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| 1 | +// Copyright (c) Microsoft Corporation. All rights reserved. |
| 2 | +// Licensed under the MIT License. See LICENSE in the project root for license information. |
| 3 | + |
| 4 | +using Microsoft.MixedReality.Toolkit.Input; |
| 5 | +using Microsoft.MixedReality.Toolkit.Utilities; |
| 6 | + |
| 7 | +#if UNITY_WSA |
| 8 | +using UnityEngine; |
| 9 | +using UnityEngine.XR.WSA.Input; |
| 10 | +#endif |
| 11 | + |
| 12 | +namespace Microsoft.MixedReality.Toolkit.WindowsMixedReality.Input |
| 13 | +{ |
| 14 | + /// <summary> |
| 15 | + /// A Windows Mixed Reality Source Instance. |
| 16 | + /// </summary> |
| 17 | + public abstract class BaseWindowsMixedRealitySource : BaseController |
| 18 | + { |
| 19 | + /// <summary> |
| 20 | + /// Constructor. |
| 21 | + /// </summary> |
| 22 | + /// <param name="trackingState"></param> |
| 23 | + /// <param name="sourceHandedness"></param> |
| 24 | + /// <param name="inputSource"></param> |
| 25 | + /// <param name="interactions"></param> |
| 26 | + public BaseWindowsMixedRealitySource(TrackingState trackingState, Handedness sourceHandedness, IMixedRealityInputSource inputSource = null, MixedRealityInteractionMapping[] interactions = null) |
| 27 | + : base(trackingState, sourceHandedness, inputSource, interactions) |
| 28 | + { |
| 29 | + } |
| 30 | + |
| 31 | + /// <inheritdoc /> |
| 32 | + public override MixedRealityInteractionMapping[] DefaultLeftHandedInteractions => DefaultInteractions; |
| 33 | + |
| 34 | + /// <inheritdoc /> |
| 35 | + public override MixedRealityInteractionMapping[] DefaultRightHandedInteractions => DefaultInteractions; |
| 36 | + |
| 37 | + /// <inheritdoc /> |
| 38 | + public override void SetupDefaultInteractions(Handedness controllerHandedness) |
| 39 | + { |
| 40 | + AssignControllerMappings(DefaultInteractions); |
| 41 | + } |
| 42 | + |
| 43 | +#if UNITY_WSA |
| 44 | + |
| 45 | + /// <summary> |
| 46 | + /// The last updated source state reading for this Windows Mixed Reality Source. |
| 47 | + /// </summary> |
| 48 | + public InteractionSourceState LastSourceStateReading { get; protected set; } |
| 49 | + |
| 50 | + private Vector3 currentSourcePosition = Vector3.zero; |
| 51 | + private Quaternion currentSourceRotation = Quaternion.identity; |
| 52 | + private MixedRealityPose lastSourcePose = MixedRealityPose.ZeroIdentity; |
| 53 | + private MixedRealityPose currentSourcePose = MixedRealityPose.ZeroIdentity; |
| 54 | + |
| 55 | + private Vector3 currentPointerPosition = Vector3.zero; |
| 56 | + private Quaternion currentPointerRotation = Quaternion.identity; |
| 57 | + private MixedRealityPose currentPointerPose = MixedRealityPose.ZeroIdentity; |
| 58 | + |
| 59 | + private Vector3 currentGripPosition = Vector3.zero; |
| 60 | + private Quaternion currentGripRotation = Quaternion.identity; |
| 61 | + private MixedRealityPose currentGripPose = MixedRealityPose.ZeroIdentity; |
| 62 | + |
| 63 | + #region Update data functions |
| 64 | + |
| 65 | + /// <summary> |
| 66 | + /// Update the source data from the provided platform state. |
| 67 | + /// </summary> |
| 68 | + /// <param name="interactionSourceState">The InteractionSourceState retrieved from the platform.</param> |
| 69 | + public virtual void UpdateController(InteractionSourceState interactionSourceState) |
| 70 | + { |
| 71 | + if (!Enabled) { return; } |
| 72 | + |
| 73 | + UpdateSourceData(interactionSourceState); |
| 74 | + |
| 75 | + if (Interactions == null) |
| 76 | + { |
| 77 | + Debug.LogError($"No interaction configuration for Windows Mixed Reality {ControllerHandedness} Source"); |
| 78 | + Enabled = false; |
| 79 | + } |
| 80 | + |
| 81 | + for (int i = 0; i < Interactions?.Length; i++) |
| 82 | + { |
| 83 | + switch (Interactions[i].InputType) |
| 84 | + { |
| 85 | + case DeviceInputType.None: |
| 86 | + break; |
| 87 | + case DeviceInputType.SpatialPointer: |
| 88 | + UpdatePointerData(interactionSourceState, Interactions[i]); |
| 89 | + break; |
| 90 | + case DeviceInputType.Select: |
| 91 | + case DeviceInputType.Trigger: |
| 92 | + case DeviceInputType.TriggerTouch: |
| 93 | + case DeviceInputType.TriggerPress: |
| 94 | + UpdateTriggerData(interactionSourceState, Interactions[i]); |
| 95 | + break; |
| 96 | + case DeviceInputType.SpatialGrip: |
| 97 | + UpdateGripData(interactionSourceState, Interactions[i]); |
| 98 | + break; |
| 99 | + } |
| 100 | + } |
| 101 | + |
| 102 | + LastSourceStateReading = interactionSourceState; |
| 103 | + } |
| 104 | + |
| 105 | + /// <summary> |
| 106 | + /// Update the source input from the device. |
| 107 | + /// </summary> |
| 108 | + /// <param name="interactionSourceState">The InteractionSourceState retrieved from the platform.</param> |
| 109 | + private void UpdateSourceData(InteractionSourceState interactionSourceState) |
| 110 | + { |
| 111 | + var lastState = TrackingState; |
| 112 | + var sourceKind = interactionSourceState.source.kind; |
| 113 | + |
| 114 | + lastSourcePose = currentSourcePose; |
| 115 | + |
| 116 | + if (sourceKind == InteractionSourceKind.Hand || |
| 117 | + (sourceKind == InteractionSourceKind.Controller && interactionSourceState.source.supportsPointing)) |
| 118 | + { |
| 119 | + // The source is either a hand or a controller that supports pointing. |
| 120 | + // We can now check for position and rotation. |
| 121 | + IsPositionAvailable = interactionSourceState.sourcePose.TryGetPosition(out currentSourcePosition); |
| 122 | + |
| 123 | + if (IsPositionAvailable) |
| 124 | + { |
| 125 | + IsPositionApproximate = (interactionSourceState.sourcePose.positionAccuracy == InteractionSourcePositionAccuracy.Approximate); |
| 126 | + } |
| 127 | + else |
| 128 | + { |
| 129 | + IsPositionApproximate = false; |
| 130 | + } |
| 131 | + |
| 132 | + IsRotationAvailable = interactionSourceState.sourcePose.TryGetRotation(out currentSourceRotation); |
| 133 | + |
| 134 | + // Devices are considered tracked if we receive position OR rotation data from the sensors. |
| 135 | + TrackingState = (IsPositionAvailable || IsRotationAvailable) ? TrackingState.Tracked : TrackingState.NotTracked; |
| 136 | + } |
| 137 | + else |
| 138 | + { |
| 139 | + // The input source does not support tracking. |
| 140 | + TrackingState = TrackingState.NotApplicable; |
| 141 | + } |
| 142 | + |
| 143 | + currentSourcePose.Position = currentSourcePosition; |
| 144 | + currentSourcePose.Rotation = currentSourceRotation; |
| 145 | + |
| 146 | + // Raise input system events if it is enabled. |
| 147 | + if (lastState != TrackingState) |
| 148 | + { |
| 149 | + InputSystem?.RaiseSourceTrackingStateChanged(InputSource, this, TrackingState); |
| 150 | + } |
| 151 | + |
| 152 | + if (TrackingState == TrackingState.Tracked && lastSourcePose != currentSourcePose) |
| 153 | + { |
| 154 | + if (IsPositionAvailable && IsRotationAvailable) |
| 155 | + { |
| 156 | + InputSystem?.RaiseSourcePoseChanged(InputSource, this, currentSourcePose); |
| 157 | + } |
| 158 | + else if (IsPositionAvailable && !IsRotationAvailable) |
| 159 | + { |
| 160 | + InputSystem?.RaiseSourcePositionChanged(InputSource, this, currentSourcePosition); |
| 161 | + } |
| 162 | + else if (!IsPositionAvailable && IsRotationAvailable) |
| 163 | + { |
| 164 | + InputSystem?.RaiseSourceRotationChanged(InputSource, this, currentSourceRotation); |
| 165 | + } |
| 166 | + } |
| 167 | + } |
| 168 | + |
| 169 | + /// <summary> |
| 170 | + /// Update the spatial pointer input from the device. |
| 171 | + /// </summary> |
| 172 | + /// <param name="interactionSourceState">The InteractionSourceState retrieved from the platform.</param> |
| 173 | + /// <param name="interactionMapping"></param> |
| 174 | + private void UpdatePointerData(InteractionSourceState interactionSourceState, MixedRealityInteractionMapping interactionMapping) |
| 175 | + { |
| 176 | + if (interactionSourceState.source.supportsPointing) |
| 177 | + { |
| 178 | + interactionSourceState.sourcePose.TryGetPosition(out currentPointerPosition, InteractionSourceNode.Pointer); |
| 179 | + interactionSourceState.sourcePose.TryGetRotation(out currentPointerRotation, InteractionSourceNode.Pointer); |
| 180 | + |
| 181 | + // We want the source to follow the Playspace, so fold in the playspace transform here to |
| 182 | + // put the source pose into world space. |
| 183 | + currentPointerPose.Position = MixedRealityPlayspace.TransformPoint(currentPointerPosition); |
| 184 | + currentPointerPose.Rotation = MixedRealityPlayspace.Rotation * currentPointerRotation; |
| 185 | + } |
| 186 | + |
| 187 | + // Update the interaction data source |
| 188 | + interactionMapping.PoseData = currentPointerPose; |
| 189 | + |
| 190 | + // If our value changed raise it. |
| 191 | + if (interactionMapping.Changed) |
| 192 | + { |
| 193 | + // Raise input system Event if it enabled |
| 194 | + InputSystem?.RaisePoseInputChanged(InputSource, ControllerHandedness, interactionMapping.MixedRealityInputAction, currentPointerPose); |
| 195 | + } |
| 196 | + } |
| 197 | + |
| 198 | + /// <summary> |
| 199 | + /// Update the spatial grip input from the device. |
| 200 | + /// </summary> |
| 201 | + /// <param name="interactionSourceState">The InteractionSourceState retrieved from the platform.</param> |
| 202 | + /// <param name="interactionMapping"></param> |
| 203 | + private void UpdateGripData(InteractionSourceState interactionSourceState, MixedRealityInteractionMapping interactionMapping) |
| 204 | + { |
| 205 | + switch (interactionMapping.AxisType) |
| 206 | + { |
| 207 | + case AxisType.SixDof: |
| 208 | + { |
| 209 | + interactionSourceState.sourcePose.TryGetPosition(out currentGripPosition, InteractionSourceNode.Grip); |
| 210 | + interactionSourceState.sourcePose.TryGetRotation(out currentGripRotation, InteractionSourceNode.Grip); |
| 211 | + |
| 212 | + currentGripPose.Position = MixedRealityPlayspace.TransformPoint(currentGripPosition); |
| 213 | + currentGripPose.Rotation = Quaternion.Euler(MixedRealityPlayspace.TransformDirection(currentGripRotation.eulerAngles)); |
| 214 | + |
| 215 | + // Update the interaction data source |
| 216 | + interactionMapping.PoseData = currentGripPose; |
| 217 | + |
| 218 | + // If our value changed raise it. |
| 219 | + if (interactionMapping.Changed) |
| 220 | + { |
| 221 | + // Raise input system Event if it enabled |
| 222 | + InputSystem?.RaisePoseInputChanged(InputSource, ControllerHandedness, interactionMapping.MixedRealityInputAction, currentGripPose); |
| 223 | + } |
| 224 | + } |
| 225 | + break; |
| 226 | + } |
| 227 | + } |
| 228 | + |
| 229 | + /// <summary> |
| 230 | + /// Update the trigger and grasped input from the device. |
| 231 | + /// </summary> |
| 232 | + /// <param name="interactionSourceState">The InteractionSourceState retrieved from the platform.</param> |
| 233 | + /// <param name="interactionMapping"></param> |
| 234 | + private void UpdateTriggerData(InteractionSourceState interactionSourceState, MixedRealityInteractionMapping interactionMapping) |
| 235 | + { |
| 236 | + switch (interactionMapping.InputType) |
| 237 | + { |
| 238 | + case DeviceInputType.TriggerPress: |
| 239 | + { |
| 240 | + // Update the interaction data source |
| 241 | + interactionMapping.BoolData = interactionSourceState.grasped; |
| 242 | + |
| 243 | + // If our value changed raise it. |
| 244 | + if (interactionMapping.Changed) |
| 245 | + { |
| 246 | + // Raise input system Event if it enabled |
| 247 | + if (interactionMapping.BoolData) |
| 248 | + { |
| 249 | + InputSystem?.RaiseOnInputDown(InputSource, ControllerHandedness, interactionMapping.MixedRealityInputAction); |
| 250 | + } |
| 251 | + else |
| 252 | + { |
| 253 | + InputSystem?.RaiseOnInputUp(InputSource, ControllerHandedness, interactionMapping.MixedRealityInputAction); |
| 254 | + } |
| 255 | + } |
| 256 | + break; |
| 257 | + } |
| 258 | + case DeviceInputType.Select: |
| 259 | + { |
| 260 | + // Get the select pressed state, factoring in a workaround for Unity issue #1033526. |
| 261 | + // When that issue is fixed, it should be possible change the line below to: |
| 262 | + // interactionMapping.BoolData = interactionSourceState.selectPressed; |
| 263 | + interactionMapping.BoolData = GetSelectPressedWorkaround(interactionSourceState); |
| 264 | + |
| 265 | + // If our value changed raise it. |
| 266 | + if (interactionMapping.Changed) |
| 267 | + { |
| 268 | + // Raise input system Event if it enabled |
| 269 | + if (interactionMapping.BoolData) |
| 270 | + { |
| 271 | + InputSystem?.RaiseOnInputDown(InputSource, ControllerHandedness, interactionMapping.MixedRealityInputAction); |
| 272 | + } |
| 273 | + else |
| 274 | + { |
| 275 | + InputSystem?.RaiseOnInputUp(InputSource, ControllerHandedness, interactionMapping.MixedRealityInputAction); |
| 276 | + } |
| 277 | + } |
| 278 | + break; |
| 279 | + } |
| 280 | + case DeviceInputType.Trigger: |
| 281 | + { |
| 282 | + // Update the interaction data source |
| 283 | + interactionMapping.FloatData = interactionSourceState.selectPressedAmount; |
| 284 | + |
| 285 | + // If our value changed raise it. |
| 286 | + if (interactionMapping.Changed) |
| 287 | + { |
| 288 | + // Raise input system Event if it enabled |
| 289 | + InputSystem?.RaiseFloatInputChanged(InputSource, ControllerHandedness, interactionMapping.MixedRealityInputAction, interactionSourceState.selectPressedAmount); |
| 290 | + } |
| 291 | + break; |
| 292 | + } |
| 293 | + case DeviceInputType.TriggerTouch: |
| 294 | + { |
| 295 | + // Update the interaction data source |
| 296 | + interactionMapping.BoolData = interactionSourceState.selectPressedAmount > 0; |
| 297 | + |
| 298 | + // If our value changed raise it. |
| 299 | + if (interactionMapping.Changed) |
| 300 | + { |
| 301 | + // Raise input system Event if it enabled |
| 302 | + if (interactionSourceState.selectPressedAmount > 0) |
| 303 | + { |
| 304 | + InputSystem?.RaiseOnInputDown(InputSource, ControllerHandedness, interactionMapping.MixedRealityInputAction); |
| 305 | + } |
| 306 | + else |
| 307 | + { |
| 308 | + InputSystem?.RaiseOnInputUp(InputSource, ControllerHandedness, interactionMapping.MixedRealityInputAction); |
| 309 | + } |
| 310 | + } |
| 311 | + break; |
| 312 | + } |
| 313 | + } |
| 314 | + } |
| 315 | + |
| 316 | + /// <summary> |
| 317 | + /// Gets whether or not 'select' has been pressed. |
| 318 | + /// </summary> |
| 319 | + /// <remarks> |
| 320 | + /// This includes a workaround to fix air-tap gestures in HoloLens 1 remoting, to work around the following Unity issue: |
| 321 | + /// https://issuetracker.unity3d.com/issues/hololens-interactionsourcestate-dot-selectpressed-is-false-when-air-tap-and-hold |
| 322 | + /// Bug was discovered May 2018 and still exists as of May 2019 in version 2018.3.11f1. This workaround is scoped to only |
| 323 | + /// cases where remoting is active. |
| 324 | + /// </remarks> |
| 325 | + private bool GetSelectPressedWorkaround(InteractionSourceState interactionSourceState) |
| 326 | + { |
| 327 | + bool selectPressed = interactionSourceState.selectPressed; |
| 328 | + if (interactionSourceState.source.kind == InteractionSourceKind.Hand && |
| 329 | + UnityEngine.XR.WSA.HolographicRemoting.ConnectionState == UnityEngine.XR.WSA.HolographicStreamerConnectionState.Connected) |
| 330 | + { |
| 331 | + // This workaround is safe as long as all these assumptions hold: |
| 332 | + Debug.Assert(!interactionSourceState.selectPressed, "Unity issue #1033526 seems to have been resolved. Please remove this workaround!"); |
| 333 | + Debug.Assert(!interactionSourceState.source.supportsGrasp); |
| 334 | + Debug.Assert(!interactionSourceState.source.supportsMenu); |
| 335 | + Debug.Assert(!interactionSourceState.source.supportsPointing); |
| 336 | + Debug.Assert(!interactionSourceState.source.supportsThumbstick); |
| 337 | + Debug.Assert(!interactionSourceState.source.supportsTouchpad); |
| 338 | + |
| 339 | + selectPressed = interactionSourceState.anyPressed; |
| 340 | + } |
| 341 | + return selectPressed; |
| 342 | + } |
| 343 | + |
| 344 | + #endregion Update data functions |
| 345 | + |
| 346 | +#endif // UNITY_WSA |
| 347 | + } |
| 348 | +} |
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