282 lines
11 KiB
C#
282 lines
11 KiB
C#
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using UnityEngine.InputSystem.LowLevel;
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using UnityEngine.InputSystem.Processors;
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////REVIEW: change 'clampToConstant' to simply 'clampToMin'?
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namespace UnityEngine.InputSystem.Controls
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{
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/// <summary>
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/// A floating-point axis control.
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/// </summary>
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/// <remarks>
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/// Can optionally be configured to perform normalization.
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/// Stored as either a float, a short, a byte, or a single bit.
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/// </remarks>
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public class AxisControl : InputControl<float>
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{
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/// <summary>
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/// Clamping behavior for an axis control.
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/// </summary>
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public enum Clamp
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{
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/// <summary>
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/// Do not clamp values.
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/// </summary>
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None = 0,
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/// <summary>
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/// Clamp values to <see cref="clampMin"/> and <see cref="clampMax"/>
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/// before normalizing the value.
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/// </summary>
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BeforeNormalize = 1,
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/// <summary>
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/// Clamp values to <see cref="clampMin"/> and <see cref="clampMax"/>
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/// after normalizing the value.
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/// </summary>
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AfterNormalize = 2,
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/// <summary>
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/// Clamp values any value below <see cref="clampMin"/> or above <see cref="clampMax"/>
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/// to <see cref="clampConstant"/> before normalizing the value.
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/// </summary>
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ToConstantBeforeNormalize = 3,
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}
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// These can be added as processors but they are so common that we
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// build the functionality right into AxisControl to save us an
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// additional object and an additional virtual call.
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// NOTE: A number of the parameters here can be expressed in much simpler form.
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// E.g. 'scale', 'scaleFactor' and 'invert' could all be rolled into a single
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// multiplier. And maybe that's what we should do. However, the one advantage
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// of the current setup is that it allows to set these operations up individually.
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// For example, a given layout may want to have a very specific scale factor but
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// then a derived layout needs the value to be inverted. If it was a single setting,
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// the derived layout would have to know the specific scale factor in order to come
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// up with a valid multiplier.
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/// <summary>
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/// Clamping behavior when reading values. <see cref="Clamp.None"/> by default.
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/// </summary>
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/// <value>Clamping behavior.</value>
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/// <remarks>
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/// When a value is read from the control's state, it is first converted
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/// to a floating-point number.
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/// </remarks>
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/// <seealso cref="clampMin"/>
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/// <seealso cref="clampMax"/>
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/// <seealso cref="clampConstant"/>
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public Clamp clamp;
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/// <summary>
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/// Lower end of the clamping range when <see cref="clamp"/> is not
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/// <see cref="Clamp.None"/>.
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/// </summary>
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/// <value>Lower bound of clamping range. Inclusive.</value>
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public float clampMin;
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/// <summary>
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/// Upper end of the clamping range when <see cref="clamp"/> is not
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/// <see cref="Clamp.None"/>.
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/// </summary>
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/// <value>Upper bound of clamping range. Inclusive.</value>
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public float clampMax;
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/// <summary>
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/// When <see cref="clamp"/> is set to <see cref="Clamp.ToConstantBeforeNormalize"/>
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/// and the value is outside of the range defined by <see cref="clampMin"/> and
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/// <see cref="clampMax"/>, this value is returned.
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/// </summary>
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/// <value>Constant value to return when value is outside of clamping range.</value>
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public float clampConstant;
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////REVIEW: why not just roll this into scaleFactor?
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/// <summary>
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/// If true, the input value will be inverted, i.e. multiplied by -1. Off by default.
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/// </summary>
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/// <value>Whether to invert the input value.</value>
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public bool invert;
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/// <summary>
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/// If true, normalize the input value to [0..1] or [-1..1] (depending on the
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/// value of <see cref="normalizeZero"/>. Off by default.
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/// </summary>
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/// <value>Whether to normalize input values or not.</value>
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/// <seealso cref="normalizeMin"/>
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/// <seealso cref="normalizeMax"/>
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public bool normalize;
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////REVIEW: shouldn't these come from the control min/max value by default?
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/// <summary>
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/// If <see cref="normalize"/> is on, this is the input value that corresponds
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/// to 0 of the normalized [0..1] or [-1..1] range.
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/// </summary>
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/// <value>Input value that should become 0 or -1.</value>
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/// <remarks>
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/// In other words, with <see cref="normalize"/> on, input values are mapped from
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/// the range of [normalizeMin..normalizeMax] to [0..1] or [-1..1] (depending on
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/// <see cref="normalizeZero"/>).
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/// </remarks>
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public float normalizeMin;
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/// <summary>
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/// If <see cref="normalize"/> is on, this is the input value that corresponds
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/// to 1 of the normalized [0..1] or [-1..1] range.
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/// </summary>
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/// <value>Input value that should become 1.</value>
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/// <remarks>
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/// In other words, with <see cref="normalize"/> on, input values are mapped from
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/// the range of [normalizeMin..normalizeMax] to [0..1] or [-1..1] (depending on
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/// <see cref="normalizeZero"/>).
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/// </remarks>
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public float normalizeMax;
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/// <summary>
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/// Where to put the zero point of the normalization range. Only relevant
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/// if <see cref="normalize"/> is set to true. Defaults to 0.
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/// </summary>
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/// <value>Zero point of normalization range.</value>
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/// <remarks>
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/// The value of this property determines where the zero point is located in the
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/// range established by <see cref="normalizeMin"/> and <see cref="normalizeMax"/>.
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///
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/// If <c>normalizeZero</c> is placed at <see cref="normalizeMin"/>, the normalization
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/// returns a value in the [0..1] range mapped from the input value range of
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/// <see cref="normalizeMin"/> and <see cref="normalizeMax"/>.
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///
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/// If <c>normalizeZero</c> is placed in-between <see cref="normalizeMin"/> and
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/// <see cref="normalizeMax"/>, normalization returns a value in the [-1..1] mapped
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/// from the input value range of <see cref="normalizeMin"/> and <see cref="normalizeMax"/>
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/// and the zero point between the two established by <c>normalizeZero</c>.
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/// </remarks>
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public float normalizeZero;
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////REVIEW: why not just have a default scaleFactor of 1?
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/// <summary>
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/// Whether the scale the input value by <see cref="scaleFactor"/>. Off by default.
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/// </summary>
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/// <value>True if inputs should be scaled by <see cref="scaleFactor"/>.</value>
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public bool scale;
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/// <summary>
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/// Value to multiple input values with. Only applied if <see cref="scale"/> is <c>true</c>.
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/// </summary>
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/// <value>Multiplier for input values.</value>
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public float scaleFactor;
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/// <summary>
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/// Apply modifications to the given value according to the parameters configured
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/// on the control (<see cref="clamp"/>, <see cref="normalize"/>, etc).
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/// </summary>
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/// <param name="value">Input value.</param>
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/// <returns>A processed value (clamped, normalized, etc).</returns>
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/// <seealso cref="clamp"/>
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/// <seealso cref="normalize"/>
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/// <seealso cref="scale"/>
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/// <seealso cref="invert"/>
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protected float Preprocess(float value)
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{
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if (scale)
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value *= scaleFactor;
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if (clamp == Clamp.ToConstantBeforeNormalize)
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{
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if (value < clampMin || value > clampMax)
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value = clampConstant;
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}
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else if (clamp == Clamp.BeforeNormalize)
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value = Mathf.Clamp(value, clampMin, clampMax);
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if (normalize)
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value = NormalizeProcessor.Normalize(value, normalizeMin, normalizeMax, normalizeZero);
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if (clamp == Clamp.AfterNormalize)
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value = Mathf.Clamp(value, clampMin, clampMax);
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if (invert)
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value *= -1.0f;
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return value;
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}
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private float Unpreprocess(float value)
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{
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// Does not reverse the effect of clamping (we don't know what the unclamped value should be).
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if (invert)
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value *= -1f;
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if (normalize)
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value = NormalizeProcessor.Denormalize(value, normalizeMin, normalizeMax, normalizeZero);
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if (scale)
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value /= scaleFactor;
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return value;
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}
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/// <summary>
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/// Default-initialize the control.
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/// </summary>
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/// <remarks>
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/// Defaults the format to <see cref="InputStateBlock.FormatFloat"/>.
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/// </remarks>
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public AxisControl()
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{
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m_StateBlock.format = InputStateBlock.FormatFloat;
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}
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protected override void FinishSetup()
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{
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base.FinishSetup();
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// if we don't have any default state, and we are using normalizeZero, then the default value
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// should not be zero. Generate it from normalizeZero.
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if (!hasDefaultState && normalize && Mathf.Abs(normalizeZero) > Mathf.Epsilon)
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m_DefaultState = stateBlock.FloatToPrimitiveValue(normalizeZero);
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}
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/// <inheritdoc />
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public override unsafe float ReadUnprocessedValueFromState(void* statePtr)
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{
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var value = stateBlock.ReadFloat(statePtr);
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////REVIEW: this isn't very raw
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return Preprocess(value);
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}
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/// <inheritdoc />
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public override unsafe void WriteValueIntoState(float value, void* statePtr)
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{
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value = Unpreprocess(value);
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stateBlock.WriteFloat(statePtr, value);
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}
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/// <inheritdoc />
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public override unsafe bool CompareValue(void* firstStatePtr, void* secondStatePtr)
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{
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var currentValue = ReadValueFromState(firstStatePtr);
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var valueInState = ReadValueFromState(secondStatePtr);
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return !Mathf.Approximately(currentValue, valueInState);
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}
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/// <inheritdoc />
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public override unsafe float EvaluateMagnitude(void* statePtr)
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{
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var value = ReadValueFromState(statePtr);
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if (m_MinValue.isEmpty || m_MaxValue.isEmpty)
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return Mathf.Abs(value);
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var min = m_MinValue.ToSingle();
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var max = m_MaxValue.ToSingle();
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value = Mathf.Clamp(value, min, max);
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// If part of our range is in negative space, evaluate magnitude as two
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// separate subspaces.
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if (min < 0)
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{
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if (value < 0)
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return NormalizeProcessor.Normalize(Mathf.Abs(value), 0, Mathf.Abs(min), 0);
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return NormalizeProcessor.Normalize(value, 0, max, 0);
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}
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return NormalizeProcessor.Normalize(value, min, max, 0);
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}
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}
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}
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