//======= Copyright (c) Valve Corporation, All rights reserved. =============== using UnityEngine; using System.Collections; namespace Valve.VR { public class SteamVR_RingBuffer { protected T[] buffer; protected int currentIndex; protected T lastElement; public SteamVR_RingBuffer(int size) { buffer = new T[size]; currentIndex = 0; } public void Add(T newElement) { buffer[currentIndex] = newElement; StepForward(); } public virtual void StepForward() { lastElement = buffer[currentIndex]; currentIndex++; if (currentIndex >= buffer.Length) currentIndex = 0; cleared = false; } public virtual T GetAtIndex(int atIndex) { if (atIndex < 0) atIndex += buffer.Length; return buffer[atIndex]; } public virtual T GetLast() { return lastElement; } public virtual int GetLastIndex() { int lastIndex = currentIndex - 1; if (lastIndex < 0) lastIndex += buffer.Length; return lastIndex; } private bool cleared = false; public void Clear() { if (cleared == true) return; if (buffer == null) return; for (int index = 0; index < buffer.Length; index++) { buffer[index] = default(T); } lastElement = default(T); currentIndex = 0; cleared = true; } } public class SteamVR_HistoryBuffer : SteamVR_RingBuffer { public SteamVR_HistoryBuffer(int size) : base(size) { } public void Update(Vector3 position, Quaternion rotation, Vector3 velocity, Vector3 angularVelocity) { if (buffer[currentIndex] == null) buffer[currentIndex] = new SteamVR_HistoryStep(); buffer[currentIndex].position = position; buffer[currentIndex].rotation = rotation; buffer[currentIndex].velocity = velocity; buffer[currentIndex].angularVelocity = angularVelocity; buffer[currentIndex].timeInTicks = System.DateTime.Now.Ticks; StepForward(); } public float GetVelocityMagnitudeTrend(int toIndex = -1, int fromIndex = -1) { if (toIndex == -1) toIndex = currentIndex - 1; if (toIndex < 0) toIndex += buffer.Length; if (fromIndex == -1) fromIndex = toIndex - 1; if (fromIndex < 0) fromIndex += buffer.Length; SteamVR_HistoryStep toStep = buffer[toIndex]; SteamVR_HistoryStep fromStep = buffer[fromIndex]; if (IsValid(toStep) && IsValid(fromStep)) { return toStep.velocity.sqrMagnitude - fromStep.velocity.sqrMagnitude; } return 0; } public bool IsValid(SteamVR_HistoryStep step) { return step != null && step.timeInTicks != -1; } public int GetTopVelocity(int forFrames, int addFrames = 0) { int topFrame = currentIndex; float topVelocitySqr = 0; int currentFrame = currentIndex; while (forFrames > 0) { forFrames--; currentFrame--; if (currentFrame < 0) currentFrame = buffer.Length - 1; SteamVR_HistoryStep currentStep = buffer[currentFrame]; if (IsValid(currentStep) == false) break; float currentSqr = buffer[currentFrame].velocity.sqrMagnitude; if (currentSqr > topVelocitySqr) { topFrame = currentFrame; topVelocitySqr = currentSqr; } } topFrame += addFrames; if (topFrame >= buffer.Length) topFrame -= buffer.Length; return topFrame; } public void GetAverageVelocities(out Vector3 velocity, out Vector3 angularVelocity, int forFrames, int startFrame = -1) { velocity = Vector3.zero; angularVelocity = Vector3.zero; if (startFrame == -1) startFrame = currentIndex - 1; if (startFrame < 0) startFrame = buffer.Length - 1; int endFrame = startFrame - forFrames; if (endFrame < 0) endFrame += buffer.Length; Vector3 totalVelocity = Vector3.zero; Vector3 totalAngularVelocity = Vector3.zero; float totalFrames = 0; int currentFrame = startFrame; while (forFrames > 0) { forFrames--; currentFrame--; if (currentFrame < 0) currentFrame = buffer.Length - 1; SteamVR_HistoryStep currentStep = buffer[currentFrame]; if (IsValid(currentStep) == false) break; totalFrames++; totalVelocity += currentStep.velocity; totalAngularVelocity += currentStep.angularVelocity; } velocity = totalVelocity / totalFrames; angularVelocity = totalAngularVelocity / totalFrames; } } public class SteamVR_HistoryStep { public Vector3 position; public Quaternion rotation; public Vector3 velocity; public Vector3 angularVelocity; public long timeInTicks = -1; } }