Files
vstyler/Assets/SteamVR/Scripts/SteamVR_Utils.cs
T
2016-05-18 20:02:15 +02:00

493 lines
11 KiB
C#
Executable File

//========= Copyright 2014, Valve Corporation, All rights reserved. ===========
//
// Purpose: Utilities for working with SteamVR
//
//=============================================================================
using UnityEngine;
using System.Collections;
using System.Runtime.InteropServices;
using Valve.VR;
public static class SteamVR_Utils
{
public class Event
{
public delegate void Handler(params object[] args);
public static void Listen(string message, Handler action)
{
var actions = listeners[message] as Handler;
if (actions != null)
{
listeners[message] = actions + action;
}
else
{
listeners[message] = action;
}
}
public static void Remove(string message, Handler action)
{
var actions = listeners[message] as Handler;
if (actions != null)
{
listeners[message] = actions - action;
}
}
public static void Send(string message, params object[] args)
{
var actions = listeners[message] as Handler;
if (actions != null)
{
actions(args);
}
}
private static Hashtable listeners = new Hashtable();
}
// this version does not clamp [0..1]
public static Quaternion Slerp(Quaternion A, Quaternion B, float t)
{
var cosom = Mathf.Clamp(A.x * B.x + A.y * B.y + A.z * B.z + A.w * B.w, -1.0f, 1.0f);
if (cosom < 0.0f)
{
B = new Quaternion(-B.x, -B.y, -B.z, -B.w);
cosom = -cosom;
}
float sclp, sclq;
if ((1.0f - cosom) > 0.0001f)
{
var omega = Mathf.Acos(cosom);
var sinom = Mathf.Sin(omega);
sclp = Mathf.Sin((1.0f - t) * omega) / sinom;
sclq = Mathf.Sin(t * omega) / sinom;
}
else
{
// "from" and "to" very close, so do linear interp
sclp = 1.0f - t;
sclq = t;
}
return new Quaternion(
sclp * A.x + sclq * B.x,
sclp * A.y + sclq * B.y,
sclp * A.z + sclq * B.z,
sclp * A.w + sclq * B.w);
}
public static Vector3 Lerp(Vector3 A, Vector3 B, float t)
{
return new Vector3(
Lerp(A.x, B.x, t),
Lerp(A.y, B.y, t),
Lerp(A.z, B.z, t));
}
public static float Lerp(float A, float B, float t)
{
return A + (B - A) * t;
}
public static double Lerp(double A, double B, double t)
{
return A + (B - A) * t;
}
public static float InverseLerp(Vector3 A, Vector3 B, Vector3 result)
{
return Vector3.Dot(result - A, B - A);
}
public static float InverseLerp(float A, float B, float result)
{
return (result - A) / (B - A);
}
public static double InverseLerp(double A, double B, double result)
{
return (result - A) / (B - A);
}
public static float Saturate(float A)
{
return (A < 0) ? 0 : (A > 1) ? 1 : A;
}
public static Vector2 Saturate(Vector2 A)
{
return new Vector2(Saturate(A.x), Saturate(A.y));
}
public static float Abs(float A)
{
return (A < 0) ? -A : A;
}
public static Vector2 Abs(Vector2 A)
{
return new Vector2(Abs(A.x), Abs(A.y));
}
private static float _copysign(float sizeval, float signval)
{
return Mathf.Sign(signval) == 1 ? Mathf.Abs(sizeval) : -Mathf.Abs(sizeval);
}
public static Quaternion GetRotation(this Matrix4x4 matrix)
{
Quaternion q = new Quaternion();
q.w = Mathf.Sqrt(Mathf.Max(0, 1 + matrix.m00 + matrix.m11 + matrix.m22)) / 2;
q.x = Mathf.Sqrt(Mathf.Max(0, 1 + matrix.m00 - matrix.m11 - matrix.m22)) / 2;
q.y = Mathf.Sqrt(Mathf.Max(0, 1 - matrix.m00 + matrix.m11 - matrix.m22)) / 2;
q.z = Mathf.Sqrt(Mathf.Max(0, 1 - matrix.m00 - matrix.m11 + matrix.m22)) / 2;
q.x = _copysign(q.x, matrix.m21 - matrix.m12);
q.y = _copysign(q.y, matrix.m02 - matrix.m20);
q.z = _copysign(q.z, matrix.m10 - matrix.m01);
return q;
}
public static Vector3 GetPosition(this Matrix4x4 matrix)
{
var x = matrix.m03;
var y = matrix.m13;
var z = matrix.m23;
return new Vector3(x, y, z);
}
public static Vector3 GetScale(this Matrix4x4 m)
{
var x = Mathf.Sqrt(m.m00 * m.m00 + m.m01 * m.m01 + m.m02 * m.m02);
var y = Mathf.Sqrt(m.m10 * m.m10 + m.m11 * m.m11 + m.m12 * m.m12);
var z = Mathf.Sqrt(m.m20 * m.m20 + m.m21 * m.m21 + m.m22 * m.m22);
return new Vector3(x, y, z);
}
[System.Serializable]
public struct RigidTransform
{
public Vector3 pos;
public Quaternion rot;
public static RigidTransform identity
{
get { return new RigidTransform(Vector3.zero, Quaternion.identity); }
}
public static RigidTransform FromLocal(Transform t)
{
return new RigidTransform(t.localPosition, t.localRotation);
}
public RigidTransform(Vector3 pos, Quaternion rot)
{
this.pos = pos;
this.rot = rot;
}
public RigidTransform(Transform t)
{
this.pos = t.position;
this.rot = t.rotation;
}
public RigidTransform(Transform from, Transform to)
{
var inv = Quaternion.Inverse(from.rotation);
rot = inv * to.rotation;
pos = inv * (to.position - from.position);
}
public RigidTransform(HmdMatrix34_t pose)
{
var m = Matrix4x4.identity;
m[0, 0] = pose.m0;
m[0, 1] = pose.m1;
m[0, 2] = -pose.m2;
m[0, 3] = pose.m3;
m[1, 0] = pose.m4;
m[1, 1] = pose.m5;
m[1, 2] = -pose.m6;
m[1, 3] = pose.m7;
m[2, 0] = -pose.m8;
m[2, 1] = -pose.m9;
m[2, 2] = pose.m10;
m[2, 3] = -pose.m11;
this.pos = m.GetPosition();
this.rot = m.GetRotation();
}
public RigidTransform(HmdMatrix44_t pose)
{
var m = Matrix4x4.identity;
m[0, 0] = pose.m0;
m[0, 1] = pose.m1;
m[0, 2] = -pose.m2;
m[0, 3] = pose.m3;
m[1, 0] = pose.m4;
m[1, 1] = pose.m5;
m[1, 2] = -pose.m6;
m[1, 3] = pose.m7;
m[2, 0] = -pose.m8;
m[2, 1] = -pose.m9;
m[2, 2] = pose.m10;
m[2, 3] = -pose.m11;
m[3, 0] = pose.m12;
m[3, 1] = pose.m13;
m[3, 2] = -pose.m14;
m[3, 3] = pose.m15;
this.pos = m.GetPosition();
this.rot = m.GetRotation();
}
public HmdMatrix44_t ToHmdMatrix44()
{
var m = Matrix4x4.TRS(pos, rot, Vector3.one);
var pose = new HmdMatrix44_t();
pose.m0 = m[0, 0];
pose.m1 = m[0, 1];
pose.m2 = -m[0, 2];
pose.m3 = m[0, 3];
pose.m4 = m[1, 0];
pose.m5 = m[1, 1];
pose.m6 = -m[1, 2];
pose.m7 = m[1, 3];
pose.m8 = -m[2, 0];
pose.m9 = -m[2, 1];
pose.m10 = m[2, 2];
pose.m11 = -m[2, 3];
pose.m12 = m[3, 0];
pose.m13 = m[3, 1];
pose.m14 = -m[3, 2];
pose.m15 = m[3, 3];
return pose;
}
public HmdMatrix34_t ToHmdMatrix34()
{
var m = Matrix4x4.TRS(pos, rot, Vector3.one);
var pose = new HmdMatrix34_t();
pose.m0 = m[0, 0];
pose.m1 = m[0, 1];
pose.m2 = -m[0, 2];
pose.m3 = m[0, 3];
pose.m4 = m[1, 0];
pose.m5 = m[1, 1];
pose.m6 = -m[1, 2];
pose.m7 = m[1, 3];
pose.m8 = -m[2, 0];
pose.m9 = -m[2, 1];
pose.m10 = m[2, 2];
pose.m11 = -m[2, 3];
return pose;
}
public override bool Equals(object o)
{
if (o is RigidTransform)
{
RigidTransform t = (RigidTransform)o;
return pos == t.pos && rot == t.rot;
}
return false;
}
public override int GetHashCode()
{
return pos.GetHashCode() ^ rot.GetHashCode();
}
public static bool operator ==(RigidTransform a, RigidTransform b)
{
return a.pos == b.pos && a.rot == b.rot;
}
public static bool operator !=(RigidTransform a, RigidTransform b)
{
return a.pos != b.pos || a.rot != b.rot;
}
public static RigidTransform operator *(RigidTransform a, RigidTransform b)
{
return new RigidTransform
{
rot = a.rot * b.rot,
pos = a.pos + a.rot * b.pos
};
}
public void Inverse()
{
rot = Quaternion.Inverse(rot);
pos = -(rot * pos);
}
public RigidTransform GetInverse()
{
var t = new RigidTransform(pos, rot);
t.Inverse();
return t;
}
public void Multiply(RigidTransform a, RigidTransform b)
{
rot = a.rot * b.rot;
pos = a.pos + a.rot * b.pos;
}
public Vector3 InverseTransformPoint(Vector3 point)
{
return Quaternion.Inverse(rot) * (point - pos);
}
public Vector3 TransformPoint(Vector3 point)
{
return pos + (rot * point);
}
public static Vector3 operator *(RigidTransform t, Vector3 v)
{
return t.TransformPoint(v);
}
public static RigidTransform Interpolate(RigidTransform a, RigidTransform b, float t)
{
return new RigidTransform(Vector3.Lerp(a.pos, b.pos, t), Quaternion.Slerp(a.rot, b.rot, t));
}
public void Interpolate(RigidTransform to, float t)
{
pos = SteamVR_Utils.Lerp(pos, to.pos, t);
rot = SteamVR_Utils.Slerp(rot, to.rot, t);
}
}
public static Mesh CreateHiddenAreaMesh(HiddenAreaMesh_t src, VRTextureBounds_t bounds)
{
if (src.unTriangleCount == 0)
return null;
var data = new float[src.unTriangleCount * 3 * 2]; //HmdVector2_t
Marshal.Copy(src.pVertexData, data, 0, data.Length);
var vertices = new Vector3[src.unTriangleCount * 3 + 12];
var indices = new int[src.unTriangleCount * 3 + 24];
var x0 = 2.0f * bounds.uMin - 1.0f;
var x1 = 2.0f * bounds.uMax - 1.0f;
var y0 = 2.0f * bounds.vMin - 1.0f;
var y1 = 2.0f * bounds.vMax - 1.0f;
for (int i = 0, j = 0; i < src.unTriangleCount * 3; i++)
{
var x = Lerp(x0, x1, data[j++]);
var y = Lerp(y0, y1, data[j++]);
vertices[i] = new Vector3(x, y, 0.0f);
indices[i] = i;
}
// Add border
var offset = (int)src.unTriangleCount * 3;
var iVert = offset;
vertices[iVert++] = new Vector3(-1, -1, 0);
vertices[iVert++] = new Vector3(x0, -1, 0);
vertices[iVert++] = new Vector3(-1, 1, 0);
vertices[iVert++] = new Vector3(x0, 1, 0);
vertices[iVert++] = new Vector3(x1, -1, 0);
vertices[iVert++] = new Vector3( 1, -1, 0);
vertices[iVert++] = new Vector3(x1, 1, 0);
vertices[iVert++] = new Vector3( 1, 1, 0);
vertices[iVert++] = new Vector3(x0, y0, 0);
vertices[iVert++] = new Vector3(x1, y0, 0);
vertices[iVert++] = new Vector3(x0, y1, 0);
vertices[iVert++] = new Vector3(x1, y1, 0);
var iTri = offset;
indices[iTri++] = offset + 0;
indices[iTri++] = offset + 1;
indices[iTri++] = offset + 2;
indices[iTri++] = offset + 2;
indices[iTri++] = offset + 1;
indices[iTri++] = offset + 3;
indices[iTri++] = offset + 4;
indices[iTri++] = offset + 5;
indices[iTri++] = offset + 6;
indices[iTri++] = offset + 6;
indices[iTri++] = offset + 5;
indices[iTri++] = offset + 7;
indices[iTri++] = offset + 1;
indices[iTri++] = offset + 4;
indices[iTri++] = offset + 8;
indices[iTri++] = offset + 8;
indices[iTri++] = offset + 4;
indices[iTri++] = offset + 9;
indices[iTri++] = offset + 10;
indices[iTri++] = offset + 11;
indices[iTri++] = offset + 3;
indices[iTri++] = offset + 3;
indices[iTri++] = offset + 11;
indices[iTri++] = offset + 6;
var mesh = new Mesh();
mesh.vertices = vertices;
mesh.triangles = indices;
mesh.bounds = new Bounds( Vector3.zero, new Vector3( float.MaxValue, float.MaxValue, float.MaxValue ) ); // Prevent frustum culling from culling this mesh
return mesh;
}
public delegate object SystemFn(CVRSystem system, params object[] args);
public static object CallSystemFn(SystemFn fn, params object[] args)
{
var initOpenVR = (!SteamVR.active && !SteamVR.usingNativeSupport);
if (initOpenVR)
{
var error = EVRInitError.None;
OpenVR.Init(ref error, EVRApplicationType.VRApplication_Other);
}
var system = OpenVR.System;
var result = (system != null) ? fn(system, args) : null;
if (initOpenVR)
OpenVR.Shutdown();
return result;
}
public static void QueueEventOnRenderThread(int eventID)
{
#if (UNITY_5_0 || UNITY_5_1)
GL.IssuePluginEvent(eventID);
#elif (UNITY_5_2 || UNITY_5_3)
GL.IssuePluginEvent(SteamVR.Unity.GetRenderEventFunc(), eventID);
#endif
}
}