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- using UnityEngine.InputSystem.Layouts;
- using UnityEngine.InputSystem.LowLevel;
- ////REVIEW: expose euler angle subcontrols?
- namespace UnityEngine.InputSystem.Controls
- {
- /// <summary>
- /// A generic input control reading quaternion (rotation) values.
- /// </summary>
- [Scripting.Preserve]
- public class QuaternionControl : InputControl<Quaternion>
- {
- // Accessing these components as individual controls usually doesn't make too much sense,
- // but having these controls allows changing the state format on the quaternion without
- // requiring the control to explicitly support the various different storage formats.
- // Also, it allows putting processors on the individual components which may be necessary
- // to properly convert the source data.
- /// <summary>
- /// The X component of the quaternion.
- /// </summary>
- /// <value>Control representing the X component.</value>
- [InputControl(displayName = "X")]
- public AxisControl x { get; private set; }
- /// <summary>
- /// The Y component of the quaternion.
- /// </summary>
- /// <value>Control representing the Y component.</value>
- [InputControl(displayName = "Y")]
- public AxisControl y { get; private set; }
- /// <summary>
- /// The Z component of the quaternion.
- /// </summary>
- /// <value>Control representing the Z component.</value>
- [InputControl(displayName = "Z")]
- public AxisControl z { get; private set; }
- /// <summary>
- /// The W component of the quaternion.
- /// </summary>
- /// <value>Control representing the W component.</value>
- [InputControl(displayName = "W")]
- public AxisControl w { get; private set; }
- /// <summary>
- /// Default-initialize the control.
- /// </summary>
- public QuaternionControl()
- {
- m_StateBlock.sizeInBits = sizeof(float) * 4 * 8;
- m_StateBlock.format = InputStateBlock.FormatQuaternion;
- }
- /// <inheritdoc/>
- protected override void FinishSetup()
- {
- x = GetChildControl<AxisControl>("x");
- y = GetChildControl<AxisControl>("y");
- z = GetChildControl<AxisControl>("z");
- w = GetChildControl<AxisControl>("w");
- base.FinishSetup();
- }
- /// <inheritdoc/>
- public override unsafe Quaternion ReadUnprocessedValueFromState(void* statePtr)
- {
- return new Quaternion(x.ReadValueFromState(statePtr), y.ReadValueFromState(statePtr), z.ReadValueFromState(statePtr),
- w.ReadUnprocessedValueFromState(statePtr));
- }
- /// <inheritdoc/>
- public override unsafe void WriteValueIntoState(Quaternion value, void* statePtr)
- {
- x.WriteValueIntoState(value.x, statePtr);
- y.WriteValueIntoState(value.y, statePtr);
- z.WriteValueIntoState(value.z, statePtr);
- w.WriteValueIntoState(value.w, statePtr);
- }
- }
- }
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