9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
85 lines
3.1 KiB
C#
85 lines
3.1 KiB
C#
using UnityEngine.InputSystem.Layouts;
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using UnityEngine.InputSystem.LowLevel;
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using UnityEngine.InputSystem.Utilities;
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namespace UnityEngine.InputSystem.Controls
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{
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/// <summary>
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/// A floating-point 3D vector control composed of three <see cref="AxisControl">AxisControls</see>.
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/// </summary>
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public class Vector3Control : InputControl<Vector3>
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{
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[InputControl(offset = 0, displayName = "X")]
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public AxisControl x { get; set; }
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[InputControl(offset = 4, displayName = "Y")]
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public AxisControl y { get; set; }
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[InputControl(offset = 8, displayName = "Z")]
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public AxisControl z { get; set; }
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public Vector3Control()
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{
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m_StateBlock.format = InputStateBlock.FormatVector3;
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}
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protected override void FinishSetup()
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{
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x = GetChildControl<AxisControl>("x");
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y = GetChildControl<AxisControl>("y");
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z = GetChildControl<AxisControl>("z");
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base.FinishSetup();
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}
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public override unsafe Vector3 ReadUnprocessedValueFromState(void* statePtr)
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{
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switch (m_OptimizedControlDataType)
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{
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case InputStateBlock.kFormatVector3:
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return *(Vector3*)((byte*)statePtr + (int)m_StateBlock.byteOffset);
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default:
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return new Vector3(
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x.ReadUnprocessedValueFromStateWithCaching(statePtr),
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y.ReadUnprocessedValueFromStateWithCaching(statePtr),
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z.ReadUnprocessedValueFromStateWithCaching(statePtr));
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}
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}
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public override unsafe void WriteValueIntoState(Vector3 value, void* statePtr)
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{
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switch (m_OptimizedControlDataType)
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{
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case InputStateBlock.kFormatVector3:
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*(Vector3*)((byte*)statePtr + (int)m_StateBlock.byteOffset) = value;
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break;
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default:
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x.WriteValueIntoState(value.x, statePtr);
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y.WriteValueIntoState(value.y, statePtr);
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z.WriteValueIntoState(value.z, statePtr);
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break;
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}
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}
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public override unsafe float EvaluateMagnitude(void* statePtr)
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{
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////REVIEW: this can go beyond 1; that okay?
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return ReadValueFromStateWithCaching(statePtr).magnitude;
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}
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protected override FourCC CalculateOptimizedControlDataType()
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{
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if (
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m_StateBlock.sizeInBits == sizeof(float) * 3 * 8 &&
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m_StateBlock.bitOffset == 0 &&
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x.optimizedControlDataType == InputStateBlock.FormatFloat &&
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y.optimizedControlDataType == InputStateBlock.FormatFloat &&
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z.optimizedControlDataType == InputStateBlock.FormatFloat &&
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y.m_StateBlock.byteOffset == x.m_StateBlock.byteOffset + 4 &&
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z.m_StateBlock.byteOffset == x.m_StateBlock.byteOffset + 8
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)
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return InputStateBlock.FormatVector3;
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return InputStateBlock.FormatInvalid;
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}
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}
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}
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