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CrowdControl/Assets/Feel/NiceVibrations/Scripts/Editor/HapticImporter.cs

120 lines
5.1 KiB
C#

1 month ago
// Copyright (c) Meta Platforms, Inc. and affiliates.
using System.IO;
using System.Runtime.InteropServices;
using System;
using UnityEngine;
using System.Text;
#if UNITY_2020_2_OR_NEWER
using UnityEditor.AssetImporters;
#elif UNITY_2019_4_OR_NEWER
using UnityEditor.Experimental.AssetImporters;
#endif
namespace Lofelt.NiceVibrations
{
[ScriptedImporter(version: 3, ext: "haptic", AllowCaching = true)]
/// <summary>
/// Provides an importer for the HapticClip component.
/// </summary>
///
/// The importer takes a <c>.haptic</c> file and converts it into a HapticClip.
public class HapticImporter : ScriptedImporter
{
#if !NICE_VIBRATIONS_DISABLE_GAMEPAD_SUPPORT
[DllImport("nice_vibrations_editor_plugin")]
private static extern IntPtr nv_plugin_convert_haptic_to_gamepad_rumble([In] byte[] bytes, long size);
[DllImport("nice_vibrations_editor_plugin")]
private static extern void nv_plugin_destroy(IntPtr gamepadRumble);
[DllImport("nice_vibrations_editor_plugin")]
private static extern UIntPtr nv_plugin_get_length(IntPtr gamepadRumble);
[DllImport("nice_vibrations_editor_plugin")]
private static extern void nv_plugin_get_durations(IntPtr gamepadRumble, [Out] int[] durations);
[DllImport("nice_vibrations_editor_plugin")]
private static extern void nv_plugin_get_low_frequency_motor_speeds(IntPtr gamepadRumble, [Out] float[] lowFrequencies);
[DllImport("nice_vibrations_editor_plugin")]
private static extern void nv_plugin_get_high_frequency_motor_speeds(IntPtr gamepadRumble, [Out] float[] highFrequencies);
// We can not use "[return: MarshalAs(UnmanagedType.LPUTF8Str)]" here, and have to use
// IntPtr for the return type instead. Otherwise the C# runtime tries to free the returned
// string, which is invalid as the native plugin keeps ownership of the string.
// We use PtrToStringUTF8() to manually convert the IntPtr to a string instead.
[DllImport("nice_vibrations_editor_plugin")]
private static extern IntPtr nv_plugin_get_last_error();
[DllImport("nice_vibrations_editor_plugin")]
private static extern UIntPtr nv_plugin_get_last_error_length();
// Alternative to Marshal.PtrToStringUTF8() which was introduced in .NET 5 and isn't yet
// supported by Unity
private string PtrToStringUTF8(IntPtr ptr, int length)
{
byte[] bytes = new byte[length];
Marshal.Copy(ptr, bytes, 0, length);
return Encoding.UTF8.GetString(bytes, 0, length);
}
#endif
public override void OnImportAsset(AssetImportContext ctx)
{
// Load .haptic clip from file
var fileName = System.IO.Path.GetFileNameWithoutExtension(ctx.assetPath);
var jsonBytes = File.ReadAllBytes(ctx.assetPath);
var hapticClip = HapticClip.CreateInstance<HapticClip>();
hapticClip.json = jsonBytes;
#if !NICE_VIBRATIONS_DISABLE_GAMEPAD_SUPPORT
// Convert JSON to a GamepadRumble struct. The conversion algorithm is inside the native
// library nice_vibrations_editor_plugin. That plugin is only used in the Unity editor, and
// not at runtime.
GamepadRumble rumble = default;
IntPtr nativeRumble = nv_plugin_convert_haptic_to_gamepad_rumble(jsonBytes, jsonBytes.Length);
if (nativeRumble != IntPtr.Zero)
{
try
{
uint length = (uint)nv_plugin_get_length(nativeRumble);
rumble.durationsMs = new int[length];
rumble.lowFrequencyMotorSpeeds = new float[length];
rumble.highFrequencyMotorSpeeds = new float[length];
nv_plugin_get_durations(nativeRumble, rumble.durationsMs);
nv_plugin_get_low_frequency_motor_speeds(nativeRumble, rumble.lowFrequencyMotorSpeeds);
nv_plugin_get_high_frequency_motor_speeds(nativeRumble, rumble.highFrequencyMotorSpeeds);
int totalDurationMs = 0;
foreach (int duration in rumble.durationsMs)
{
totalDurationMs += duration;
}
rumble.totalDurationMs = totalDurationMs;
}
finally
{
nv_plugin_destroy(nativeRumble);
}
}
else
{
var lastErrorPtr = nv_plugin_get_last_error();
var lastErrorLength = (int)nv_plugin_get_last_error_length();
var lastError = PtrToStringUTF8(lastErrorPtr, lastErrorLength);
Debug.LogWarning($"Failed to convert haptic clip {ctx.assetPath} to gamepad rumble: {lastError}");
}
hapticClip.gamepadRumble = rumble;
#endif
// Use hapticClip as the imported asset
ctx.AddObjectToAsset("com.lofelt.HapticClip", hapticClip);
ctx.SetMainObject(hapticClip);
}
}
}