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Cockpit.cs
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Cockpit.cs
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using System;
using System.Collections.Generic;
using System.Diagnostics;
using g3;
namespace f3
{
public interface ICockpitViewTracker
{
void UpdateTracking(Cockpit cockpit, fCamera camera);
}
public class Cockpit : SceneUIParent
{
FContext context;
fGameObject gameobject;
fGameObject onCameraGO;
// additional UI behavior attached to this cockpit
public InputBehaviorSet InputBehaviors { get; set; }
// special behaviors that are not part of regular capture-device handling
public InputBehaviorSet OverrideBehaviors { get; set; }
public GenericAnimator HUDAnimator { get; set; }
List<SceneUIElement> vUIElements;
public int UIElementLayer { get; set; } // Layer that UIElements will be placed in. default is FPlatform.HUDLayer
List<IShortcutKeyHandler> vKeyHandlers;
Dictionary<string, ICockpitLayout> Layouts;
ICockpitLayout defaultLayout;
public enum MovementMode
{
Static = 0,
TrackPosition = 1,
TrackOrientation = 2,
CustomTracking = 3
}
public MovementMode PositionMode { get; set; }
public ICockpitViewTracker CustomTracker { get; set; }
bool bStaticUpdated;
// [TODO] should be using this to restrict input but nobody respects it...
public bool GrabFocus { get; set; }
// this is up/down angle from straight-forward, that we apply after any tracking rotation
public float TiltAngle { get; set; }
// this is l/r angle from straight-forward, that we apply after any tracking rotation
public float ShiftAngle { get; set; }
// use to control depth of no-hit cursor (ie control focal plane)
// default is -1, ie ignore this value
public float DefaultCursorDepth { get; set; }
public Cockpit(FContext context)
{
PositionMode = MovementMode.TrackPosition;
GrabFocus = false;
bStaticUpdated = false;
this.context = context;
vUIElements = new List<SceneUIElement> ();
UIElementLayer = FPlatform.HUDLayer;
Layouts = new Dictionary<string, ICockpitLayout>();
defaultLayout = null;
vKeyHandlers = new List<IShortcutKeyHandler>();
InputBehaviors = new InputBehaviorSet() { DefaultSource = this };
OverrideBehaviors = new InputBehaviorSet() { DefaultSource = this };
HUDAnimator = new GenericAnimator();
TiltAngle = ShiftAngle = 0.0f;
DefaultCursorDepth = -1;
}
public void Destroy()
{
while (vUIElements.Count > 0)
RemoveUIElement(vUIElements[0], true);
RootGameObject.SetParent(null);
RootGameObject.Destroy();
}
public string Name
{
get { return RootGameObject.GetName(); }
set { RootGameObject.SetName(value); }
}
public FContext Context {
get { return context; }
}
public FScene Scene {
get { return Context.Scene; }
}
public fCamera ActiveCamera {
get { return Context.ActiveCamera; }
}
public fGameObject RootGameObject {
get { return gameobject; }
}
public fGameObject FixedCameraTrackingGO {
get { return onCameraGO; }
}
public bool IsActive {
get { return Context.ActiveCockpit == this; }
}
// cockpit frame is oriented such that
// +X is right
// +Y is up
// +Z is into scene
// note that for most unity mesh objects are created on the XZ plane, and so you
// need to rotate world_y to point to -cockpit_z, ie Quaternion.FromToRotation (Vector3.up, -cockpitF.Z)
public virtual Frame3f GetLocalFrame(CoordSpace eSpace)
{
return UnityUtil.GetGameObjectFrame (gameobject, eSpace);
}
public virtual void SetLocalFrame(Frame3f newFrame, CoordSpace eSpace)
{
UnityUtil.SetGameObjectFrame (gameobject, newFrame, eSpace);
}
// same as LocalFrame, but LocalFrame may be tilted up/down, which we want to undo
public virtual Frame3f GetLevelViewFrame(CoordSpace eSpace)
{
// otherwise we can't just set y to 0...
Debug.Assert(eSpace == CoordSpace.WorldCoords);
Frame3f viewF = UnityUtil.GetGameObjectFrame(ActiveCamera.GameObject(), eSpace);
float fAngle = VRUtil.PlaneAngleSigned(Vector3f.AxisZ, viewF.Z, 1);
return new Frame3f(viewF.Origin, Quaternionf.AxisAngleD(Vector3f.AxisY, fAngle));
}
// frame centered at cockpit location and aligned with camera direction
public virtual Frame3f GetViewFrame2D()
{
return new Frame3f(Vector3f.Zero, ActiveCamera.GetRotation());
}
/*
* 2D UI sizing.
*
*/
public virtual void OnWindowResized()
{
if (use_constant_scale)
constant_size_update();
}
bool use_constant_scale = false;
Vector2f start_pixel_scale = Vector2f.One;
Vector2f cur_pixel_scale = Vector2f.One;
Vector2f const_scale = Vector2f.One;
/// <summary>
/// Call this to turn on constant-size 2D cockpit scaling. This is a bit tricky.
/// The orthographic size of the camera stays at height=1, width = aspect*height, regardless
/// of the screen size. So, we have to keep track of the scaling between ortho and pixel dims.
/// Then if the window size changes, the relative x/y initial/cur scalings give us a scaling factor that
/// we can apply to the cockpit itself. This maintains fixed size, but the 2D view bounds will stay
/// fixed, unless we also scale them up - this is what GetConstantSizeOrthoViewBounds() is for.
/// 2D layout containers use this function and then the 2D box gets bigger/smaller with the screen size.
/// </summary>
public virtual void EnableConstantSize2DCockpit()
{
AxisAlignedBox2f uiBounds = GetOrthoViewBounds();
AxisAlignedBox2f pixelBounds = GetPixelViewBounds_DpiIndependent();
start_pixel_scale = new Vector2f(
uiBounds.Width / pixelBounds.Width,
uiBounds.Height / pixelBounds.Height);
use_constant_scale = true;
}
// updates cockpit scaling to maintain constant size - call in OnWindowResized()
protected virtual void constant_size_update()
{
AxisAlignedBox2f uiBounds = GetOrthoViewBounds();
AxisAlignedBox2f pixelBounds = GetPixelViewBounds_DpiIndependent();
cur_pixel_scale = new Vector2f(
uiBounds.Width / pixelBounds.Width,
uiBounds.Height / pixelBounds.Height);
const_scale = cur_pixel_scale / start_pixel_scale;
this.RootGameObject.SetLocalScale(new Vector3f(const_scale.x, const_scale.y, 1));
}
/// <summary>
/// get bounds of current orthographic camera view, in world coordinates
/// (ie box.Min is bottom-left corner of screen and box.Max is top-right
/// </summary>
public virtual AxisAlignedBox2f GetOrthoViewBounds()
{
if (context.OrthoUICamera == null)
return AxisAlignedBox2f.Empty;
float verticalSize = context.OrthoUICamera.OrthoHeight;
float aspect = (float)FPlatform.ScreenWidth / (float)FPlatform.ScreenHeight;
float horizontalSize = verticalSize * aspect;
return new AxisAlignedBox2f(-horizontalSize / 2, -verticalSize / 2, horizontalSize / 2, verticalSize / 2);
}
/// <summary>
/// GetOrthoViewBounds() inverse scaled by constant-size scaling factor,
/// so corners stay at corners of screen as cockpit is scaled
/// </summary>
public virtual AxisAlignedBox2f GetConstantSizeOrthoViewBounds()
{
AxisAlignedBox2f bounds = GetOrthoViewBounds();
return new AxisAlignedBox2f(bounds.Center, bounds.Width * 0.5f / const_scale.x, bounds.Height * 0.5f / const_scale.y);
}
/// <summary>
/// Pixel bounding box of 2D ortho viewport
/// </summary>
public virtual AxisAlignedBox2f GetPixelViewBounds_Absolute()
{
if (context.OrthoUICamera == null)
return AxisAlignedBox2f.Empty;
return new AxisAlignedBox2f(0, 0, FPlatform.ScreenWidth, FPlatform.ScreenHeight);
}
/// <summary>
/// DPI-normalized "Pixel" bounding-box of 2D ortho viewport,
/// (ie bounds will change depending on dpi)
/// </summary>
public virtual AxisAlignedBox2f GetPixelViewBounds_DpiIndependent()
{
if (context.OrthoUICamera == null)
return AxisAlignedBox2f.Empty;
float dpi_scale = GetDpiIndependentScale();
return new AxisAlignedBox2f(0, 0, FPlatform.ScreenWidth*dpi_scale, FPlatform.ScreenHeight*dpi_scale);
}
/// <summary>
/// scaling factor that normalizes for screen DPI (default is 96 DPI)
/// </summary>
public virtual float GetDpiIndependentScale() {
return 96.0f / FPlatform.ScreenDPI;
}
/// <summary>
/// Returns dpi-independent pixel scaling factor. Mainly intended to be used
/// for sizing UI elements.
/// This function multiplies by FPlatform.PixelScaleFactor.
/// </summary>
public float GetPixelScale(bool bDpiIndependent = true)
{
AxisAlignedBox2f uiBounds = GetOrthoViewBounds();
AxisAlignedBox2f pixelBounds =
(bDpiIndependent) ? GetPixelViewBounds_DpiIndependent() : GetPixelViewBounds_Absolute();
float fScale = uiBounds.Height / pixelBounds.Height;
// use ValidScreenDimensionRange to manipulate scale here?
if (FPlatform.InUnityEditor())
fScale *= FPlatform.EditorPixelScaleFactor;
else
fScale *= FPlatform.PixelScaleFactor;
return fScale;
}
/// <summary>
/// If cockpit is scaled (ie to maintain constant-pixel-size elements),
/// then we need a way to get 'scaled' dimensions of things
/// (what about positions...?)
/// </summary>
public Vector2f GetScaledDimensions(Vector2f v)
{
return v * const_scale;
}
// called by FContext.PushCockpit()
public void Start( ICockpitInitializer setup )
{
// create invisible plane for cockpit
gameobject = GameObjectFactory.CreateParentGO("cockpit");
onCameraGO = GameObjectFactory.CreateParentGO("cockpit_camera");
gameobject.AddChild(onCameraGO, false);
// add hud animation controller
gameobject.AddComponent<UnityPerFrameAnimationBehavior>().Animator = HUDAnimator;
// create HUD
try {
setup.Initialize(this);
} catch ( Exception e ) {
// if hud setup fails we still want to keep going
DebugUtil.Log(2, "[Cockpit.Start] exception in initializer: {0}\nTrace:\n{1}", e.Message, e.StackTrace);
if (FPlatform.InUnityEditor())
throw;
}
// position in front of camera
UpdateTracking(true);
}
public void Update()
{
UpdateTracking(false);
}
public void PreRender()
{
foreach (SceneUIElement ui in vUIElements)
ui.PreRender();
}
public void InitializeTracking(Cockpit fromExisting)
{
RootGameObject.SetPosition(fromExisting.RootGameObject.GetPosition());
RootGameObject.SetRotation(fromExisting.RootGameObject.GetRotation());
//RootGameObject.transform.position = fromExisting.RootGameObject.transform.position;
//RootGameObject.transform.rotation = fromExisting.RootGameObject.transform.rotation;
}
void UpdateTracking(bool bSetInitial)
{
if (bSetInitial || PositionMode == MovementMode.Static) {
// [TODO] should damp out jitter while allowing larger moves
if (bStaticUpdated == false) {
RootGameObject.SetPosition(ActiveCamera.GetPosition());
RootGameObject.SetRotation(Quaternionf.Identity);
bStaticUpdated = true;
}
} else if (PositionMode == MovementMode.TrackOrientation) {
RootGameObject.SetPosition(ActiveCamera.GetPosition());
RootGameObject.SetRotation(ActiveCamera.GetRotation());
} else if (PositionMode == MovementMode.CustomTracking && CustomTracker != null ) {
CustomTracker.UpdateTracking(this, ActiveCamera);
} else {
// MovemementMode.TrackPosition
RootGameObject.SetPosition(ActiveCamera.GetPosition());
RootGameObject.SetRotation(Quaternionf.Identity);
}
// apply post-rotations
Frame3f frame = RootGameObject.GetWorldFrame();
Quaternionf rotateLR = Quaternionf.AxisAngleD(frame.Y, ShiftAngle);
Quaternionf rotateUp = Quaternionf.AxisAngleD(rotateLR * frame.X, TiltAngle);
RootGameObject.SetRotation(rotateLR * rotateUp * RootGameObject.GetRotation());
// camera-tracking GO always tracks camera
onCameraGO.SetPosition(ActiveCamera.GetPosition());
onCameraGO.SetRotation(ActiveCamera.GetRotation());
}
public void InvalidateStaticPosition()
{
bStaticUpdated = false;
}
public void AddUIElement(SceneUIElement e, bool bIsInLocalFrame = true) {
vUIElements.Add (e);
e.Parent = this;
if (e.RootGameObject != null) {
// assume element transform is set to a local transform, so we want to apply current scene transform?
e.RootGameObject.SetParent(RootGameObject, (bIsInLocalFrame == false) );
}
e.SetLayer(UIElementLayer);
}
public void RemoveUIElement(SceneUIElement e, bool bDestroy) {
e.Disconnect();
vUIElements.Remove(e);
e.Parent = null;
if ( e.RootGameObject != null && bDestroy) {
e.RootGameObject.SetParent(null);
e.RootGameObject.Destroy();
}
}
public bool FindUIRayIntersection(Ray3f ray, out UIRayHit hit) {
return HUDUtil.FindNearestRayIntersection(vUIElements, ray, out hit);
}
public bool FindUIHoverRayIntersection(Ray3f ray, out UIRayHit hit) {
return HUDUtil.FindNearestHoverRayIntersection(vUIElements, ray, out hit);
}
public bool FindAnyRayIntersection(Ray3f ray, out AnyRayHit hit) {
hit = null;
UIRayHit bestUIHit = null;
if (FindUIRayIntersection (ray, out bestUIHit)) {
hit = new AnyRayHit (bestUIHit);
}
return (hit != null);
}
/// <summary>
/// Register a layout
/// </summary>
public void AddLayout(ICockpitLayout e, string name, bool bSetAsDefault = false)
{
if (Layouts.ContainsKey(name))
throw new Exception("Cockpit.AddLayout: tried to register duplicate name " + name);
// always set first layout as default, until another default comes along
if (Layouts.Count == 0)
bSetAsDefault = true;
Layouts[name] = e;
if (bSetAsDefault)
defaultLayout = e;
}
public void SetDefaultLayout(string name)
{
ICockpitLayout setdefault = null;
if (Layouts.TryGetValue(name, out setdefault) == false)
throw new Exception("Cockpit.SetDefaultLayout: could not find layout named " + name);
defaultLayout = setdefault;
}
/// <summary>
/// Remove named layout.
/// If bRemoveAllElements, then layout.RemoveAll() is called to clean up contents
/// (otherwise you must do yourself).
/// Note: if default layout is removed, we set default to null. You need to call SetDefaultLayout in this case.
/// </summary>
public void RemoveLayout(string name, bool bRemoveAllElements = true)
{
ICockpitLayout remove = null;
if (Layouts.TryGetValue(name, out remove) == false)
throw new Exception("Cockpit.RemoveLayout: could not find layout named " + name);
Layouts.Remove(name);
if ( bRemoveAllElements )
remove.RemoveAll(true);
if ( defaultLayout == remove )
defaultLayout = null;
// [TODO] can we auto-update default layout??
}
/// <summary>
/// get default Layout
/// </summary>
public ICockpitLayout DefaultLayout
{
get { return defaultLayout; }
}
/// <summary>
/// Find Layout with given name, or default layout if no argument
/// </summary>
public ICockpitLayout Layout(string name = "") {
if (name == "")
return defaultLayout;
ICockpitLayout r = null;
if (Layouts.TryGetValue(name, out r) == false)
throw new Exception("Cockpit.Layout: could not find layout named " + name);
return r;
}
public void AddKeyHandler(IShortcutKeyHandler h)
{
vKeyHandlers.Add(h);
}
public void RemoveKeyHandler(IShortcutKeyHandler h)
{
vKeyHandlers.Remove(h);
}
public bool HandleShortcutKeys()
{
//if (FPlatformUI.IsConsumingMouseInput())
// return false;
if (FPlatformUI.TextEntryFieldHasFocus())
return false;
foreach ( IShortcutKeyHandler h in vKeyHandlers ) {
if (h.HandleShortcuts())
return true;
}
return false;
}
}
}