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HoloAnatomy / Assets / HoloToolkit / Input / Scripts / Utilities / Interactions / ManualGazeControl.cs
SURFACEBOOK2\jackwynne on 25 May 2018 5 KB v1
// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License. See LICENSE in the project root for license information.

using UnityEngine;

namespace HoloToolkit.Unity.InputModule
{
    /// <summary>
    /// Class for manually controlling the camera when not running on HoloLens (in editor). 
    /// Attach to same main camera game object.
    /// </summary>
    public class ManualGazeControl : MonoBehaviour
    {
        public bool MouseSupported = true;
        public AxisController MouseXYRotationAxisControl;
        public AxisController MouseXYTranslationAxisControl;
        public AxisController MouseXZTranslationAxisControl;

        public bool KeyboardSupported = true;
        public AxisController KeyboardXYRotationAxisControl;
        public AxisController KeyboardXZRotationAxisControl;
        public AxisController KeyboardXYTranslationAxisControl;
        public AxisController KeyboardXZTranslationAxisControl;

        public bool JoystickSupported = false;
        public AxisController JoystickXYRotationAxisControl;
        public AxisController JoystickXYTranslationAxisControl;
        public AxisController JoystickXZTranslationAxisControl;

        private Vector3 lastTrackerToUnityTranslation = Vector3.zero;
        private Quaternion lastTrackerToUnityRotation = Quaternion.identity;

        private Transform cameraTransform;

        private void Awake()
        {
            if (Application.isEditor)
            {

#if UNITY_2017_2_OR_NEWER
                if (UnityEngine.XR.XRDevice.isPresent)
#else
                if (UnityEngine.VR.VRDevice.isPresent)
#endif
                {
                    Destroy(this);
                    return;
                }
            }
            else
            {
                Destroy(this);
                return;
            }

            cameraTransform = GetComponent<Camera>().transform;
            if (cameraTransform == null)
            {
                Debug.LogError("ManualGazeControl being used on a game object without a Camera.");
            }

            MouseXYRotationAxisControl.enabled = MouseSupported;
            MouseXYTranslationAxisControl.enabled = MouseSupported;
            MouseXZTranslationAxisControl.enabled = MouseSupported;

            KeyboardXYRotationAxisControl.enabled = KeyboardSupported;
            KeyboardXZRotationAxisControl.enabled = KeyboardSupported;
            KeyboardXYTranslationAxisControl.enabled = KeyboardSupported;
            KeyboardXZTranslationAxisControl.enabled = KeyboardSupported;

            JoystickXYRotationAxisControl.enabled = JoystickSupported;
            JoystickXYTranslationAxisControl.enabled = JoystickSupported;
            JoystickXZTranslationAxisControl.enabled = JoystickSupported;
        }

        private void Update()
        {
            // Undo the last tracker to Unity transforms applied.
            cameraTransform.Translate(-this.lastTrackerToUnityTranslation, Space.World);
            cameraTransform.Rotate(-this.lastTrackerToUnityRotation.eulerAngles, Space.World);

            // Undo the last local Z-axis tilt rotation.
            float previousZTilt = this.transform.localEulerAngles.z;
            cameraTransform.Rotate(0, 0, -previousZTilt, Space.Self);

            // Calculate and apply the camera control movement this frame
            Vector3 rotate = Vector3.zero;
            Vector3 translate = Vector3.zero;

            if (MouseSupported)
            {
                Vector3 mouseXYRotate = MouseXYRotationAxisControl.GetDisplacementVector3();
                Vector3 mouseXYTranslate = MouseXYTranslationAxisControl.GetDisplacementVector3();
                Vector3 mouseXZTranslate = MouseXZTranslationAxisControl.GetDisplacementVector3();
                rotate += mouseXYRotate;
                translate += mouseXYTranslate;
                translate += mouseXZTranslate;
            }

            if (KeyboardSupported)
            {
                Vector3 keyboardXYRotate = KeyboardXYRotationAxisControl.GetDisplacementVector3();
                Vector3 keyboardXZRotate = KeyboardXZRotationAxisControl.GetDisplacementVector3();
                Vector3 keyboardXYTranslate = KeyboardXYTranslationAxisControl.GetDisplacementVector3();
                Vector3 keyboardXZTranslate = KeyboardXZTranslationAxisControl.GetDisplacementVector3();
                rotate += keyboardXYRotate;
                rotate += keyboardXZRotate;
                translate += keyboardXYTranslate;
                translate += keyboardXZTranslate;
            }

            if (JoystickSupported)
            {
                Vector3 joystickXYRotate = JoystickXYRotationAxisControl.GetDisplacementVector3();
                Vector3 joystickXYTranslate = JoystickXYTranslationAxisControl.GetDisplacementVector3();
                Vector3 joystickXZTranslate = JoystickXZTranslationAxisControl.GetDisplacementVector3();
                rotate += joystickXYRotate;
                translate += joystickXYTranslate;
                translate += joystickXZTranslate;
            }

            rotate *= Mathf.Rad2Deg;    // change to degrees for the Rotate function

            // Now apply the displacements to the camera
            cameraTransform.Rotate(rotate.x, 0.0f, 0.0f, Space.Self);
            cameraTransform.Rotate(0.0f, rotate.y, 0.0f, Space.World);
            cameraTransform.Translate(translate, Space.Self);

            // Apply updated local Z-axis tilt rotation.
            cameraTransform.Rotate(0.0f, 0.0f, rotate.z + previousZTilt, Space.Self);

            // Re-apply the last tracker to Unity transform.
            cameraTransform.Rotate(this.lastTrackerToUnityRotation.eulerAngles, Space.World);
            cameraTransform.Translate(this.lastTrackerToUnityTranslation, Space.World);
        }
    }
}