IndieGame/client/Packages/com.unity.inputsystem@1.7.0/InputSystem/Plugins/XR/Controls/PoseControl.cs
DOBEST\zhaoyingjie f242607587 初始化工程
2024-10-11 10:12:15 +08:00

274 lines
14 KiB
C#

// ENABLE_VR is not defined on Game Core but the assembly is available with limited features when the XR module is enabled.
#if UNITY_INPUT_SYSTEM_ENABLE_XR && (ENABLE_VR || UNITY_GAMECORE) && !UNITY_FORCE_INPUTSYSTEM_XR_OFF || PACKAGE_DOCS_GENERATION
using System.Runtime.InteropServices;
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine.InputSystem.Controls;
using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.LowLevel;
using UnityEngine.InputSystem.Utilities;
using UnityEngine.Scripting;
using TrackingState = UnityEngine.XR.InputTrackingState;
namespace UnityEngine.InputSystem.XR
{
/// <summary>
/// State layout for a single pose.
/// </summary>
/// <remarks>
/// This is the low-level memory representation of a single pose, i.e the
/// way poses are internally transmitted and stored in the system. PoseStates are used on devices containing <see cref="PoseControl"/>s.
/// </remarks>
/// <seealso cref="PoseControl"/>
[StructLayout(LayoutKind.Explicit, Size = kSizeInBytes)]
public struct PoseState : IInputStateTypeInfo
{
internal const int kSizeInBytes = 60;
internal static readonly FourCC s_Format = new FourCC('P', 'o', 's', 'e');
/// <summary>
/// Memory format tag for PoseState.
/// </summary>
/// <value>Returns "Pose".</value>
/// <seealso cref="InputStateBlock.format"/>
public FourCC format => s_Format;
/// <summary>
/// Constructor for PoseStates.
///
/// Useful for creating PoseStates locally (not from <see cref="PoseControl"/>).
/// </summary>
/// <param name="isTracked">Value to use for <see cref="isTracked"/></param>
/// <param name="trackingState">Value to use for <see cref="trackingState"/></param>
/// <param name="position">Value to use for <see cref="position"/></param>
/// <param name="rotation">Value to use for <see cref="rotation"/></param>
/// <param name="velocity">Value to use for <see cref="velocity"/></param>
/// <param name="angularVelocity">Value to use for <see cref="angularVelocity"/></param>
public PoseState(bool isTracked, TrackingState trackingState, Vector3 position, Quaternion rotation, Vector3 velocity, Vector3 angularVelocity)
{
this.isTracked = isTracked;
this.trackingState = trackingState;
this.position = position;
this.rotation = rotation;
this.velocity = velocity;
this.angularVelocity = angularVelocity;
}
/// <summary>
/// Whether the pose is currently being fully tracked. Otherwise, the tracking is either unavailable, or simulated.
/// </summary>
/// <remarks>
/// Fully tracked means that the pose is accurate and not using any simulated or extrapolated positions, and the system tracking this pose is able to confidently track this object.
/// </remarks>
[FieldOffset(0), InputControl(displayName = "Is Tracked", layout = "Button", sizeInBits = 8 /* needed to ensure optimization kicks-in */)]
public bool isTracked;
/// <summary>
/// A Flags Enumeration specifying which other fields in the pose state are valid.
/// </summary>
[FieldOffset(4), InputControl(displayName = "Tracking State", layout = "Integer")]
public TrackingState trackingState;
/// <summary>
/// The position in 3D space, relative to the tracking origin where this pose represents.
/// </summary>
/// <remarks>
/// Positions are represented in meters.
/// This field is only valid if <see cref="trackingState"/> contains the <see cref="UnityEngine.XR.InputTrackingState.Position"/> value.
/// See <seealso cref="UnityEngine.XR.TrackingOriginModeFlags"/> for information on tracking origins.
/// </remarks>
[FieldOffset(8), InputControl(displayName = "Position", noisy = true)]
public Vector3 position;
/// <summary>
/// The rotation in 3D space, relative to the tracking origin where this pose represents.
/// </summary>
/// <remarks>
/// This field is only valid if <see cref="trackingState"/> contains the <see cref="UnityEngine.XR.InputTrackingState.Rotation"/> value.
/// See <seealso cref="UnityEngine.XR.TrackingOriginModeFlags"/> for information on tracking origins.
/// </remarks>
[FieldOffset(20), InputControl(displayName = "Rotation", noisy = true)]
public Quaternion rotation;
/// <summary>
/// The velocity in 3D space, relative to the tracking origin where this pose represents.
/// </summary>
/// <remarks>
/// Velocities are represented in meters per second.
/// This field is only valid if <see cref="trackingState"/> contains the <see cref="UnityEngine.XR.InputTrackingState.Velocity"/> value.
/// See <seealso cref="UnityEngine.XR.TrackingOriginModeFlags"/> for information on tracking origins.
/// </remarks>
[FieldOffset(36), InputControl(displayName = "Velocity", noisy = true)]
public Vector3 velocity;
/// <summary>
/// The angular velocity in 3D space, relative to the tracking origin where this pose represents.
/// </summary>
/// <remarks>
/// This field is only valid if <see cref="trackingState"/> contains the <see cref="UnityEngine.XR.InputTrackingState.AngularVelocity"/> value.
/// See <seealso cref="UnityEngine.XR.TrackingOriginModeFlags"/> for information on tracking origins.
/// </remarks>
[FieldOffset(48), InputControl(displayName = "Angular Velocity", noisy = true)]
public Vector3 angularVelocity;
}
/// <summary>
/// A control representing a Pose in 3D space, relative to an XR tracking origin
/// </summary>
/// <remarks>
/// Note that unlike most other control types, <c>PoseControls</c> do not have
/// a flexible memory layout. They are hardwired to <see cref="PoseState"/> and
/// will not work correctly with a different memory layouts. Additional fields may
/// be appended to the struct but what's there in the struct has to be located
/// at exactly those memory addresses.
///
/// For more information on tracking origins see <see cref="UnityEngine.XR.TrackingOriginModeFlags"/>.
/// </remarks>
[Preserve, InputControlLayout(stateType = typeof(PoseState))]
public class PoseControl : InputControl<PoseState>
{
/// <summary>
/// Represents whether this pose is fully tracked or unavailable/simulated.
/// </summary>
/// <value>Control representing whether the pose is being fully tracked. Maps to the <see cref="PoseState.isTracked"/> value.</value>
/// <seealso cref="PoseState.isTracked"/>
public ButtonControl isTracked { get; set; }
/// <summary>
/// The other controls on this <see cref="PoseControl"/> that are currently reporting data.
/// </summary>
/// <remarks>
/// This can be missing values when the device tracking this pose is restricted or not tracking properly.
/// </remarks>
/// <value>Control representing whether the pose is being fully tracked. Maps to the <see cref="PoseState.trackingState"/> value of the pose retrieved from this control.</value>
/// <seealso cref="PoseState.trackingState"/>
public IntegerControl trackingState { get; set; }
/// <summary>
/// The position, in meters, of this tracked pose relative to the tracking origin.
/// </summary>
/// <remarks>
/// The data for this control is only valid if the value returned from <see cref="trackingState"/> contains <see cref="UnityEngine.XR.InputTrackingState.Position"/> value.
/// </remarks>
/// <value>Control representing whether the pose is being fully tracked. Maps to the <see cref="PoseState.position"/> value of the pose retrieved from this control.</value>
/// <seealso cref="PoseState.position"/>
public Vector3Control position { get; set; }
/// <summary>
/// The rotation of this tracked pose relative to the tracking origin.
/// </summary>
/// <remarks>
/// The data for this control is only valid if the value returned from <see cref="trackingState"/> contains <see cref="UnityEngine.XR.InputTrackingState.Rotation"/> value.
/// </remarks>
/// <value>Control representing whether the pose is being fully tracked. Maps to the <see cref="PoseState.rotation"/> value of the pose retrieved from this control.</value>
/// <seealso cref="PoseState.rotation"/>
public QuaternionControl rotation { get; set; }
/// <summary>
/// The velocity, in meters per second, of this tracked pose relative to the tracking origin.
/// </summary>
/// <remarks>
/// The data for this control is only valid if the value returned from <see cref="trackingState"/> contains <see cref="UnityEngine.XR.InputTrackingState.Velocity"/> value.
/// </remarks>
/// <value>Control representing whether the pose is being fully tracked. Maps to the <see cref="PoseState.velocity"/> value of the pose retrieved from this control.</value>
/// <seealso cref="PoseState.velocity"/>
public Vector3Control velocity { get; set; }
/// <summary>
/// The angular velocity of this tracked pose relative to the tracking origin.
/// </summary>
/// <remarks>
/// The data for this control is only valid if the value returned from <see cref="trackingState"/> contains <see cref="UnityEngine.XR.InputTrackingState.AngularVelocity"/> value.
/// </remarks>
/// <value>Control representing whether the pose is being fully tracked. Maps to the <see cref="PoseState.angularVelocity"/> value of the pose retrieved from this control.</value>
/// <seealso cref="PoseState.angularVelocity"/>
public Vector3Control angularVelocity { get; set; }
/// <summary>
/// Default-initialize the pose control.
/// </summary>
/// <remarks>
/// Sets the <see cref="InputStateBlock.format"/> to <c>"Pose"</c>.
/// </remarks>
public PoseControl()
{
m_StateBlock.format = PoseState.s_Format;
}
/// <inheritdoc />
protected override void FinishSetup()
{
isTracked = GetChildControl<ButtonControl>("isTracked");
trackingState = GetChildControl<IntegerControl>("trackingState");
position = GetChildControl<Vector3Control>("position");
rotation = GetChildControl<QuaternionControl>("rotation");
velocity = GetChildControl<Vector3Control>("velocity");
angularVelocity = GetChildControl<Vector3Control>("angularVelocity");
base.FinishSetup();
}
/// <inheritdoc />
public override unsafe PoseState ReadUnprocessedValueFromState(void* statePtr)
{
switch (m_OptimizedControlDataType)
{
case InputStateBlock.kFormatPose:
return *(PoseState*)((byte*)statePtr + (int)m_StateBlock.byteOffset);
default:
return new PoseState()
{
isTracked = isTracked.ReadUnprocessedValueFromStateWithCaching(statePtr) > 0.5f,
trackingState = (TrackingState)trackingState.ReadUnprocessedValueFromStateWithCaching(statePtr),
position = position.ReadUnprocessedValueFromStateWithCaching(statePtr),
rotation = rotation.ReadUnprocessedValueFromStateWithCaching(statePtr),
velocity = velocity.ReadUnprocessedValueFromStateWithCaching(statePtr),
angularVelocity = angularVelocity.ReadUnprocessedValueFromStateWithCaching(statePtr),
};
}
}
/// <inheritdoc />
public override unsafe void WriteValueIntoState(PoseState value, void* statePtr)
{
switch (m_OptimizedControlDataType)
{
case InputStateBlock.kFormatPose:
*(PoseState*)((byte*)statePtr + (int)m_StateBlock.byteOffset) = value;
break;
default:
isTracked.WriteValueIntoState(value.isTracked, statePtr);
trackingState.WriteValueIntoState((uint)value.trackingState, statePtr);
position.WriteValueIntoState(value.position, statePtr);
rotation.WriteValueIntoState(value.rotation, statePtr);
velocity.WriteValueIntoState(value.velocity, statePtr);
angularVelocity.WriteValueIntoState(value.angularVelocity, statePtr);
break;
}
}
protected override FourCC CalculateOptimizedControlDataType()
{
if (
m_StateBlock.sizeInBits == PoseState.kSizeInBytes * 8 &&
m_StateBlock.bitOffset == 0 &&
isTracked.optimizedControlDataType == InputStateBlock.kFormatByte &&
trackingState.optimizedControlDataType == InputStateBlock.kFormatInt &&
position.optimizedControlDataType == InputStateBlock.kFormatVector3 &&
rotation.optimizedControlDataType == InputStateBlock.kFormatQuaternion &&
velocity.optimizedControlDataType == InputStateBlock.kFormatVector3 &&
angularVelocity.optimizedControlDataType == InputStateBlock.kFormatVector3 &&
trackingState.m_StateBlock.byteOffset == isTracked.m_StateBlock.byteOffset + 4 &&
position.m_StateBlock.byteOffset == isTracked.m_StateBlock.byteOffset + 8 &&
rotation.m_StateBlock.byteOffset == isTracked.m_StateBlock.byteOffset + 20 &&
velocity.m_StateBlock.byteOffset == isTracked.m_StateBlock.byteOffset + 36 &&
angularVelocity.m_StateBlock.byteOffset == isTracked.m_StateBlock.byteOffset + 48
)
return InputStateBlock.kFormatPose;
return InputStateBlock.kFormatInvalid;
}
}
}
#endif