779 lines
43 KiB
C#
779 lines
43 KiB
C#
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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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using UnityEngine;
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using System.Collections;
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using System;
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using Valve.VR;
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using System.Runtime.InteropServices;
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using System.Collections.Generic;
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namespace Valve.VR
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{
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[Serializable]
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/// <summary>
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/// Pose actions represent a position, rotation, and velocities inside the tracked space.
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/// SteamVR keeps a log of past poses so you can retrieve old poses with GetPoseAtTimeOffset or GetVelocitiesAtTimeOffset.
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/// You can also pass in times in the future to these methods for SteamVR's best prediction of where the pose will be at that time.
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/// </summary>
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public class SteamVR_Action_Pose : SteamVR_Action_Pose_Base<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>, ISerializationCallbackReceiver
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{
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public delegate void ActiveChangeHandler(SteamVR_Action_Pose fromAction, SteamVR_Input_Sources fromSource, bool active);
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public delegate void ChangeHandler(SteamVR_Action_Pose fromAction, SteamVR_Input_Sources fromSource);
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public delegate void UpdateHandler(SteamVR_Action_Pose fromAction, SteamVR_Input_Sources fromSource);
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public delegate void TrackingChangeHandler(SteamVR_Action_Pose fromAction, SteamVR_Input_Sources fromSource, ETrackingResult trackingState);
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public delegate void ValidPoseChangeHandler(SteamVR_Action_Pose fromAction, SteamVR_Input_Sources fromSource, bool validPose);
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public delegate void DeviceConnectedChangeHandler(SteamVR_Action_Pose fromAction, SteamVR_Input_Sources fromSource, bool deviceConnected);
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/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> Event fires when the active state (ActionSet active and binding active) changes</summary>
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public event ActiveChangeHandler onActiveChange
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{ add { sourceMap[SteamVR_Input_Sources.Any].onActiveChange += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onActiveChange -= value; } }
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/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> Event fires when the active state of the binding changes</summary>
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public event ActiveChangeHandler onActiveBindingChange
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{ add { sourceMap[SteamVR_Input_Sources.Any].onActiveBindingChange += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onActiveBindingChange -= value; } }
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/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> Event fires when the orientation of the pose changes more than the changeTolerance</summary>
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public event ChangeHandler onChange
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{ add { sourceMap[SteamVR_Input_Sources.Any].onChange += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onChange -= value; } }
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/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> Event fires when the action is updated</summary>
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public event UpdateHandler onUpdate
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{ add { sourceMap[SteamVR_Input_Sources.Any].onUpdate += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onUpdate -= value; } }
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/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> Event fires when the state of the tracking has changed</summary>
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public event TrackingChangeHandler onTrackingChanged
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{ add { sourceMap[SteamVR_Input_Sources.Any].onTrackingChanged += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onTrackingChanged -= value; } }
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/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> Event fires when the validity of the pose has changed</summary>
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public event ValidPoseChangeHandler onValidPoseChanged
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{ add { sourceMap[SteamVR_Input_Sources.Any].onValidPoseChanged += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onValidPoseChanged -= value; } }
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/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> Event fires when the device bound to this pose is connected or disconnected</summary>
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public event DeviceConnectedChangeHandler onDeviceConnectedChanged
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{ add { sourceMap[SteamVR_Input_Sources.Any].onDeviceConnectedChanged += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onDeviceConnectedChanged -= value; } }
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/// <summary>Fires an event when a device is connected or disconnected.</summary>
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/// <param name="inputSource">The device you would like to add an event to. Any if the action is not device specific.</param>
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/// <param name="functionToCall">The method you would like to be called when a device is connected. Should take a SteamVR_Action_Pose as a param</param>
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public void AddOnDeviceConnectedChanged(SteamVR_Input_Sources inputSource, DeviceConnectedChangeHandler functionToCall)
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{
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sourceMap[inputSource].onDeviceConnectedChanged += functionToCall;
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}
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/// <summary>Stops executing the function setup by the corresponding AddListener</summary>
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/// <param name="inputSource">The device you would like to remove an event from. Any if the action is not device specific.</param>
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/// <param name="functionToStopCalling">The method you would like to stop calling when a device is connected. Should take a SteamVR_Action_Pose as a param</param>
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public void RemoveOnDeviceConnectedChanged(SteamVR_Input_Sources inputSource, DeviceConnectedChangeHandler functionToStopCalling)
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{
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sourceMap[inputSource].onDeviceConnectedChanged -= functionToStopCalling;
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}
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/// <summary>Fires an event when the tracking of the device has changed</summary>
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/// <param name="inputSource">The device you would like to add an event to. Any if the action is not device specific.</param>
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/// <param name="functionToCall">The method you would like to be called when tracking has changed. Should take a SteamVR_Action_Pose as a param</param>
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public void AddOnTrackingChanged(SteamVR_Input_Sources inputSource, TrackingChangeHandler functionToCall)
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{
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sourceMap[inputSource].onTrackingChanged += functionToCall;
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}
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/// <summary>Stops executing the function setup by the corresponding AddListener</summary>
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/// <param name="inputSource">The device you would like to remove an event from. Any if the action is not device specific.</param>
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/// <param name="functionToStopCalling">The method you would like to stop calling when tracking has changed. Should take a SteamVR_Action_Pose as a param</param>
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public void RemoveOnTrackingChanged(SteamVR_Input_Sources inputSource, TrackingChangeHandler functionToStopCalling)
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{
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sourceMap[inputSource].onTrackingChanged -= functionToStopCalling;
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}
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/// <summary>Fires an event when the device now has a valid pose or no longer has a valid pose</summary>
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/// <param name="inputSource">The device you would like to add an event to. Any if the action is not device specific.</param>
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/// <param name="functionToCall">The method you would like to be called when the pose has become valid or invalid. Should take a SteamVR_Action_Pose as a param</param>
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public void AddOnValidPoseChanged(SteamVR_Input_Sources inputSource, ValidPoseChangeHandler functionToCall)
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{
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sourceMap[inputSource].onValidPoseChanged += functionToCall;
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}
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/// <summary>Stops executing the function setup by the corresponding AddListener</summary>
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/// <param name="inputSource">The device you would like to remove an event from. Any if the action is not device specific.</param>
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/// <param name="functionToStopCalling">The method you would like to stop calling when the pose has become valid or invalid. Should take a SteamVR_Action_Pose as a param</param>
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public void RemoveOnValidPoseChanged(SteamVR_Input_Sources inputSource, ValidPoseChangeHandler functionToStopCalling)
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{
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sourceMap[inputSource].onValidPoseChanged -= functionToStopCalling;
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}
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/// <summary>Executes a function when this action's bound state changes</summary>
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/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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public void AddOnActiveChangeListener(SteamVR_Input_Sources inputSource, ActiveChangeHandler functionToCall)
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{
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sourceMap[inputSource].onActiveChange += functionToCall;
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}
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/// <summary>Stops executing the function setup by the corresponding AddListener</summary>
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/// <param name="functionToStopCalling">The local function that you've setup to receive update events</param>
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/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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public void RemoveOnActiveChangeListener(SteamVR_Input_Sources inputSource, ActiveChangeHandler functionToStopCalling)
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{
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sourceMap[inputSource].onActiveChange -= functionToStopCalling;
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}
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/// <summary>Executes a function when the state of this action (with the specified inputSource) changes</summary>
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/// <param name="functionToCall">A local function that receives the boolean action who's state has changed, the corresponding input source, and the new value</param>
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/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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public void AddOnChangeListener(SteamVR_Input_Sources inputSource, ChangeHandler functionToCall)
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{
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sourceMap[inputSource].onChange += functionToCall;
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}
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/// <summary>Stops executing the function setup by the corresponding AddListener</summary>
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/// <param name="functionToStopCalling">The local function that you've setup to receive on change events</param>
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/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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public void RemoveOnChangeListener(SteamVR_Input_Sources inputSource, ChangeHandler functionToStopCalling)
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{
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sourceMap[inputSource].onChange -= functionToStopCalling;
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}
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/// <summary>Executes a function when the state of this action (with the specified inputSource) is updated.</summary>
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/// <param name="functionToCall">A local function that receives the boolean action who's state has changed, the corresponding input source, and the new value</param>
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/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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public void AddOnUpdateListener(SteamVR_Input_Sources inputSource, UpdateHandler functionToCall)
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{
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sourceMap[inputSource].onUpdate += functionToCall;
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}
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/// <summary>Stops executing the function setup by the corresponding AddListener</summary>
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/// <param name="functionToStopCalling">The local function that you've setup to receive update events</param>
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/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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public void RemoveOnUpdateListener(SteamVR_Input_Sources inputSource, UpdateHandler functionToStopCalling)
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{
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sourceMap[inputSource].onUpdate -= functionToStopCalling;
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}
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void ISerializationCallbackReceiver.OnBeforeSerialize() { }
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void ISerializationCallbackReceiver.OnAfterDeserialize()
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{
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InitAfterDeserialize();
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}
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/// <summary>
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/// Sets all pose and skeleton actions to use the specified universe origin.
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/// </summary>
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public static void SetTrackingUniverseOrigin(ETrackingUniverseOrigin newOrigin)
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{
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SetUniverseOrigin(newOrigin);
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OpenVR.Compositor.SetTrackingSpace(newOrigin);
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}
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}
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[Serializable]
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/// <summary>
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/// The base pose action (pose and skeleton inherit from this)
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/// </summary>
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public abstract class SteamVR_Action_Pose_Base<SourceMap, SourceElement> : SteamVR_Action_In<SourceMap, SourceElement>, ISteamVR_Action_Pose
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where SourceMap : SteamVR_Action_Pose_Source_Map<SourceElement>, new()
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where SourceElement : SteamVR_Action_Pose_Source, new()
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{
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/// <summary>
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/// Sets all pose (and skeleton) actions to use the specified universe origin.
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/// </summary>
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protected static void SetUniverseOrigin(ETrackingUniverseOrigin newOrigin)
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{
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for (int actionIndex = 0; actionIndex < SteamVR_Input.actionsPose.Length; actionIndex++)
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{
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SteamVR_Input.actionsPose[actionIndex].sourceMap.SetTrackingUniverseOrigin(newOrigin);
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}
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for (int actionIndex = 0; actionIndex < SteamVR_Input.actionsSkeleton.Length; actionIndex++)
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{
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SteamVR_Input.actionsSkeleton[actionIndex].sourceMap.SetTrackingUniverseOrigin(newOrigin);
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}
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}
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/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> The local position of this action relative to the universe origin</summary>
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public Vector3 localPosition { get { return sourceMap[SteamVR_Input_Sources.Any].localPosition; } }
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/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> The local rotation of this action relative to the universe origin</summary>
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public Quaternion localRotation { get { return sourceMap[SteamVR_Input_Sources.Any].localRotation; } }
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/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> The state of the tracking system that is used to create pose data (position, rotation, etc)</summary>
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public ETrackingResult trackingState { get { return sourceMap[SteamVR_Input_Sources.Any].trackingState; } }
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/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> The local velocity of this pose relative to the universe origin</summary>
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public Vector3 velocity { get { return sourceMap[SteamVR_Input_Sources.Any].velocity; } }
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/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> The local angular velocity of this pose relative to the universe origin</summary>
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public Vector3 angularVelocity { get { return sourceMap[SteamVR_Input_Sources.Any].angularVelocity; } }
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/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> True if the pose retrieved for this action and input source is valid (good data from the tracking source)</summary>
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public bool poseIsValid { get { return sourceMap[SteamVR_Input_Sources.Any].poseIsValid; } }
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/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> True if the device bound to this action and input source is connected</summary>
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public bool deviceIsConnected { get { return sourceMap[SteamVR_Input_Sources.Any].deviceIsConnected; } }
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/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> The local position for this pose during the previous update</summary>
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public Vector3 lastLocalPosition { get { return sourceMap[SteamVR_Input_Sources.Any].lastLocalPosition; } }
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/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> The local rotation for this pose during the previous update</summary>
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public Quaternion lastLocalRotation { get { return sourceMap[SteamVR_Input_Sources.Any].lastLocalRotation; } }
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/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> The tracking state for this pose during the previous update</summary>
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public ETrackingResult lastTrackingState { get { return sourceMap[SteamVR_Input_Sources.Any].lastTrackingState; } }
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/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> The velocity for this pose during the previous update</summary>
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public Vector3 lastVelocity { get { return sourceMap[SteamVR_Input_Sources.Any].lastVelocity; } }
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/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> The angular velocity for this pose during the previous update</summary>
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public Vector3 lastAngularVelocity { get { return sourceMap[SteamVR_Input_Sources.Any].lastAngularVelocity; } }
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/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> True if the pose was valid during the previous update</summary>
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public bool lastPoseIsValid { get { return sourceMap[SteamVR_Input_Sources.Any].lastPoseIsValid; } }
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/// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> True if the device bound to this action was connected during the previous update</summary>
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public bool lastDeviceIsConnected { get { return sourceMap[SteamVR_Input_Sources.Any].lastDeviceIsConnected; } }
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public SteamVR_Action_Pose_Base() { }
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/// <summary>
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/// <strong>[Should not be called by user code]</strong>
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/// Updates the data for all the input sources the system has detected need to be updated.
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/// </summary>
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public virtual void UpdateValues(bool skipStateAndEventUpdates)
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{
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sourceMap.UpdateValues(skipStateAndEventUpdates);
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}
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/// <summary>
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/// SteamVR keeps a log of past poses so you can retrieve old poses or estimated poses in the future by passing in a secondsFromNow value that is negative or positive.
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/// </summary>
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/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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/// <param name="secondsFromNow">The time offset in the future (estimated) or in the past (previously recorded) you want to get data from</param>
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/// <returns>true if the call succeeded</returns>
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public bool GetVelocitiesAtTimeOffset(SteamVR_Input_Sources inputSource, float secondsFromNow, out Vector3 velocity, out Vector3 angularVelocity)
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{
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return sourceMap[inputSource].GetVelocitiesAtTimeOffset(secondsFromNow, out velocity, out angularVelocity);
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}
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/// <summary>
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/// SteamVR keeps a log of past poses so you can retrieve old poses or estimated poses in the future by passing in a secondsFromNow value that is negative or positive.
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/// </summary>
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/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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/// <param name="secondsFromNow">The time offset in the future (estimated) or in the past (previously recorded) you want to get data from</param>
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/// <returns>true if the call succeeded</returns>
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public bool GetPoseAtTimeOffset(SteamVR_Input_Sources inputSource, float secondsFromNow, out Vector3 localPosition, out Quaternion localRotation, out Vector3 velocity, out Vector3 angularVelocity)
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{
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return sourceMap[inputSource].GetPoseAtTimeOffset(secondsFromNow, out localPosition, out localRotation, out velocity, out angularVelocity);
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}
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/// <summary>
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/// Update a transform's local position and local roation to match the pose from the most recent update
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/// </summary>
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/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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/// <param name="transformToUpdate">The transform of the object to be updated</param>
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public virtual void UpdateTransform(SteamVR_Input_Sources inputSource, Transform transformToUpdate)
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{
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sourceMap[inputSource].UpdateTransform(transformToUpdate);
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}
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/// <summary>The local position of this action relative to the universe origin</summary>
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/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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public Vector3 GetLocalPosition(SteamVR_Input_Sources inputSource)
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{
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return sourceMap[inputSource].localPosition;
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}
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/// <summary>The local rotation of this action relative to the universe origin</summary>
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/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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public Quaternion GetLocalRotation(SteamVR_Input_Sources inputSource)
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{
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return sourceMap[inputSource].localRotation;
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}
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/// <summary>The local velocity of this pose relative to the universe origin</summary>
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/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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public Vector3 GetVelocity(SteamVR_Input_Sources inputSource)
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{
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return sourceMap[inputSource].velocity;
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}
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|||
|
/// <summary>The local angular velocity of this pose relative to the universe origin</summary>
|
|||
|
/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
|
|||
|
public Vector3 GetAngularVelocity(SteamVR_Input_Sources inputSource)
|
|||
|
{
|
|||
|
return sourceMap[inputSource].angularVelocity;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>True if the device bound to this action and input source is connected</summary>
|
|||
|
/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
|
|||
|
public bool GetDeviceIsConnected(SteamVR_Input_Sources inputSource)
|
|||
|
{
|
|||
|
return sourceMap[inputSource].deviceIsConnected;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>True if the pose retrieved for this action and input source is valid (good data from the tracking source)</summary>
|
|||
|
/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
|
|||
|
public bool GetPoseIsValid(SteamVR_Input_Sources inputSource)
|
|||
|
{
|
|||
|
return sourceMap[inputSource].poseIsValid;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>The state of the tracking system that is used to create pose data (position, rotation, etc)</summary>
|
|||
|
/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
|
|||
|
public ETrackingResult GetTrackingResult(SteamVR_Input_Sources inputSource)
|
|||
|
{
|
|||
|
return sourceMap[inputSource].trackingState;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
|
|||
|
/// <summary>The local position for this pose during the previous update</summary>
|
|||
|
/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
|
|||
|
public Vector3 GetLastLocalPosition(SteamVR_Input_Sources inputSource)
|
|||
|
{
|
|||
|
return sourceMap[inputSource].lastLocalPosition;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>The local rotation for this pose during the previous update</summary>
|
|||
|
/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
|
|||
|
public Quaternion GetLastLocalRotation(SteamVR_Input_Sources inputSource)
|
|||
|
{
|
|||
|
return sourceMap[inputSource].lastLocalRotation;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>The velocity for this pose during the previous update</summary>
|
|||
|
/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
|
|||
|
public Vector3 GetLastVelocity(SteamVR_Input_Sources inputSource)
|
|||
|
{
|
|||
|
return sourceMap[inputSource].lastVelocity;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>The angular velocity for this pose during the previous update</summary>
|
|||
|
/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
|
|||
|
public Vector3 GetLastAngularVelocity(SteamVR_Input_Sources inputSource)
|
|||
|
{
|
|||
|
return sourceMap[inputSource].lastAngularVelocity;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>True if the device bound to this action was connected during the previous update</summary>
|
|||
|
/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
|
|||
|
public bool GetLastDeviceIsConnected(SteamVR_Input_Sources inputSource)
|
|||
|
{
|
|||
|
return sourceMap[inputSource].lastDeviceIsConnected;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>True if the pose was valid during the previous update</summary>
|
|||
|
/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
|
|||
|
public bool GetLastPoseIsValid(SteamVR_Input_Sources inputSource)
|
|||
|
{
|
|||
|
return sourceMap[inputSource].lastPoseIsValid;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>The tracking state for this pose during the previous update</summary>
|
|||
|
/// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
|
|||
|
public ETrackingResult GetLastTrackingResult(SteamVR_Input_Sources inputSource)
|
|||
|
{
|
|||
|
return sourceMap[inputSource].lastTrackingState;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Boolean actions are either true or false. There is an onStateUp and onStateDown event for the rising and falling edge.
|
|||
|
/// </summary>
|
|||
|
public class SteamVR_Action_Pose_Source_Map<Source> : SteamVR_Action_In_Source_Map<Source>
|
|||
|
where Source : SteamVR_Action_Pose_Source, new()
|
|||
|
{
|
|||
|
/// <summary>
|
|||
|
/// Sets all pose (and skeleton) actions to use the specified universe origin without going through the sourcemap indexer
|
|||
|
/// </summary>
|
|||
|
public void SetTrackingUniverseOrigin(ETrackingUniverseOrigin newOrigin)
|
|||
|
{
|
|||
|
for (int sourceIndex = 0; sourceIndex < sources.Length; sourceIndex++)
|
|||
|
{
|
|||
|
if (sources[sourceIndex] != null)
|
|||
|
sources[sourceIndex].universeOrigin = newOrigin;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
public virtual void UpdateValues(bool skipStateAndEventUpdates)
|
|||
|
{
|
|||
|
for (int sourceIndex = 0; sourceIndex < updatingSources.Count; sourceIndex++)
|
|||
|
{
|
|||
|
sources[updatingSources[sourceIndex]].UpdateValue(skipStateAndEventUpdates);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
public class SteamVR_Action_Pose_Source : SteamVR_Action_In_Source, ISteamVR_Action_Pose
|
|||
|
{
|
|||
|
public ETrackingUniverseOrigin universeOrigin = ETrackingUniverseOrigin.TrackingUniverseRawAndUncalibrated;
|
|||
|
|
|||
|
protected static uint poseActionData_size = 0;
|
|||
|
|
|||
|
/// <summary>The distance the pose needs to move/rotate before a change is detected</summary>
|
|||
|
public float changeTolerance = Mathf.Epsilon;
|
|||
|
|
|||
|
/// <summary>Event fires when the active state (ActionSet active and binding active) changes</summary>
|
|||
|
public event SteamVR_Action_Pose.ActiveChangeHandler onActiveChange;
|
|||
|
|
|||
|
/// <summary>Event fires when the active state of the binding changes</summary>
|
|||
|
public event SteamVR_Action_Pose.ActiveChangeHandler onActiveBindingChange;
|
|||
|
|
|||
|
/// <summary>Event fires when the orientation of the pose changes more than the changeTolerance</summary>
|
|||
|
public event SteamVR_Action_Pose.ChangeHandler onChange;
|
|||
|
|
|||
|
/// <summary>Event fires when the action is updated</summary>
|
|||
|
public event SteamVR_Action_Pose.UpdateHandler onUpdate;
|
|||
|
|
|||
|
/// <summary>Event fires when the state of the tracking system that is used to create pose data (position, rotation, etc) changes</summary>
|
|||
|
public event SteamVR_Action_Pose.TrackingChangeHandler onTrackingChanged;
|
|||
|
|
|||
|
/// <summary>Event fires when the state of the pose data retrieved for this action changes validity (good/bad data from the tracking source)</summary>
|
|||
|
public event SteamVR_Action_Pose.ValidPoseChangeHandler onValidPoseChanged;
|
|||
|
|
|||
|
/// <summary>Event fires when the device bound to this action is connected or disconnected</summary>
|
|||
|
public event SteamVR_Action_Pose.DeviceConnectedChangeHandler onDeviceConnectedChanged;
|
|||
|
|
|||
|
|
|||
|
|
|||
|
/// <summary>True when the orientation of the pose has changhed more than changeTolerance in the last update. Note: Will only return true if the action is also active.</summary>
|
|||
|
public override bool changed { get; protected set; }
|
|||
|
|
|||
|
/// <summary>The value of the action's 'changed' during the previous update</summary>
|
|||
|
public override bool lastChanged { get; protected set; }
|
|||
|
|
|||
|
/// <summary>The handle to the origin of the component that was used to update this pose</summary>
|
|||
|
public override ulong activeOrigin
|
|||
|
{
|
|||
|
get
|
|||
|
{
|
|||
|
if (active)
|
|||
|
return poseActionData.activeOrigin;
|
|||
|
|
|||
|
return 0;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>The handle to the origin of the component that was used to update the value for this action (for the previous update)</summary>
|
|||
|
public override ulong lastActiveOrigin { get { return lastPoseActionData.activeOrigin; } }
|
|||
|
|
|||
|
/// <summary>True if this action is bound and the ActionSet is active</summary>
|
|||
|
public override bool active { get { return activeBinding && action.actionSet.IsActive(inputSource); } }
|
|||
|
|
|||
|
/// <summary>True if the action is bound</summary>
|
|||
|
public override bool activeBinding { get { return poseActionData.bActive; } }
|
|||
|
|
|||
|
|
|||
|
/// <summary>If the action was active (ActionSet active and binding active) during the last update</summary>
|
|||
|
public override bool lastActive { get; protected set; }
|
|||
|
|
|||
|
/// <summary>If the action's binding was active during the previous update</summary>
|
|||
|
public override bool lastActiveBinding { get { return lastPoseActionData.bActive; } }
|
|||
|
|
|||
|
/// <summary>The state of the tracking system that is used to create pose data (position, rotation, etc)</summary>
|
|||
|
public ETrackingResult trackingState { get { return poseActionData.pose.eTrackingResult; } }
|
|||
|
|
|||
|
/// <summary>The tracking state for this pose during the previous update</summary>
|
|||
|
public ETrackingResult lastTrackingState { get { return lastPoseActionData.pose.eTrackingResult; } }
|
|||
|
|
|||
|
/// <summary>True if the pose retrieved for this action and input source is valid (good data from the tracking source)</summary>
|
|||
|
public bool poseIsValid { get { return poseActionData.pose.bPoseIsValid; } }
|
|||
|
|
|||
|
/// <summary>True if the pose was valid during the previous update</summary>
|
|||
|
public bool lastPoseIsValid { get { return lastPoseActionData.pose.bPoseIsValid; } }
|
|||
|
|
|||
|
/// <summary>True if the device bound to this action and input source is connected</summary>
|
|||
|
public bool deviceIsConnected { get { return poseActionData.pose.bDeviceIsConnected; } }
|
|||
|
|
|||
|
/// <summary>True if the device bound to this action was connected during the previous update</summary>
|
|||
|
public bool lastDeviceIsConnected { get { return lastPoseActionData.pose.bDeviceIsConnected; } }
|
|||
|
|
|||
|
|
|||
|
/// <summary>The local position of this action relative to the universe origin</summary>
|
|||
|
public Vector3 localPosition { get; protected set; }
|
|||
|
|
|||
|
/// <summary>The local rotation of this action relative to the universe origin</summary>
|
|||
|
public Quaternion localRotation { get; protected set; }
|
|||
|
|
|||
|
/// <summary>The local position for this pose during the previous update</summary>
|
|||
|
public Vector3 lastLocalPosition { get; protected set; }
|
|||
|
|
|||
|
/// <summary>The local rotation for this pose during the previous update</summary>
|
|||
|
public Quaternion lastLocalRotation { get; protected set; }
|
|||
|
|
|||
|
/// <summary>The local velocity of this pose relative to the universe origin</summary>
|
|||
|
public Vector3 velocity { get; protected set; }
|
|||
|
|
|||
|
/// <summary>The velocity for this pose during the previous update</summary>
|
|||
|
public Vector3 lastVelocity { get; protected set; }
|
|||
|
|
|||
|
/// <summary>The local angular velocity of this pose relative to the universe origin</summary>
|
|||
|
public Vector3 angularVelocity { get; protected set; }
|
|||
|
|
|||
|
/// <summary>The angular velocity for this pose during the previous update</summary>
|
|||
|
public Vector3 lastAngularVelocity { get; protected set; }
|
|||
|
|
|||
|
|
|||
|
protected InputPoseActionData_t poseActionData = new InputPoseActionData_t();
|
|||
|
|
|||
|
protected InputPoseActionData_t lastPoseActionData = new InputPoseActionData_t();
|
|||
|
|
|||
|
protected InputPoseActionData_t tempPoseActionData = new InputPoseActionData_t();
|
|||
|
|
|||
|
|
|||
|
protected SteamVR_Action_Pose poseAction;
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// <strong>[Should not be called by user code]</strong> Sets up the internals of the action source before SteamVR has been initialized.
|
|||
|
/// </summary>
|
|||
|
public override void Preinitialize(SteamVR_Action wrappingAction, SteamVR_Input_Sources forInputSource)
|
|||
|
{
|
|||
|
base.Preinitialize(wrappingAction, forInputSource);
|
|||
|
poseAction = wrappingAction as SteamVR_Action_Pose;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// <strong>[Should not be called by user code]</strong>
|
|||
|
/// Initializes the handle for the inputSource, the pose action data size, and any other related SteamVR data.
|
|||
|
/// </summary>
|
|||
|
public override void Initialize()
|
|||
|
{
|
|||
|
base.Initialize();
|
|||
|
|
|||
|
if (poseActionData_size == 0)
|
|||
|
poseActionData_size = (uint)Marshal.SizeOf(typeof(InputPoseActionData_t));
|
|||
|
}
|
|||
|
|
|||
|
/// <summary><strong>[Should not be called by user code]</strong>
|
|||
|
/// Updates the data for this action and this input source. Sends related events.
|
|||
|
/// </summary>
|
|||
|
public override void UpdateValue()
|
|||
|
{
|
|||
|
UpdateValue(false);
|
|||
|
}
|
|||
|
|
|||
|
public static float framesAhead = 2;
|
|||
|
|
|||
|
/// <summary><strong>[Should not be called by user code]</strong>
|
|||
|
/// Updates the data for this action and this input source. Sends related events.
|
|||
|
/// </summary>
|
|||
|
public virtual void UpdateValue(bool skipStateAndEventUpdates)
|
|||
|
{
|
|||
|
lastChanged = changed;
|
|||
|
lastPoseActionData = poseActionData;
|
|||
|
lastLocalPosition = localPosition;
|
|||
|
lastLocalRotation = localRotation;
|
|||
|
lastVelocity = velocity;
|
|||
|
lastAngularVelocity = angularVelocity;
|
|||
|
|
|||
|
EVRInputError err;
|
|||
|
|
|||
|
if (framesAhead == 0)
|
|||
|
err = OpenVR.Input.GetPoseActionDataForNextFrame(handle, universeOrigin, ref poseActionData, poseActionData_size, inputSourceHandle);
|
|||
|
else
|
|||
|
err = OpenVR.Input.GetPoseActionDataRelativeToNow(handle, universeOrigin, framesAhead * (Time.timeScale / SteamVR.instance.hmd_DisplayFrequency), ref poseActionData, poseActionData_size, inputSourceHandle);
|
|||
|
|
|||
|
if (err != EVRInputError.None)
|
|||
|
{
|
|||
|
Debug.LogError("<b>[SteamVR]</b> GetPoseActionData error (" + fullPath + "): " + err.ToString() + " Handle: " + handle.ToString() + ". Input source: " + inputSource.ToString());
|
|||
|
}
|
|||
|
|
|||
|
if (active)
|
|||
|
{
|
|||
|
SetCacheVariables();
|
|||
|
changed = GetChanged();
|
|||
|
}
|
|||
|
|
|||
|
if (changed)
|
|||
|
changedTime = updateTime;
|
|||
|
|
|||
|
if (skipStateAndEventUpdates == false)
|
|||
|
CheckAndSendEvents();
|
|||
|
}
|
|||
|
|
|||
|
protected void SetCacheVariables()
|
|||
|
{
|
|||
|
localPosition = poseActionData.pose.mDeviceToAbsoluteTracking.GetPosition();
|
|||
|
localRotation = poseActionData.pose.mDeviceToAbsoluteTracking.GetRotation();
|
|||
|
velocity = GetUnityCoordinateVelocity(poseActionData.pose.vVelocity);
|
|||
|
angularVelocity = GetUnityCoordinateAngularVelocity(poseActionData.pose.vAngularVelocity);
|
|||
|
updateTime = Time.realtimeSinceStartup;
|
|||
|
}
|
|||
|
|
|||
|
protected bool GetChanged()
|
|||
|
{
|
|||
|
if (Vector3.Distance(localPosition, lastLocalPosition) > changeTolerance)
|
|||
|
return true;
|
|||
|
else if (Mathf.Abs(Quaternion.Angle(localRotation, lastLocalRotation)) > changeTolerance)
|
|||
|
return true;
|
|||
|
else if (Vector3.Distance(velocity, lastVelocity) > changeTolerance)
|
|||
|
return true;
|
|||
|
else if (Vector3.Distance(angularVelocity, lastAngularVelocity) > changeTolerance)
|
|||
|
return true;
|
|||
|
|
|||
|
return false;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// SteamVR keeps a log of past poses so you can retrieve old poses or estimated poses in the future by passing in a secondsFromNow value that is negative or positive.
|
|||
|
/// </summary>
|
|||
|
/// <param name="secondsFromNow">The time offset in the future (estimated) or in the past (previously recorded) you want to get data from</param>
|
|||
|
/// <returns>true if we successfully returned a pose</returns>
|
|||
|
public bool GetVelocitiesAtTimeOffset(float secondsFromNow, out Vector3 velocityAtTime, out Vector3 angularVelocityAtTime)
|
|||
|
{
|
|||
|
EVRInputError err = OpenVR.Input.GetPoseActionDataRelativeToNow(handle, universeOrigin, secondsFromNow, ref tempPoseActionData, poseActionData_size, inputSourceHandle);
|
|||
|
if (err != EVRInputError.None)
|
|||
|
{
|
|||
|
Debug.LogError("<b>[SteamVR]</b> GetPoseActionData error (" + fullPath + "): " + err.ToString() + " handle: " + handle.ToString()); //todo: this should be an error
|
|||
|
|
|||
|
velocityAtTime = Vector3.zero;
|
|||
|
angularVelocityAtTime = Vector3.zero;
|
|||
|
return false;
|
|||
|
}
|
|||
|
|
|||
|
velocityAtTime = GetUnityCoordinateVelocity(tempPoseActionData.pose.vVelocity);
|
|||
|
angularVelocityAtTime = GetUnityCoordinateAngularVelocity(tempPoseActionData.pose.vAngularVelocity);
|
|||
|
|
|||
|
return true;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// SteamVR keeps a log of past poses so you can retrieve old poses or estimated poses in the future by passing in a secondsFromNow value that is negative or positive.
|
|||
|
/// </summary>
|
|||
|
/// <param name="secondsFromNow">The time offset in the future (estimated) or in the past (previously recorded) you want to get data from</param>
|
|||
|
/// <returns>true if we successfully returned a pose</returns>
|
|||
|
public bool GetPoseAtTimeOffset(float secondsFromNow, out Vector3 positionAtTime, out Quaternion rotationAtTime, out Vector3 velocityAtTime, out Vector3 angularVelocityAtTime)
|
|||
|
{
|
|||
|
EVRInputError err = OpenVR.Input.GetPoseActionDataRelativeToNow(handle, universeOrigin, secondsFromNow, ref tempPoseActionData, poseActionData_size, inputSourceHandle);
|
|||
|
if (err != EVRInputError.None)
|
|||
|
{
|
|||
|
Debug.LogError("<b>[SteamVR]</b> GetPoseActionData error (" + fullPath + "): " + err.ToString() + " handle: " + handle.ToString()); //todo: this should be an error
|
|||
|
|
|||
|
velocityAtTime = Vector3.zero;
|
|||
|
angularVelocityAtTime = Vector3.zero;
|
|||
|
positionAtTime = Vector3.zero;
|
|||
|
rotationAtTime = Quaternion.identity;
|
|||
|
return false;
|
|||
|
}
|
|||
|
|
|||
|
velocityAtTime = GetUnityCoordinateVelocity(tempPoseActionData.pose.vVelocity);
|
|||
|
angularVelocityAtTime = GetUnityCoordinateAngularVelocity(tempPoseActionData.pose.vAngularVelocity);
|
|||
|
positionAtTime = tempPoseActionData.pose.mDeviceToAbsoluteTracking.GetPosition();
|
|||
|
rotationAtTime = tempPoseActionData.pose.mDeviceToAbsoluteTracking.GetRotation();
|
|||
|
|
|||
|
return true;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Update a transform's local position and local roation to match the pose.
|
|||
|
/// </summary>
|
|||
|
/// <param name="transformToUpdate">The transform of the object to be updated</param>
|
|||
|
public void UpdateTransform(Transform transformToUpdate)
|
|||
|
{
|
|||
|
transformToUpdate.localPosition = localPosition;
|
|||
|
transformToUpdate.localRotation = localRotation;
|
|||
|
}
|
|||
|
|
|||
|
protected virtual void CheckAndSendEvents()
|
|||
|
{
|
|||
|
if (trackingState != lastTrackingState && onTrackingChanged != null)
|
|||
|
onTrackingChanged.Invoke(poseAction, inputSource, trackingState);
|
|||
|
|
|||
|
if (poseIsValid != lastPoseIsValid && onValidPoseChanged != null)
|
|||
|
onValidPoseChanged.Invoke(poseAction, inputSource, poseIsValid);
|
|||
|
|
|||
|
if (deviceIsConnected != lastDeviceIsConnected && onDeviceConnectedChanged != null)
|
|||
|
onDeviceConnectedChanged.Invoke(poseAction, inputSource, deviceIsConnected);
|
|||
|
|
|||
|
if (changed && onChange != null)
|
|||
|
onChange.Invoke(poseAction, inputSource);
|
|||
|
|
|||
|
if (active != lastActive && onActiveChange != null)
|
|||
|
onActiveChange.Invoke(poseAction, inputSource, active);
|
|||
|
|
|||
|
if (activeBinding != lastActiveBinding && onActiveBindingChange != null)
|
|||
|
onActiveBindingChange.Invoke(poseAction, inputSource, activeBinding);
|
|||
|
|
|||
|
if (onUpdate != null)
|
|||
|
onUpdate.Invoke(poseAction, inputSource);
|
|||
|
}
|
|||
|
|
|||
|
protected Vector3 GetUnityCoordinateVelocity(HmdVector3_t vector)
|
|||
|
{
|
|||
|
return GetUnityCoordinateVelocity(vector.v0, vector.v1, vector.v2);
|
|||
|
}
|
|||
|
|
|||
|
protected Vector3 GetUnityCoordinateAngularVelocity(HmdVector3_t vector)
|
|||
|
{
|
|||
|
return GetUnityCoordinateAngularVelocity(vector.v0, vector.v1, vector.v2);
|
|||
|
}
|
|||
|
|
|||
|
protected Vector3 GetUnityCoordinateVelocity(float x, float y, float z)
|
|||
|
{
|
|||
|
Vector3 vector = new Vector3();
|
|||
|
vector.x = x;
|
|||
|
vector.y = y;
|
|||
|
vector.z = -z;
|
|||
|
return vector;
|
|||
|
}
|
|||
|
|
|||
|
protected Vector3 GetUnityCoordinateAngularVelocity(float x, float y, float z)
|
|||
|
{
|
|||
|
Vector3 vector = new Vector3();
|
|||
|
vector.x = -x;
|
|||
|
vector.y = -y;
|
|||
|
vector.z = z;
|
|||
|
return vector;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Boolean actions are either true or false. There is an onStateUp and onStateDown event for the rising and falling edge.
|
|||
|
/// </summary>
|
|||
|
public interface ISteamVR_Action_Pose : ISteamVR_Action_In_Source
|
|||
|
{
|
|||
|
/// <summary>The local position of this action relative to the universe origin</summary>
|
|||
|
Vector3 localPosition { get; }
|
|||
|
|
|||
|
/// <summary>The local rotation of this action relative to the universe origin</summary>
|
|||
|
Quaternion localRotation { get; }
|
|||
|
|
|||
|
/// <summary>The state of the tracking system that is used to create pose data (position, rotation, etc)</summary>
|
|||
|
ETrackingResult trackingState { get; }
|
|||
|
|
|||
|
/// <summary>The local velocity of this pose relative to the universe origin</summary>
|
|||
|
Vector3 velocity { get; }
|
|||
|
|
|||
|
/// <summary>The local angular velocity of this pose relative to the universe origin</summary>
|
|||
|
Vector3 angularVelocity { get; }
|
|||
|
|
|||
|
/// <summary>True if the pose retrieved for this action and input source is valid (good data from the tracking source)</summary>
|
|||
|
bool poseIsValid { get; }
|
|||
|
|
|||
|
/// <summary>True if the device bound to this action and input source is connected</summary>
|
|||
|
bool deviceIsConnected { get; }
|
|||
|
|
|||
|
|
|||
|
/// <summary>The local position for this pose during the previous update</summary>
|
|||
|
Vector3 lastLocalPosition { get; }
|
|||
|
|
|||
|
/// <summary>The local rotation for this pose during the previous update</summary>
|
|||
|
Quaternion lastLocalRotation { get; }
|
|||
|
|
|||
|
/// <summary>The tracking state for this pose during the previous update</summary>
|
|||
|
ETrackingResult lastTrackingState { get; }
|
|||
|
|
|||
|
/// <summary>The velocity for this pose during the previous update</summary>
|
|||
|
Vector3 lastVelocity { get; }
|
|||
|
|
|||
|
/// <summary>The angular velocity for this pose during the previous update</summary>
|
|||
|
Vector3 lastAngularVelocity { get; }
|
|||
|
|
|||
|
/// <summary>True if the pose was valid during the previous update</summary>
|
|||
|
bool lastPoseIsValid { get; }
|
|||
|
|
|||
|
/// <summary>True if the device bound to this action was connected during the previous update</summary>
|
|||
|
bool lastDeviceIsConnected { get; }
|
|||
|
}
|
|||
|
}
|