354 lines
17 KiB
C#
354 lines
17 KiB
C#
using System.Collections.Generic;
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using UnityEngine.InputSystem.Controls;
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using UnityEngine.InputSystem.Layouts;
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using UnityEngine.InputSystem.XR;
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using UnityEngine.Scripting;
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using UnityEngine.XR.OpenXR.Input;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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#if USE_INPUT_SYSTEM_POSE_CONTROL
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using PoseControl = UnityEngine.InputSystem.XR.PoseControl;
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#else
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using PoseControl = UnityEngine.XR.OpenXR.Input.PoseControl;
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#endif
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namespace UnityEngine.XR.OpenXR.Features.Interactions
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{
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/// <summary>
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/// This <see cref="OpenXRInteractionFeature"/> enables the use of Microsoft hand interaction profiles in OpenXR. It enables <a href="https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec.html#XR_MSFT_hand_interaction">XR_MSFT_hand_interaction</a> in the underyling runtime.
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/// This creates a new <see cref="InputDevice"/> with the <see cref="InputDeviceCharacteristics.HandTracking"/> characteristic.
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/// </summary>
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#if UNITY_EDITOR
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[UnityEditor.XR.OpenXR.Features.OpenXRFeature(UiName = "Microsoft Hand Interaction Profile",
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BuildTargetGroups = new[] { BuildTargetGroup.Standalone, BuildTargetGroup.WSA, BuildTargetGroup.Android },
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Company = "Unity",
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Desc = "Allows for mapping input to the hand interaction profile. Will register the controller map for hand interaction if enabled.",
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DocumentationLink = Constants.k_DocumentationManualURL + "features/microsofthandinteraction.html",
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Version = "0.0.1",
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OpenxrExtensionStrings = extensionString,
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Category = UnityEditor.XR.OpenXR.Features.FeatureCategory.Interaction,
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FeatureId = featureId)]
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#endif
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public class MicrosoftHandInteraction : OpenXRInteractionFeature
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{
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/// <summary>
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/// The feature id string. This is used to give the feature a well known id for reference.
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/// </summary>
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public const string featureId = "com.unity.openxr.feature.input.handtracking";
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/// <summary>
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/// An Input System device based off the hand interaction profile in the <a href="https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec.html#XR_MSFT_hand_interaction">Hand Interaction Extension</a>. Enabled through <see cref="MicrosoftHandInteraction"/>.
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/// </summary>
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[Preserve, InputControlLayout(displayName = "Hololens Hand (OpenXR)", commonUsages = new[] { "LeftHand", "RightHand" })]
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public class HoloLensHand : XRController
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{
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/// <summary>
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/// An [AxisControl](xref:UnityEngine.InputSystem.Controls.AxisControl) that represents the <see cref="MicrosoftHandInteraction.select"/> OpenXR binding.
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/// </summary>
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[Preserve, InputControl(usage = "PrimaryAxis")]
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public AxisControl select { get; private set; }
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/// <summary>
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/// A [ButtonControl](xref:UnityEngine.InputSystem.Controls.ButtonControl) that represents the <see cref="MicrosoftHandInteraction.select"/> OpenXR binding.
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/// </summary>
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[Preserve, InputControl(aliases = new[] { "Primary", "selectbutton" }, usages = new[] { "PrimaryButton" })]
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public ButtonControl selectPressed { get; private set; }
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/// <summary>
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/// An [AxisControl](xref:UnityEngine.InputSystem.Controls.AxisControl) that represents the <see cref="MicrosoftHandInteraction.squeeze"/> OpenXR binding.
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/// </summary>
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[Preserve, InputControl(alias = "Secondary", usage = "Grip")]
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public AxisControl squeeze { get; private set; }
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/// <summary>
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/// A [ButtonControl](xref:UnityEngine.InputSystem.Controls.ButtonControl) that represents the <see cref="MicrosoftHandInteraction.squeeze"/> OpenXR binding.
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/// </summary>
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[Preserve, InputControl(aliases = new[] { "GripButton", "squeezeClicked" }, usages = new[] { "GripButton" })]
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public ButtonControl squeezePressed { get; private set; }
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/// <summary>
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/// A [ButtonControl](xref:UnityEngine.InputSystem.Controls.ButtonControl) that represents the Microsoft Hand Interaction devicePose OpenXR binding.
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/// </summary>
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[Preserve, InputControl(offset = 0, alias = "device", usage = "Device")]
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public PoseControl devicePose { get; private set; }
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/// <summary>
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/// A [ButtonControl](xref:UnityEngine.InputSystem.Controls.ButtonControl) that represents the Microsoft Hand Interaction pointer OpenXR binding.
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/// </summary>
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[Preserve, InputControl(offset = 0, usage = "Pointer")]
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public PoseControl pointer { get; private set; }
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/// <summary>
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/// A [ButtonControl](xref:UnityEngine.InputSystem.Controls.ButtonControl) required for backwards compatibility with the XRSDK layouts. This represents the overall tracking state of the device. This value is equivalent to mapping devicePose/isTracked.
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/// </summary>
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[Preserve, InputControl(offset = 132)]
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new public ButtonControl isTracked { get; private set; }
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/// <summary>
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/// A [IntegerControl](xref:UnityEngine.InputSystem.Controls.IntegerControl) required for backwards compatibility with the XRSDK layouts. This represents the bit flag set to indicate what data is valid. This value is equivalent to mapping devicePose/trackingState.
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/// </summary>
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[Preserve, InputControl(offset = 136)]
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new public IntegerControl trackingState { get; private set; }
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/// <summary>
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/// A [Vector3Control](xref:UnityEngine.InputSystem.Controls.Vector3Control) required for backwards compatibility with the XRSDK layouts. This is the device position, or grip position. This value is equivalent to mapping devicePose/position.
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/// </summary>
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[Preserve, InputControl(offset = 20, alias = "gripPosition")]
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new public Vector3Control devicePosition { get; private set; }
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/// <summary>
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/// A [QuaternionControl](xref:UnityEngine.InputSystem.Controls.QuaternionControl) required for backwards compatibility with the XRSDK layouts. This is the device orientation, or grip orientation. This value is equivalent to mapping devicePose/rotation.
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/// </summary>
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[Preserve, InputControl(offset = 32, alias = "gripOrientation")]
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new public QuaternionControl deviceRotation { get; private set; }
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/// <summary>
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/// A [Vector3Control](xref:UnityEngine.InputSystem.Controls.Vector3Control) required for backwards compatibility with the XRSDK layouts. This is the pointer position. This value is equivalent to mapping pointerPose/position.
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/// </summary>
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[Preserve, InputControl(offset = 80)]
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public Vector3Control pointerPosition { get; private set; }
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/// <summary>
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/// A [QuaternionControl](xref:UnityEngine.InputSystem.Controls.QuaternionControl) required for backwards compatibility with the XRSDK layouts. This is the pointer rotation. This value is equivalent to mapping pointerPose/rotation.
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/// </summary>
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[Preserve, InputControl(offset = 92, alias = "pointerOrientation")]
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public QuaternionControl pointerRotation { get; private set; }
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/// <summary>
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/// Internal call used to assign controls to the the correct element.
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/// </summary>
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protected override void FinishSetup()
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{
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base.FinishSetup();
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select = GetChildControl<AxisControl>("select");
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selectPressed = GetChildControl<ButtonControl>("selectPressed");
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squeeze = GetChildControl<AxisControl>("squeeze");
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squeezePressed = GetChildControl<ButtonControl>("squeezePressed");
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devicePose = GetChildControl<PoseControl>("devicePose");
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pointer = GetChildControl<PoseControl>("pointer");
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isTracked = GetChildControl<ButtonControl>("isTracked");
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trackingState = GetChildControl<IntegerControl>("trackingState");
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devicePosition = GetChildControl<Vector3Control>("devicePosition");
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deviceRotation = GetChildControl<QuaternionControl>("deviceRotation");
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pointerPosition = GetChildControl<Vector3Control>("pointerPosition");
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pointerRotation = GetChildControl<QuaternionControl>("pointerRotation");
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}
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}
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/// <summary>The OpenXR Extension string. OpenXR uses this to check if this extension is available or enabled. See <a href="https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec.html#XR_MSFT_hand_interaction">hand interaction extension</a> documentation for more information on this OpenXR extension.</summary>
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public const string extensionString = "XR_MSFT_hand_interaction";
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/// <summary>
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/// OpenXR string that represents the hand interaction profile.
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/// </summary>
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public const string profile = "/interaction_profiles/microsoft/hand_interaction";
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/// <summary>
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/// Constant for a float interaction binding '.../input/select/value' OpenXR Input Binding. Used by input subsystem to bind actions to physical inputs.
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/// </summary>
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public const string select = "/input/select/value";
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/// <summary>
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/// Constant for a float interaction binding '.../input/menu/value' OpenXR Input Binding. Used by input subsystem to bind actions to physical inputs.
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/// </summary>
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public const string squeeze = "/input/squeeze/value";
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/// <summary>
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/// Constant for a pose interaction binding '.../input/grip/pose' OpenXR Input Binding. Used by input subsystem to bind actions to physical inputs.
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/// </summary>
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public const string grip = "/input/grip/pose";
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/// <summary>
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/// Constant for a pose interaction binding '.../input/aim/pose' OpenXR Input Binding. Used by input subsystem to bind actions to physical inputs.
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/// </summary>
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public const string aim = "/input/aim/pose";
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private const string kDeviceLocalizedName = "HoloLens Hand OpenXR";
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/// <summary>
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/// Registers the <see cref="HoloLensHand"/> layout with the Input System.
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/// </summary>
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protected override void RegisterDeviceLayout()
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{
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#if UNITY_EDITOR
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if (!OpenXRLoaderEnabledForSelectedBuildTarget(EditorUserBuildSettings.selectedBuildTargetGroup))
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return;
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#endif
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InputSystem.InputSystem.RegisterLayout(typeof(HoloLensHand),
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matches: new InputDeviceMatcher()
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.WithInterface(XRUtilities.InterfaceMatchAnyVersion)
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.WithProduct(kDeviceLocalizedName));
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}
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/// <summary>
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/// Removes the <see cref="HoloLensHand"/> layout from the Input System.
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/// </summary>
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protected override void UnregisterDeviceLayout()
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{
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#if UNITY_EDITOR
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if (!OpenXRLoaderEnabledForSelectedBuildTarget(EditorUserBuildSettings.selectedBuildTargetGroup))
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return;
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#endif
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InputSystem.InputSystem.RemoveLayout(nameof(HoloLensHand));
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}
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/// <summary>
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/// Return device layout string that used for registering device for the Input System.
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/// </summary>
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/// <returns>Device layout string.</returns>
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protected override string GetDeviceLayoutName()
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{
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return nameof(HoloLensHand);
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}
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/// <inheritdoc/>
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protected override void RegisterActionMapsWithRuntime()
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{
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ActionMapConfig actionMap = new ActionMapConfig()
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{
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name = "microsofthandinteraction",
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localizedName = kDeviceLocalizedName,
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desiredInteractionProfile = profile,
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manufacturer = "Microsoft",
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serialNumber = "",
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deviceInfos = new List<DeviceConfig>()
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{
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new DeviceConfig()
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{
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characteristics = (InputDeviceCharacteristics)(InputDeviceCharacteristics.HandTracking | InputDeviceCharacteristics.HeldInHand | InputDeviceCharacteristics.TrackedDevice | InputDeviceCharacteristics.Controller | InputDeviceCharacteristics.Left),
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userPath = UserPaths.leftHand
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},
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new DeviceConfig()
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{
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characteristics = (InputDeviceCharacteristics)(InputDeviceCharacteristics.HandTracking | InputDeviceCharacteristics.HeldInHand | InputDeviceCharacteristics.TrackedDevice | InputDeviceCharacteristics.Controller | InputDeviceCharacteristics.Right),
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userPath = UserPaths.rightHand
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}
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},
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actions = new List<ActionConfig>()
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{
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// Select
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new ActionConfig()
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{
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name = "select",
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localizedName = "Select",
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type = ActionType.Axis1D,
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usages = new List<string>()
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{
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"PrimaryAxis"
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},
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bindings = new List<ActionBinding>()
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{
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new ActionBinding()
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{
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interactionPath = select,
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interactionProfileName = profile,
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}
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}
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},
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// Select Pressed
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new ActionConfig()
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{
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name = "selectPressed",
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localizedName = "Select Pressed",
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type = ActionType.Binary,
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usages = new List<string>()
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{
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"PrimaryButton"
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},
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bindings = new List<ActionBinding>()
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{
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new ActionBinding()
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{
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interactionPath = select,
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interactionProfileName = profile,
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}
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}
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},
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// Squeeze
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new ActionConfig()
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{
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name = "squeeze",
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localizedName = "Squeeze",
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type = ActionType.Axis1D,
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usages = new List<string>()
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{
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"Grip"
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},
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bindings = new List<ActionBinding>()
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{
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new ActionBinding()
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{
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interactionPath = squeeze,
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interactionProfileName = profile,
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}
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}
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},
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// Squeeze Pressed
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new ActionConfig()
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{
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name = "squeezePressed",
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localizedName = "Squeeze Pressed",
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type = ActionType.Binary,
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usages = new List<string>()
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{
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"GripButton"
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},
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bindings = new List<ActionBinding>()
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{
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new ActionBinding()
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{
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interactionPath = squeeze,
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interactionProfileName = profile,
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}
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}
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},
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// Device Pose
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new ActionConfig()
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{
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name = "devicePose",
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localizedName = "Device Pose",
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type = ActionType.Pose,
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usages = new List<string>()
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{
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"Device"
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},
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bindings = new List<ActionBinding>()
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{
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new ActionBinding()
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{
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interactionPath = grip,
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interactionProfileName = profile,
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}
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}
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},
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// Pointer Pose
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new ActionConfig()
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{
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name = "pointer",
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localizedName = "Pointer Pose",
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type = ActionType.Pose,
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usages = new List<string>()
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{
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"Pointer"
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},
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bindings = new List<ActionBinding>()
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{
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new ActionBinding()
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{
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interactionPath = aim,
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interactionProfileName = profile,
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}
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}
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}
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}
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};
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AddActionMap(actionMap);
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}
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}
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}
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