deltavr multiplayer 2.0

This commit is contained in:
Toomas Tamm
2023-05-08 15:56:10 +03:00
parent 978809a002
commit 07b9b9e2f4
10937 changed files with 2968397 additions and 1521012 deletions

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using System.Collections.Generic;
#if XR_HANDS
using UnityEngine.XR.Hands;
#endif
namespace UnityEngine.XR.Interaction.Toolkit.Samples.Hands
{
/// <summary>
/// Manages swapping between hands and controllers at runtime based on whether hands are tracked.
/// </summary>
public class HandsAndControllersManager : MonoBehaviour
{
[SerializeField]
[Tooltip("GameObject to toggle on when the left hand is tracked and off when it is not tracked.")]
GameObject m_LeftHand;
[SerializeField]
[Tooltip("GameObject to toggle on when the right hand is tracked and off when it is not tracked.")]
GameObject m_RightHand;
[SerializeField]
[Tooltip("GameObject to toggle off when the left hand is tracked and on when it is not tracked.")]
GameObject m_LeftController;
[SerializeField]
[Tooltip("GameObject to toggle off when the right hand is tracked and on when it is not tracked.")]
GameObject m_RightController;
#if XR_HANDS
XRHandSubsystem m_Subsystem;
static readonly List<XRHandSubsystem> s_Subsystems = new List<XRHandSubsystem>();
#endif
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
protected void OnEnable()
{
#if XR_HANDS
SubsystemManager.GetSubsystems(s_Subsystems);
if (s_Subsystems.Count == 0)
{
Debug.LogWarning("Hand Tracking Subsystem not found, can't subscribe to hand tracking status. Enable that feature in the OpenXR project settings and ensure OpenXR is enabled as the plug-in provider.", this);
ToggleLeftHand(false);
ToggleRightHand(false);
return;
}
m_Subsystem = s_Subsystems[0];
m_Subsystem.trackingAcquired += OnHandTrackingAcquired;
m_Subsystem.trackingLost += OnHandTrackingLost;
var leftHand = m_Subsystem.leftHand;
ToggleHand(leftHand.handedness, leftHand.isTracked);
var rightHand = m_Subsystem.rightHand;
ToggleHand(rightHand.handedness, rightHand.isTracked);
#else
Debug.LogError("Script requires XR Hands (com.unity.xr.hands) package. Install using Window > Package Manager or click Fix on the related issue in Edit > Project Settings > XR Plug-in Management > Project Validation.", this);
ToggleLeftHand(false);
ToggleRightHand(false);
#endif
}
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
protected void OnDisable()
{
#if XR_HANDS
if (m_Subsystem == null)
return;
m_Subsystem.trackingAcquired -= OnHandTrackingAcquired;
m_Subsystem.trackingLost -= OnHandTrackingLost;
m_Subsystem = null;
#endif
}
void ToggleLeftHand(bool handOn)
{
if (m_LeftHand != null)
m_LeftHand.SetActive(handOn);
if (m_LeftController != null)
m_LeftController.SetActive(!handOn);
}
void ToggleRightHand(bool handOn)
{
if (m_RightHand != null)
m_RightHand.SetActive(handOn);
if (m_RightController != null)
m_RightController.SetActive(!handOn);
}
#if XR_HANDS
void OnHandTrackingAcquired(XRHand hand)
{
ToggleHand(hand.handedness, true);
}
void OnHandTrackingLost(XRHand hand)
{
ToggleHand(hand.handedness, false);
}
void ToggleHand(Handedness handedness, bool handOn)
{
switch (handedness)
{
case Handedness.Left:
ToggleLeftHand(handOn);
break;
case Handedness.Right:
ToggleRightHand(handOn);
break;
}
}
#endif
}
}

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using System.Collections.Generic;
namespace UnityEngine.XR.Interaction.Toolkit.Samples.Hands
{
/// <summary>
/// Provides the ability to reset specified objects if they fall below a certain position - designated by this transform's height.
/// </summary>
public class ObjectResetPlane : MonoBehaviour
{
[SerializeField]
[Tooltip("Which objects to reset if falling out of range.")]
List<Transform> m_ObjectsToReset = new List<Transform>();
[SerializeField]
[Tooltip("How often to check if objects should be reset.")]
float m_CheckDuration = 2f;
readonly List<Pose> m_OriginalPositions = new List<Pose>();
float m_CheckTimer;
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
protected void Start()
{
foreach (var currentTransform in m_ObjectsToReset)
{
if (currentTransform != null)
{
m_OriginalPositions.Add(new Pose(currentTransform.position, currentTransform.rotation));
}
else
{
Debug.LogWarning("Objects To Reset contained a null element. Update the reference or delete the array element of the missing object.", this);
m_OriginalPositions.Add(new Pose());
}
}
}
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
protected void Update()
{
m_CheckTimer -= Time.deltaTime;
if (m_CheckTimer > 0)
return;
m_CheckTimer = m_CheckDuration;
var resetPlane = transform.position.y;
for (var transformIndex = 0; transformIndex < m_ObjectsToReset.Count; transformIndex++)
{
var currentTransform = m_ObjectsToReset[transformIndex];
if (currentTransform == null)
continue;
if (currentTransform.position.y < resetPlane)
{
currentTransform.SetPositionAndRotation(m_OriginalPositions[transformIndex].position, m_OriginalPositions[transformIndex].rotation);
var rigidBody = currentTransform.GetComponentInChildren<Rigidbody>();
if (rigidBody != null)
{
rigidBody.velocity = Vector3.zero;
rigidBody.angularVelocity = Vector3.zero;
}
}
}
}
}
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using System.Collections.Generic;
using UnityEngine.Events;
#if XR_HANDS
using UnityEngine.XR.Hands;
#endif
namespace UnityEngine.XR.Interaction.Toolkit.Samples.Hands
{
/// <summary>
/// Behavior that provides events for when an <see cref="XRHand"/> starts and ends a poke gesture. The gesture is
/// detected if the index finger is extended and the middle, ring, and little fingers are curled in.
/// </summary>
public class PokeGestureDetector : MonoBehaviour
{
[SerializeField]
[Tooltip("Which hand to check for the poke gesture.")]
#if XR_HANDS
Handedness m_Handedness;
#else
int m_Handedness;
#endif
[SerializeField]
[Tooltip("Called when the hand has started a poke gesture.")]
UnityEvent m_PokeGestureStarted;
[SerializeField]
[Tooltip("Called when the hand has ended a poke gesture.")]
UnityEvent m_PokeGestureEnded;
#if XR_HANDS
XRHandSubsystem m_Subsystem;
bool m_IsPoking;
static readonly List<XRHandSubsystem> s_Subsystems = new List<XRHandSubsystem>();
#endif
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
protected void OnEnable()
{
#if XR_HANDS
SubsystemManager.GetSubsystems(s_Subsystems);
if (s_Subsystems.Count == 0)
return;
m_Subsystem = s_Subsystems[0];
m_Subsystem.handsUpdated += OnHandsUpdated;
m_Subsystem.trackingLost += OnHandTrackingLost;
#else
Debug.LogError("Script requires XR Hands (com.unity.xr.hands) package. Install using Window > Package Manager or click Fix on the related issue in Edit > Project Settings > XR Plug-in Management > Project Validation.", this);
#endif
}
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
protected void OnDisable()
{
#if XR_HANDS
if (m_Subsystem == null)
return;
m_Subsystem.handsUpdated -= OnHandsUpdated;
m_Subsystem.trackingLost -= OnHandTrackingLost;
m_Subsystem = null;
#endif
}
#if XR_HANDS
void OnHandsUpdated(XRHandSubsystem.UpdateSuccessFlags updateSuccessFlags, XRHandSubsystem.UpdateType updateType)
{
var wasPoking = m_IsPoking;
switch (m_Handedness)
{
case Handedness.Left:
if (!HasUpdateSuccessFlag(updateSuccessFlags, XRHandSubsystem.UpdateSuccessFlags.LeftHandJoints))
return;
var leftHand = m_Subsystem.leftHand;
m_IsPoking = IsIndexExtended(leftHand) && IsMiddleGrabbing(leftHand) && IsRingGrabbing(leftHand) &&
IsLittleGrabbing(leftHand);
break;
case Handedness.Right:
if (!HasUpdateSuccessFlag(updateSuccessFlags, XRHandSubsystem.UpdateSuccessFlags.RightHandJoints))
return;
var rightHand = m_Subsystem.rightHand;
m_IsPoking = IsIndexExtended(rightHand) && IsMiddleGrabbing(rightHand) && IsRingGrabbing(rightHand) &&
IsLittleGrabbing(rightHand);
break;
}
if (m_IsPoking && !wasPoking)
StartPokeGesture();
else if (!m_IsPoking && wasPoking)
EndPokeGesture();
}
void OnHandTrackingLost(XRHand hand)
{
if (m_IsPoking && hand.handedness == m_Handedness)
EndPokeGesture();
}
/// <summary>
/// Determines whether one or more bit fields are set in the flags.
/// Non-boxing version of <c>HasFlag</c> for <see cref="XRHandSubsystem.UpdateSuccessFlags"/>.
/// </summary>
/// <param name="successFlags">The flags enum instance.</param>
/// <param name="successFlag">The flag to check if set.</param>
/// <returns>Returns <see langword="true"/> if the bit field or bit fields are set, otherwise returns <see langword="false"/>.</returns>
static bool HasUpdateSuccessFlag(XRHandSubsystem.UpdateSuccessFlags successFlags, XRHandSubsystem.UpdateSuccessFlags successFlag)
{
return (successFlags & successFlag) == successFlag;
}
/// <summary>
/// Returns true if the given hand's index finger tip is farther from the wrist than the index intermediate joint.
/// </summary>
/// <param name="hand">Hand to check for the required pose.</param>
/// <returns>True if the given hand's index finger tip is farther from the wrist than the index intermediate joint, false otherwise.</returns>
static bool IsIndexExtended(XRHand hand)
{
if (!(hand.GetJoint(XRHandJointID.Wrist).TryGetPose(out var wristPose) &&
hand.GetJoint(XRHandJointID.IndexTip).TryGetPose(out var tipPose) &&
hand.GetJoint(XRHandJointID.IndexIntermediate).TryGetPose(out var intermediatePose)))
{
return false;
}
var wristToTip = tipPose.position - wristPose.position;
var wristToIntermediate = intermediatePose.position - wristPose.position;
return wristToTip.sqrMagnitude > wristToIntermediate.sqrMagnitude;
}
/// <summary>
/// Returns true if the given hand's middle finger tip is closer to the wrist than the middle proximal joint.
/// </summary>
/// <param name="hand">Hand to check for the required pose.</param>
/// <returns>True if the given hand's middle finger tip is closer to the wrist than the middle proximal joint, false otherwise.</returns>
static bool IsMiddleGrabbing(XRHand hand)
{
if (!(hand.GetJoint(XRHandJointID.Wrist).TryGetPose(out var wristPose) &&
hand.GetJoint(XRHandJointID.MiddleTip).TryGetPose(out var tipPose) &&
hand.GetJoint(XRHandJointID.MiddleProximal).TryGetPose(out var proximalPose)))
{
return false;
}
var wristToTip = tipPose.position - wristPose.position;
var wristToProximal = proximalPose.position - wristPose.position;
return wristToProximal.sqrMagnitude >= wristToTip.sqrMagnitude;
}
/// <summary>
/// Returns true if the given hand's ring finger tip is closer to the wrist than the ring proximal joint.
/// </summary>
/// <param name="hand">Hand to check for the required pose.</param>
/// <returns>True if the given hand's ring finger tip is closer to the wrist than the ring proximal joint, false otherwise.</returns>
static bool IsRingGrabbing(XRHand hand)
{
if (!(hand.GetJoint(XRHandJointID.Wrist).TryGetPose(out var wristPose) &&
hand.GetJoint(XRHandJointID.RingTip).TryGetPose(out var tipPose) &&
hand.GetJoint(XRHandJointID.RingProximal).TryGetPose(out var proximalPose)))
{
return false;
}
var wristToTip = tipPose.position - wristPose.position;
var wristToProximal = proximalPose.position - wristPose.position;
return wristToProximal.sqrMagnitude >= wristToTip.sqrMagnitude;
}
/// <summary>
/// Returns true if the given hand's little finger tip is closer to the wrist than the little proximal joint.
/// </summary>
/// <param name="hand">Hand to check for the required pose.</param>
/// <returns>True if the given hand's little finger tip is closer to the wrist than the little proximal joint, false otherwise.</returns>
static bool IsLittleGrabbing(XRHand hand)
{
if (!(hand.GetJoint(XRHandJointID.Wrist).TryGetPose(out var wristPose) &&
hand.GetJoint(XRHandJointID.LittleTip).TryGetPose(out var tipPose) &&
hand.GetJoint(XRHandJointID.LittleProximal).TryGetPose(out var proximalPose)))
{
return false;
}
var wristToTip = tipPose.position - wristPose.position;
var wristToProximal = proximalPose.position - wristPose.position;
return wristToProximal.sqrMagnitude >= wristToTip.sqrMagnitude;
}
void StartPokeGesture()
{
m_IsPoking = true;
m_PokeGestureStarted.Invoke();
}
void EndPokeGesture()
{
m_IsPoking = false;
m_PokeGestureEnded.Invoke();
}
#endif
}
}

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