using System; using UnityEngine; namespace Tracking { public class FrontWheelTracker : MonoBehaviour { private const String KEY_POS_X = "vive_tracker_pos_x"; private const String KEY_POS_Y = "vive_tracker_pos_y"; private const String KEY_POS_Z = "vive_tracker_pos_z"; private const String KEY_ROT_X = "vive_tracker_rot_x"; private const String KEY_ROT_Y = "vive_tracker_rot_y"; private const String KEY_ROT_Z = "vive_tracker_rot_z"; private Transform trackerTransform; private Vector3 zeroRot; private Vector3 zeroPos; public Vector3 Rotation { get { var newVal = trackerTransform.localRotation.eulerAngles - zeroRot; var x = newVal.x; var y = newVal.y; var z = newVal.z; if (x > 180) x = -(360 - x); if (y > 180) y = -(360 - y); if (z > 180) z = -(360 - z); if (x < -180) x = -(-360 - x); if (y < -180) y = -(-360 - y); if (z < -180) z = -(-360 - z); return new Vector3(x,y,z); } } public Vector3 Position => trackerTransform.localPosition - zeroPos; public Vector3 ZeroRot => zeroRot; public Vector3 ZeroPos => zeroPos; // Start is called before the first frame update void Start() { trackerTransform = transform; if (PlayerPrefs.HasKey(KEY_POS_X) && PlayerPrefs.HasKey(KEY_POS_Y) && PlayerPrefs.HasKey(KEY_POS_Z)) { var x = PlayerPrefs.GetFloat(KEY_POS_X); var y = PlayerPrefs.GetFloat(KEY_POS_Y); var z = PlayerPrefs.GetFloat(KEY_POS_Z); zeroPos = new Vector3(x, y, z); } if (PlayerPrefs.HasKey(KEY_ROT_X) && PlayerPrefs.HasKey(KEY_ROT_Y) && PlayerPrefs.HasKey(KEY_ROT_Z)) { var x = PlayerPrefs.GetFloat(KEY_ROT_X); var y = PlayerPrefs.GetFloat(KEY_ROT_Y); var z = PlayerPrefs.GetFloat(KEY_ROT_Z); zeroRot = new Vector3(x, y, z); } } // Update is called once per frame void Update() { } //sets current position as zero -> straighten handlebar and call this function public void Calibrate() { zeroRot = trackerTransform.localRotation.eulerAngles; zeroPos = trackerTransform.localPosition; PlayerPrefs.SetFloat(KEY_ROT_X, zeroRot.x); PlayerPrefs.SetFloat(KEY_ROT_Y, zeroRot.y); PlayerPrefs.SetFloat(KEY_ROT_Z, zeroRot.z); PlayerPrefs.SetFloat(KEY_POS_X, zeroPos.x); PlayerPrefs.SetFloat(KEY_POS_Y, zeroPos.y); PlayerPrefs.SetFloat(KEY_POS_Z, zeroPos.z); PlayerPrefs.Save(); } } }