zed-ar-headfree-passthrough/Assets/ZED/SDK/Helpers/Scripts/Interactions/ZEDOffsetController.cs

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2019-11-26 14:03:54 +00:00
//======= Copyright (c) Stereolabs Corporation, All rights reserved. ===============
using UnityEngine;
using System.IO;
#if UNITY_EDITOR
using UnityEditor;
#endif
/// <summary>
/// Saves and loads the pose of this object relative to its parent.
/// Used primarily when mounting the ZED to a tracked object (like a VR controller) for 3rd person mixed reality.
/// This way, you can calibrate its position/rotation to line up the real/virtual worlds, and hit Save.
/// It will automatically load a calibration in the future if it's found.
/// Note that if you used our beta tool for SteamVR calibration, this script will load that calibration automatically.
/// </summary>
public class ZEDOffsetController : MonoBehaviour
{
/// <summary>
/// ZED offset file name.
/// </summary>
[SerializeField]
public static string ZEDOffsetFile = "ZED_Position_Offset.conf";
/// <summary>
/// Where to save the ZED offset file.
/// </summary>
private string path = @"Stereolabs\steamvr";
/// <summary>
/// The ZEDControllerTracker object in the scene from which we're offset.
/// This script checks this object, its parents and its children (in that order) for such a component.
/// </summary>
public ZEDControllerTracker controllerTracker;
/// <summary>
/// If the object is instantiated and ready to save/load an offset file.
/// Used by the custom Inspector editor to know if the Save/Load buttons should be pressable.
/// </summary>
public bool isReady = false;
/// <summary>
/// Save the local position/rotation of the ZED into an offset file.
/// </summary>
public void SaveZEDPos()
{
using (System.IO.StreamWriter file = new System.IO.StreamWriter(path))
{
string tx = "x=" + transform.localPosition.x.ToString() + " //Translation x";
string ty = "y=" + transform.localPosition.y.ToString() + " //Translation y";
string tz = "z=" + transform.localPosition.z.ToString() + " //Translation z";
string rx = "rx=" + transform.localRotation.eulerAngles.x.ToString() + " //Rotation x";
string ry = "ry=" + transform.localRotation.eulerAngles.y.ToString() + " //Rotation y";
string rz = "rz=" + transform.localRotation.eulerAngles.z.ToString() + " //Rotation z";
//Write those values into the file.
file.WriteLine(tx);
file.WriteLine(ty);
file.WriteLine(tz);
file.WriteLine(rx);
file.WriteLine(ry);
file.WriteLine(rz);
#if ZED_STEAM_VR
if (TrackerComponentExist())
{
//If using SteamVR, get the serial number of the tracked device, or write "NONE" to indicate we checked but couldn't find it.
//This is used by ZEDControllerManager later to know specifically which device the loaded offset has been calibrated to, in the event of multiple controllers/trackers.
string result = "indexController = ";
if (controllerTracker.index > 0)
{
var snerror = Valve.VR.ETrackedPropertyError.TrackedProp_Success;
var snresult = new System.Text.StringBuilder((int)64);
result += Valve.VR.OpenVR.System.GetStringTrackedDeviceProperty((uint)controllerTracker.index, Valve.VR.ETrackedDeviceProperty.Prop_SerialNumber_String, snresult, 64, ref snerror);
//OpenVR.System.GetStringTrackedDeviceProperty((uint)index, ETrackedDeviceProperty.Prop_SerialNumber_String, snresult, 64, ref snerror);
}
else
{
result += "NONE";
}
file.WriteLine(result);
}
#endif
file.Close(); //Finalize the new file.
}
}
/// <summary>
/// Whether there is a referenced ZEDControllerTracker object in this object, a parent, or a child.
/// </summary>
/// <returns>True if such a component exists and is used to handle the offset.</returns>
public bool TrackerComponentExist()
{
if (controllerTracker != null)
return true;
else
return false;
}
private void OnEnable()
{
LoadTrackerComponent();
}
/// <summary>
/// Searched for a ZEDControllerTracker component in this object, its parents, and its children.
/// Sets the controllerTracker value to the first one it finds.
/// </summary>
private void LoadTrackerComponent()
{
ZEDControllerTracker zct = GetComponent<ZEDControllerTracker>();
if (zct == null)
zct = GetComponentInParent<ZEDControllerTracker>();
if (zct == null)
zct = GetComponentInChildren<ZEDControllerTracker>();
if (zct != null)
controllerTracker = zct;
}
/// <summary>
/// Tries to find the relevant ZEDControllerTracker object, and loads the existing
/// offset file if there is one.
/// </summary>
void Awake()
{
LoadTrackerComponent();
string folder = System.Environment.GetFolderPath(System.Environment.SpecialFolder.ApplicationData);
string specificFolder = Path.Combine(folder, @"Stereolabs\steamvr");
path = Path.Combine(specificFolder, ZEDOffsetFile);
// Check if folder exists and if not, create it
if (!Directory.Exists(specificFolder))
Directory.CreateDirectory(specificFolder);
LoadZEDPos();
CreateFileWatcher(specificFolder);
isReady = true;
}
private void Update()
{
if (isReady)
LoadZEDPos();
}
/// <summary>
/// Loads the offset file and sets the local position/rotation to the loaded values.
/// </summary>
public void LoadZEDPos()
{
if (!System.IO.File.Exists(path)) return;
string[] lines = null;
try
{
lines = System.IO.File.ReadAllLines(path);
}
catch (System.Exception)
{
controllerTracker.SNHolder = "NONE";
}
if (lines == null)
{
controllerTracker.SNHolder = "NONE";
return;
}
if (lines == null) return;
Vector3 position = new Vector3(0, 0, 0);
Vector3 eulerRotation = new Vector3(0, 0, 0);
foreach (string line in lines)
{
string[] splittedLine = line.Split('=');
if (splittedLine != null && splittedLine.Length >= 2)
{
string key = splittedLine[0];
string field = splittedLine[1].Split(' ')[0];
if (key == "x")
{
position.x = float.Parse(field, System.Globalization.CultureInfo.InvariantCulture);
}
else if (key == "y")
{
position.y = float.Parse(field, System.Globalization.CultureInfo.InvariantCulture);
}
else if (key == "z")
{
position.z = float.Parse(field, System.Globalization.CultureInfo.InvariantCulture);
}
else if (key == "rx")
{
eulerRotation.x = float.Parse(field, System.Globalization.CultureInfo.InvariantCulture);
}
else if (key == "ry")
{
eulerRotation.y = float.Parse(field, System.Globalization.CultureInfo.InvariantCulture);
}
else if (key == "rz")
{
eulerRotation.z = float.Parse(field, System.Globalization.CultureInfo.InvariantCulture);
}
else if (key == "indexController")
{
LoadTrackerComponent();
if (TrackerComponentExist())
{
controllerTracker.SNHolder = field;
}
}
}
}
transform.localPosition = position;
transform.localRotation = Quaternion.Euler(eulerRotation.x, eulerRotation.y, eulerRotation.z);
}
/// <summary>
/// Creates a FileSystemWatcher that keeps track of the offset file, in case it
/// changes or moves.
/// </summary>
/// <param name="path"></param>
public void CreateFileWatcher(string path)
{
// Create a new FileSystemWatcher and set its properties.
FileSystemWatcher watcher = new FileSystemWatcher();
watcher.Path = path;
/* Watch for changes in LastAccess and LastWrite times, and
the renaming of files or directories. */
watcher.NotifyFilter = NotifyFilters.LastAccess | NotifyFilters.LastWrite
| NotifyFilters.FileName | NotifyFilters.DirectoryName;
// Only watch text files.
watcher.Filter = ZEDOffsetFile;
// Add event handlers.
watcher.Changed += new FileSystemEventHandler(OnChanged);
// Begin watching.
watcher.EnableRaisingEvents = true;
}
/// <summary>
/// Event handler for when the offset file changes or moves.
/// Called by the FileSystemWatcher created in CreateFileWatcher().
/// </summary>
/// <param name="source"></param>
/// <param name="e"></param>
private void OnChanged(object source, FileSystemEventArgs e)
{
if (TrackerComponentExist())
{
LoadZEDPos();
}
}
}
#if UNITY_EDITOR
/// <summary>
/// Custom editor for ZEDOffsetController, to define its Inspector layout.
/// Specifically, it doesn't draw public fields like normal but instead places Save/Load buttons
/// for the offset file that are only pressable during runtime.
/// </summary>
[CustomEditor(typeof(ZEDOffsetController))]
public class ZEDPositionEditor : Editor
{
private ZEDOffsetController positionManager;
public void OnEnable()
{
positionManager = (ZEDOffsetController)target;
}
public override void OnInspectorGUI() //Called when the Inspector GUI becomes visible, or changes at all.
{
GUILayout.Space(5);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
GUI.enabled = positionManager.isReady;
GUIContent savecontent = new GUIContent("Save Offset", "Saves the object's local position/rotation to a text file to be loaded anytime in the future.");
if (GUILayout.Button(savecontent))
{
positionManager.SaveZEDPos();
}
GUIContent loadcontent = new GUIContent("Load Offset", "Loads local position/rotation from an offset file previously saved, or created by the beta ZED calibration tool.");
if (GUILayout.Button(loadcontent))
{
positionManager.LoadZEDPos();
}
EditorGUILayout.EndHorizontal();
}
}
#endif