holopy3/Assets/SteamVR/Input/SteamVR_Behaviour_Pose.cs

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C#
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2020-12-10 14:25:12 +00:00
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
using System;
using System.Threading;
using UnityEngine;
using UnityEngine.Events;
using Valve.VR;
namespace Valve.VR
{
/// <summary>
/// This component simplifies the use of Pose actions. Adding it to a gameobject will auto set that transform's position and rotation every update to match the pose.
/// Advanced velocity estimation is handled through a buffer of the last 30 updates.
/// </summary>
public class SteamVR_Behaviour_Pose : MonoBehaviour
{
public SteamVR_Action_Pose poseAction = SteamVR_Input.GetAction<SteamVR_Action_Pose>("Pose");
[Tooltip("The device this action should apply to. Any if the action is not device specific.")]
public SteamVR_Input_Sources inputSource;
[Tooltip("If not set, relative to parent")]
public Transform origin;
/// <summary>Returns whether or not the current pose is in a valid state</summary>
public bool isValid { get { return poseAction[inputSource].poseIsValid; } }
/// <summary>Returns whether or not the pose action is bound and able to be updated</summary>
public bool isActive { get { return poseAction[inputSource].active; } }
/// <summary>This Unity event will fire whenever the position or rotation of this transform is updated.</summary>
public SteamVR_Behaviour_PoseEvent onTransformUpdated;
/// <summary>This Unity event will fire whenever the position or rotation of this transform is changed.</summary>
public SteamVR_Behaviour_PoseEvent onTransformChanged;
/// <summary>This Unity event will fire whenever the device is connected or disconnected</summary>
public SteamVR_Behaviour_Pose_ConnectedChangedEvent onConnectedChanged;
/// <summary>This Unity event will fire whenever the device's tracking state changes</summary>
public SteamVR_Behaviour_Pose_TrackingChangedEvent onTrackingChanged;
/// <summary>This Unity event will fire whenever the device's deviceIndex changes</summary>
public SteamVR_Behaviour_Pose_DeviceIndexChangedEvent onDeviceIndexChanged;
/// <summary>This C# event will fire whenever the position or rotation of this transform is updated.</summary>
public UpdateHandler onTransformUpdatedEvent;
/// <summary>This C# event will fire whenever the position or rotation of this transform is changed.</summary>
public ChangeHandler onTransformChangedEvent;
/// <summary>This C# event will fire whenever the device is connected or disconnected</summary>
public DeviceConnectedChangeHandler onConnectedChangedEvent;
/// <summary>This C# event will fire whenever the device's tracking state changes</summary>
public TrackingChangeHandler onTrackingChangedEvent;
/// <summary>This C# event will fire whenever the device's deviceIndex changes</summary>
public DeviceIndexChangedHandler onDeviceIndexChangedEvent;
[Tooltip("Can be disabled to stop broadcasting bound device status changes")]
public bool broadcastDeviceChanges = true;
protected int deviceIndex = -1;
protected SteamVR_HistoryBuffer historyBuffer = new SteamVR_HistoryBuffer(30);
protected virtual void Start()
{
if (poseAction == null)
{
Debug.LogError("<b>[SteamVR]</b> No pose action set for this component", this);
return;
}
CheckDeviceIndex();
if (origin == null)
origin = this.transform.parent;
}
protected virtual void OnEnable()
{
SteamVR.Initialize();
if (poseAction != null)
{
poseAction[inputSource].onUpdate += SteamVR_Behaviour_Pose_OnUpdate;
poseAction[inputSource].onDeviceConnectedChanged += OnDeviceConnectedChanged;
poseAction[inputSource].onTrackingChanged += OnTrackingChanged;
poseAction[inputSource].onChange += SteamVR_Behaviour_Pose_OnChange;
}
}
protected virtual void OnDisable()
{
if (poseAction != null)
{
poseAction[inputSource].onUpdate -= SteamVR_Behaviour_Pose_OnUpdate;
poseAction[inputSource].onDeviceConnectedChanged -= OnDeviceConnectedChanged;
poseAction[inputSource].onTrackingChanged -= OnTrackingChanged;
poseAction[inputSource].onChange -= SteamVR_Behaviour_Pose_OnChange;
}
historyBuffer.Clear();
}
private void SteamVR_Behaviour_Pose_OnUpdate(SteamVR_Action_Pose fromAction, SteamVR_Input_Sources fromSource)
{
UpdateHistoryBuffer();
UpdateTransform();
if (onTransformUpdated != null)
onTransformUpdated.Invoke(this, inputSource);
if (onTransformUpdatedEvent != null)
onTransformUpdatedEvent.Invoke(this, inputSource);
}
protected virtual void UpdateTransform()
{
CheckDeviceIndex();
if (origin != null)
{
transform.position = origin.transform.TransformPoint(poseAction[inputSource].localPosition);
transform.rotation = origin.rotation * poseAction[inputSource].localRotation;
}
else
{
transform.localPosition = poseAction[inputSource].localPosition;
transform.localRotation = poseAction[inputSource].localRotation;
}
}
private void SteamVR_Behaviour_Pose_OnChange(SteamVR_Action_Pose fromAction, SteamVR_Input_Sources fromSource)
{
if (onTransformChanged != null)
onTransformChanged.Invoke(this, fromSource);
if (onTransformChangedEvent != null)
onTransformChangedEvent.Invoke(this, fromSource);
}
protected virtual void OnDeviceConnectedChanged(SteamVR_Action_Pose changedAction, SteamVR_Input_Sources changedSource, bool connected)
{
CheckDeviceIndex();
if (onConnectedChanged != null)
onConnectedChanged.Invoke(this, inputSource, connected);
if (onConnectedChangedEvent != null)
onConnectedChangedEvent.Invoke(this, inputSource, connected);
}
protected virtual void OnTrackingChanged(SteamVR_Action_Pose changedAction, SteamVR_Input_Sources changedSource, ETrackingResult trackingChanged)
{
if (onTrackingChanged != null)
onTrackingChanged.Invoke(this, inputSource, trackingChanged);
if (onTrackingChangedEvent != null)
onTrackingChangedEvent.Invoke(this, inputSource, trackingChanged);
}
protected virtual void CheckDeviceIndex()
{
if (poseAction[inputSource].active && poseAction[inputSource].deviceIsConnected)
{
int currentDeviceIndex = (int)poseAction[inputSource].trackedDeviceIndex;
if (deviceIndex != currentDeviceIndex)
{
deviceIndex = currentDeviceIndex;
if (broadcastDeviceChanges)
{
this.gameObject.BroadcastMessage("SetInputSource", inputSource, SendMessageOptions.DontRequireReceiver);
this.gameObject.BroadcastMessage("SetDeviceIndex", deviceIndex, SendMessageOptions.DontRequireReceiver);
}
if (onDeviceIndexChanged != null)
onDeviceIndexChanged.Invoke(this, inputSource, deviceIndex);
if (onDeviceIndexChangedEvent != null)
onDeviceIndexChangedEvent.Invoke(this, inputSource, deviceIndex);
}
}
}
/// <summary>
/// Returns the device index for the device bound to the pose.
/// </summary>
public int GetDeviceIndex()
{
if (deviceIndex == -1)
CheckDeviceIndex();
return deviceIndex;
}
/// <summary>Returns the current velocity of the pose (as of the last update)</summary>
public Vector3 GetVelocity()
{
return poseAction[inputSource].velocity;
}
/// <summary>Returns the current angular velocity of the pose (as of the last update)</summary>
public Vector3 GetAngularVelocity()
{
return poseAction[inputSource].angularVelocity;
}
/// <summary>Returns the velocities of the pose at the time specified. Can predict in the future or return past values.</summary>
public bool GetVelocitiesAtTimeOffset(float secondsFromNow, out Vector3 velocity, out Vector3 angularVelocity)
{
return poseAction[inputSource].GetVelocitiesAtTimeOffset(secondsFromNow, out velocity, out angularVelocity);
}
/// <summary>Uses previously recorded values to find the peak speed of the pose and returns the corresponding velocity and angular velocity</summary>
public void GetEstimatedPeakVelocities(out Vector3 velocity, out Vector3 angularVelocity)
{
int top = historyBuffer.GetTopVelocity(10, 1);
historyBuffer.GetAverageVelocities(out velocity, out angularVelocity, 2, top);
}
protected int lastFrameUpdated;
protected void UpdateHistoryBuffer()
{
int currentFrame = Time.frameCount;
if (lastFrameUpdated != currentFrame)
{
historyBuffer.Update(poseAction[inputSource].localPosition, poseAction[inputSource].localRotation, poseAction[inputSource].velocity, poseAction[inputSource].angularVelocity);
lastFrameUpdated = currentFrame;
}
}
/// <summary>
/// Gets the localized name of the device that the action corresponds to.
/// </summary>
/// <param name="localizedParts">
/// <list type="bullet">
/// <item><description>VRInputString_Hand - Which hand the origin is in. E.g. "Left Hand"</description></item>
/// <item><description>VRInputString_ControllerType - What kind of controller the user has in that hand.E.g. "Vive Controller"</description></item>
/// <item><description>VRInputString_InputSource - What part of that controller is the origin. E.g. "Trackpad"</description></item>
/// <item><description>VRInputString_All - All of the above. E.g. "Left Hand Vive Controller Trackpad"</description></item>
/// </list>
/// </param>
public string GetLocalizedName(params EVRInputStringBits[] localizedParts)
{
if (poseAction != null)
return poseAction.GetLocalizedOriginPart(inputSource, localizedParts);
return null;
}
public delegate void ActiveChangeHandler(SteamVR_Behaviour_Pose fromAction, SteamVR_Input_Sources fromSource, bool active);
public delegate void ChangeHandler(SteamVR_Behaviour_Pose fromAction, SteamVR_Input_Sources fromSource);
public delegate void UpdateHandler(SteamVR_Behaviour_Pose fromAction, SteamVR_Input_Sources fromSource);
public delegate void TrackingChangeHandler(SteamVR_Behaviour_Pose fromAction, SteamVR_Input_Sources fromSource, ETrackingResult trackingState);
public delegate void ValidPoseChangeHandler(SteamVR_Behaviour_Pose fromAction, SteamVR_Input_Sources fromSource, bool validPose);
public delegate void DeviceConnectedChangeHandler(SteamVR_Behaviour_Pose fromAction, SteamVR_Input_Sources fromSource, bool deviceConnected);
public delegate void DeviceIndexChangedHandler(SteamVR_Behaviour_Pose fromAction, SteamVR_Input_Sources fromSource, int newDeviceIndex);
}
}