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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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