Files
BeatSaber/Assets/VRBeatsKit/Modules/VRSDK/VR/VR_ControllerGesture.cs
T

129 lines
3.9 KiB
C#
Raw Normal View History

using UnityEngine;
using UnityEngine.Events;
using System.Collections.Generic;
using VRSDK.Events;
namespace VRSDK
{
public enum GesturePhase
{
Tracking,
Processing
}
//this script read gestures in the controller
//like a rotation a certain speed and angles
//this is being use for the weapon system for physics base reload, is beinguse in the revolver
public class VR_ControllerGesture : MonoBehaviour
{
private float minAcelerationThreshold = 0.0f;
private float maxAcelerationThreshold = 0.0f;
private VR_Controller controller = null;
private GesturePhase rotationGesturePhase = GesturePhase.Tracking;
private Quaternion rotationGesturefromQuaternion = Quaternion.identity;
private OnRotationGestureEvent OnRotationGestureEvent = new OnRotationGestureEvent();
private const int MAX_SAMPLING_HISTORY = 30;
private void Awake()
{
controller = GetComponent<VR_Controller>();
}
public void Construct(ControllerGestureConfig config)
{
minAcelerationThreshold = config.minAcelerationThreshold;
maxAcelerationThreshold = config.maxAcelerationThreshold;
}
private void Update()
{
UpdateRotationGesture();
}
// set a listener for a rotation gesture
public void ListenForRotationGesture(UnityAction<RotationGestureInfo> listener)
{
OnRotationGestureEvent.AddListener(listener);
}
//remove listener for a rotation gesture
public void RemoveRotationGestureListener(UnityAction<RotationGestureInfo> listener)
{
OnRotationGestureEvent.RemoveListener(listener);
}
private void UpdateRotationGesture()
{
switch (rotationGesturePhase)
{
case GesturePhase.Tracking:
RotationGestureTrackingUpdate();
break;
case GesturePhase.Processing:
RotationGestureProcessingUpdate();
break;
}
}
private void RotationGestureTrackingUpdate()
{
List<Quaternion> rotationHistory = GetRotationHistory();
if (rotationHistory == null || rotationHistory.Count <= 0)
return;
float rotAceleration = Quaternion.Angle( rotationHistory[0], rotationHistory[rotationHistory.Count - 1] );
//detect a fast rotation movement
if (rotAceleration > maxAcelerationThreshold)
{
rotationGesturePhase = GesturePhase.Processing;
}
}
private List<Quaternion> GetRotationHistory()
{
List<Quaternion> rotationHistory = controller.GetRotationHistorySample( MAX_SAMPLING_HISTORY );
return rotationHistory;
}
private void RotationGestureProcessingUpdate()
{
List<Quaternion> rotationHistory = GetRotationHistory();
if (rotationHistory == null || rotationHistory.Count <= 0)
return;
float rotAceleration = Quaternion.Angle( rotationHistory[0], rotationHistory[rotationHistory.Count - 1] );
//wait for the hand to stop
if (rotAceleration < minAcelerationThreshold)
{
OnRotationGestureEvent.Invoke( new RotationGestureInfo( rotationGesturefromQuaternion , rotationHistory[rotationHistory.Count - 1] ) );
rotationGesturePhase = GesturePhase.Tracking;
}
}
}
public class RotationGestureInfo
{
public Quaternion from;
public Quaternion to;
public RotationGestureInfo(Quaternion from , Quaternion to)
{
this.from = from;
this.to = to;
}
}
}