VR模拟枪支打靶,消灭鬼怪,换弹以及上弦等等硬核枪支操作。 使用HTCVive设备,开启SteamVR进行游玩。
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//========= Copyright 2016-2018, 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) + "}";
}
}
}