You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
120 lines
5.1 KiB
C#
120 lines
5.1 KiB
C#
// 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);
|
|
}
|
|
}
|
|
}
|