dwelling act 4 (live motion cap w/ kinect azure)
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using System;
using System.Collections;
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.EventSystems;
namespace com.rfilkov.components
{
/// <summary>
/// InteractionInputModule is the input module that can be used as component of the Unity-UI EventSystem.
/// </summary>
public class InteractionInputModule : PointerInputModule, InteractionListenerInterface
{
[Tooltip("Index of the player, tracked by the respective InteractionManager. 0 means the 1st player, 1 - the 2nd one, 2 - the 3rd one, etc.")]
public int playerIndex = 0;
[Tooltip("Whether the left hand interaction is allowed by the respective InteractionManager.")]
public bool leftHandInteraction = true;
[Tooltip("Whether the right hand interaction is allowed by the respective InteractionManager.")]
public bool rightHandInteraction = true;
[Tooltip("Whether to process the hand cursor movements (i.e for hovering ui-elements), or not.")]
public bool processCursorMovement = false;
//private bool m_isLeftHand = false;
private bool m_leftHandGrip = false;
private bool m_rightHandGrip = false;
private Vector3 m_handCursorPos = Vector3.zero;
private Vector2 m_lastCursorPos = Vector2.zero;
private PointerEventData.FramePressState m_framePressState = PointerEventData.FramePressState.NotChanged;
private readonly MouseState m_MouseState = new MouseState();
// interaction manager for the same player
private InteractionManager intManager;
// The single instance of InteractionInputModule
//private static InteractionInputModule instance;
///// <summary>
///// Gets the single InteractionInputModule instance.
///// </summary>
///// <value>The InteractionInputModule instance.</value>
//public static InteractionInputModule Instance
//{
// get
// {
// return instance;
// }
//}
//protected InteractionInputModule()
//{
// instance = this;
//}
protected override void Awake()
{
base.Awake();
intManager = InteractionManager.GetInstance(playerIndex, leftHandInteraction, rightHandInteraction);
}
[SerializeField]
[FormerlySerializedAs("m_AllowActivationOnMobileDevice")]
private bool m_ForceModuleActive;
public bool forceModuleActive
{
get { return m_ForceModuleActive; }
set { m_ForceModuleActive = value; }
}
public override bool IsModuleSupported()
{
return m_ForceModuleActive || intManager != null;
}
public override bool ShouldActivateModule()
{
if (!base.ShouldActivateModule())
return false;
if (intManager == null)
{
intManager = InteractionManager.GetInstance(playerIndex, leftHandInteraction, rightHandInteraction);
}
//bool shouldActivate |= (InteractionManager.Instance != null && InteractionManager.Instance.IsInteractionInited());
bool shouldActivate = m_ForceModuleActive || (m_framePressState != PointerEventData.FramePressState.NotChanged);
if (!shouldActivate && processCursorMovement && intManager &&
(intManager.IsLeftHandPrimary() || intManager.IsRightHandPrimary()))
{
bool bIsLeftHand = intManager.IsLeftHandPrimary();
// check for cursor pos change
Vector2 handCursorPos = bIsLeftHand ? intManager.GetLeftHandScreenPos() : intManager.GetRightHandScreenPos();
if (handCursorPos != m_lastCursorPos)
{
m_lastCursorPos = handCursorPos;
shouldActivate = true;
}
}
return shouldActivate;
}
// public override void ActivateModule()
// {
// base.ActivateModule();
//
// var toSelect = eventSystem.currentSelectedGameObject;
// if (toSelect == null)
// toSelect = eventSystem.firstSelectedGameObject;
//
// eventSystem.SetSelectedGameObject(toSelect, GetBaseEventData());
// }
// public override void DeactivateModule()
// {
// base.DeactivateModule();
// ClearSelection();
// }
public override void Process()
{
if (intManager == null)
{
intManager = InteractionManager.GetInstance(playerIndex, leftHandInteraction, rightHandInteraction);
}
CheckGrippedCursorPosition();
ProcessInteractionEvent();
}
private void CheckGrippedCursorPosition()
{
if (intManager)
{
bool bIsLeftHand = intManager.IsLeftHandPrimary();
// check for gripped hand
bool bHandGrip = bIsLeftHand ? m_leftHandGrip : m_rightHandGrip;
// check for cursor pos change
Vector2 handCursorPos = bIsLeftHand ? intManager.GetLeftHandScreenPos() : intManager.GetRightHandScreenPos();
if (bHandGrip && handCursorPos != (Vector2)m_handCursorPos)
{
// emulate new press
m_framePressState = PointerEventData.FramePressState.Pressed;
m_handCursorPos = handCursorPos;
}
else if (processCursorMovement)
{
m_handCursorPos = handCursorPos;
}
}
}
protected void ProcessInteractionEvent()
{
// Emulate mouse data
var mouseData = GetMousePointerEventData(0);
var leftButtonData = mouseData.GetButtonState(PointerEventData.InputButton.Left).eventData;
// Process the interaction data
ProcessHandPressRelease(leftButtonData);
ProcessMove(leftButtonData.buttonData);
ProcessDrag(leftButtonData.buttonData);
}
protected override MouseState GetMousePointerEventData(int id)
{
// Populate the left button...
PointerEventData leftData;
var created = GetPointerData(kMouseLeftId, out leftData, true);
leftData.Reset();
Vector2 handPos = new Vector2(m_handCursorPos.x * Screen.width, m_handCursorPos.y * Screen.height);
if (created)
{
leftData.position = handPos;
}
leftData.delta = handPos - leftData.position;
leftData.position = handPos;
//leftData.scrollDelta = 0f;
leftData.button = PointerEventData.InputButton.Left;
eventSystem.RaycastAll(leftData, m_RaycastResultCache);
var raycast = FindFirstRaycast(m_RaycastResultCache);
leftData.pointerCurrentRaycast = raycast;
m_RaycastResultCache.Clear();
m_MouseState.SetButtonState(PointerEventData.InputButton.Left, m_framePressState, leftData);
m_framePressState = PointerEventData.FramePressState.NotChanged;
return m_MouseState;
}
/// <summary>
/// Process the current hand press or release event.
/// </summary>
protected void ProcessHandPressRelease(MouseButtonEventData data)
{
var pointerEvent = data.buttonData;
var currentOverGo = pointerEvent.pointerCurrentRaycast.gameObject;
// PointerDown notification
if (data.PressedThisFrame())
{
pointerEvent.eligibleForClick = true;
pointerEvent.delta = Vector2.zero;
pointerEvent.dragging = false;
pointerEvent.useDragThreshold = true;
pointerEvent.pressPosition = pointerEvent.position;
pointerEvent.pointerPressRaycast = pointerEvent.pointerCurrentRaycast;
DeselectIfSelectionChanged(currentOverGo, pointerEvent);
// search for the control that will receive the press
// if we can't find a press handler set the press
// handler to be what would receive a click.
var newPressed = ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.pointerDownHandler);
// didnt find a press handler... search for a click handler
if (newPressed == null)
newPressed = ExecuteEvents.GetEventHandler<IPointerClickHandler>(currentOverGo);
//Debug.Log("Pressed: " + newPressed);
float time = Time.unscaledTime;
if (newPressed == pointerEvent.lastPress)
{
var diffTime = time - pointerEvent.clickTime;
if (diffTime < 0.3f)
++pointerEvent.clickCount;
else
pointerEvent.clickCount = 1;
pointerEvent.clickTime = time;
}
else
{
pointerEvent.clickCount = 1;
}
pointerEvent.pointerPress = newPressed;
pointerEvent.rawPointerPress = currentOverGo;
pointerEvent.clickTime = time;
// Save the drag handler as well
pointerEvent.pointerDrag = ExecuteEvents.GetEventHandler<IDragHandler>(currentOverGo);
if (pointerEvent.pointerDrag != null)
ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.initializePotentialDrag);
}
// PointerUp notification
if (data.ReleasedThisFrame())
{
// Debug.Log("Executing pressup on: " + pointer.pointerPress);
ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerUpHandler);
// see if we mouse up on the same element that we clicked on...
var pointerUpHandler = ExecuteEvents.GetEventHandler<IPointerClickHandler>(currentOverGo);
// PointerClick and Drop events
if (pointerEvent.pointerPress != null && pointerEvent.pointerPress == pointerUpHandler && pointerEvent.eligibleForClick)
{
ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerClickHandler);
}
else if (pointerEvent.pointerDrag != null && pointerEvent.dragging)
{
ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.dropHandler);
}
pointerEvent.eligibleForClick = false;
pointerEvent.pointerPress = null;
pointerEvent.rawPointerPress = null;
if (pointerEvent.pointerDrag != null && pointerEvent.dragging)
ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.endDragHandler);
pointerEvent.dragging = false;
pointerEvent.pointerDrag = null;
// redo pointer enter / exit to refresh state
// so that if we moused over somethign that ignored it before
// due to having pressed on something else
// it now gets it.
if (currentOverGo != pointerEvent.pointerEnter)
{
HandlePointerExitAndEnter(pointerEvent, null);
HandlePointerExitAndEnter(pointerEvent, currentOverGo);
}
}
}
public void HandGripDetected(ulong userId, int userIndex, bool isRightHand, bool isHandInteracting, Vector3 handScreenPos)
{
if (userIndex != playerIndex || !isHandInteracting)
return;
bool bHandValid = (leftHandInteraction && !isRightHand) || (rightHandInteraction && isRightHand);
if (!bHandValid)
return;
//Debug.Log("HandGripDetected");
m_framePressState = PointerEventData.FramePressState.Pressed;
//m_isLeftHand = !isRightHand;
m_handCursorPos = handScreenPos;
if (!isRightHand)
m_leftHandGrip = true;
else
m_rightHandGrip = true;
}
public void HandReleaseDetected(ulong userId, int userIndex, bool isRightHand, bool isHandInteracting, Vector3 handScreenPos)
{
if (userIndex != playerIndex || !isHandInteracting)
return;
bool bHandValid = (leftHandInteraction && !isRightHand) || (rightHandInteraction && isRightHand);
if (!bHandValid)
return;
//Debug.Log("HandReleaseDetected");
m_framePressState = PointerEventData.FramePressState.Released;
//m_isLeftHand = !isRightHand;
m_handCursorPos = handScreenPos;
if (!isRightHand)
m_leftHandGrip = false;
else
m_rightHandGrip = false;
}
public bool HandClickDetected(ulong userId, int userIndex, bool isRightHand, Vector3 handScreenPos)
{
if (userIndex != playerIndex)
return false;
bool bHandValid = (leftHandInteraction && !isRightHand) || (rightHandInteraction && isRightHand);
if (!bHandValid)
return false;
//Debug.Log("HandClickDetected");
StartCoroutine(EmulateMouseClick(isRightHand, handScreenPos));
return true;
}
private IEnumerator EmulateMouseClick(bool isRightHand, Vector3 handScreenPos)
{
m_framePressState = PointerEventData.FramePressState.Pressed;
//m_isLeftHand = !isRightHand;
m_handCursorPos = handScreenPos;
yield return new WaitForSeconds(0.2f);
m_framePressState = PointerEventData.FramePressState.Released;
//m_isLeftHand = !isRightHand;
m_handCursorPos = handScreenPos;
yield return null;
}
}
}