Unigine::InputVRController Class
Header: | #include <UnigineInput.h> |
Inherits from: | InputVRDevice |
The class manages VR controller input, serving as the primary interface for VR input.
Each instance of the InputVRController class will contain its own set of values sampled from the controller.
There are three types of VR controllers: left-hand, right-hand controllers, and a treadmill. To get the type of the VR controller, you can use the getControllerType() function.
The class provides access to the following input:
- Buttons of the VR controller, including the touch buttons. They can be either pressed or released in the current frame or continuously pressed or touched for multiple frames in a row, including the current one.
- Axes of the VR controller that detect 1-dimensional movement of the control. Depending on the type of the VR controller, there can be a different number of axes. Usually, there are 3 axes, however, UNIGINE supports up to 4.
An axis can be mapped to a control of one of the following types (also referred to as an axis type): trackpad, joystick, or trigger. Each axis type has a different number of reserved axes.
To identify the supported axes, call getNumAxes(). Additionally, you can get the axis type using getAxisType().
The article on VR Input System provides several examples of inputs on different types of OpenVR-supported controllers and information on buttons and axes mapping in UNIGINE.
InputVRController Class
枚举
MODEL_TYPE#
CONTROLLER_TYPE#
AXIS_TYPE#
Name | 说明/描 述 |
---|---|
AXIS_TYPE_NONE = 0 | Not specified |
AXIS_TYPE_TRACK_PAD = 1 | Trackpad |
AXIS_TYPE_JOYSTICK = 2 | Joystick |
AXIS_TYPE_TRIGGER = 3 | Trigger |
NUM_AXIS_TYPES = 4 | Total number of axis types. |
Members
InputVRController::MODEL_TYPE getModelType ( ) const#
Returns the model type of the VR controller.Return value
Controller model type.void setFilter ( float filter ) #
Sets a filter value used to correct the current state of the analog axis relative to the previous one. Axis states are interpolated for thumbsticks and triggers.Arguments
- float filter - Filter value for interpolation between axis states. The provided value is clamped to a range [0.0;1.0].
- Filter value of 0.0 means there is no interpolation and the current value is not corrected.
- Filter value of 1.0 means the previous state is used instead of the current one.
float getFilter ( ) const#
Returns a filter value used to correct the current state of the analog axis (thumbsticks and triggers) relative to the previous one:- Filter value of 0.0 means there is no interpolation and the current value is not corrected.
- Filter value of 1.0 means the previous state is used instead of the current one.
Return value
Filter value.InputVRController::CONTROLLER_TYPE getControllerType ( ) const#
Returns the type of the VR controller.Return value
Controller type.int getNumAxes ( ) const#
Returns the number of axes supported by the VR controller.Return value
Number of axes.InputVRController::AXIS_TYPE getAxisType ( int axis ) const#
Returns the type of the specified axis.Arguments
- int axis - Axis number.
Return value
Axis type.float getAxis ( int axis ) const#
Returns a state value for the specified axis. It includes position of the VR controller along the following axes: X, Y (two-axis controller) and Z (three-axis controller). When the VR controller is in the center position, X and Y axes values are zero. Negative values indicate left or down; positive values indicate right or up.Arguments
- int axis - Axis number.
Return value
Value in range [-1.0f; 1.0f].float getAxisDelta ( int axis ) const#
Returns the axis delta — the difference between a new and the current state of the specified axis.Arguments
- int axis - Axis number.
Return value
Value in range [-1.0f; 1.0f].bool isButtonPressed ( Input::VR_BUTTON button ) const#
Returns a value indicating if the specified button is pressed. Check this value to perform continuous actions.Arguments
- Input::VR_BUTTON button - Button.
Return value
true if the button is pressed; otherwise, false.bool isButtonDown ( Input::VR_BUTTON button ) const#
Returns a value indicating if the specified button was pressed during the current frame.Arguments
- Input::VR_BUTTON button - Button.
Return value
true if the button was pressed; otherwise, false.bool isButtonUp ( Input::VR_BUTTON button ) const#
Returns a value indicating if the specified button was released during the current frame.Arguments
- Input::VR_BUTTON button - Button.
Return value
true if the button was released; otherwise, false.bool isButtonTouchPressed ( Input::VR_BUTTON touch ) const#
Returns a value indicating if the specified button is touched.Arguments
- Input::VR_BUTTON touch - Button.
Return value
true if the button is touched; otherwise, false.bool isButtonTouchDown ( Input::VR_BUTTON touch ) const#
Returns a value indicating if the specified touch button was "pressed" in the currect frame.Arguments
- Input::VR_BUTTON touch -
Return value
true if the touch button was "pressed"; otherwise, false.bool isButtonTouchUp ( Input::VR_BUTTON touch ) const#
Returns a value indicating if the specified touch button was "released" in the currect frame.Arguments
- Input::VR_BUTTON touch -
Return value
true if the touch button was "released"; otherwise, false.Ptr<InputEventVRButton> getButtonEvent ( Input::VR_BUTTON button ) const#
Returns the currently processed VR controller button input event.Arguments
- Input::VR_BUTTON button - Button.
Return value
VR controller button input event, or nullptr if there are no events for the specified button in the current frame.int getButtonEvents ( Input::VR_BUTTON button, Vector<Ptr<InputEventVRButton>> & OUT_events ) #
Returns the number of input events for the specified VR controller button and puts the events to the specified output buffer.Arguments
- Input::VR_BUTTON button - Button.
- Vector<Ptr<InputEventVRButton>> & OUT_events - Buffer with button input events.This output buffer is to be filled by the Engine as a result of executing the method.
Return value
Number of input events for the specified VR controller button.Ptr<InputEventVRButtonTouch> getButtonTouchEvent ( Input::VR_BUTTON button ) const#
Returns the currently processed VR controller button touch event.Arguments
- Input::VR_BUTTON button - Button.
Return value
VR controller button touch event, or nullptr if there are no events for the specified touch button in the current frame.int getButtonTouchEvents ( Input::VR_BUTTON button, Vector<Ptr<InputEventVRButtonTouch>> & OUT_events ) #
Returns the number of touch events for the specified VR controller touch button and puts the events to the specified output buffer.Arguments
- Input::VR_BUTTON button - Button.
- Vector<Ptr<InputEventVRButtonTouch>> & OUT_events - Buffer with button touch events.This output buffer is to be filled by the Engine as a result of executing the method.
Return value
Number of input events for the specified VR controller touch button.void setVibration ( unsigned short duration_ms = 100 ) #
Sets the vibration of the given duration for the VR controller.Arguments
- unsigned short duration_ms - Duration of the vibration.
Last update:
2024-04-19
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