paolapersico1_BodySwap/BodySwap/Assets/ZED/SDK/Helpers/Scripts/Interactions/ZEDTransformController.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

/// <summary>
/// Moves/rotates the attached object using the keyboard or, if the
/// Oculus/SteamVR plugins are imported, by buttons on the VR controllers.
/// To use VR controllers, you must also have a ZEDControllerTracker component in the scene
/// that's set to track the controller you want to use. 
/// Used in the ZED Planetarium and Movie Screen example scenes to move the solar system/screen. 
/// </summary>
public class ZEDTransformController : MonoBehaviour
{
    //Public variables

    /// <summary>
    /// Rotational reference point for moving forward, backward, left, right, etc. 
    /// </summary>
    [Header("Object motion relative to:")]
    [Tooltip("Rotational reference point for moving forward, backward, left, right, etc.")]
    public RelativeMotion motion;

    /// <summary>
    /// Whether to rotate in the opposite direction specified, eg rotating 'right' means counter-clockwise.
    /// </summary>
    [Tooltip("Whether to rotate in the opposite direction specified, eg rotating 'right' means counter-clockwise.")]
    public bool invertRotation;

    /// <summary>
    /// If true, the object will teleport to a meter in front of the ZED once it's finished initializing. 
    /// </summary>
    [Tooltip("If true, the object will teleport to a meter in front of the ZED once it's finished initializing.")]
    public bool repositionAtStart = true;

    /// <summary>
    /// Reference to the scene's ZEDManager component. 
    /// Used when RelativeMotion is set to Camera, for finding the current position of the ZED.
    /// </summary>
    [Tooltip("Reference to the scene's ZEDManager component. Used when RelativeMotion is set to Camera, " +
        "and also for positioning it at start. If left blank, the first ZED camera indexed will be set.")]
    public ZEDManager zedManager = null;


    /// <summary>
    /// How fast the object moves/translates, in meters per second. 
    /// </summary>
    [Space(5)]
    [Header("Motion Options")]
    [Tooltip("How fast the object moves/translates, in meters per second. ")]
    public float movementSpeed = 0.5F;

    /// <summary>
    /// How fast the object rotates, in revolutions per second.
    /// </summary>
    [Tooltip("How fast the object rotates, in revolutions per second.")]
    public float rotationSpeed = 0.1f;

    /// <summary>
    /// How quickly an object gets bigger or smaller. 
    /// Scale increases/decreases by this factor every second. 
    /// </summary>
    [Tooltip("How quickly an object gets bigger or smaller. Scale increases/decreases by this factor every second.")]
    public float scaleSpeed = 0.25F;

    /// <summary>
    /// The largest amount to which the object can scale.
    /// </summary>
    [Tooltip("The largest amount to which the object can scale.")]
    public float maxScale = 2.0F;

    /// <summary>
    /// The smallest amount down to which the object can scale. 
    /// </summary>
    [Tooltip("The smallest amount down to which the object can scale. ")]
    public float minScale = 0.25F;

    /// <summary>
    /// Optional reference to a light that is enabled only when moving. 
    /// Used in the ZED Movie Screen sample to project a light underneath the screen when moved. 
    /// </summary>
    [Space(5)]
    [Tooltip("Optional reference to a light that is enabled only when moving.")]
    public Light spotLight;

    //Private variables

    /// <summary>
    /// List of all ZEDControllerTrackers in the scene. Used to get input in an SDK/agnostic way. 
    /// </summary>
    private List<ZEDControllerTracker_DemoInputs> objectTrackers = new List<ZEDControllerTracker_DemoInputs>();

    /// <summary>
    /// Left Camera component in the ZED rig, that represents the ZED's left sensor. 
    /// Used when RelativeMotion is set to Camera for providing relative values. 
    /// </summary>
    private Camera leftCamera;


    /// <summary>
    /// Whether the object is moving/translating. 
    /// </summary>
    private bool isMoving;

    private IEnumerator Start()
    {
        isMoving = false;

        if (!zedManager)
        {
            zedManager = FindObjectOfType<ZEDManager>();
            if (ZEDManager.GetInstances().Count > 1) //They let the plugin auto-assign a ZED but there are multiple ZED's. Warn the user. 
            {
                Debug.Log("Warning: ZEDTransformController's zedManager field was not specified, but there are multiple ZEDManagers in the scene " +
                    "so first available ZED was assigned. This can cause the object to move relative to the wrong camera. " +
                    "It's recommended to assign the desired ZEDManager in the Inspector.");
            }
        }


        //Find the available VR controllers and assigning them to our List.
        yield return new WaitForSeconds(1f);

        var trackers = FindObjectsOfType<ZEDControllerTracker>();
        foreach (ZEDControllerTracker_DemoInputs tracker in trackers)
        {
            objectTrackers.Add(tracker);
        }

        if (repositionAtStart) //If the user wants, move the object in front of the ZED once it's initialized. 
        {
            zedManager.OnZEDReady += RepositionInFrontOfZED;
        }
    }

    private void Update()
    {
        Vector3 moveAxis = Vector3.zero; //Translation. Used by keyboard only. 
        float inputRotation = 0f; //Applied rotation, between -1 and 1. Cumulative between keyboard and controllers. 
        float inputScale = 0f; //Applied scale change, either -1, 0 or 1. Cumulative between keyboard and controllers. 

        //Keyboard inputs. 
        if (Input.GetKey(KeyCode.LeftArrow) || Input.GetKey(KeyCode.Q))
        {
            inputRotation = -1 * (rotationSpeed * 360) * Time.deltaTime;
        }
        if (Input.GetKey(KeyCode.RightArrow) || Input.GetKey(KeyCode.E))
        {
            inputRotation = 1 * (rotationSpeed * 360) * Time.deltaTime;
        }
        if (Input.GetKey(KeyCode.UpArrow) || Input.GetKey(KeyCode.W))
        {
            moveAxis = Vector3.forward * movementSpeed * Time.deltaTime;
        }
        if (Input.GetKey(KeyCode.DownArrow) || Input.GetKey(KeyCode.S))
        {
            moveAxis = Vector3.back * movementSpeed * Time.deltaTime;
        }
        if (Input.GetKey(KeyCode.A))
        {
            moveAxis = Vector3.left * movementSpeed * Time.deltaTime;
        }
        if (Input.GetKey(KeyCode.D))
        {
            moveAxis = Vector3.right * movementSpeed * Time.deltaTime;
        }
        if (Input.GetKey(KeyCode.R))
        {
            moveAxis = Vector3.up * movementSpeed * Time.deltaTime;
        }
        if (Input.GetKey(KeyCode.F))
        {
            moveAxis = Vector3.down * movementSpeed * Time.deltaTime;
        }

        Quaternion gravity = Quaternion.identity;


        if (moveAxis != Vector3.zero)
        {
            isMoving = true;
            if (motion == RelativeMotion.Itself)
            {
                transform.Translate(moveAxis.x, moveAxis.y, moveAxis.z);
            }
            else if (motion == RelativeMotion.Camera)
            {
                gravity = Quaternion.FromToRotation(zedManager.GetZedRootTansform().up, Vector3.up);
                transform.localPosition += zedManager.GetMainCameraTransform().right * moveAxis.x;
                transform.localPosition += zedManager.GetMainCameraTransform().forward * moveAxis.z;
                transform.localPosition += gravity * zedManager.GetMainCameraTransform().up * moveAxis.y;
            }
        }
        else
        {
            isMoving = false;
        }

        if (Input.GetKey(KeyCode.Mouse0))
            inputScale = 1f;
        else if (Input.GetKey(KeyCode.Mouse1))
            inputScale = -1f;

        if (zedManager)
        {
            Vector3 moveaxis = new Vector3(); //Position change by controller. Added to keyboard version if both are applied. 

            //Looks for any input from this controller through SteamVR.
            //Left controller controls rotation and increasing scale. 
            if (objectTrackers.Count > 0)
            {
                moveaxis = objectTrackers[0].CheckNavigateUIAxis();
                if (Mathf.Abs(moveaxis.x) < 0.1f) moveaxis.x = 0; //Add slight deadzone. 
                if (Mathf.Abs(moveaxis.y) < 0.1f) moveaxis.y = 0;
                inputRotation += moveaxis.x * rotationSpeed * 360f * Time.deltaTime;

                gravity = Quaternion.FromToRotation(zedManager.GetZedRootTansform().up, Vector3.up);
                transform.localPosition += gravity * zedManager.GetMainCameraTransform().up * moveaxis.y * movementSpeed * Time.deltaTime;

                if (objectTrackers[0].CheckClickButton(ControllerButtonState.Held))
                {
                    inputScale = 1f;
                }
            }
            //Right controller controls translation and lowering scale. 
            if (objectTrackers.Count > 1)
            {
                moveaxis = objectTrackers[1].CheckNavigateUIAxis();
                if (Mathf.Abs(moveaxis.x) < 0.1f) moveaxis.x = 0; //Add slight deadzone. 
                if (Mathf.Abs(moveaxis.y) < 0.1f) moveaxis.y = 0;
                if (moveaxis.x != 0 || moveaxis.y != 0)
                {
                    isMoving = true;
                    gravity = Quaternion.FromToRotation(zedManager.GetZedRootTansform().up, Vector3.up);
                    transform.localPosition += zedManager.GetMainCameraTransform().right * moveaxis.x * movementSpeed * Time.deltaTime;
                    transform.localPosition += gravity * zedManager.GetMainCameraTransform().forward * moveaxis.y * movementSpeed * Time.deltaTime;
                }
                else
                    isMoving = false;

                if (objectTrackers[1].CheckClickButton(ControllerButtonState.Held))
                {
                    inputScale = -1f;
                }
            }
        }

        //Rotation
        float h = inputRotation;

        if (invertRotation)
            transform.Rotate(0, h, 0);
        else
            transform.Rotate(0, -h, 0);

        //Scale
        float s = scaleSpeed * (inputScale * Time.deltaTime);

        transform.localScale = new Vector3(transform.localScale.x + s,
                                           transform.localScale.y + s,
                                           transform.localScale.z + s);

        if (transform.localScale.x > maxScale)
            transform.localScale = new Vector3(maxScale, maxScale, maxScale);
        else if (transform.localScale.x < minScale)
            transform.localScale = new Vector3(minScale, minScale, minScale);

        //Enable/disable light if moving. 
        if (spotLight != null)
        {
            SetMovementLight();
        }
    }

    /// <summary>
    /// Turns the optional spotLight on or off depending on if the object is moving/translating. 
    /// Also scales the light to match the object's own scale. 
    /// </summary>
    void SetMovementLight()
    {
        //Enable/disable Light if the object is moving.
        if (!spotLight.enabled && isMoving)
        {
            spotLight.enabled = true;
        }
        else if (spotLight.enabled && !isMoving)
        {
            spotLight.enabled = false;
        }

        //Scale light with object size.
        if (spotLight.enabled && spotLight.type == LightType.Spot)
        {
            spotLight.spotAngle = transform.localScale.x * 180 * 2;
            spotLight.range = transform.localScale.x * 4f;
            if (spotLight.range > 2)
                spotLight.range = 2;
        }
    }

    /// <summary>
    /// Repositions the object to a meter in front of the ZED. 
    /// Called by ZEDManager.OnZEDReady if repositionAtStart is enabled. 
    /// </summary>
    void RepositionInFrontOfZED()
    {
        //If the ZEDManager uses Estimate Initial Position and tracking, then the position will change shortly after OnZEDReady.
        //We'll make a non-async call to EstimateInitialPosition to determine what the angle will be. 
        if (zedManager.estimateInitialPosition && zedManager.enableTracking)
        {
            Vector3 initpos = Vector3.zero;
            Quaternion initrot = Quaternion.identity;
            zedManager.zedCamera.EstimateInitialPosition(ref initrot, ref initpos);

            transform.position = initpos + (initrot * Vector3.forward);
            Quaternion newRot = Quaternion.LookRotation(initpos - transform.position, Vector3.up);
            transform.eulerAngles = new Vector3(0, newRot.eulerAngles.y + 180, 0);

        }
        else
        {
            transform.position = zedManager.OriginPosition + zedManager.OriginRotation * (Vector3.forward);
            Quaternion newRot = Quaternion.LookRotation(zedManager.OriginPosition - transform.position, Vector3.up);
            transform.eulerAngles = new Vector3(0, newRot.eulerAngles.y + 180, 0);
        }

        //If we're going to know where the floor is, then make sure the object doesn't spawn in the floor if the user is looking down. 
        if(zedManager.estimateInitialPosition)
        {
            if (transform.position.y < 0.5f) transform.position = new Vector3(transform.position.x, 0.5f, transform.position.z);
        }
    }

    IEnumerator RepositionAfterZEDReady()
    {
        for (int i = 0; i < 50; i++)
        {
            print(zedManager.GetZedRootTansform().position);
            yield return null;
        }


    }

    /// <summary>
    /// Options for what movement will be relevant to. 
    /// </summary>
    public enum RelativeMotion
    {
        Itself, //Relative to its own rotation, eg. moving forward moves where the object is facing. 
        Camera //Relative to the camera's rotation, eg. moving forward moves where the camera/player is facing. 
    }
}