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!
655 lines
22 KiB
C#
655 lines
22 KiB
C#
using System;
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using UnityEngine.InputSystem.Controls;
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using UnityEngine.InputSystem.Layouts;
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using UnityEngine.InputSystem.LowLevel;
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using UnityEngine.InputSystem.Utilities;
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////TODO: make the sensors return values through their device
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//// (e.g. GravitySensor should itself be an InputControl returning a Vector3 value which is the gravity value)
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////REVIEW: Is there a better way than having all the sensor classes?
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namespace UnityEngine.InputSystem.LowLevel
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{
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internal struct AccelerometerState : IInputStateTypeInfo
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{
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public static FourCC kFormat => new FourCC('A', 'C', 'C', 'L');
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[InputControl(displayName = "Acceleration", processors = "CompensateDirection", noisy = true)]
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public Vector3 acceleration;
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public FourCC format => kFormat;
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}
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internal struct GyroscopeState : IInputStateTypeInfo
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{
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public static FourCC kFormat => new FourCC('G', 'Y', 'R', 'O');
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[InputControl(displayName = "Angular Velocity", processors = "CompensateDirection", noisy = true)]
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public Vector3 angularVelocity;
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public FourCC format => kFormat;
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}
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internal struct GravityState : IInputStateTypeInfo
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{
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public static FourCC kFormat => new FourCC('G', 'R', 'V', ' ');
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[InputControl(displayName = "Gravity", processors = "CompensateDirection", noisy = true)]
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public Vector3 gravity;
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public FourCC format => kFormat;
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}
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internal struct AttitudeState : IInputStateTypeInfo
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{
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public static FourCC kFormat => new FourCC('A', 'T', 'T', 'D');
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[InputControl(displayName = "Attitude", processors = "CompensateRotation", noisy = true)]
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public Quaternion attitude;
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public FourCC format => kFormat;
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}
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internal struct LinearAccelerationState : IInputStateTypeInfo
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{
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public static FourCC kFormat => new FourCC('L', 'A', 'A', 'C');
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[InputControl(displayName = "Acceleration", processors = "CompensateDirection", noisy = true)]
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public Vector3 acceleration;
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public FourCC format => kFormat;
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}
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}
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namespace UnityEngine.InputSystem
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{
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/// <summary>
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/// Base class representing any sensor kind of input device.
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/// </summary>
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/// <remarks>
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/// Sensors represent device environmental sensors, such as <see cref="Accelerometer"/>s, <see cref="Gyroscope"/>s,
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/// <see cref="GravitySensor"/>s and others.
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///
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/// Unlike other devices, sensor devices usually start out in a disabled state in order to reduce energy
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/// consumption (i.e. preserve battery life) when the sensors are not in fact used. To enable a specific sensor,
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/// call <see cref="InputSystem.EnableDevice"/> on the device instance.
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///
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/// <example>
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/// <code>
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/// // Enable the gyroscope.
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/// InputSystem.EnableDevice(Gyroscope.current);
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/// </code>
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/// </example>
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///
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/// Sensors are usually sampled automatically by the platform at regular intervals. For example, if a sensor
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/// is sampled at 50Hz, the platform will queue an event with an update at a rate of roughly 50 events per
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/// second. The default sampling rate for a sensor is usually platform-specific. A custom sampling frequency
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/// can be set through <see cref="samplingFrequency"/> but be aware that there may be limitations for how fast
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/// a given sensor can be sampled.
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/// </remarks>
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[InputControlLayout(isGenericTypeOfDevice = true)]
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public class Sensor : InputDevice
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{
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/// <summary>
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/// The frequency (in Hertz) at which the underlying sensor will be refreshed and at which update
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/// events for it will be queued.
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/// </summary>
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/// <value>Times per second at which the sensor is refreshed.</value>
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/// <remarks>
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/// Note that when setting sampling frequencies, there may be limits on the range of frequencies
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/// supported by the underlying hardware/platform.
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///
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/// To support querying sampling frequencies, a sensor device must implement <see cref="QuerySamplingFrequencyCommand"/>.
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/// To support setting frequencies, it must implemenet <see cref="SetSamplingFrequencyCommand"/>.
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/// </remarks>
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/// <exception cref="NotSupportedException">Thrown when reading the property and the underlying
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/// sensor does not support querying of sampling frequencies.</exception>
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public float samplingFrequency
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{
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get
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{
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var command = QuerySamplingFrequencyCommand.Create();
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if (ExecuteCommand(ref command) >= 0)
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return command.frequency;
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throw new NotSupportedException($"Device '{this}' does not support querying sampling frequency");
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}
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set
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{
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////REVIEW: should this throw NotSupportedException, too?
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var command = SetSamplingFrequencyCommand.Create(value);
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ExecuteCommand(ref command);
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}
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}
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}
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/// <summary>
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/// Input device representing an accelerometer sensor.
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/// </summary>
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/// <remarks>
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/// An accelerometer let's you measure the acceleration of a device, and can be useful to control content by moving a device around.
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/// Note that the accelerometer will report the acceleration measured on a device both due to moving the device around, and due gravity
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/// pulling the device down. You can use <see cref="GravitySensor"/> and <see cref="LinearAccelerationSensor"/> to get decoupled values
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/// for these.
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///
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/// <example>
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/// <code>
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/// class MyBehavior : MonoBehaviour
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/// {
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/// protected void OnEnable()
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/// {
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/// // All sensors start out disabled so they have to manually be enabled first.
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/// InputSystem.EnableDevice(Accelerometer.current);
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/// }
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///
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/// protected void OnDisable()
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/// {
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/// InputSystem.DisableDevice(Accelerometer.current);
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/// }
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///
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/// protected void Update()
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/// {
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/// var acceleration = Accelerometer.current.acceleration.ReadValue();
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/// //...
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/// }
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/// }
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/// </code>
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/// </example>
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/// </remarks>
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[InputControlLayout(stateType = typeof(AccelerometerState))]
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public class Accelerometer : Sensor
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{
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public Vector3Control acceleration { get; private set; }
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/// <summary>
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/// The accelerometer that was last added or had activity last.
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/// </summary>
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/// <value>Current accelerometer or <c>null</c>.</value>
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public static Accelerometer current { get; private set; }
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/// <inheritdoc />
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public override void MakeCurrent()
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{
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base.MakeCurrent();
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current = this;
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}
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/// <inheritdoc />
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protected override void OnRemoved()
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{
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base.OnRemoved();
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if (current == this)
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current = null;
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}
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/// <inheritdoc />
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protected override void FinishSetup()
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{
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acceleration = GetChildControl<Vector3Control>("acceleration");
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base.FinishSetup();
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}
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}
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/// <summary>
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/// Input device representing a gyroscope sensor.
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/// </summary>
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/// <remarks>
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/// A gyroscope let's you measure the angular velocity of a device, and can be useful to control content by rotating a device.
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/// </remarks>
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[InputControlLayout(stateType = typeof(GyroscopeState))]
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public class Gyroscope : Sensor
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{
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public Vector3Control angularVelocity { get; private set; }
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/// <summary>
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/// The gyroscope that was last added or had activity last.
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/// </summary>
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/// <value>Current gyroscope or <c>null</c>.</value>
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public static Gyroscope current { get; private set; }
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/// <inheritdoc />
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public override void MakeCurrent()
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{
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base.MakeCurrent();
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current = this;
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}
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/// <inheritdoc />
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protected override void OnRemoved()
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{
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base.OnRemoved();
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if (current == this)
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current = null;
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}
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/// <inheritdoc />
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protected override void FinishSetup()
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{
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angularVelocity = GetChildControl<Vector3Control>("angularVelocity");
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base.FinishSetup();
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}
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}
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/// <summary>
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/// Input device representing a gravity sensor.
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/// </summary>
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/// <remarks>
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/// A gravity sensor let's you determine the direction of the gravity vector relative to a device, and can be useful to control content by device orientation.
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/// This is usually derived from a hardware <see cref="Accelerometer"/>, by subtracting the effect of linear acceleration (see <see cref="LinearAccelerationSensor"/>).
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/// </remarks>
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[InputControlLayout(stateType = typeof(GravityState), displayName = "Gravity")]
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public class GravitySensor : Sensor
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{
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public Vector3Control gravity { get; private set; }
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/// <summary>
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/// The gravity sensor that was last added or had activity last.
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/// </summary>
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/// <value>Current gravity sensor or <c>null</c>.</value>
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public static GravitySensor current { get; private set; }
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/// <inheritdoc />
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protected override void FinishSetup()
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{
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gravity = GetChildControl<Vector3Control>("gravity");
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base.FinishSetup();
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}
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/// <inheritdoc />
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public override void MakeCurrent()
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{
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base.MakeCurrent();
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current = this;
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}
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/// <inheritdoc />
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protected override void OnRemoved()
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{
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base.OnRemoved();
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if (current == this)
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current = null;
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}
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}
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//// REVIEW: Is this name good enough, possible other name RotationVector, here's how Android docs describe it. "A rotation vector sensor reports the orientation of the device relative to the East-North-Up coordinates frame."
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//// This is the same as https://docs.unity3d.com/ScriptReference/Gyroscope-attitude.html
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/// <summary>
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/// Input device representing an attitude sensor.
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/// </summary>
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/// <remarks>
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/// An attitude sensor let's you determine the orientation of a device, and can be useful to control content by rotating a device.
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/// </remarks>
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[InputControlLayout(stateType = typeof(AttitudeState), displayName = "Attitude")]
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public class AttitudeSensor : Sensor
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{
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public QuaternionControl attitude { get; private set; }
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/// <summary>
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/// The attitude sensor that was last added or had activity last.
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/// </summary>
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/// <value>Current attitude sensor or <c>null</c>.</value>
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public static AttitudeSensor current { get; private set; }
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/// <inheritdoc />
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public override void MakeCurrent()
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{
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base.MakeCurrent();
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current = this;
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}
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/// <inheritdoc />
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protected override void OnRemoved()
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{
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base.OnRemoved();
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if (current == this)
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current = null;
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}
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/// <inheritdoc />
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protected override void FinishSetup()
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{
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attitude = GetChildControl<QuaternionControl>("attitude");
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base.FinishSetup();
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}
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}
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/// <summary>
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/// Input device representing linear acceleration affecting the device playing the content.
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/// </summary>
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/// <remarks>
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/// An accelerometer let's you measure the acceleration of a device, and can be useful to control content by moving a device around.
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/// Linear acceleration is the acceleration of a device unaffected by gravity forces.
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/// This is usually derived from a hardware <see cref="Accelerometer"/>, by subtracting the effect of gravity (see <see cref="GravitySensor"/>).
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/// </remarks>
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[InputControlLayout(stateType = typeof(LinearAccelerationState), displayName = "Linear Acceleration")]
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public class LinearAccelerationSensor : Sensor
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{
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public Vector3Control acceleration { get; private set; }
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/// <summary>
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/// The linear acceleration sensor that was last added or had activity last.
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/// </summary>
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/// <value>Current linear acceleration sensor or <c>null</c>.</value>
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public static LinearAccelerationSensor current { get; private set; }
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/// <inheritdoc />
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public override void MakeCurrent()
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{
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base.MakeCurrent();
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current = this;
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}
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/// <inheritdoc />
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protected override void OnRemoved()
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{
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base.OnRemoved();
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if (current == this)
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current = null;
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}
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/// <inheritdoc />
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protected override void FinishSetup()
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{
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acceleration = GetChildControl<Vector3Control>("acceleration");
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base.FinishSetup();
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}
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}
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/// <summary>
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/// Input device representing the magnetic field affecting the device playing the content.
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/// </summary>
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[InputControlLayout(displayName = "Magnetic Field")]
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public class MagneticFieldSensor : Sensor
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{
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/// <summary>
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/// Strength of the magnetic field reported by the sensor.
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/// </summary>
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/// <value>Control representing the strength of the magnetic field.</value>
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/// <remarks>
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/// Values are in micro-Tesla (uT) and measure the ambient magnetic field in the X, Y and Z axis.
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/// </remarks>
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[InputControl(displayName = "Magnetic Field", noisy = true)]
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public Vector3Control magneticField { get; private set; }
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/// <summary>
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/// The linear acceleration sensor that was last added or had activity last.
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/// </summary>
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/// <value>Current linear acceleration sensor or <c>null</c>.</value>
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public static MagneticFieldSensor current { get; private set; }
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/// <inheritdoc />
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public override void MakeCurrent()
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{
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base.MakeCurrent();
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current = this;
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}
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/// <inheritdoc />
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protected override void OnRemoved()
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{
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base.OnRemoved();
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if (current == this)
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current = null;
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}
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/// <inheritdoc />
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protected override void FinishSetup()
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{
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magneticField = GetChildControl<Vector3Control>("magneticField");
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base.FinishSetup();
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}
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}
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/// <summary>
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/// Input device representing the ambient light measured by the device playing the content.
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/// </summary>
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[InputControlLayout(displayName = "Light")]
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public class LightSensor : Sensor
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{
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/// <summary>
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/// Light level in SI lux units.
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/// </summary>
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[InputControl(displayName = "Light Level", noisy = true)]
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public AxisControl lightLevel { get; private set; }
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/// <summary>
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/// The light sensor that was last added or had activity last.
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/// </summary>
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/// <value>Current light sensor or <c>null</c>.</value>
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public static LightSensor current { get; private set; }
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/// <inheritdoc />
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public override void MakeCurrent()
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{
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base.MakeCurrent();
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current = this;
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}
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/// <inheritdoc />
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protected override void OnRemoved()
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{
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base.OnRemoved();
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if (current == this)
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current = null;
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}
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/// <inheritdoc />
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protected override void FinishSetup()
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{
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lightLevel = GetChildControl<AxisControl>("lightLevel");
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base.FinishSetup();
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}
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}
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/// <summary>
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/// Input device representing the atmospheric pressure measured by the device playing the content.
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/// </summary>
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[InputControlLayout(displayName = "Pressure")]
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public class PressureSensor : Sensor
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{
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/// <summary>
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/// Atmospheric pressure in hPa (millibar).
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/// </summary>
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[InputControl(displayName = "Atmospheric Pressure", noisy = true)]
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public AxisControl atmosphericPressure { get; private set; }
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/// <summary>
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/// The pressure sensor that was last added or had activity last.
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/// </summary>
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/// <value>Current pressure sensor or <c>null</c>.</value>
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public static PressureSensor current { get; private set; }
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/// <inheritdoc />
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public override void MakeCurrent()
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{
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base.MakeCurrent();
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current = this;
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}
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/// <inheritdoc />
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protected override void OnRemoved()
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{
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base.OnRemoved();
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if (current == this)
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current = null;
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}
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/// <inheritdoc />
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protected override void FinishSetup()
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{
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atmosphericPressure = GetChildControl<AxisControl>("atmosphericPressure");
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base.FinishSetup();
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}
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}
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/// <summary>
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/// Input device representing the proximity of the device playing the content to the user.
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/// </summary>
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/// <remarks>
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/// The proximity sensor is usually used by phones to determine if the user is holding the phone to their ear or not.
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/// </remarks>
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[InputControlLayout(displayName = "Proximity")]
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public class ProximitySensor : Sensor
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{
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/// <summary>
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/// Proximity sensor distance measured in centimeters.
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/// </summary>
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[InputControl(displayName = "Distance", noisy = true)]
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public AxisControl distance { get; private set; }
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/// <summary>
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/// The proximity sensor that was last added or had activity last.
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/// </summary>
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/// <value>Current proximity sensor or <c>null</c>.</value>
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public static ProximitySensor current { get; private set; }
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/// <inheritdoc />
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public override void MakeCurrent()
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{
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base.MakeCurrent();
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current = this;
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}
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/// <inheritdoc />
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protected override void OnRemoved()
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{
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base.OnRemoved();
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if (current == this)
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current = null;
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}
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/// <inheritdoc />
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protected override void FinishSetup()
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{
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distance = GetChildControl<AxisControl>("distance");
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base.FinishSetup();
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}
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}
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/// <summary>
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/// Input device representing the ambient air humidity measured by the device playing the content.
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/// </summary>
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[InputControlLayout(displayName = "Humidity")]
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public class HumiditySensor : Sensor
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{
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/// <summary>
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/// Relative ambient air humidity in percent.
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/// </summary>
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[InputControl(displayName = "Relative Humidity", noisy = true)]
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public AxisControl relativeHumidity { get; private set; }
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/// <summary>
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/// The humidity sensor that was last added or had activity last.
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/// </summary>
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/// <value>Current humidity sensor or <c>null</c>.</value>
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public static HumiditySensor current { get; private set; }
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/// <inheritdoc />
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public override void MakeCurrent()
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{
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base.MakeCurrent();
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current = this;
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}
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/// <inheritdoc />
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protected override void OnRemoved()
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{
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base.OnRemoved();
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if (current == this)
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current = null;
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}
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|
|
|
/// <inheritdoc />
|
|
protected override void FinishSetup()
|
|
{
|
|
relativeHumidity = GetChildControl<AxisControl>("relativeHumidity");
|
|
base.FinishSetup();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Input device representing the ambient air temperature measured by the device playing the content.
|
|
/// </summary>
|
|
[InputControlLayout(displayName = "Ambient Temperature")]
|
|
public class AmbientTemperatureSensor : Sensor
|
|
{
|
|
/// <summary>
|
|
/// Temperature in degree Celsius.
|
|
/// </summary>
|
|
[InputControl(displayName = "Ambient Temperature", noisy = true)]
|
|
public AxisControl ambientTemperature { get; private set; }
|
|
|
|
/// <summary>
|
|
/// The ambient temperature sensor that was last added or had activity last.
|
|
/// </summary>
|
|
/// <value>Current ambient temperature sensor or <c>null</c>.</value>
|
|
public static AmbientTemperatureSensor current { get; private set; }
|
|
|
|
/// <inheritdoc />
|
|
public override void MakeCurrent()
|
|
{
|
|
base.MakeCurrent();
|
|
current = this;
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
protected override void OnRemoved()
|
|
{
|
|
base.OnRemoved();
|
|
if (current == this)
|
|
current = null;
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
protected override void FinishSetup()
|
|
{
|
|
ambientTemperature = GetChildControl<AxisControl>("ambientTemperature");
|
|
base.FinishSetup();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Input device representing the foot steps taken by the user as measured by the device playing the content.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// On iOS, access to the step counter must be enabled via <see cref="InputSettings.iOSSettings.motionUsage"/>.
|
|
/// </remarks>
|
|
[InputControlLayout(displayName = "Step Counter")]
|
|
public class StepCounter : Sensor
|
|
{
|
|
/// <summary>
|
|
/// The number of steps taken by the user since the last reboot while activated.
|
|
/// </summary>
|
|
[InputControl(displayName = "Step Counter", noisy = true)]
|
|
public IntegerControl stepCounter { get; private set; }
|
|
|
|
/// <summary>
|
|
/// The step counter that was last added or had activity last.
|
|
/// </summary>
|
|
/// <value>Current step counter or <c>null</c>.</value>
|
|
public static StepCounter current { get; private set; }
|
|
|
|
/// <inheritdoc />
|
|
public override void MakeCurrent()
|
|
{
|
|
base.MakeCurrent();
|
|
current = this;
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
protected override void OnRemoved()
|
|
{
|
|
base.OnRemoved();
|
|
if (current == this)
|
|
current = null;
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
protected override void FinishSetup()
|
|
{
|
|
stepCounter = GetChildControl<IntegerControl>("stepCounter");
|
|
base.FinishSetup();
|
|
}
|
|
}
|
|
}
|