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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- /// <summary>
- /// Handles the ZED camera's offset from its tracked object within the MR calibration scene.
- /// Provides interfaces for translating/rotating gradually or instantly, along with related
- /// functions like undo/redo and loading/saving.
- /// </summary>
- public class CameraAnchor : MonoBehaviour
- {
- /// <summary>
- /// The scene's ZEDManager instance. Should be a child of this object's transform.
- /// If not assigned, will be set to the ZEDManager for camera index 1.
- /// </summary>
- [Tooltip("The scene's ZEDManager instance. Should be a child of this object's transform. " +
- "If not assigned, will be set to the ZEDManager for camera index 1.")]
- public ZEDManager zedManager;
- /// <summary>
- /// ZEDControllerTracker assigned to this object. That's what keeps the object's position in sync with the real-world object.
- /// </summary>
- [HideInInspector]
- public ZEDControllerTracker controllerTracker;
- /// <summary>
- /// Max speed the ZED will move when calling TranslateZEDIncrementally(). This happens when using the manual translation arrows.
- /// </summary>
- [Space(5)]
- [Tooltip("Max speed the ZED will move when calling TranslateZEDIncrementally(). This happens when using the manual translation arrows.")]
- public float maxTranslateMPS = 0.05f;
- /// <summary>
- /// Max speed the ZED will move when calling RotateZEDIncrementally(). This happens when using the manual rotation rings.
- /// </summary>
- [Tooltip("Max speed the ZED will move when calling RotateZEDIncrementally(). This happens when using the manual rotation rings.")]
- public float maxRotateDPS = 30f;
- /// <summary>
- /// Delegate that provides a reference for a CameraAnchor, indended to be to this one.
- /// </summary>
- public delegate void CameraAnchorCreatedDelegate(CameraAnchor anchor);
- /// <summary>
- /// Event called in Start(), confirming that the anchor is ready to be used.
- /// </summary>
- public static event CameraAnchorCreatedDelegate OnCameraAnchorCreated;
- /// <summary>
- /// Index of the layer hidden from the ZED camera, preventing it from being visible in the 2D view.
- /// This is NOT enforced in the camera itself via script; you must exclude it from the camera's layer mask manually.
- /// </summary>
- public const int HIDE_FROM_ZED_LAYER = 17;
- /// <summary>
- /// File path to where the app loads and saves the calibrated offset values - the whole point of the MR calibration scene existing.
- /// </summary>
- private string filePath
- {
- get
- {
- string folder = System.Environment.GetFolderPath(System.Environment.SpecialFolder.ApplicationData);
- string specificFolder = System.IO.Path.Combine(folder, @"Stereolabs\steamvr\ZED_Position_Offset.conf");
- return specificFolder;
- }
- }
- /// <summary>
- /// How many undo/redo poses to save before we start discarding them.
- /// </summary>
- private const int MAX_UNDO_HISTORY = 50;
- private CappedStack<AnchorPose> undoStack = new CappedStack<AnchorPose>(MAX_UNDO_HISTORY);
- private CappedStack<AnchorPose> redoStack = new CappedStack<AnchorPose>(MAX_UNDO_HISTORY);
- //When we call TranslateZEDIncrementally or the Rotate version, we only want to register an undoable pose
- //when you first call it. So we have a timer we start after registering the pose that blocks re-registering
- //until neither incremental function has been called for MIN_TIME_ect seconds.
- private const float MIN_TIME_BETWEEN_INCREMENTAL_UNDOS = 0.25f;
- private float incrementalUndoTimer = 0f;
- private bool canRegisterIncrementalUndo
- {
- get
- {
- return incrementalUndoTimer <= 0f;
- }
- }
- /// <summary>
- /// Get necessary references and handle startup events.
- /// </summary>
- void Start()
- {
- if (!controllerTracker) controllerTracker = GetComponent<ZEDControllerTracker>();
- if (!zedManager) zedManager = controllerTracker.zedManager;
- zedManager.OnZEDReady += LoadCalibFile;
- //Dispatch event that this anchor is ready.
- if (OnCameraAnchorCreated != null) OnCameraAnchorCreated.Invoke(this);
- }
- /// <summary>
- /// Sets the ZED position and rotation to the specified values, instantly.
- /// Also stores the pose for undoing later.
- /// </summary>
- public void SetNewZEDPose(Vector3 localpos, Quaternion localrot)
- {
- RegisterUndoablePose();
- zedManager.transform.localPosition = localpos;
- zedManager.transform.localRotation = localrot;
- }
- /// <summary>
- /// Adds the specified translation and rotation to the current ZED transform values.
- /// </summary>
- /// <param name="posoffset">Direction and amount to translate the ZED.</param>
- /// <param name="rotoffset">Direction and amount to rotate the ZED.</param>
- /// <param name="uselocal">If true, applies to localPosition/localRotation. Otherwise, applies to world-space values.</param>
- public void MoveZEDPose(Vector3 posoffset, Quaternion rotoffset, bool uselocal)
- {
- RegisterUndoablePose();
- if (uselocal) //Local space.
- {
- zedManager.transform.localPosition += posoffset;
- zedManager.transform.localRotation = rotoffset * zedManager.transform.localRotation;
- }
- else //World space.
- {
- zedManager.transform.position += posoffset;
- zedManager.transform.rotation = rotoffset * zedManager.transform.rotation;
- }
- }
- /// <summary>
- /// Move the ZED in a direction by an amount governed by maxTranslateMPS.
- /// Provided values should be clamped to -1 and 1, representing the multiple of that max speed used to translate.
- /// For instance, if max speed is 1 meter per second and this is called with 0, 0.5f, 0, for 1 second, it'll
- /// move 0.5 meters over the course of that second.
- /// Meant to be called every frame while dragging a control (like the translate arrows) to slide the ZED gradually.
- /// </summary>
- /// <param name="translation">What percentage (-1 to 1) of the max speed to move the ZED.</param>
- public void TranslateZEDIncrementally(Vector3 translation) //Input should be clamped to -1 and 1. 1 moves in max direction speed.
- {
- if (canRegisterIncrementalUndo) //Clear to register the undo.
- {
- RegisterUndoablePose();
- StartCoroutine(BlockIncrementalUndoRegister());
- }
- else //Timer already started. Don't start a new coroutine, but reset the timer.
- {
- incrementalUndoTimer = MIN_TIME_BETWEEN_INCREMENTAL_UNDOS;
- }
- Vector3 velocity = translation * maxTranslateMPS * Time.deltaTime;
- zedManager.transform.localPosition += zedManager.transform.localRotation * velocity;
- }
- /// <summary>
- /// Rotates the ZED in a direction by an amount governed by maxRotateDPS.
- /// Provided values should be clamped to -1 and 1, representing the multiple of that max speed used to rotate.
- /// For instance, if max speed is 100 degrees per second, and this is called with 0,0.5f,0 for 1 second, it'll
- /// rotate 50 degrees on the Y axis over the course of that second.
- /// Meant to be called every frame while dragging a control (like the translate arrows) to slide the ZED gradually.
- /// </summary>
- /// <param name="rotation"></param>
- public void RotateZEDIncrementally(Vector3 rotation)//Input should be clamped to -1 and 1. 1 moves in max rotation speed.
- {
- if (canRegisterIncrementalUndo) //Clear to register the undo.
- {
- RegisterUndoablePose();
- StartCoroutine(BlockIncrementalUndoRegister());
- }
- else //Timer already started. Don't start a new coroutine, but reset the timer.
- {
- incrementalUndoTimer = MIN_TIME_BETWEEN_INCREMENTAL_UNDOS;
- }
- Vector3 angvelocity = rotation * maxRotateDPS * Time.deltaTime;
- zedManager.transform.localRotation *= Quaternion.Euler(angvelocity);
- //zedManager.transform.localEulerAngles += angvelocity;
- }
- /// <summary>
- /// Temporarily blocks an undoable position from being registered from the 'incremental' move functions.
- /// This is done so that when you first start sliding/rotating the ZED over time, it only saves the position
- /// in the first frame, and not repeatedly or at any time until you finish thta action.
- /// </summary>
- private IEnumerator BlockIncrementalUndoRegister()
- {
- incrementalUndoTimer = MAX_UNDO_HISTORY;
- while (incrementalUndoTimer > 0)
- {
- incrementalUndoTimer -= Time.deltaTime;
- yield return null;
- }
- }
- /// <summary>
- /// Moves the ZED to the top position on the Undo stack, undoing the last change.
- /// Also adds the current position to the Redo stack.
- /// </summary>
- public void Undo()
- {
- if (undoStack.Count == 0) return; //No action to undo.
- AnchorPose undoPose = undoStack.Pop(); //Get last pose from the stack and remove it.
- //Save the current pose to the redo stack.
- AnchorPose pose = new AnchorPose(zedManager.transform.localPosition, zedManager.transform.localRotation);
- redoStack.Push(pose);
- //Apply historical pose to the ZED.
- zedManager.transform.localPosition = undoPose.position;
- zedManager.transform.localRotation = undoPose.rotation;
- //redoStack.Push(undoPose); //Remember what you undid so it can be redone.
- }
- /// <summary>
- /// Moves the ZED to the top position on the Redo stack, if any, which is added after
- /// the user calls Undo, so long as another Undo is not registered in the meantime.
- /// </summary>
- public void Redo()
- {
- if (redoStack.Count == 0) return; //No action to redo.
- AnchorPose redoPose = redoStack.Pop(); //Get last pose from the stack and remove it.
- //Re-apply that pose to the ZED.
- zedManager.transform.localPosition = redoPose.position;
- zedManager.transform.localRotation = redoPose.rotation;
- undoStack.Push(redoPose); //Put that action back on the undo stack so you could repeat this process again if you wanted.
- }
- /// <summary>
- /// Call before the ZED is moved to make it so you can go back to this position by pressing Undo.
- /// If you are moving it gradually, call before the gradual movement starts and don't update during.
- /// Also clears the Redo stack as you've now branched away from it.
- /// </summary>
- private void RegisterUndoablePose()
- {
- RegisterUndoablePose(zedManager.transform.localPosition, zedManager.transform.localRotation);
- }
- /// <summary>
- /// Call before the ZED is moved to make it so you can go back to this position by pressing Undo.
- /// If you are moving it gradually, call before the gradual movement starts and don't update during.
- /// Also clears the Redo stack as you've now branched away from it.
- /// </summary>
- private void RegisterUndoablePose(Vector3 pos, Quaternion rot)
- {
- AnchorPose pose = new AnchorPose(pos, rot);
- undoStack.Push(pose);
- //Clear the Redo stack as we've now branched away from whatever history it had.
- redoStack.Clear();
- }
- /// <summary>
- /// Saves the ZED's offset from the tracked object as a file to be loaded within Unity or from any ZED application
- /// built to load such a calibration file.
- /// <para>Destination directory defined by the CALIB_FILE_PATH constant.</para>
- /// </summary>
- public void SaveCalibFile()
- {
- int slashindex = filePath.LastIndexOf('\\');
- string directory = filePath.Substring(0, slashindex);
- print(directory);
- if (!System.IO.Directory.Exists(directory))
- {
- System.IO.Directory.CreateDirectory(directory);
- }
- using (System.IO.StreamWriter file = new System.IO.StreamWriter(filePath))
- {
- Vector3 localpos = zedManager.transform.localPosition; //Shorthand.
- Vector3 localrot = zedManager.transform.localRotation.eulerAngles; //Shorthand.
- file.WriteLine("x=" + localpos.x);
- file.WriteLine("y=" + localpos.y);
- file.WriteLine("z=" + localpos.z);
- file.WriteLine("rx=" + localrot.x);
- file.WriteLine("ry=" + localrot.y);
- file.WriteLine("rz=" + localrot.z);
- #if ZED_STEAM_VR
- string indexstring = "indexController=";
- if (controllerTracker.index > 0)
- {
- var snerror = Valve.VR.ETrackedPropertyError.TrackedProp_Success;
- var snresult = new System.Text.StringBuilder((int)64);
- indexstring += Valve.VR.OpenVR.System.GetStringTrackedDeviceProperty((uint)controllerTracker.index,
- Valve.VR.ETrackedDeviceProperty.Prop_SerialNumber_String, snresult, 64, ref snerror);
- }
- else
- {
- indexstring += "NONE";
- }
- file.WriteLine(indexstring);
- #endif
- file.Close();
- print("Calibration saved to " + filePath);
- MessageDisplay.DisplayTemporaryMessageAll("Saved calibration file to:\r\n" + filePath);
- }
- }
- /// <summary>
- /// Loads a previously-saved calibration file, if any, and applies the position to the ZED.
- /// Called when the ZED is first initialized, so you left off where you started.
- /// </summary>
- public void LoadCalibFile()
- {
- if (!System.IO.File.Exists(filePath))
- {
- print("Did not load values as no previously-saved file was found: " + filePath);
- return;
- }
- string[] lines = null;
- try
- {
- lines = System.IO.File.ReadAllLines(filePath);
- }
- catch (System.Exception e)
- {
- Debug.LogError(e.ToString());
- }
- if (lines == null)
- {
- print("Loaded calibration file was empty: " + filePath);
- return;
- }
- Vector3 localpos = Vector3.zero;
- Vector3 localrot = Vector3.zero; //Euler angles.
- foreach (string line in lines)
- {
- string[] splitline = line.Split('=');
- if (splitline != null && splitline.Length >= 2)
- {
- string key = splitline[0];
- string value = splitline[1].Split(' ')[0].ToLower(); //Removed space after values if present.
- if (key == "indexController") continue; //We don't need to load this.
- //We'll parse the field ahead of time for simplicity, but this only works because all needed values are floats.
- //This needs to be amended if we ever need to load other values.
- float parsedval = float.Parse(value, System.Globalization.CultureInfo.InvariantCulture);
- if (key == "x")
- {
- localpos.x = parsedval;
- }
- else if (key == "y")
- {
- localpos.y = parsedval;
- }
- else if (key == "z")
- {
- localpos.z = parsedval;
- }
- else if (key == "rx")
- {
- localrot.x = parsedval;
- }
- else if (key == "ry")
- {
- localrot.y = parsedval;
- }
- else if (key == "rz")
- {
- localrot.z = parsedval;
- }
- }
- }
- zedManager.transform.localPosition = localpos;
- zedManager.transform.localRotation = Quaternion.Euler(localrot);
- print("Loaded past calibration from file: " + filePath);
- }
- /// <summary>
- /// Very simple version of UnityEngine's Pose class, as it doesn't exist in older versions of Unity.
- /// </summary>
- internal class AnchorPose
- {
- internal Vector3 position;
- internal Quaternion rotation;
- internal AnchorPose(Vector3 pos, Quaternion rot)
- {
- position = pos;
- rotation = rot;
- }
- }
- }
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