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218 lines
6.2 KiB
218 lines
6.2 KiB
3 years ago
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//========= Copyright 2016-2018, HTC Corporation. All rights reserved. ===========
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using HTC.UnityPlugin.Utility;
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using System;
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using UnityEngine;
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namespace HTC.UnityPlugin.PoseTracker
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{
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/// <summary>
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/// Describe a pose by position and rotation
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/// </summary>
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[Obsolete("Use HTC.UnityPlugin.Utility.RigidPose instead")]
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[Serializable]
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public struct Pose
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{
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public Vector3 pos;
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public Quaternion rot;
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public static Pose identity
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{
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get { return new Pose(Vector3.zero, Quaternion.identity); }
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}
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public Pose(Vector3 pos, Quaternion rot)
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{
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this.pos = pos;
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this.rot = rot;
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}
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public Pose(Transform t, bool useLocal = false)
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{
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if (t == null)
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{
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pos = Vector3.zero;
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rot = Quaternion.identity;
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}
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else if (!useLocal)
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{
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pos = t.position;
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rot = t.rotation;
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}
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else
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{
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pos = t.localPosition;
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rot = t.localRotation;
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}
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}
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public override bool Equals(object o)
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{
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if (o is Pose)
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{
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Pose t = (Pose)o;
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return pos == t.pos && rot == t.rot;
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}
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return false;
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}
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public override int GetHashCode()
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{
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return pos.GetHashCode() ^ rot.GetHashCode();
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}
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public static bool operator ==(Pose a, Pose b)
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{
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return
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a.pos.x == b.pos.x &&
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a.pos.y == b.pos.y &&
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a.pos.z == b.pos.z &&
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a.rot.x == b.rot.x &&
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a.rot.y == b.rot.y &&
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a.rot.z == b.rot.z &&
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a.rot.w == b.rot.w;
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}
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public static bool operator !=(Pose a, Pose b)
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{
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return !(a == b);
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}
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public static Pose operator *(Pose a, Pose b)
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{
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return new Pose
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{
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rot = a.rot * b.rot,
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pos = a.pos + a.rot * b.pos
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};
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}
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public void Multiply(Pose a, Pose b)
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{
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rot = a.rot * b.rot;
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pos = a.pos + a.rot * b.pos;
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}
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public void Inverse()
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{
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rot = Quaternion.Inverse(rot);
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pos = -(rot * pos);
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}
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public Pose GetInverse()
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{
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var t = new Pose(pos, rot);
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t.Inverse();
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return t;
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}
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public Vector3 InverseTransformPoint(Vector3 point)
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{
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return Quaternion.Inverse(rot) * (point - pos);
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}
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public Vector3 TransformPoint(Vector3 point)
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{
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return pos + (rot * point);
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}
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public static Pose Lerp(Pose a, Pose b, float t)
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{
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return new Pose(Vector3.Lerp(a.pos, b.pos, t), Quaternion.Slerp(a.rot, b.rot, t));
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}
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public void Lerp(Pose to, float t)
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{
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pos = Vector3.Lerp(pos, to.pos, t);
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rot = Quaternion.Slerp(rot, to.rot, t);
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}
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public static Pose LerpUnclamped(Pose a, Pose b, float t)
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{
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return new Pose(Vector3.LerpUnclamped(a.pos, b.pos, t), Quaternion.SlerpUnclamped(a.rot, b.rot, t));
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}
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public void LerpUnclamped(Pose to, float t)
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{
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pos = Vector3.LerpUnclamped(pos, to.pos, t);
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rot = Quaternion.SlerpUnclamped(rot, to.rot, t);
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}
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public static void SetPose(Transform target, Pose pose, Transform origin = null)
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{
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if (origin != null && origin != target.parent)
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{
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pose = new Pose(origin) * pose;
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pose.pos.Scale(origin.localScale);
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target.position = pose.pos;
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target.rotation = pose.rot;
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}
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else
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{
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target.localPosition = pose.pos;
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target.localRotation = pose.rot;
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}
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}
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// proper following duration is larger then 0.02 second, depends on the update rate
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public static void SetRigidbodyVelocity(Rigidbody rigidbody, Vector3 from, Vector3 to, float duration)
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{
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var diffPos = to - from;
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if (Mathf.Approximately(diffPos.sqrMagnitude, 0f))
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{
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rigidbody.velocity = Vector3.zero;
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}
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else
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{
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rigidbody.velocity = diffPos / duration;
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}
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}
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// proper folloing duration is larger then 0.02 second, depends on the update rate
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public static void SetRigidbodyAngularVelocity(Rigidbody rigidbody, Quaternion from, Quaternion to, float duration, bool overrideMaxAngularVelocity = true)
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{
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float angle;
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Vector3 axis;
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var fromToRot = to * Quaternion.Inverse(from);
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fromToRot.ToAngleAxis(out angle, out axis);
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while (angle > 180f) { angle -= 360f; }
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if (Mathf.Approximately(angle, 0f) || float.IsNaN(axis.x) || float.IsNaN(axis.y) || float.IsNaN(axis.z))
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{
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rigidbody.angularVelocity = Vector3.zero;
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}
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else
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{
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angle *= Mathf.Deg2Rad / duration; // convert to radius speed
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if (overrideMaxAngularVelocity && rigidbody.maxAngularVelocity < angle) { rigidbody.maxAngularVelocity = angle; }
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rigidbody.angularVelocity = axis * angle;
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}
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}
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public static Pose FromToPose(Pose from, Pose to)
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{
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var invRot = Quaternion.Inverse(from.rot);
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return new Pose(invRot * (to.pos - from.pos), invRot * to.rot);
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}
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public static implicit operator RigidPose(Pose v)
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{
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return new RigidPose(v.pos, v.rot);
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}
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public static implicit operator Pose(RigidPose v)
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{
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return new Pose(v.pos, v.rot);
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}
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public override string ToString()
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{
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return "p" + pos.ToString() + "r" + rot.ToString();
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}
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public string ToString(string format)
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{
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return "p" + pos.ToString(format) + "r" + rot.ToString(format);
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}
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}
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}
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