VR4Medical/ICI/Library/PackageCache/com.unity.xr.interaction.toolkit@42ef3600567b/Runtime/Locomotion/Legacy/DeviceBasedContinuousTurnProvider.cs
2025-07-29 13:45:50 +03:00

150 lines
5.6 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine.XR.Interaction.Toolkit.Locomotion;
namespace UnityEngine.XR.Interaction.Toolkit
{
/// <summary>
/// Locomotion provider that allows the user to smoothly rotate their rig continuously over time
/// using a specified 2D axis input.
/// </summary>
/// <seealso cref="LocomotionProvider"/>
/// <seealso cref="DeviceBasedSnapTurnProvider"/>
[AddComponentMenu("XR/Locomotion/Legacy/Continuous Turn Provider (Device-based)", 11)]
[HelpURL(XRHelpURLConstants.k_DeviceBasedContinuousTurnProvider)]
[Obsolete("DeviceBasedContinuousTurnProvider has been deprecated in version 3.0.0. Use ContinuousTurnProvider instead.")]
public class DeviceBasedContinuousTurnProvider : ContinuousTurnProviderBase
{
/// <summary>
/// Sets which input axis to use when reading from controller input.
/// </summary>
/// <seealso cref="inputBinding"/>
public enum InputAxes
{
/// <summary>
/// Use the primary touchpad or joystick on a device.
/// </summary>
Primary2DAxis = 0,
/// <summary>
/// Use the secondary touchpad or joystick on a device.
/// </summary>
Secondary2DAxis = 1,
}
[SerializeField]
[Tooltip("The 2D Input Axis on the controller devices that will be used to trigger a turn.")]
InputAxes m_InputBinding = InputAxes.Primary2DAxis;
/// <summary>
/// The 2D Input Axis on the controller devices that will be used to trigger a turn.
/// </summary>
public InputAxes inputBinding
{
get => m_InputBinding;
set => m_InputBinding = value;
}
[SerializeField]
[Tooltip("A list of controllers that allow Turn. If an XRController is not enabled, or does not have input actions enabled, turn will not work.")]
List<XRBaseController> m_Controllers = new List<XRBaseController>();
/// <summary>
/// The XRControllers that allow turning. An XRController must be enabled in order to turn.
/// </summary>
public List<XRBaseController> controllers
{
get => m_Controllers;
set => m_Controllers = value;
}
[SerializeField]
[Tooltip("Value below which input values will be clamped. After clamping, values will be renormalized to [0, 1] between min and max.")]
float m_DeadzoneMin = 0.125f;
/// <summary>
/// Value below which input values will be clamped. After clamping, values will be renormalized to [0, 1] between min and max.
/// </summary>
public float deadzoneMin
{
get => m_DeadzoneMin;
set => m_DeadzoneMin = value;
}
[SerializeField]
[Tooltip("Value above which input values will be clamped. After clamping, values will be renormalized to [0, 1] between min and max.")]
float m_DeadzoneMax = 0.925f;
/// <summary>
/// Value above which input values will be clamped. After clamping, values will be renormalized to [0, 1] between min and max.
/// </summary>
public float deadzoneMax
{
get => m_DeadzoneMax;
set => m_DeadzoneMax = value;
}
/// <summary>
/// Mapping of <see cref="InputAxes"/> to actual common usage values.
/// </summary>
static readonly InputFeatureUsage<Vector2>[] k_Vec2UsageList =
{
CommonUsages.primary2DAxis,
CommonUsages.secondary2DAxis,
};
/// <inheritdoc />
protected override Vector2 ReadInput()
{
if (m_Controllers.Count == 0)
return Vector2.zero;
// Accumulate all the controller inputs
var input = Vector2.zero;
var feature = k_Vec2UsageList[(int)m_InputBinding];
for (var i = 0; i < m_Controllers.Count; ++i)
{
var controller = m_Controllers[i] as XRController;
if (controller != null &&
controller.enableInputActions &&
controller.inputDevice.TryGetFeatureValue(feature, out var controllerInput))
{
input += GetDeadzoneAdjustedValue(controllerInput);
}
}
return input;
}
/// <summary>
/// Gets value adjusted based on deadzone thresholds.
/// </summary>
/// <param name="value">The value to be adjusted.</param>
/// <returns>Returns adjusted 2D vector.</returns>
protected Vector2 GetDeadzoneAdjustedValue(Vector2 value)
{
var magnitude = value.magnitude;
var newMagnitude = GetDeadzoneAdjustedValue(magnitude);
if (Mathf.Approximately(newMagnitude, 0f))
value = Vector2.zero;
else
value *= newMagnitude / magnitude;
return value;
}
/// <summary>
/// Gets value adjusted based on deadzone thresholds.
/// </summary>
/// <param name="value">The value to be adjusted.</param>
/// <returns>Returns adjusted value.</returns>
protected float GetDeadzoneAdjustedValue(float value)
{
var min = m_DeadzoneMin;
var max = m_DeadzoneMax;
var absValue = Mathf.Abs(value);
if (absValue < min)
return 0f;
if (absValue > max)
return Mathf.Sign(value);
return Mathf.Sign(value) * ((absValue - min) / (max - min));
}
}
}