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- using UnityEngine;
- namespace Tracking
- {
- public abstract class CalibratableTracker : MonoBehaviour
- {
- protected abstract string KeyPrefix { get; }
- private string KeyPosX => $"{KeyPrefix}_vive_tracker_pos_x";
- private string KeyPosY => $"{KeyPrefix}_vive_tracker_pos_y";
- private string KeyPosZ => $"{KeyPrefix}_vive_tracker_pos_z";
- private string KeyRotX => $"{KeyPrefix}_vive_tracker_rot_x";
- private string KeyRotY => $"{KeyPrefix}_vive_tracker_rot_y";
- private string KeyRotZ => $"{KeyPrefix}_vive_tracker_rot_z";
- private Transform trackerTransform;
- private Vector3 zeroRot;
- private Vector3 zeroPos;
- public Transform bicycleTransform;
- public Vector3 RelativeRotation
- {
- 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 RelativePosition => trackerTransform == null ? Vector3.zero : trackerTransform.localPosition - zeroPos;
- public Vector3 ZeroRot => zeroRot;
- public Vector3 ZeroPos => zeroPos;
- private void Start()
- {
- trackerTransform = transform;
- if (PlayerPrefs.HasKey(KeyPosX) && PlayerPrefs.HasKey(KeyPosY) && PlayerPrefs.HasKey(KeyPosZ))
- {
- var x = PlayerPrefs.GetFloat(KeyPosX);
- var y = PlayerPrefs.GetFloat(KeyPosY);
- var z = PlayerPrefs.GetFloat(KeyPosZ);
- zeroPos = new Vector3(x, y, z);
- }
- if (PlayerPrefs.HasKey(KeyRotX) && PlayerPrefs.HasKey(KeyRotY) && PlayerPrefs.HasKey(KeyRotZ))
- {
- var x = PlayerPrefs.GetFloat(KeyRotX);
- var y = PlayerPrefs.GetFloat(KeyRotY);
- var z = PlayerPrefs.GetFloat(KeyRotZ);
- zeroRot = new Vector3(x, y, z);
- }
- }
- //sets current position as zero -> straighten handlebar and call this function
- public void Calibrate()
- {
- zeroRot = trackerTransform.localRotation.eulerAngles;
- zeroPos = trackerTransform.localPosition;
- PlayerPrefs.SetFloat(KeyRotX, zeroRot.x);
- PlayerPrefs.SetFloat(KeyRotY, zeroRot.y);
- PlayerPrefs.SetFloat(KeyRotZ, zeroRot.z);
- PlayerPrefs.SetFloat(KeyPosX, zeroPos.x);
- PlayerPrefs.SetFloat(KeyPosY, zeroPos.y);
- PlayerPrefs.SetFloat(KeyPosZ, zeroPos.z);
- PlayerPrefs.Save();
- }
- }
- }
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