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!
271 lines
11 KiB
C#
271 lines
11 KiB
C#
#if UNITY_EDITOR || UNITY_ANDROID || PACKAGE_DOCS_GENERATION
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using System;
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using System.ComponentModel;
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using System.Runtime.InteropServices;
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using UnityEngine.InputSystem.Android.LowLevel;
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using UnityEngine.InputSystem.LowLevel;
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using UnityEngine.InputSystem.Utilities;
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using UnityEngine.InputSystem.Layouts;
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using UnityEngine.InputSystem.Processors;
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////TODO: make all the sensor class types internal
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namespace UnityEngine.InputSystem.Android.LowLevel
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{
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internal enum AndroidSensorType
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{
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None = 0,
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Accelerometer = 1,
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MagneticField = 2,
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Orientation = 3, // Was deprecated in API 8 https://developer.android.com/reference/android/hardware/Sensor#TYPE_ORIENTATION
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Gyroscope = 4,
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Light = 5,
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Pressure = 6,
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Temperature = 7, // Was deprecated in API 14 https://developer.android.com/reference/android/hardware/Sensor#TYPE_TEMPERATURE
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Proximity = 8,
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Gravity = 9,
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LinearAcceleration = 10,
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RotationVector = 11,
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RelativeHumidity = 12,
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AmbientTemperature = 13,
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MagneticFieldUncalibrated = 14,
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GameRotationVector = 15,
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GyroscopeUncalibrated = 16,
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SignificantMotion = 17,
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StepDetector = 18,
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StepCounter = 19,
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GeomagneticRotationVector = 20,
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HeartRate = 21,
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Pose6DOF = 28,
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StationaryDetect = 29,
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MotionDetect = 30,
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HeartBeat = 31,
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LowLatencyOffBodyDetect = 34,
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AccelerometerUncalibrated = 35,
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}
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[Serializable]
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internal struct AndroidSensorCapabilities
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{
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public AndroidSensorType sensorType;
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public string ToJson()
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{
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return JsonUtility.ToJson(this);
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}
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public static AndroidSensorCapabilities FromJson(string json)
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{
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if (json == null)
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throw new ArgumentNullException(nameof(json));
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return JsonUtility.FromJson<AndroidSensorCapabilities>(json);
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}
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public override string ToString()
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{
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return $"type = {sensorType.ToString()}";
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}
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}
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[StructLayout(LayoutKind.Sequential)]
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internal unsafe struct AndroidSensorState : IInputStateTypeInfo
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{
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public static FourCC kFormat = new FourCC('A', 'S', 'S', ' ');
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////FIXME: Sensors to check if values matches old system
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// Accelerometer - OK
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// MagneticField - no alternative in old system
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// Gyroscope - OK
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// Light - no alternative in old system
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// Pressure - no alternative in old system
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// Proximity - no alternative in old system
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// Gravity - OK
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// LinearAcceleration - need to check
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// RotationVector - OK
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// RelativeHumidity - no alternative in old system
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// AmbientTemperature - no alternative in old system
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// StepCounter - no alternative in old system
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// GeomagneticRotationVector - no alternative in old system
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// HeartRate - no alternative in old system
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[InputControl(name = "acceleration", layout = "Vector3", processors = "AndroidCompensateDirection", variants = "Accelerometer")]
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[InputControl(name = "magneticField", layout = "Vector3", variants = "MagneticField")]
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// Note: Using CompensateDirection instead of AndroidCompensateDirection, because we don't need to normalize velocity
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[InputControl(name = "angularVelocity", layout = "Vector3", processors = "CompensateDirection", variants = "Gyroscope")]
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[InputControl(name = "lightLevel", layout = "Axis", variants = "Light")]
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[InputControl(name = "atmosphericPressure", layout = "Axis", variants = "Pressure")]
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[InputControl(name = "distance", layout = "Axis", variants = "Proximity")]
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[InputControl(name = "gravity", layout = "Vector3", processors = "AndroidCompensateDirection", variants = "Gravity")]
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[InputControl(name = "acceleration", layout = "Vector3", processors = "AndroidCompensateDirection", variants = "LinearAcceleration")]
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[InputControl(name = "attitude", layout = "Quaternion", processors = "AndroidCompensateRotation", variants = "RotationVector")]
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[InputControl(name = "relativeHumidity", layout = "Axis", variants = "RelativeHumidity")]
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[InputControl(name = "ambientTemperature", layout = "Axis", variants = "AmbientTemperature")]
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[InputControl(name = "stepCounter", layout = "Integer", variants = "StepCounter")]
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[InputControl(name = "rotation", layout = "Quaternion", processors = "AndroidCompensateRotation", variants = "GeomagneticRotationVector")]
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[InputControl(name = "rate", layout = "Axis", variants = "HeartRate")]
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public fixed float data[16];
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public AndroidSensorState WithData(params float[] data)
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{
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if (data == null)
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throw new ArgumentNullException(nameof(data));
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for (var i = 0; i < data.Length && i < 16; i++)
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this.data[i] = data[i];
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// Fill the rest with zeroes
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for (var i = data.Length; i < 16; i++)
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this.data[i] = 0.0f;
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return this;
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}
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public FourCC format => kFormat;
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}
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[DesignTimeVisible(false)]
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internal class AndroidCompensateDirectionProcessor : CompensateDirectionProcessor
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{
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// Taken from platforms\android-<API>\arch-arm\usr\include\android\sensor.h
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private const float kSensorStandardGravity = 9.80665f;
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private const float kAccelerationMultiplier = -1.0f / kSensorStandardGravity;
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public override Vector3 Process(Vector3 vector, InputControl control)
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{
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return base.Process(vector * kAccelerationMultiplier, control);
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}
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}
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[DesignTimeVisible(false)]
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internal class AndroidCompensateRotationProcessor : CompensateRotationProcessor
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{
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public override Quaternion Process(Quaternion value, InputControl control)
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{
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// https://developer.android.com/reference/android/hardware/SensorEvent#values
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// "...The rotation vector represents the orientation of the device as a combination of an angle and an axis, in which the device has rotated through an angle theta around an axis <x, y, z>."
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// "...The three elements of the rotation vector are < x * sin(theta / 2), y* sin(theta / 2), z* sin(theta / 2)>, such that the magnitude of the rotation vector is equal to sin(theta / 2), and the direction of the rotation vector is equal to the direction of the axis of rotation."
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// "...The three elements of the rotation vector are equal to the last three components of a unit quaternion < cos(theta / 2), x* sin(theta/ 2), y* sin(theta / 2), z* sin(theta/ 2)>."
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//
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// In other words, axis + rotation is combined into Vector3, to recover the quaternion from it, we must compute 4th component as 1 - sqrt(x*x + y*y + z*z)
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var sinRho2 = value.x * value.x + value.y * value.y + value.z * value.z;
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value.w = (sinRho2 < 1.0f) ? Mathf.Sqrt(1.0f - sinRho2) : 0.0f;
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return base.Process(value, control);
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}
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}
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}
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namespace UnityEngine.InputSystem.Android
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{
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/// <summary>
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/// Accelerometer device on Android.
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/// </summary>
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/// <seealso href="https://developer.android.com/reference/android/hardware/Sensor#TYPE_ACCELEROMETER"/>
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[InputControlLayout(stateType = typeof(AndroidSensorState), variants = "Accelerometer", hideInUI = true)]
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public class AndroidAccelerometer : Accelerometer
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{
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}
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/// <summary>
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/// Magnetic field sensor device on Android.
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/// </summary>
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/// <seealso href="https://developer.android.com/reference/android/hardware/Sensor#TYPE_MAGNETIC_FIELD"/>
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[InputControlLayout(stateType = typeof(AndroidSensorState), variants = "MagneticField", hideInUI = true)]
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public class AndroidMagneticFieldSensor : MagneticFieldSensor
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{
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}
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/// <summary>
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/// Gyroscope device on android.
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/// </summary>
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/// <seealso href="https://developer.android.com/reference/android/hardware/Sensor#TYPE_GYROSCOPE"/>
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[InputControlLayout(stateType = typeof(AndroidSensorState), variants = "Gyroscope", hideInUI = true)]
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public class AndroidGyroscope : Gyroscope
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{
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}
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/// <summary>
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/// Light sensor device on Android.
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/// </summary>
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/// <seealso href="https://developer.android.com/reference/android/hardware/Sensor#TYPE_LIGHT"/>
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[InputControlLayout(stateType = typeof(AndroidSensorState), variants = "Light", hideInUI = true)]
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public class AndroidLightSensor : LightSensor
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{
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}
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/// <summary>
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/// Pressure sensor device on Android.
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/// </summary>
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/// <seealso href="https://developer.android.com/reference/android/hardware/Sensor#TYPE_PRESSURE"/>
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[InputControlLayout(stateType = typeof(AndroidSensorState), variants = "Pressure", hideInUI = true)]
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public class AndroidPressureSensor : PressureSensor
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{
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}
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/// <summary>
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/// Proximity sensor type on Android.
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/// </summary>
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/// <seealso href="https://developer.android.com/reference/android/hardware/Sensor#TYPE_PROXIMITY"/>
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[InputControlLayout(stateType = typeof(AndroidSensorState), variants = "Proximity", hideInUI = true)]
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public class AndroidProximity : ProximitySensor
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{
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}
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/// <summary>
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/// Gravity sensor device on Android.
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/// </summary>
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/// <seealso href="https://developer.android.com/reference/android/hardware/Sensor#TYPE_GRAVITY"/>
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[InputControlLayout(stateType = typeof(AndroidSensorState), variants = "Gravity", hideInUI = true)]
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public class AndroidGravitySensor : GravitySensor
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{
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}
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/// <summary>
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/// Linear acceleration sensor device on Android.
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/// </summary>
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/// <seealso href="https://developer.android.com/reference/android/hardware/Sensor#TYPE_LINEAR_ACCELERATION"/>
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[InputControlLayout(stateType = typeof(AndroidSensorState), variants = "LinearAcceleration", hideInUI = true)]
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public class AndroidLinearAccelerationSensor : LinearAccelerationSensor
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{
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}
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/// <summary>
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/// Rotation vector sensor device on Android.
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/// </summary>
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/// <seealso href="https://developer.android.com/reference/android/hardware/Sensor#TYPE_ROTATION_VECTOR"/>
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[InputControlLayout(stateType = typeof(AndroidSensorState), variants = "RotationVector", hideInUI = true)]
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public class AndroidRotationVector : AttitudeSensor
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{
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}
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/// <summary>
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/// Relative humidity sensor device on Android.
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/// </summary>
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/// <seealso href="https://developer.android.com/reference/android/hardware/Sensor#TYPE_RELATIVE_HUMIDITY"/>
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[InputControlLayout(stateType = typeof(AndroidSensorState), variants = "RelativeHumidity", hideInUI = true)]
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public class AndroidRelativeHumidity : HumiditySensor
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{
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}
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/// <summary>
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/// Ambient temperature sensor device on Android.
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/// </summary>
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/// <seealso href="https://developer.android.com/reference/android/hardware/Sensor#TYPE_AMBIENT_TEMPERATURE"/>
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[InputControlLayout(stateType = typeof(AndroidSensorState), variants = "AmbientTemperature", hideInUI = true)]
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public class AndroidAmbientTemperature : AmbientTemperatureSensor
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{
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}
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/// <summary>
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/// Step counter sensor device on Android.
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/// </summary>
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/// <seealso href="https://developer.android.com/reference/android/hardware/Sensor#TYPE_STEP_COUNTER"/>
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[InputControlLayout(stateType = typeof(AndroidSensorState), variants = "StepCounter", hideInUI = true)]
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public class AndroidStepCounter : StepCounter
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{
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}
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}
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#endif
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