetInputAction(InputActionReference actionReference) { #pragma warning disable IDE0031 // Use null propagation -- Do not use for UnityEngine.Object types return actionReference != null ? actionReference.action : null; #pragma warning restore IDE0031 } /// /// Add simulated XR devices to the Input System. /// /// protected virtual void AddDevices() { m_HMDDevice = InputSystem.AddDevice(); if (m_HMDDevice == null) { Debug.LogError($"Failed to create {nameof(XRSimulatedHMD)}."); } m_LeftControllerDevice = InputSystem.AddDevice($"{nameof(XRSimulatedController)} - { UnityEngine.InputSystem.CommonUsages.LeftHand}"); if (m_LeftControllerDevice != null) { InputSystem.SetDeviceUsage(m_LeftControllerDevice, UnityEngine.InputSystem.CommonUsages.LeftHand); } else { Debug.LogError($"Failed to create {nameof(XRSimulatedController)} for { UnityEngine.InputSystem.CommonUsages.LeftHand}.", this); } m_RightControllerDevice = InputSystem.AddDevice($"{nameof(XRSimulatedController)} - { UnityEngine.InputSystem.CommonUsages.RightHand}"); if (m_RightControllerDevice != null) { InputSystem.SetDeviceUsage(m_RightControllerDevice, UnityEngine.InputSystem.CommonUsages.RightHand); } else { Debug.LogError($"Failed to create {nameof(XRSimulatedController)} for { UnityEngine.InputSystem.CommonUsages.RightHand}.", this); } } /// /// Remove simulated XR devices from the Input System. /// /// protected virtual void RemoveDevices() { if (m_HMDDevice != null && m_HMDDevice.added) InputSystem.RemoveDevice(m_HMDDevice); if (m_LeftControllerDevice != null && m_LeftControllerDevice.added) InputSystem.RemoveDevice(m_LeftControllerDevice); if (m_RightControllerDevice != null && m_RightControllerDevice.added) InputSystem.RemoveDevice(m_RightControllerDevice); } } }