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