// 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
{
///
/// State layout for a single pose.
///
///
/// 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 s.
///
///
[StructLayout(LayoutKind.Explicit, Size = kSizeInBytes)]
public struct PoseState : IInputStateTypeInfo
{
internal const int kSizeInBytes = 60;
///
/// Memory format tag for PoseState.
///
/// Returns "Pose".
///
public FourCC format => new FourCC('P', 'o', 's', 'e');
///
/// Constructor for PoseStates.
///
/// Useful for creating PoseStates locally (not from ).
///
/// Value to use for
/// Value to use for
/// Value to use for
/// Value to use for
/// Value to use for
/// Value to use for
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;
}
///
/// Whether the pose is currently being fully tracked. Otherwise, the tracking is either unavailable, or simulated.
///
///
/// 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.
///
[FieldOffset(0), InputControl(displayName = "Is Tracked", layout = "Button")]
public bool isTracked;
///
/// A Flags Enumeration specifying which other fields in the pose state are valid.
///
[FieldOffset(4), InputControl(displayName = "Tracking State", layout = "Integer")]
public TrackingState trackingState;
///
/// The position in 3D space, relative to the tracking origin where this pose represents.
///
///
/// Positions are represented in meters.
/// This field is only valid if contains the value.
/// See for information on tracking origins.
///
[FieldOffset(8), InputControl(displayName = "Position", noisy = true)]
public Vector3 position;
///
/// The rotation in 3D space, relative to the tracking origin where this pose represents.
///
///
/// This field is only valid if contains the value.
/// See for information on tracking origins.
///
[FieldOffset(20), InputControl(displayName = "Rotation", noisy = true)]
public Quaternion rotation;
///
/// The velocity in 3D space, relative to the tracking origin where this pose represents.
///
///
/// Velocities are represented in meters per second.
/// This field is only valid if contains the value.
/// See for information on tracking origins.
///
[FieldOffset(36), InputControl(displayName = "Velocity", noisy = true)]
public Vector3 velocity;
///
/// The angular velocity in 3D space, relative to the tracking origin where this pose represents.
///
///
/// This field is only valid if contains the value.
/// See for information on tracking origins.
///
[FieldOffset(48), InputControl(displayName = "Angular Velocity", noisy = true)]
public Vector3 angularVelocity;
}
///
/// A control representing a Pose in 3D space, relative to an XR tracking origin
///
///
/// Note that unlike most other control types, PoseControls do not have
/// a flexible memory layout. They are hardwired to 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 .
///
[Preserve, InputControlLayout(stateType = typeof(PoseState))]
public class PoseControl : InputControl
{
///
/// Represents whether this pose is fully tracked or unavailable/simulated.
///
/// Control representing whether the pose is being fully tracked. Maps to the value.
///
public ButtonControl isTracked { get; private set; }
///
/// The other controls on this that are currently reporting data.
///
///
/// This can be missing values when the device tracking this pose is restricted or not tracking properly.
///
/// Control representing whether the pose is being fully tracked. Maps to the value of the pose retrieved from this control.
///
public IntegerControl trackingState { get; private set; }
///
/// The position, in meters, of this tracked pose relative to the tracking origin.
///
///
/// The data for this control is only valid if the value returned from contains value.
///
/// Control representing whether the pose is being fully tracked. Maps to the value of the pose retrieved from this control.
///
public Vector3Control position { get; private set; }
///
/// The rotation of this tracked pose relative to the tracking origin.
///
///
/// The data for this control is only valid if the value returned from contains value.
///
/// Control representing whether the pose is being fully tracked. Maps to the value of the pose retrieved from this control.
///
public QuaternionControl rotation { get; private set; }
///
/// The velocity, in meters per second, of this tracked pose relative to the tracking origin.
///
///
/// The data for this control is only valid if the value returned from contains value.
///
/// Control representing whether the pose is being fully tracked. Maps to the value of the pose retrieved from this control.
///
public Vector3Control velocity { get; private set; }
///
/// The angular velocity of this tracked pose relative to the tracking origin.
///
///
/// The data for this control is only valid if the value returned from contains value.
///
/// Control representing whether the pose is being fully tracked. Maps to the value of the pose retrieved from this control.
///
public Vector3Control angularVelocity { get; private set; }
///
/// Default-initialize the pose control.
///
///
/// Sets the to "Pose".
///
public PoseControl()
{
m_StateBlock.format = new FourCC('P', 'o', 's', 'e');
}
///
protected override void FinishSetup()
{
isTracked = GetChildControl("isTracked");
trackingState = GetChildControl("trackingState");
position = GetChildControl("position");
rotation = GetChildControl("rotation");
velocity = GetChildControl("velocity");
angularVelocity = GetChildControl("angularVelocity");
base.FinishSetup();
}
///
public override unsafe PoseState ReadUnprocessedValueFromState(void* statePtr)
{
return new PoseState()
{
isTracked = isTracked.ReadUnprocessedValueFromState(statePtr) > 0.5f,
trackingState = (TrackingState)trackingState.ReadUnprocessedValueFromState(statePtr),
position = position.ReadUnprocessedValueFromState(statePtr),
rotation = rotation.ReadUnprocessedValueFromState(statePtr),
velocity = velocity.ReadUnprocessedValueFromState(statePtr),
angularVelocity = angularVelocity.ReadUnprocessedValueFromState(statePtr),
};
}
///
public override unsafe void WriteValueIntoState(PoseState value, void* statePtr)
{
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);
}
}
}
#endif