|
|
//========= Copyright 2016-2020, HTC Corporation. All rights reserved. ===========
using System;using UnityEngine;
namespace HTC.UnityPlugin.Utility{ [Serializable] public struct RigidPose { public Vector3 pos; public Quaternion rot;
public static RigidPose identity { get { return new RigidPose(Vector3.zero, Quaternion.identity); } }
public RigidPose(Vector3 pos, Quaternion rot) { this.pos = pos; this.rot = rot; }
public RigidPose(Transform t, bool useLocal = false) { if (t == null) { pos = Vector3.zero; rot = Quaternion.identity; } else if (!useLocal) { pos = t.position; rot = t.rotation; } else { pos = t.localPosition; rot = t.localRotation; } }
public Vector3 forward { get { return rot * Vector3.forward; } }
public Vector3 right { get { return rot * Vector3.right; } }
public Vector3 up { get { return rot * Vector3.up; } }
public override bool Equals(object o) { if (o is RigidPose) { var t = (RigidPose)o; return pos == t.pos && rot == t.rot; } return false; }
public override int GetHashCode() { return pos.GetHashCode() ^ rot.GetHashCode(); }
public static bool operator ==(RigidPose a, RigidPose b) { return a.pos.x == b.pos.x && a.pos.y == b.pos.y && a.pos.z == b.pos.z && a.rot.x == b.rot.x && a.rot.y == b.rot.y && a.rot.z == b.rot.z && a.rot.w == b.rot.w; }
public static bool operator !=(RigidPose a, RigidPose b) { return !(a == b); }
public static RigidPose operator *(RigidPose a, RigidPose b) { return new RigidPose { rot = a.rot * b.rot, pos = a.pos + a.rot * b.pos }; }
public void Multiply(RigidPose a, RigidPose b) { rot = a.rot * b.rot; pos = a.pos + a.rot * b.pos; }
public void Inverse() { rot = Quaternion.Inverse(rot); pos = -(rot * pos); }
public RigidPose GetInverse() { var t = new RigidPose(pos, rot); t.Inverse(); return t; }
public Vector3 InverseTransformPoint(Vector3 point) { return Quaternion.Inverse(rot) * (point - pos); }
public Vector3 TransformPoint(Vector3 point) { return pos + (rot * point); }
public static RigidPose Lerp(RigidPose a, RigidPose b, float t) { return new RigidPose(Vector3.Lerp(a.pos, b.pos, t), Quaternion.Slerp(a.rot, b.rot, t)); }
public void Lerp(RigidPose to, float t) { pos = Vector3.Lerp(pos, to.pos, t); rot = Quaternion.Slerp(rot, to.rot, t); }
public static RigidPose LerpUnclamped(RigidPose a, RigidPose b, float t) { return new RigidPose(Vector3.LerpUnclamped(a.pos, b.pos, t), Quaternion.SlerpUnclamped(a.rot, b.rot, t)); }
public void LerpUnclamped(RigidPose to, float t) { pos = Vector3.LerpUnclamped(pos, to.pos, t); rot = Quaternion.SlerpUnclamped(rot, to.rot, t); }
public static void SetPose(Transform target, RigidPose pose, Transform origin = null) { if (origin != null && origin != target.parent) { target.position = origin.transform.TransformPoint(pose.pos); target.rotation = origin.rotation * pose.rot; } else { target.localPosition = pose.pos; target.localRotation = pose.rot; } }
// proper following duration is larger then 0.02 second, depends on the update rate
public static void SetRigidbodyVelocity(Rigidbody rigidbody, Vector3 from, Vector3 to, float duration) { var diffPos = to - from; if (Mathf.Approximately(diffPos.sqrMagnitude, 0f)) { rigidbody.velocity = Vector3.zero; } else { rigidbody.velocity = diffPos / duration; } }
// proper folloing duration is larger then 0.02 second, depends on the update rate
public static void SetRigidbodyAngularVelocity(Rigidbody rigidbody, Quaternion from, Quaternion to, float duration, bool overrideMaxAngularVelocity = true) { float angle; Vector3 axis; var fromToRot = to * Quaternion.Inverse(from); fromToRot.ToAngleAxis(out angle, out axis); while (angle > 180f) { angle -= 360f; }
if (Mathf.Approximately(angle, 0f) || float.IsNaN(axis.x) || float.IsNaN(axis.y) || float.IsNaN(axis.z)) { rigidbody.angularVelocity = Vector3.zero; } else { angle *= Mathf.Deg2Rad / duration; // convert to radius speed
if (overrideMaxAngularVelocity && rigidbody.maxAngularVelocity < angle) { rigidbody.maxAngularVelocity = angle; } rigidbody.angularVelocity = axis * angle; } }
public static RigidPose FromToPose(RigidPose from, RigidPose to) { var invRot = Quaternion.Inverse(from.rot); return new RigidPose(invRot * (to.pos - from.pos), invRot * to.rot); }
#if UNITY_2017_2_OR_NEWER
public static implicit operator RigidPose(Pose v) { return new RigidPose(v.position, v.rotation); }
public static implicit operator Pose(RigidPose v) { return new Pose(v.pos, v.rot); }#endif
public override string ToString() { return "{p" + pos.ToString() + ",r" + rot.ToString() + "}"; }
public string ToString(string format) { return "{p" + pos.ToString(format) + ",r" + rot.ToString(format) + "}"; } }}
|