//======= Copyright (c) Valve Corporation, All rights reserved. =============== using System; using System.Threading; using UnityEngine; using UnityEngine.Events; using Valve.VR; namespace Valve.VR { /// /// 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. /// public class SteamVR_Behaviour_Pose : MonoBehaviour { public SteamVR_Action_Pose poseAction = SteamVR_Input.GetAction("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; /// Returns whether or not the current pose is in a valid state public bool isValid { get { return poseAction[inputSource].poseIsValid; } } /// Returns whether or not the pose action is bound and able to be updated public bool isActive { get { return poseAction[inputSource].active; } } /// This Unity event will fire whenever the position or rotation of this transform is updated. public SteamVR_Behaviour_PoseEvent onTransformUpdated; /// This Unity event will fire whenever the position or rotation of this transform is changed. public SteamVR_Behaviour_PoseEvent onTransformChanged; /// This Unity event will fire whenever the device is connected or disconnected public SteamVR_Behaviour_Pose_ConnectedChangedEvent onConnectedChanged; /// This Unity event will fire whenever the device's tracking state changes public SteamVR_Behaviour_Pose_TrackingChangedEvent onTrackingChanged; /// This Unity event will fire whenever the device's deviceIndex changes public SteamVR_Behaviour_Pose_DeviceIndexChangedEvent onDeviceIndexChanged; /// This C# event will fire whenever the position or rotation of this transform is updated. public UpdateHandler onTransformUpdatedEvent; /// This C# event will fire whenever the position or rotation of this transform is changed. public ChangeHandler onTransformChangedEvent; /// This C# event will fire whenever the device is connected or disconnected public DeviceConnectedChangeHandler onConnectedChangedEvent; /// This C# event will fire whenever the device's tracking state changes public TrackingChangeHandler onTrackingChangedEvent; /// This C# event will fire whenever the device's deviceIndex changes 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("[SteamVR] No pose action set for this component"); 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); } } } /// /// Returns the device index for the device bound to the pose. /// public int GetDeviceIndex() { if (deviceIndex == -1) CheckDeviceIndex(); return deviceIndex; } /// Returns the current velocity of the pose (as of the last update) public Vector3 GetVelocity() { return poseAction[inputSource].velocity; } /// Returns the current angular velocity of the pose (as of the last update) public Vector3 GetAngularVelocity() { return poseAction[inputSource].angularVelocity; } /// Returns the velocities of the pose at the time specified. Can predict in the future or return past values. public bool GetVelocitiesAtTimeOffset(float secondsFromNow, out Vector3 velocity, out Vector3 angularVelocity) { return poseAction[inputSource].GetVelocitiesAtTimeOffset(secondsFromNow, out velocity, out angularVelocity); } /// Uses previously recorded values to find the peak speed of the pose and returns the corresponding velocity and angular velocity 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; } } /// /// Gets the localized name of the device that the action corresponds to. /// /// /// /// VRInputString_Hand - Which hand the origin is in. E.g. "Left Hand" /// VRInputString_ControllerType - What kind of controller the user has in that hand.E.g. "Vive Controller" /// VRInputString_InputSource - What part of that controller is the origin. E.g. "Trackpad" /// VRInputString_All - All of the above. E.g. "Left Hand Vive Controller Trackpad" /// /// 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); } }