b486678290
Library -Artifacts
410 lines
13 KiB
C#
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
|
|
}
|
|
}
|