123 lines
3.7 KiB
C#
123 lines
3.7 KiB
C#
/************************************************************************************
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Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
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Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
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https://developer.oculus.com/licenses/oculussdk/
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Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
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under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
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ANY KIND, either express or implied. See the License for the specific language governing
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permissions and limitations under the License.
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************************************************************************************/
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using Oculus.Interaction.Input;
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using UnityEngine;
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using UnityEngine.Assertions;
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namespace Oculus.Interaction.PoseDetection
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{
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public class HmdOffset : MonoBehaviour
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{
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[SerializeField, Interface(typeof(IHmd))]
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private MonoBehaviour _hmd;
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private IHmd Hmd;
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[SerializeField]
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private Vector3 _offsetTranslation = Vector3.zero;
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[SerializeField]
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private Vector3 _offsetRotation = Vector3.zero;
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[SerializeField]
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private bool _disablePitchFromSource = false;
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[SerializeField]
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private bool _disableYawFromSource = false;
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[SerializeField]
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private bool _disableRollFromSource = false;
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protected virtual void Awake()
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{
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Hmd = _hmd as IHmd;
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}
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protected virtual void Start()
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{
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Assert.IsNotNull(Hmd);
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}
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protected virtual void Update()
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{
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if (!Hmd.GetRootPose(out Pose centerEyePose))
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{
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return;
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}
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var centerEyePosition = centerEyePose.position;
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var centerEyeRotation = centerEyePose.rotation;
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var eulerAngles = centerEyeRotation.eulerAngles;
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var pitch = Quaternion.Euler(new Vector3(eulerAngles.x, 0.0f, 0.0f));
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var yaw = Quaternion.Euler(new Vector3(0.0f, eulerAngles.y, 0.0f));
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var roll = Quaternion.Euler(new Vector3(0.0f, 0.0f, eulerAngles.z));
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var finalSourceRotation = Quaternion.identity;
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if (!_disableYawFromSource)
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{
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finalSourceRotation *= yaw;
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}
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if (!_disablePitchFromSource)
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{
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finalSourceRotation *= pitch;
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}
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if (!_disableRollFromSource)
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{
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finalSourceRotation *= roll;
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}
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var totalRotation = finalSourceRotation * Quaternion.Euler(_offsetRotation);
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transform.position = centerEyePosition +
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totalRotation * _offsetTranslation;
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transform.rotation = totalRotation;
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}
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#region Inject
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public void InjectAllHmdOffset(IHmd hmd)
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{
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InjectHmd(hmd);
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}
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public void InjectHmd(IHmd hmd)
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{
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_hmd = hmd as MonoBehaviour;
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Hmd = hmd;
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}
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public void InjectOptionalOffsetTranslation(Vector3 val)
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{
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_offsetTranslation = val;
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}
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public void InjectOptionalOffsetRotation(Vector3 val)
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{
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_offsetRotation = val;
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}
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public void InjectOptionalDisablePitchFromSource(bool val)
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{
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_disablePitchFromSource = val;
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}
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public void InjectOptionalDisableYawFromSource(bool val)
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{
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_disableYawFromSource = val;
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}
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public void InjectOptionalDisableRollFromSource(bool val)
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{
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_disableRollFromSource = val;
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}
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#endregion
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}
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}
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