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			852 lines
		
	
	
		
			46 KiB
		
	
	
	
		
			C#
		
	
			
		
		
	
	
			852 lines
		
	
	
		
			46 KiB
		
	
	
	
		
			C#
		
	
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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using UnityEngine;
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using System.Collections;
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using System;
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using Valve.VR;
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using System.Runtime.InteropServices;
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using System.Collections.Generic;
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namespace Valve.VR
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{
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    [Serializable]
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    /// <summary>
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    /// Pose actions represent a position, rotation, and velocities inside the tracked space.
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    /// SteamVR keeps a log of past poses so you can retrieve old poses with GetPoseAtTimeOffset or GetVelocitiesAtTimeOffset.
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    /// You can also pass in times in the future to these methods for SteamVR's best prediction of where the pose will be at that time.
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    /// </summary>
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    public class SteamVR_Action_Pose : SteamVR_Action_Pose_Base<SteamVR_Action_Pose_Source_Map<SteamVR_Action_Pose_Source>, SteamVR_Action_Pose_Source>, ISerializationCallbackReceiver
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    {
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        public delegate void ActiveChangeHandler(SteamVR_Action_Pose fromAction, SteamVR_Input_Sources fromSource, bool active);
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        public delegate void ChangeHandler(SteamVR_Action_Pose fromAction, SteamVR_Input_Sources fromSource);
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        public delegate void UpdateHandler(SteamVR_Action_Pose fromAction, SteamVR_Input_Sources fromSource);
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        public delegate void TrackingChangeHandler(SteamVR_Action_Pose fromAction, SteamVR_Input_Sources fromSource, ETrackingResult trackingState);
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        public delegate void ValidPoseChangeHandler(SteamVR_Action_Pose fromAction, SteamVR_Input_Sources fromSource, bool validPose);
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        public delegate void DeviceConnectedChangeHandler(SteamVR_Action_Pose fromAction, SteamVR_Input_Sources fromSource, bool deviceConnected);
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        /// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> Event fires when the active state (ActionSet active and binding active) changes</summary>
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        public event ActiveChangeHandler onActiveChange
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        { add { sourceMap[SteamVR_Input_Sources.Any].onActiveChange += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onActiveChange -= value; } }
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        /// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> Event fires when the active state of the binding changes</summary>
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        public event ActiveChangeHandler onActiveBindingChange
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        { add { sourceMap[SteamVR_Input_Sources.Any].onActiveBindingChange += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onActiveBindingChange -= value; } }
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        /// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> Event fires when the orientation of the pose changes more than the changeTolerance</summary>
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        public event ChangeHandler onChange
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        { add { sourceMap[SteamVR_Input_Sources.Any].onChange += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onChange -= value; } }
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        /// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> Event fires when the action is updated</summary>
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        public event UpdateHandler onUpdate
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        { add { sourceMap[SteamVR_Input_Sources.Any].onUpdate += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onUpdate -= value; } }
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        /// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> Event fires when the state of the tracking has changed</summary>
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        public event TrackingChangeHandler onTrackingChanged
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        { add { sourceMap[SteamVR_Input_Sources.Any].onTrackingChanged += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onTrackingChanged -= value; } }
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        /// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> Event fires when the validity of the pose has changed</summary>
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        public event ValidPoseChangeHandler onValidPoseChanged
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        { add { sourceMap[SteamVR_Input_Sources.Any].onValidPoseChanged += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onValidPoseChanged -= value; } }
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        /// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> Event fires when the device bound to this pose is connected or disconnected</summary>
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        public event DeviceConnectedChangeHandler onDeviceConnectedChanged
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        { add { sourceMap[SteamVR_Input_Sources.Any].onDeviceConnectedChanged += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onDeviceConnectedChanged -= value; } }
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        /// <summary>Fires an event when a device is connected or disconnected.</summary>
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        /// <param name="inputSource">The device you would like to add an event to. Any if the action is not device specific.</param>
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        /// <param name="functionToCall">The method you would like to be called when a device is connected. Should take a SteamVR_Action_Pose as a param</param>
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        public void AddOnDeviceConnectedChanged(SteamVR_Input_Sources inputSource, DeviceConnectedChangeHandler functionToCall)
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        {
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            sourceMap[inputSource].onDeviceConnectedChanged += functionToCall;
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        }
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        /// <summary>Stops executing the function setup by the corresponding AddListener</summary>
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        /// <param name="inputSource">The device you would like to remove an event from. Any if the action is not device specific.</param>
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        /// <param name="functionToStopCalling">The method you would like to stop calling when a device is connected. Should take a SteamVR_Action_Pose as a param</param>
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        public void RemoveOnDeviceConnectedChanged(SteamVR_Input_Sources inputSource, DeviceConnectedChangeHandler functionToStopCalling)
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        {
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            sourceMap[inputSource].onDeviceConnectedChanged -= functionToStopCalling;
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        }
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        /// <summary>Fires an event when the tracking of the device has changed</summary>
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        /// <param name="inputSource">The device you would like to add an event to. Any if the action is not device specific.</param>
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        /// <param name="functionToCall">The method you would like to be called when tracking has changed. Should take a SteamVR_Action_Pose as a param</param>
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        public void AddOnTrackingChanged(SteamVR_Input_Sources inputSource, TrackingChangeHandler functionToCall)
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        {
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            sourceMap[inputSource].onTrackingChanged += functionToCall;
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        }
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        /// <summary>Stops executing the function setup by the corresponding AddListener</summary>
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        /// <param name="inputSource">The device you would like to remove an event from. Any if the action is not device specific.</param>
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        /// <param name="functionToStopCalling">The method you would like to stop calling when tracking has changed. Should take a SteamVR_Action_Pose as a param</param>
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        public void RemoveOnTrackingChanged(SteamVR_Input_Sources inputSource, TrackingChangeHandler functionToStopCalling)
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        {
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            sourceMap[inputSource].onTrackingChanged -= functionToStopCalling;
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        }
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        /// <summary>Fires an event when the device now has a valid pose or no longer has a valid pose</summary>
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        /// <param name="inputSource">The device you would like to add an event to. Any if the action is not device specific.</param>
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        /// <param name="functionToCall">The method you would like to be called when the pose has become valid or invalid. Should take a SteamVR_Action_Pose as a param</param>
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        public void AddOnValidPoseChanged(SteamVR_Input_Sources inputSource, ValidPoseChangeHandler functionToCall)
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        {
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            sourceMap[inputSource].onValidPoseChanged += functionToCall;
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        }
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        /// <summary>Stops executing the function setup by the corresponding AddListener</summary>
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        /// <param name="inputSource">The device you would like to remove an event from. Any if the action is not device specific.</param>
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        /// <param name="functionToStopCalling">The method you would like to stop calling when the pose has become valid or invalid. Should take a SteamVR_Action_Pose as a param</param>
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        public void RemoveOnValidPoseChanged(SteamVR_Input_Sources inputSource, ValidPoseChangeHandler functionToStopCalling)
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        {
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            sourceMap[inputSource].onValidPoseChanged -= functionToStopCalling;
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        }
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        /// <summary>Executes a function when this action's bound state changes</summary>
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        /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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        public void AddOnActiveChangeListener(SteamVR_Input_Sources inputSource, ActiveChangeHandler functionToCall)
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        {
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            sourceMap[inputSource].onActiveChange += functionToCall;
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        }
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        /// <summary>Stops executing the function setup by the corresponding AddListener</summary>
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        /// <param name="functionToStopCalling">The local function that you've setup to receive update events</param>
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        /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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        public void RemoveOnActiveChangeListener(SteamVR_Input_Sources inputSource, ActiveChangeHandler functionToStopCalling)
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        {
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            sourceMap[inputSource].onActiveChange -= functionToStopCalling;
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        }
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        /// <summary>Executes a function when the state of this action (with the specified inputSource) changes</summary>
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        /// <param name="functionToCall">A local function that receives the boolean action who's state has changed, the corresponding input source, and the new value</param>
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        /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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        public void AddOnChangeListener(SteamVR_Input_Sources inputSource, ChangeHandler functionToCall)
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        {
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            sourceMap[inputSource].onChange += functionToCall;
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        }
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        /// <summary>Stops executing the function setup by the corresponding AddListener</summary>
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        /// <param name="functionToStopCalling">The local function that you've setup to receive on change events</param>
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        /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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        public void RemoveOnChangeListener(SteamVR_Input_Sources inputSource, ChangeHandler functionToStopCalling)
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        {
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            sourceMap[inputSource].onChange -= functionToStopCalling;
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        }
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        /// <summary>Executes a function when the state of this action (with the specified inputSource) is updated.</summary>
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        /// <param name="functionToCall">A local function that receives the boolean action who's state has changed, the corresponding input source, and the new value</param>
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        /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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        public void AddOnUpdateListener(SteamVR_Input_Sources inputSource, UpdateHandler functionToCall)
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        {
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            sourceMap[inputSource].onUpdate += functionToCall;
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        }
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        /// <summary>Stops executing the function setup by the corresponding AddListener</summary>
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        /// <param name="functionToStopCalling">The local function that you've setup to receive update events</param>
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        /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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        public void RemoveOnUpdateListener(SteamVR_Input_Sources inputSource, UpdateHandler functionToStopCalling)
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        {
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            sourceMap[inputSource].onUpdate -= functionToStopCalling;
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        }
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        /// <summary>
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        /// Removes all listeners, useful for dispose pattern
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        /// </summary>
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        public void RemoveAllListeners(SteamVR_Input_Sources input_Sources)
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        {
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            sourceMap[input_Sources].RemoveAllListeners();
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        }
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        void ISerializationCallbackReceiver.OnBeforeSerialize() { }
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        void ISerializationCallbackReceiver.OnAfterDeserialize()
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        {
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            InitAfterDeserialize();
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        }
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        /// <summary>
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        /// Sets all pose and skeleton actions to use the specified universe origin.
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        /// </summary>
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        public static void SetTrackingUniverseOrigin(ETrackingUniverseOrigin newOrigin)
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        {
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            SetUniverseOrigin(newOrigin);
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            OpenVR.Compositor.SetTrackingSpace(newOrigin);
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        }
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    }
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    [Serializable]
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    /// <summary>
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    /// The base pose action (pose and skeleton inherit from this)
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    /// </summary>
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    public abstract class SteamVR_Action_Pose_Base<SourceMap, SourceElement> : SteamVR_Action_In<SourceMap, SourceElement>, ISteamVR_Action_Pose
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        where SourceMap : SteamVR_Action_Pose_Source_Map<SourceElement>, new()
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        where SourceElement : SteamVR_Action_Pose_Source, new()
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    {
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        /// <summary>
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        /// Sets all pose (and skeleton) actions to use the specified universe origin.
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        /// </summary>
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        protected static void SetUniverseOrigin(ETrackingUniverseOrigin newOrigin)
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        {
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            for (int actionIndex = 0; actionIndex < SteamVR_Input.actionsPose.Length; actionIndex++)
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            {
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                SteamVR_Input.actionsPose[actionIndex].sourceMap.SetTrackingUniverseOrigin(newOrigin);
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            }
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            for (int actionIndex = 0; actionIndex < SteamVR_Input.actionsSkeleton.Length; actionIndex++)
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            {
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                SteamVR_Input.actionsSkeleton[actionIndex].sourceMap.SetTrackingUniverseOrigin(newOrigin);
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            }
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        }
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        /// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> The local position of this action relative to the universe origin</summary>
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        public Vector3 localPosition { get { return sourceMap[SteamVR_Input_Sources.Any].localPosition; } }
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        /// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> The local rotation of this action relative to the universe origin</summary>
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        public Quaternion localRotation { get { return sourceMap[SteamVR_Input_Sources.Any].localRotation; } }
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        /// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> The state of the tracking system that is used to create pose data (position, rotation, etc)</summary>
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        public ETrackingResult trackingState { get { return sourceMap[SteamVR_Input_Sources.Any].trackingState; } }
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        /// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> The local velocity of this pose relative to the universe origin</summary>
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        public Vector3 velocity { get { return sourceMap[SteamVR_Input_Sources.Any].velocity; } }
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        /// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> The local angular velocity of this pose relative to the universe origin</summary>
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        public Vector3 angularVelocity { get { return sourceMap[SteamVR_Input_Sources.Any].angularVelocity; } }
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        /// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> True if the pose retrieved for this action and input source is valid (good data from the tracking source)</summary>
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        public bool poseIsValid { get { return sourceMap[SteamVR_Input_Sources.Any].poseIsValid; } }
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        /// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> True if the device bound to this action and input source is connected</summary>
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        public bool deviceIsConnected { get { return sourceMap[SteamVR_Input_Sources.Any].deviceIsConnected; } }
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        /// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> The local position for this pose during the previous update</summary>
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        public Vector3 lastLocalPosition { get { return sourceMap[SteamVR_Input_Sources.Any].lastLocalPosition; } }
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        /// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> The local rotation for this pose during the previous update</summary>
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        public Quaternion lastLocalRotation { get { return sourceMap[SteamVR_Input_Sources.Any].lastLocalRotation; } }
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        /// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> The tracking state for this pose during the previous update</summary>
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        public ETrackingResult lastTrackingState { get { return sourceMap[SteamVR_Input_Sources.Any].lastTrackingState; } }
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        /// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> The velocity for this pose during the previous update</summary>
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        public Vector3 lastVelocity { get { return sourceMap[SteamVR_Input_Sources.Any].lastVelocity; } }
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        /// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> The angular velocity for this pose during the previous update</summary>
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        public Vector3 lastAngularVelocity { get { return sourceMap[SteamVR_Input_Sources.Any].lastAngularVelocity; } }
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        /// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> True if the pose was valid during the previous update</summary>
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        public bool lastPoseIsValid { get { return sourceMap[SteamVR_Input_Sources.Any].lastPoseIsValid; } }
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        /// <summary><strong>[Shortcut to: SteamVR_Input_Sources.Any]</strong> True if the device bound to this action was connected during the previous update</summary>
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        public bool lastDeviceIsConnected { get { return sourceMap[SteamVR_Input_Sources.Any].lastDeviceIsConnected; } }
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        public SteamVR_Action_Pose_Base() { }
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        /// <summary>
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        /// <strong>[Should not be called by user code]</strong>
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        /// Updates the data for all the input sources the system has detected need to be updated.
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        /// </summary>
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        public virtual void UpdateValues(bool skipStateAndEventUpdates)
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        {
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            sourceMap.UpdateValues(skipStateAndEventUpdates);
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        }
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        /// <summary>
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        /// SteamVR keeps a log of past poses so you can retrieve old poses or estimated poses in the future by passing in a secondsFromNow value that is negative or positive.
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        /// </summary>
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        /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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        /// <param name="secondsFromNow">The time offset in the future (estimated) or in the past (previously recorded) you want to get data from</param>
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        /// <returns>true if the call succeeded</returns>
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        public bool GetVelocitiesAtTimeOffset(SteamVR_Input_Sources inputSource, float secondsFromNow, out Vector3 velocity, out Vector3 angularVelocity)
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        {
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            return sourceMap[inputSource].GetVelocitiesAtTimeOffset(secondsFromNow, out velocity, out angularVelocity);
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        }
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        /// <summary>
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        /// SteamVR keeps a log of past poses so you can retrieve old poses or estimated poses in the future by passing in a secondsFromNow value that is negative or positive.
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        /// </summary>
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        /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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        /// <param name="secondsFromNow">The time offset in the future (estimated) or in the past (previously recorded) you want to get data from</param>
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        /// <returns>true if the call succeeded</returns>
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        public bool GetPoseAtTimeOffset(SteamVR_Input_Sources inputSource, float secondsFromNow, out Vector3 localPosition, out Quaternion localRotation, out Vector3 velocity, out Vector3 angularVelocity)
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        {
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            return sourceMap[inputSource].GetPoseAtTimeOffset(secondsFromNow, out localPosition, out localRotation, out velocity, out angularVelocity);
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        }
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        /// <summary>
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        /// Update a transform's local position and local roation to match the pose from the most recent update
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        /// </summary>
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        /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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        /// <param name="transformToUpdate">The transform of the object to be updated</param>
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        public virtual void UpdateTransform(SteamVR_Input_Sources inputSource, Transform transformToUpdate)
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        {
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            sourceMap[inputSource].UpdateTransform(transformToUpdate);
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        }
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        /// <summary>The local position of this action relative to the universe origin</summary>
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        /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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        public Vector3 GetLocalPosition(SteamVR_Input_Sources inputSource)
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        {
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            return sourceMap[inputSource].localPosition;
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        }
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        /// <summary>The local rotation of this action relative to the universe origin</summary>
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        /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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        public Quaternion GetLocalRotation(SteamVR_Input_Sources inputSource)
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        {
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            return sourceMap[inputSource].localRotation;
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        }
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        /// <summary>The local velocity of this pose relative to the universe origin</summary>
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        /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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        public Vector3 GetVelocity(SteamVR_Input_Sources inputSource)
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        {
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            return sourceMap[inputSource].velocity;
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        }
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        /// <summary>The local angular velocity of this pose relative to the universe origin</summary>
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        /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
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        public Vector3 GetAngularVelocity(SteamVR_Input_Sources inputSource)
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        {
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            return sourceMap[inputSource].angularVelocity;
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        }
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 | 
						|
        /// <summary>True if the device bound to this action and input source is connected</summary>
 | 
						|
        /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
 | 
						|
        public bool GetDeviceIsConnected(SteamVR_Input_Sources inputSource)
 | 
						|
        {
 | 
						|
            return sourceMap[inputSource].deviceIsConnected;
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>True if the pose retrieved for this action and input source is valid (good data from the tracking source)</summary>
 | 
						|
        /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
 | 
						|
        public bool GetPoseIsValid(SteamVR_Input_Sources inputSource)
 | 
						|
        {
 | 
						|
            return sourceMap[inputSource].poseIsValid;
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>The state of the tracking system that is used to create pose data (position, rotation, etc)</summary>
 | 
						|
        /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
 | 
						|
        public ETrackingResult GetTrackingResult(SteamVR_Input_Sources inputSource)
 | 
						|
        {
 | 
						|
            return sourceMap[inputSource].trackingState;
 | 
						|
        }
 | 
						|
 | 
						|
 | 
						|
 | 
						|
        /// <summary>The local position for this pose during the previous update</summary>
 | 
						|
        /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
 | 
						|
        public Vector3 GetLastLocalPosition(SteamVR_Input_Sources inputSource)
 | 
						|
        {
 | 
						|
            return sourceMap[inputSource].lastLocalPosition;
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>The local rotation for this pose during the previous update</summary>
 | 
						|
        /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
 | 
						|
        public Quaternion GetLastLocalRotation(SteamVR_Input_Sources inputSource)
 | 
						|
        {
 | 
						|
            return sourceMap[inputSource].lastLocalRotation;
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>The velocity for this pose during the previous update</summary>
 | 
						|
        /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
 | 
						|
        public Vector3 GetLastVelocity(SteamVR_Input_Sources inputSource)
 | 
						|
        {
 | 
						|
            return sourceMap[inputSource].lastVelocity;
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>The angular velocity for this pose during the previous update</summary>
 | 
						|
        /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
 | 
						|
        public Vector3 GetLastAngularVelocity(SteamVR_Input_Sources inputSource)
 | 
						|
        {
 | 
						|
            return sourceMap[inputSource].lastAngularVelocity;
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>True if the device bound to this action was connected during the previous update</summary>
 | 
						|
        /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
 | 
						|
        public bool GetLastDeviceIsConnected(SteamVR_Input_Sources inputSource)
 | 
						|
        {
 | 
						|
            return sourceMap[inputSource].lastDeviceIsConnected;
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>True if the pose was valid during the previous update</summary>
 | 
						|
        /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
 | 
						|
        public bool GetLastPoseIsValid(SteamVR_Input_Sources inputSource)
 | 
						|
        {
 | 
						|
            return sourceMap[inputSource].lastPoseIsValid;
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>The tracking state for this pose during the previous update</summary>
 | 
						|
        /// <param name="inputSource">The device you would like to get data from. Any if the action is not device specific.</param>
 | 
						|
        public ETrackingResult GetLastTrackingResult(SteamVR_Input_Sources inputSource)
 | 
						|
        {
 | 
						|
            return sourceMap[inputSource].lastTrackingState;
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    /// <summary>
 | 
						|
    /// Boolean actions are either true or false. There is an onStateUp and onStateDown event for the rising and falling edge.
 | 
						|
    /// </summary>
 | 
						|
    public class SteamVR_Action_Pose_Source_Map<Source> : SteamVR_Action_In_Source_Map<Source>
 | 
						|
        where Source : SteamVR_Action_Pose_Source, new()
 | 
						|
    {
 | 
						|
        /// <summary>
 | 
						|
        /// Sets all pose (and skeleton) actions to use the specified universe origin without going through the sourcemap indexer
 | 
						|
        /// </summary>
 | 
						|
        public void SetTrackingUniverseOrigin(ETrackingUniverseOrigin newOrigin)
 | 
						|
        {
 | 
						|
            for (int sourceIndex = 0; sourceIndex < sources.Length; sourceIndex++)
 | 
						|
            {
 | 
						|
                if (sources[sourceIndex] != null)
 | 
						|
                    sources[sourceIndex].universeOrigin = newOrigin;
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        public virtual void UpdateValues(bool skipStateAndEventUpdates)
 | 
						|
        {
 | 
						|
            for (int sourceIndex = 0; sourceIndex < updatingSources.Count; sourceIndex++)
 | 
						|
            {
 | 
						|
                sources[updatingSources[sourceIndex]].UpdateValue(skipStateAndEventUpdates);
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    public class SteamVR_Action_Pose_Source : SteamVR_Action_In_Source, ISteamVR_Action_Pose
 | 
						|
    {
 | 
						|
        public ETrackingUniverseOrigin universeOrigin = ETrackingUniverseOrigin.TrackingUniverseRawAndUncalibrated;
 | 
						|
 | 
						|
        protected static uint poseActionData_size = 0;
 | 
						|
 | 
						|
        /// <summary>The distance the pose needs to move/rotate before a change is detected</summary>
 | 
						|
        public float changeTolerance = Mathf.Epsilon;
 | 
						|
 | 
						|
        /// <summary>Event fires when the active state (ActionSet active and binding active) changes</summary>
 | 
						|
        public event SteamVR_Action_Pose.ActiveChangeHandler onActiveChange;
 | 
						|
 | 
						|
        /// <summary>Event fires when the active state of the binding changes</summary>
 | 
						|
        public event SteamVR_Action_Pose.ActiveChangeHandler onActiveBindingChange;
 | 
						|
 | 
						|
        /// <summary>Event fires when the orientation of the pose changes more than the changeTolerance</summary>
 | 
						|
        public event SteamVR_Action_Pose.ChangeHandler onChange;
 | 
						|
 | 
						|
        /// <summary>Event fires when the action is updated</summary>
 | 
						|
        public event SteamVR_Action_Pose.UpdateHandler onUpdate;
 | 
						|
 | 
						|
        /// <summary>Event fires when the state of the tracking system that is used to create pose data (position, rotation, etc) changes</summary>
 | 
						|
        public event SteamVR_Action_Pose.TrackingChangeHandler onTrackingChanged;
 | 
						|
 | 
						|
        /// <summary>Event fires when the state of the pose data retrieved for this action changes validity (good/bad data from the tracking source)</summary>
 | 
						|
        public event SteamVR_Action_Pose.ValidPoseChangeHandler onValidPoseChanged;
 | 
						|
 | 
						|
        /// <summary>Event fires when the device bound to this action is connected or disconnected</summary>
 | 
						|
        public event SteamVR_Action_Pose.DeviceConnectedChangeHandler onDeviceConnectedChanged;
 | 
						|
 | 
						|
 | 
						|
 | 
						|
        /// <summary>True when the orientation of the pose has changhed more than changeTolerance in the last update. Note: Will only return true if the action is also active.</summary>
 | 
						|
        public override bool changed { get; protected set; }
 | 
						|
 | 
						|
        /// <summary>The value of the action's 'changed' during the previous update</summary>
 | 
						|
        public override bool lastChanged { get; protected set; }
 | 
						|
 | 
						|
        /// <summary>The handle to the origin of the component that was used to update this pose</summary>
 | 
						|
        public override ulong activeOrigin
 | 
						|
        {
 | 
						|
            get
 | 
						|
            {
 | 
						|
                if (active)
 | 
						|
                    return poseActionData.activeOrigin;
 | 
						|
 | 
						|
                return 0;
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>The handle to the origin of the component that was used to update the value for this action (for the previous update)</summary>
 | 
						|
        public override ulong lastActiveOrigin { get { return lastPoseActionData.activeOrigin; } }
 | 
						|
 | 
						|
        /// <summary>True if this action is bound and the ActionSet is active</summary>
 | 
						|
        public override bool active { get { return activeBinding && action.actionSet.IsActive(inputSource); } }
 | 
						|
 | 
						|
        /// <summary>True if the action is bound</summary>
 | 
						|
        public override bool activeBinding { get { return poseActionData.bActive; } }
 | 
						|
 | 
						|
 | 
						|
        /// <summary>If the action was active (ActionSet active and binding active) during the last update</summary>
 | 
						|
        public override bool lastActive { get; protected set; }
 | 
						|
 | 
						|
        /// <summary>If the action's binding was active during the previous update</summary>
 | 
						|
        public override bool lastActiveBinding { get { return lastPoseActionData.bActive; } }
 | 
						|
 | 
						|
        /// <summary>The state of the tracking system that is used to create pose data (position, rotation, etc)</summary>
 | 
						|
        public ETrackingResult trackingState { get { return poseActionData.pose.eTrackingResult; } }
 | 
						|
 | 
						|
        /// <summary>The tracking state for this pose during the previous update</summary>
 | 
						|
        public ETrackingResult lastTrackingState { get { return lastPoseActionData.pose.eTrackingResult; } }
 | 
						|
 | 
						|
        /// <summary>True if the pose retrieved for this action and input source is valid (good data from the tracking source)</summary>
 | 
						|
        public bool poseIsValid { get { return poseActionData.pose.bPoseIsValid; } }
 | 
						|
 | 
						|
        /// <summary>True if the pose was valid during the previous update</summary>
 | 
						|
        public bool lastPoseIsValid { get { return lastPoseActionData.pose.bPoseIsValid; } }
 | 
						|
 | 
						|
        /// <summary>True if the device bound to this action and input source is connected</summary>
 | 
						|
        public bool deviceIsConnected { get { return poseActionData.pose.bDeviceIsConnected; } }
 | 
						|
 | 
						|
        /// <summary>True if the device bound to this action was connected during the previous update</summary>
 | 
						|
        public bool lastDeviceIsConnected { get { return lastPoseActionData.pose.bDeviceIsConnected; } }
 | 
						|
 | 
						|
 | 
						|
        /// <summary>The local position of this action relative to the universe origin</summary>
 | 
						|
        public Vector3 localPosition { get; protected set; }
 | 
						|
 | 
						|
        /// <summary>The local rotation of this action relative to the universe origin</summary>
 | 
						|
        public Quaternion localRotation { get; protected set; }
 | 
						|
 | 
						|
        /// <summary>The local position for this pose during the previous update</summary>
 | 
						|
        public Vector3 lastLocalPosition { get; protected set; }
 | 
						|
 | 
						|
        /// <summary>The local rotation for this pose during the previous update</summary>
 | 
						|
        public Quaternion lastLocalRotation { get; protected set; }
 | 
						|
 | 
						|
        /// <summary>The local velocity of this pose relative to the universe origin</summary>
 | 
						|
        public Vector3 velocity { get; protected set; }
 | 
						|
 | 
						|
        /// <summary>The velocity for this pose during the previous update</summary>
 | 
						|
        public Vector3 lastVelocity { get; protected set; }
 | 
						|
 | 
						|
        /// <summary>The local angular velocity of this pose relative to the universe origin</summary>
 | 
						|
        public Vector3 angularVelocity { get; protected set; }
 | 
						|
 | 
						|
        /// <summary>The angular velocity for this pose during the previous update</summary>
 | 
						|
        public Vector3 lastAngularVelocity { get; protected set; }
 | 
						|
 | 
						|
 | 
						|
        protected InputPoseActionData_t poseActionData = new InputPoseActionData_t();
 | 
						|
 | 
						|
        protected InputPoseActionData_t lastPoseActionData = new InputPoseActionData_t();
 | 
						|
 | 
						|
        protected InputPoseActionData_t tempPoseActionData = new InputPoseActionData_t();
 | 
						|
 | 
						|
 | 
						|
        protected SteamVR_Action_Pose poseAction;
 | 
						|
 | 
						|
        /// <summary>
 | 
						|
        /// <strong>[Should not be called by user code]</strong> Sets up the internals of the action source before SteamVR has been initialized.
 | 
						|
        /// </summary>
 | 
						|
        public override void Preinitialize(SteamVR_Action wrappingAction, SteamVR_Input_Sources forInputSource)
 | 
						|
        {
 | 
						|
            base.Preinitialize(wrappingAction, forInputSource);
 | 
						|
            poseAction = wrappingAction as SteamVR_Action_Pose;
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>
 | 
						|
        /// <strong>[Should not be called by user code]</strong>
 | 
						|
        /// Initializes the handle for the inputSource, the pose action data size, and any other related SteamVR data.
 | 
						|
        /// </summary>
 | 
						|
        public override void Initialize()
 | 
						|
        {
 | 
						|
            base.Initialize();
 | 
						|
 | 
						|
            if (poseActionData_size == 0)
 | 
						|
                poseActionData_size = (uint)Marshal.SizeOf(typeof(InputPoseActionData_t));
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>
 | 
						|
        /// Removes all listeners, useful for dispose pattern
 | 
						|
        /// </summary>
 | 
						|
        public virtual void RemoveAllListeners()
 | 
						|
        {
 | 
						|
 | 
						|
            Delegate[] delegates;
 | 
						|
 | 
						|
            if (onActiveChange != null)
 | 
						|
            {
 | 
						|
                delegates = onActiveChange.GetInvocationList();
 | 
						|
                if (delegates != null)
 | 
						|
                    foreach (Delegate existingDelegate in delegates)
 | 
						|
                        onActiveChange -= (SteamVR_Action_Pose.ActiveChangeHandler)existingDelegate;
 | 
						|
            }
 | 
						|
 | 
						|
            if (onActiveBindingChange != null)
 | 
						|
            {
 | 
						|
                delegates = onActiveBindingChange.GetInvocationList();
 | 
						|
                if (delegates != null)
 | 
						|
                    foreach (Delegate existingDelegate in delegates)
 | 
						|
                        onActiveBindingChange -= (SteamVR_Action_Pose.ActiveChangeHandler)existingDelegate;
 | 
						|
            }
 | 
						|
 | 
						|
            if (onChange != null)
 | 
						|
            {
 | 
						|
                delegates = onChange.GetInvocationList();
 | 
						|
                if (delegates != null)
 | 
						|
                    foreach (Delegate existingDelegate in delegates)
 | 
						|
                        onChange -= (SteamVR_Action_Pose.ChangeHandler)existingDelegate;
 | 
						|
            }
 | 
						|
 | 
						|
            if (onUpdate != null)
 | 
						|
            {
 | 
						|
                delegates = onUpdate.GetInvocationList();
 | 
						|
                if (delegates != null)
 | 
						|
                    foreach (Delegate existingDelegate in delegates)
 | 
						|
                        onUpdate -= (SteamVR_Action_Pose.UpdateHandler)existingDelegate;
 | 
						|
            }
 | 
						|
 | 
						|
            if (onTrackingChanged != null)
 | 
						|
            {
 | 
						|
                delegates = onTrackingChanged.GetInvocationList();
 | 
						|
                if (delegates != null)
 | 
						|
                    foreach (Delegate existingDelegate in delegates)
 | 
						|
                        onTrackingChanged -= (SteamVR_Action_Pose.TrackingChangeHandler)existingDelegate;
 | 
						|
            }
 | 
						|
 | 
						|
            if (onValidPoseChanged != null)
 | 
						|
            {
 | 
						|
                delegates = onValidPoseChanged.GetInvocationList();
 | 
						|
                if (delegates != null)
 | 
						|
                    foreach (Delegate existingDelegate in delegates)
 | 
						|
                        onValidPoseChanged -= (SteamVR_Action_Pose.ValidPoseChangeHandler)existingDelegate;
 | 
						|
            }
 | 
						|
 | 
						|
            if (onDeviceConnectedChanged != null)
 | 
						|
            {
 | 
						|
                delegates = onDeviceConnectedChanged.GetInvocationList();
 | 
						|
                if (delegates != null)
 | 
						|
                    foreach (Delegate existingDelegate in delegates)
 | 
						|
                        onDeviceConnectedChanged -= (SteamVR_Action_Pose.DeviceConnectedChangeHandler)existingDelegate;
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary><strong>[Should not be called by user code]</strong>
 | 
						|
        /// Updates the data for this action and this input source. Sends related events.
 | 
						|
        /// </summary>
 | 
						|
        public override void UpdateValue()
 | 
						|
        {
 | 
						|
            UpdateValue(false);
 | 
						|
        }
 | 
						|
 | 
						|
        public static float framesAhead = -1;
 | 
						|
 | 
						|
        /// <summary><strong>[Should not be called by user code]</strong>
 | 
						|
        /// Updates the data for this action and this input source. Sends related events.
 | 
						|
        /// </summary>
 | 
						|
        public virtual void UpdateValue(bool skipStateAndEventUpdates)
 | 
						|
        {
 | 
						|
            lastChanged = changed;
 | 
						|
            lastPoseActionData = poseActionData;
 | 
						|
            lastLocalPosition = localPosition;
 | 
						|
            lastLocalRotation = localRotation;
 | 
						|
            lastVelocity = velocity;
 | 
						|
            lastAngularVelocity = angularVelocity;
 | 
						|
 | 
						|
            EVRInputError err;
 | 
						|
 | 
						|
            if (framesAhead == -1)
 | 
						|
                err = OpenVR.Input.GetPoseActionDataForNextFrame(handle, universeOrigin, ref poseActionData, poseActionData_size, inputSourceHandle);
 | 
						|
            else
 | 
						|
                err = OpenVR.Input.GetPoseActionDataRelativeToNow(handle, universeOrigin, framesAhead * (1 / SteamVR.instance.hmd_DisplayFrequency), ref poseActionData, poseActionData_size, inputSourceHandle);
 | 
						|
 | 
						|
            if (err != EVRInputError.None)
 | 
						|
            {
 | 
						|
                Debug.LogError("<b>[SteamVR]</b> GetPoseActionData error (" + fullPath + "): " + err.ToString() + " Handle: " + handle.ToString() + ". Input source: " + inputSource.ToString());
 | 
						|
            }
 | 
						|
 | 
						|
            if (active)
 | 
						|
            {
 | 
						|
                SetCacheVariables();
 | 
						|
                changed = GetChanged();
 | 
						|
            }
 | 
						|
 | 
						|
            if (changed)
 | 
						|
                changedTime = updateTime;
 | 
						|
 | 
						|
            if (skipStateAndEventUpdates == false)
 | 
						|
                CheckAndSendEvents();
 | 
						|
        }
 | 
						|
 | 
						|
        protected void SetCacheVariables()
 | 
						|
        {
 | 
						|
            localPosition = poseActionData.pose.mDeviceToAbsoluteTracking.GetPosition();
 | 
						|
            localRotation = poseActionData.pose.mDeviceToAbsoluteTracking.GetRotation();
 | 
						|
            velocity = GetUnityCoordinateVelocity(poseActionData.pose.vVelocity);
 | 
						|
            angularVelocity = GetUnityCoordinateAngularVelocity(poseActionData.pose.vAngularVelocity);
 | 
						|
            updateTime = Time.realtimeSinceStartup;
 | 
						|
        }
 | 
						|
 | 
						|
        protected bool GetChanged()
 | 
						|
        {
 | 
						|
            if (Vector3.Distance(localPosition, lastLocalPosition) > changeTolerance)
 | 
						|
                return true;
 | 
						|
            else if (Mathf.Abs(Quaternion.Angle(localRotation, lastLocalRotation)) > changeTolerance)
 | 
						|
                return true;
 | 
						|
            else if (Vector3.Distance(velocity, lastVelocity) > changeTolerance)
 | 
						|
                return true;
 | 
						|
            else if (Vector3.Distance(angularVelocity, lastAngularVelocity) > changeTolerance)
 | 
						|
                return true;
 | 
						|
 | 
						|
            return false;
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>
 | 
						|
        /// SteamVR keeps a log of past poses so you can retrieve old poses or estimated poses in the future by passing in a secondsFromNow value that is negative or positive.
 | 
						|
        /// </summary>
 | 
						|
        /// <param name="secondsFromNow">The time offset in the future (estimated) or in the past (previously recorded) you want to get data from</param>
 | 
						|
        /// <returns>true if we successfully returned a pose</returns>
 | 
						|
        public bool GetVelocitiesAtTimeOffset(float secondsFromNow, out Vector3 velocityAtTime, out Vector3 angularVelocityAtTime)
 | 
						|
        {
 | 
						|
            EVRInputError err = OpenVR.Input.GetPoseActionDataRelativeToNow(handle, universeOrigin, secondsFromNow, ref tempPoseActionData, poseActionData_size, inputSourceHandle);
 | 
						|
            if (err != EVRInputError.None)
 | 
						|
            {
 | 
						|
                Debug.LogError("<b>[SteamVR]</b> GetPoseActionData error (" + fullPath + "): " + err.ToString() + " handle: " + handle.ToString()); //todo: this should be an error
 | 
						|
 | 
						|
                velocityAtTime = Vector3.zero;
 | 
						|
                angularVelocityAtTime = Vector3.zero;
 | 
						|
                return false;
 | 
						|
            }
 | 
						|
 | 
						|
            velocityAtTime = GetUnityCoordinateVelocity(tempPoseActionData.pose.vVelocity);
 | 
						|
            angularVelocityAtTime = GetUnityCoordinateAngularVelocity(tempPoseActionData.pose.vAngularVelocity);
 | 
						|
 | 
						|
            return true;
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>
 | 
						|
        /// SteamVR keeps a log of past poses so you can retrieve old poses or estimated poses in the future by passing in a secondsFromNow value that is negative or positive.
 | 
						|
        /// </summary>
 | 
						|
        /// <param name="secondsFromNow">The time offset in the future (estimated) or in the past (previously recorded) you want to get data from</param>
 | 
						|
        /// <returns>true if we successfully returned a pose</returns>
 | 
						|
        public bool GetPoseAtTimeOffset(float secondsFromNow, out Vector3 positionAtTime, out Quaternion rotationAtTime, out Vector3 velocityAtTime, out Vector3 angularVelocityAtTime)
 | 
						|
        {
 | 
						|
            EVRInputError err = OpenVR.Input.GetPoseActionDataRelativeToNow(handle, universeOrigin, secondsFromNow, ref tempPoseActionData, poseActionData_size, inputSourceHandle);
 | 
						|
            if (err != EVRInputError.None)
 | 
						|
            {
 | 
						|
                Debug.LogError("<b>[SteamVR]</b> GetPoseActionData error (" + fullPath + "): " + err.ToString() + " handle: " + handle.ToString()); //todo: this should be an error
 | 
						|
 | 
						|
                velocityAtTime = Vector3.zero;
 | 
						|
                angularVelocityAtTime = Vector3.zero;
 | 
						|
                positionAtTime = Vector3.zero;
 | 
						|
                rotationAtTime = Quaternion.identity;
 | 
						|
                return false;
 | 
						|
            }
 | 
						|
 | 
						|
            velocityAtTime = GetUnityCoordinateVelocity(tempPoseActionData.pose.vVelocity);
 | 
						|
            angularVelocityAtTime = GetUnityCoordinateAngularVelocity(tempPoseActionData.pose.vAngularVelocity);
 | 
						|
            positionAtTime = tempPoseActionData.pose.mDeviceToAbsoluteTracking.GetPosition();
 | 
						|
            rotationAtTime = tempPoseActionData.pose.mDeviceToAbsoluteTracking.GetRotation();
 | 
						|
 | 
						|
            return true;
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>
 | 
						|
        /// Update a transform's local position and local roation to match the pose.
 | 
						|
        /// </summary>
 | 
						|
        /// <param name="transformToUpdate">The transform of the object to be updated</param>
 | 
						|
        public void UpdateTransform(Transform transformToUpdate)
 | 
						|
        {
 | 
						|
            transformToUpdate.localPosition = localPosition;
 | 
						|
            transformToUpdate.localRotation = localRotation;
 | 
						|
        }
 | 
						|
 | 
						|
        protected virtual void CheckAndSendEvents()
 | 
						|
        {
 | 
						|
            if (trackingState != lastTrackingState && onTrackingChanged != null)
 | 
						|
                onTrackingChanged.Invoke(poseAction, inputSource, trackingState);
 | 
						|
 | 
						|
            if (poseIsValid != lastPoseIsValid && onValidPoseChanged != null)
 | 
						|
                onValidPoseChanged.Invoke(poseAction, inputSource, poseIsValid);
 | 
						|
 | 
						|
            if (deviceIsConnected != lastDeviceIsConnected && onDeviceConnectedChanged != null)
 | 
						|
                onDeviceConnectedChanged.Invoke(poseAction, inputSource, deviceIsConnected);
 | 
						|
 | 
						|
            if (changed && onChange != null)
 | 
						|
                onChange.Invoke(poseAction, inputSource);
 | 
						|
 | 
						|
            if (active != lastActive && onActiveChange != null)
 | 
						|
                onActiveChange.Invoke(poseAction, inputSource, active);
 | 
						|
 | 
						|
            if (activeBinding != lastActiveBinding && onActiveBindingChange != null)
 | 
						|
                onActiveBindingChange.Invoke(poseAction, inputSource, activeBinding);
 | 
						|
 | 
						|
            if (onUpdate != null)
 | 
						|
                onUpdate.Invoke(poseAction, inputSource);
 | 
						|
        }
 | 
						|
 | 
						|
        protected Vector3 GetUnityCoordinateVelocity(HmdVector3_t vector)
 | 
						|
        {
 | 
						|
            return GetUnityCoordinateVelocity(vector.v0, vector.v1, vector.v2);
 | 
						|
        }
 | 
						|
 | 
						|
        protected Vector3 GetUnityCoordinateAngularVelocity(HmdVector3_t vector)
 | 
						|
        {
 | 
						|
            return GetUnityCoordinateAngularVelocity(vector.v0, vector.v1, vector.v2);
 | 
						|
        }
 | 
						|
 | 
						|
        protected Vector3 GetUnityCoordinateVelocity(float x, float y, float z)
 | 
						|
        {
 | 
						|
            Vector3 vector = new Vector3();
 | 
						|
            vector.x = x;
 | 
						|
            vector.y = y;
 | 
						|
            vector.z = -z;
 | 
						|
            return vector;
 | 
						|
        }
 | 
						|
 | 
						|
        protected Vector3 GetUnityCoordinateAngularVelocity(float x, float y, float z)
 | 
						|
        {
 | 
						|
            Vector3 vector = new Vector3();
 | 
						|
            vector.x = -x;
 | 
						|
            vector.y = -y;
 | 
						|
            vector.z = z;
 | 
						|
            return vector;
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    /// <summary>
 | 
						|
    /// Boolean actions are either true or false. There is an onStateUp and onStateDown event for the rising and falling edge.
 | 
						|
    /// </summary>
 | 
						|
    public interface ISteamVR_Action_Pose : ISteamVR_Action_In_Source
 | 
						|
    {
 | 
						|
        /// <summary>The local position of this action relative to the universe origin</summary>
 | 
						|
        Vector3 localPosition { get; }
 | 
						|
 | 
						|
        /// <summary>The local rotation of this action relative to the universe origin</summary>
 | 
						|
        Quaternion localRotation { get; }
 | 
						|
 | 
						|
        /// <summary>The state of the tracking system that is used to create pose data (position, rotation, etc)</summary>
 | 
						|
        ETrackingResult trackingState { get; }
 | 
						|
 | 
						|
        /// <summary>The local velocity of this pose relative to the universe origin</summary>
 | 
						|
        Vector3 velocity { get; }
 | 
						|
 | 
						|
        /// <summary>The local angular velocity of this pose relative to the universe origin</summary>
 | 
						|
        Vector3 angularVelocity { get; }
 | 
						|
 | 
						|
        /// <summary>True if the pose retrieved for this action and input source is valid (good data from the tracking source)</summary>
 | 
						|
        bool poseIsValid { get; }
 | 
						|
 | 
						|
        /// <summary>True if the device bound to this action and input source is connected</summary>
 | 
						|
        bool deviceIsConnected { get; }
 | 
						|
 | 
						|
 | 
						|
        /// <summary>The local position for this pose during the previous update</summary>
 | 
						|
        Vector3 lastLocalPosition { get; }
 | 
						|
 | 
						|
        /// <summary>The local rotation for this pose during the previous update</summary>
 | 
						|
        Quaternion lastLocalRotation { get; }
 | 
						|
 | 
						|
        /// <summary>The tracking state for this pose during the previous update</summary>
 | 
						|
        ETrackingResult lastTrackingState { get; }
 | 
						|
 | 
						|
        /// <summary>The velocity for this pose during the previous update</summary>
 | 
						|
        Vector3 lastVelocity { get; }
 | 
						|
 | 
						|
        /// <summary>The angular velocity for this pose during the previous update</summary>
 | 
						|
        Vector3 lastAngularVelocity { get; }
 | 
						|
 | 
						|
        /// <summary>True if the pose was valid during the previous update</summary>
 | 
						|
        bool lastPoseIsValid { get; }
 | 
						|
 | 
						|
        /// <summary>True if the device bound to this action was connected during the previous update</summary>
 | 
						|
        bool lastDeviceIsConnected { get; }
 | 
						|
    }
 | 
						|
} |