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!
57 lines
2.1 KiB
C#
57 lines
2.1 KiB
C#
// ENABLE_VR is not defined on Game Core but the assembly is available with limited features when the XR module is enabled.
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#if UNITY_INPUT_SYSTEM_ENABLE_XR && (ENABLE_VR || UNITY_GAMECORE) || PACKAGE_DOCS_GENERATION
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using System.Runtime.InteropServices;
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using UnityEngine.InputSystem.LowLevel;
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using UnityEngine.InputSystem.Utilities;
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namespace UnityEngine.InputSystem.XR.Haptics
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{
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[StructLayout(LayoutKind.Explicit, Size = kSize)]
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public unsafe struct SendBufferedHapticCommand : IInputDeviceCommandInfo
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{
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static FourCC Type => new FourCC('X', 'H', 'U', '0');
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private const int kMaxHapticBufferSize = 1024;
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private const int kSize = InputDeviceCommand.kBaseCommandSize + (sizeof(int) * 2) + (kMaxHapticBufferSize * sizeof(byte));
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public FourCC typeStatic => Type;
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[FieldOffset(0)]
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private InputDeviceCommand baseCommand;
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[FieldOffset(InputDeviceCommand.kBaseCommandSize)]
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private int channel;
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[FieldOffset(InputDeviceCommand.kBaseCommandSize + sizeof(int))]
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private int bufferSize;
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[FieldOffset(InputDeviceCommand.kBaseCommandSize + (sizeof(int) * 2))]
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private fixed byte buffer[kMaxHapticBufferSize];
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public static SendBufferedHapticCommand Create(byte[] rumbleBuffer)
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{
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if (rumbleBuffer == null)
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throw new System.ArgumentNullException(nameof(rumbleBuffer));
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var rumbleBufferSize = Mathf.Min(kMaxHapticBufferSize, rumbleBuffer.Length);
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var newCommand = new SendBufferedHapticCommand
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{
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baseCommand = new InputDeviceCommand(Type, kSize),
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bufferSize = rumbleBufferSize
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};
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//TODO TOMB: There must be a more effective, bulk copy operation for fixed buffers than this.
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//Replace if found.
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var commandPtr = &newCommand;
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fixed(byte* src = rumbleBuffer)
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{
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for (int cpyIndex = 0; cpyIndex < rumbleBufferSize; cpyIndex++)
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commandPtr->buffer[cpyIndex] = src[cpyIndex];
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}
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return newCommand;
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}
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}
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}
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#endif
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