Firstborn/Library/PackageCache/com.unity.inputsystem@1.4.4/InputSystem/Plugins/XR/TrackedPoseDriver.cs
Schaken-Mods b486678290 Library -Artifacts
Library -Artifacts
2023-03-28 12:24:16 -05:00

410 lines
13 KiB
C#

using System;
using UnityEngine.InputSystem.LowLevel;
namespace UnityEngine.InputSystem.XR
{
/// <summary>
/// The <see cref="TrackedPoseDriver"/> component applies the current pose value of a tracked device
/// to the <see cref="Transform"/> of the <see cref="GameObject"/>.
/// <see cref="TrackedPoseDriver"/> can track multiple types of devices including XR HMDs, controllers, and remotes.
/// </summary>
/// <remarks>
/// For <see cref="positionInput"/> and <see cref="rotationInput"/>, if an action is directly defined
/// in the <see cref="InputActionProperty"/>, as opposed to a reference to an action externally defined
/// in an <see cref="InputActionAsset"/>, the action will automatically be enabled and disabled by this
/// behavior during <see cref="OnEnable"/> and <see cref="OnDisable"/>. The enabled state for actions
/// externally defined must be managed externally from this behavior.
/// </remarks>
[Serializable]
[AddComponentMenu("XR/Tracked Pose Driver (Input System)")]
public class TrackedPoseDriver : MonoBehaviour, ISerializationCallbackReceiver
{
/// <summary>
/// Options for which <see cref="Transform"/> properties to update.
/// </summary>
/// <seealso cref="trackingType"/>
public enum TrackingType
{
/// <summary>
/// Update both rotation and position.
/// </summary>
RotationAndPosition,
/// <summary>
/// Update rotation only.
/// </summary>
RotationOnly,
/// <summary>
/// Update position only.
/// </summary>
PositionOnly,
}
[SerializeField]
TrackingType m_TrackingType;
/// <summary>
/// The tracking type being used by the Tracked Pose Driver
/// to control which <see cref="Transform"/> properties to update.
/// </summary>
/// <seealso cref="TrackingType"/>
public TrackingType trackingType
{
get => m_TrackingType;
set => m_TrackingType = value;
}
/// <summary>
/// Options for which phases of the player loop will update <see cref="Transform"/> properties.
/// </summary>
/// <seealso cref="updateType"/>
public enum UpdateType
{
/// <summary>
/// Update after the Input System has completed an update and right before rendering.
/// </summary>
/// <seealso cref="InputUpdateType.Dynamic"/>
/// <seealso cref="InputUpdateType.BeforeRender"/>
UpdateAndBeforeRender,
/// <summary>
/// Update after the Input System has completed an update.
/// </summary>
/// <seealso cref="InputUpdateType.Dynamic"/>
Update,
/// <summary>
/// Update right before rendering.
/// </summary>
/// <seealso cref="InputUpdateType.BeforeRender"/>
BeforeRender,
}
[SerializeField]
UpdateType m_UpdateType = UpdateType.UpdateAndBeforeRender;
/// <summary>
/// The update type being used by the Tracked Pose Driver
/// to control which phases of the player loop will update <see cref="Transform"/> properties.
/// </summary>
/// <seealso cref="UpdateType"/>
public UpdateType updateType
{
get => m_UpdateType;
set => m_UpdateType = value;
}
[SerializeField]
InputActionProperty m_PositionInput;
/// <summary>
/// The action to read the position value of a tracked device.
/// Must support reading a value of type <see cref="Vector3"/>.
/// </summary>
public InputActionProperty positionInput
{
get => m_PositionInput;
set
{
if (Application.isPlaying)
UnbindPosition();
m_PositionInput = value;
if (Application.isPlaying && isActiveAndEnabled)
BindPosition();
}
}
[SerializeField]
InputActionProperty m_RotationInput;
/// <summary>
/// The action to read the rotation value of a tracked device.
/// Must support reading a value of type <see cref="Quaternion"/>.
/// </summary>
public InputActionProperty rotationInput
{
get => m_RotationInput;
set
{
if (Application.isPlaying)
UnbindRotation();
m_RotationInput = value;
if (Application.isPlaying && isActiveAndEnabled)
BindRotation();
}
}
Vector3 m_CurrentPosition = Vector3.zero;
Quaternion m_CurrentRotation = Quaternion.identity;
bool m_RotationBound;
bool m_PositionBound;
void BindActions()
{
BindPosition();
BindRotation();
}
void BindPosition()
{
if (m_PositionBound)
return;
var action = m_PositionInput.action;
if (action == null)
return;
action.performed += OnPositionPerformed;
action.canceled += OnPositionCanceled;
m_PositionBound = true;
if (m_PositionInput.reference == null)
{
action.Rename($"{gameObject.name} - TPD - Position");
action.Enable();
}
}
void BindRotation()
{
if (m_RotationBound)
return;
var action = m_RotationInput.action;
if (action == null)
return;
action.performed += OnRotationPerformed;
action.canceled += OnRotationCanceled;
m_RotationBound = true;
if (m_RotationInput.reference == null)
{
action.Rename($"{gameObject.name} - TPD - Rotation");
action.Enable();
}
}
void UnbindActions()
{
UnbindPosition();
UnbindRotation();
}
void UnbindPosition()
{
if (!m_PositionBound)
return;
var action = m_PositionInput.action;
if (action == null)
return;
if (m_PositionInput.reference == null)
action.Disable();
action.performed -= OnPositionPerformed;
action.canceled -= OnPositionCanceled;
m_PositionBound = false;
}
void UnbindRotation()
{
if (!m_RotationBound)
return;
var action = m_RotationInput.action;
if (action == null)
return;
if (m_RotationInput.reference == null)
action.Disable();
action.performed -= OnRotationPerformed;
action.canceled -= OnRotationCanceled;
m_RotationBound = false;
}
void OnPositionPerformed(InputAction.CallbackContext context)
{
Debug.Assert(m_PositionBound, this);
m_CurrentPosition = context.ReadValue<Vector3>();
}
void OnPositionCanceled(InputAction.CallbackContext context)
{
Debug.Assert(m_PositionBound, this);
m_CurrentPosition = Vector3.zero;
}
void OnRotationPerformed(InputAction.CallbackContext context)
{
Debug.Assert(m_RotationBound, this);
m_CurrentRotation = context.ReadValue<Quaternion>();
}
void OnRotationCanceled(InputAction.CallbackContext context)
{
Debug.Assert(m_RotationBound, this);
m_CurrentRotation = Quaternion.identity;
}
/// <summary>
/// This function is called when the script instance is being loaded.
/// </summary>
protected virtual void Awake()
{
#if UNITY_INPUT_SYSTEM_ENABLE_VR && ENABLE_VR
if (HasStereoCamera())
{
UnityEngine.XR.XRDevice.DisableAutoXRCameraTracking(GetComponent<Camera>(), true);
}
#endif
}
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected void OnEnable()
{
InputSystem.onAfterUpdate += UpdateCallback;
BindActions();
}
/// <summary>
/// This function is called when the object becomes disabled or inactive.
/// </summary>
protected void OnDisable()
{
UnbindActions();
InputSystem.onAfterUpdate -= UpdateCallback;
}
/// <summary>
/// This function is called when the <see cref="MonoBehaviour"/> will be destroyed.
/// </summary>
protected virtual void OnDestroy()
{
#if UNITY_INPUT_SYSTEM_ENABLE_VR && ENABLE_VR
if (HasStereoCamera())
{
UnityEngine.XR.XRDevice.DisableAutoXRCameraTracking(GetComponent<Camera>(), false);
}
#endif
}
protected void UpdateCallback()
{
if (InputState.currentUpdateType == InputUpdateType.BeforeRender)
OnBeforeRender();
else
OnUpdate();
}
protected virtual void OnUpdate()
{
if (m_UpdateType == UpdateType.Update ||
m_UpdateType == UpdateType.UpdateAndBeforeRender)
{
PerformUpdate();
}
}
protected virtual void OnBeforeRender()
{
if (m_UpdateType == UpdateType.BeforeRender ||
m_UpdateType == UpdateType.UpdateAndBeforeRender)
{
PerformUpdate();
}
}
protected virtual void SetLocalTransform(Vector3 newPosition, Quaternion newRotation)
{
if (m_TrackingType == TrackingType.RotationAndPosition ||
m_TrackingType == TrackingType.RotationOnly)
{
transform.localRotation = newRotation;
}
if (m_TrackingType == TrackingType.RotationAndPosition ||
m_TrackingType == TrackingType.PositionOnly)
{
transform.localPosition = newPosition;
}
}
bool HasStereoCamera()
{
var cameraComponent = GetComponent<Camera>();
return cameraComponent != null && cameraComponent.stereoEnabled;
}
protected virtual void PerformUpdate()
{
SetLocalTransform(m_CurrentPosition, m_CurrentRotation);
}
#region DEPRECATED
// Disable warnings that these fields are never assigned to. They are set during Unity deserialization and migrated.
// ReSharper disable UnassignedField.Local
#pragma warning disable 0649
[Obsolete]
[SerializeField, HideInInspector]
InputAction m_PositionAction;
public InputAction positionAction
{
get => m_PositionInput.action;
set => positionInput = new InputActionProperty(value);
}
[Obsolete]
[SerializeField, HideInInspector]
InputAction m_RotationAction;
public InputAction rotationAction
{
get => m_RotationInput.action;
set => rotationInput = new InputActionProperty(value);
}
#pragma warning restore 0649
// ReSharper restore UnassignedField.Local
/// <summary>
/// Stores whether the fields of type <see cref="InputAction"/> have been migrated to fields of type <see cref="InputActionProperty"/>.
/// </summary>
[SerializeField, HideInInspector]
bool m_HasMigratedActions;
/// <summary>
/// This function is called when the user hits the Reset button in the Inspector's context menu
/// or when adding the component the first time. This function is only called in editor mode.
/// </summary>
protected void Reset()
{
m_HasMigratedActions = true;
}
/// <inheritdoc />
void ISerializationCallbackReceiver.OnBeforeSerialize()
{
}
/// <inheritdoc />
void ISerializationCallbackReceiver.OnAfterDeserialize()
{
if (m_HasMigratedActions)
return;
#pragma warning disable 0612
m_PositionInput = new InputActionProperty(m_PositionAction);
m_RotationInput = new InputActionProperty(m_RotationAction);
m_HasMigratedActions = true;
#pragma warning restore 0612
}
#endregion
}
}