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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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using System;
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using System.Threading;
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using UnityEngine;
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using UnityEngine.Events;
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using Valve.VR;
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namespace Valve.VR
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{
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/// <summary>
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/// This component simplifies the use of Pose actions. Adding it to a gameobject will auto set that transform's position and rotation every update to match the pose.
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/// Advanced velocity estimation is handled through a buffer of the last 30 updates.
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/// </summary>
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public class SteamVR_Behaviour_Pose : MonoBehaviour
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{
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public SteamVR_Action_Pose poseAction = SteamVR_Input.GetAction<SteamVR_Action_Pose>("Pose");
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[Tooltip("The device this action should apply to. Any if the action is not device specific.")]
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public SteamVR_Input_Sources inputSource;
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[Tooltip("If not set, relative to parent")]
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public Transform origin;
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/// <summary>Returns whether or not the current pose is in a valid state</summary>
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public bool isValid { get { return poseAction[inputSource].poseIsValid; } }
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/// <summary>Returns whether or not the pose action is bound and able to be updated</summary>
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public bool isActive { get { return poseAction[inputSource].active; } }
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/// <summary>This Unity event will fire whenever the position or rotation of this transform is updated.</summary>
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public SteamVR_Behaviour_PoseEvent onTransformUpdated;
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/// <summary>This Unity event will fire whenever the position or rotation of this transform is changed.</summary>
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public SteamVR_Behaviour_PoseEvent onTransformChanged;
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/// <summary>This Unity event will fire whenever the device is connected or disconnected</summary>
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public SteamVR_Behaviour_Pose_ConnectedChangedEvent onConnectedChanged;
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/// <summary>This Unity event will fire whenever the device's tracking state changes</summary>
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public SteamVR_Behaviour_Pose_TrackingChangedEvent onTrackingChanged;
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/// <summary>This Unity event will fire whenever the device's deviceIndex changes</summary>
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public SteamVR_Behaviour_Pose_DeviceIndexChangedEvent onDeviceIndexChanged;
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/// <summary>This C# event will fire whenever the position or rotation of this transform is updated.</summary>
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public UpdateHandler onTransformUpdatedEvent;
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/// <summary>This C# event will fire whenever the position or rotation of this transform is changed.</summary>
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public ChangeHandler onTransformChangedEvent;
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/// <summary>This C# event will fire whenever the device is connected or disconnected</summary>
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public DeviceConnectedChangeHandler onConnectedChangedEvent;
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/// <summary>This C# event will fire whenever the device's tracking state changes</summary>
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public TrackingChangeHandler onTrackingChangedEvent;
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/// <summary>This C# event will fire whenever the device's deviceIndex changes</summary>
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public DeviceIndexChangedHandler onDeviceIndexChangedEvent;
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[Tooltip("Can be disabled to stop broadcasting bound device status changes")]
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public bool broadcastDeviceChanges = true;
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protected int deviceIndex = -1;
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protected SteamVR_HistoryBuffer historyBuffer = new SteamVR_HistoryBuffer(30);
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protected virtual void Start()
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{
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if (poseAction == null)
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{
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Debug.LogError("<b>[SteamVR]</b> No pose action set for this component", this);
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return;
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}
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CheckDeviceIndex();
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if (origin == null)
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origin = this.transform.parent;
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}
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protected virtual void OnEnable()
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{
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SteamVR.Initialize();
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if (poseAction != null)
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{
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poseAction[inputSource].onUpdate += SteamVR_Behaviour_Pose_OnUpdate;
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poseAction[inputSource].onDeviceConnectedChanged += OnDeviceConnectedChanged;
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poseAction[inputSource].onTrackingChanged += OnTrackingChanged;
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poseAction[inputSource].onChange += SteamVR_Behaviour_Pose_OnChange;
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}
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}
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protected virtual void OnDisable()
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{
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if (poseAction != null)
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{
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poseAction[inputSource].onUpdate -= SteamVR_Behaviour_Pose_OnUpdate;
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poseAction[inputSource].onDeviceConnectedChanged -= OnDeviceConnectedChanged;
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poseAction[inputSource].onTrackingChanged -= OnTrackingChanged;
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poseAction[inputSource].onChange -= SteamVR_Behaviour_Pose_OnChange;
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}
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historyBuffer.Clear();
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}
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private void SteamVR_Behaviour_Pose_OnUpdate(SteamVR_Action_Pose fromAction, SteamVR_Input_Sources fromSource)
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{
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UpdateHistoryBuffer();
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UpdateTransform();
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if (onTransformUpdated != null)
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onTransformUpdated.Invoke(this, inputSource);
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if (onTransformUpdatedEvent != null)
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onTransformUpdatedEvent.Invoke(this, inputSource);
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}
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protected virtual void UpdateTransform()
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{
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CheckDeviceIndex();
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if (origin != null)
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{
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transform.position = origin.transform.TransformPoint(poseAction[inputSource].localPosition);
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transform.rotation = origin.rotation * poseAction[inputSource].localRotation;
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}
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else
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{
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transform.localPosition = poseAction[inputSource].localPosition;
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transform.localRotation = poseAction[inputSource].localRotation;
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}
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}
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private void SteamVR_Behaviour_Pose_OnChange(SteamVR_Action_Pose fromAction, SteamVR_Input_Sources fromSource)
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{
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if (onTransformChanged != null)
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onTransformChanged.Invoke(this, fromSource);
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if (onTransformChangedEvent != null)
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onTransformChangedEvent.Invoke(this, fromSource);
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}
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protected virtual void OnDeviceConnectedChanged(SteamVR_Action_Pose changedAction, SteamVR_Input_Sources changedSource, bool connected)
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{
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CheckDeviceIndex();
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if (onConnectedChanged != null)
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onConnectedChanged.Invoke(this, inputSource, connected);
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if (onConnectedChangedEvent != null)
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onConnectedChangedEvent.Invoke(this, inputSource, connected);
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}
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protected virtual void OnTrackingChanged(SteamVR_Action_Pose changedAction, SteamVR_Input_Sources changedSource, ETrackingResult trackingChanged)
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{
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if (onTrackingChanged != null)
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onTrackingChanged.Invoke(this, inputSource, trackingChanged);
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if (onTrackingChangedEvent != null)
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onTrackingChangedEvent.Invoke(this, inputSource, trackingChanged);
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}
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protected virtual void CheckDeviceIndex()
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{
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if (poseAction[inputSource].active && poseAction[inputSource].deviceIsConnected)
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{
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int currentDeviceIndex = (int)poseAction[inputSource].trackedDeviceIndex;
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if (deviceIndex != currentDeviceIndex)
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{
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deviceIndex = currentDeviceIndex;
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if (broadcastDeviceChanges)
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{
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this.gameObject.BroadcastMessage("SetInputSource", inputSource, SendMessageOptions.DontRequireReceiver);
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this.gameObject.BroadcastMessage("SetDeviceIndex", deviceIndex, SendMessageOptions.DontRequireReceiver);
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}
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if (onDeviceIndexChanged != null)
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onDeviceIndexChanged.Invoke(this, inputSource, deviceIndex);
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if (onDeviceIndexChangedEvent != null)
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onDeviceIndexChangedEvent.Invoke(this, inputSource, deviceIndex);
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}
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}
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}
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/// <summary>
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/// Returns the device index for the device bound to the pose.
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/// </summary>
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public int GetDeviceIndex()
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{
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if (deviceIndex == -1)
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CheckDeviceIndex();
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return deviceIndex;
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}
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/// <summary>Returns the current velocity of the pose (as of the last update)</summary>
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public Vector3 GetVelocity()
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{
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return poseAction[inputSource].velocity;
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}
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/// <summary>Returns the current angular velocity of the pose (as of the last update)</summary>
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public Vector3 GetAngularVelocity()
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{
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return poseAction[inputSource].angularVelocity;
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}
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/// <summary>Returns the velocities of the pose at the time specified. Can predict in the future or return past values.</summary>
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public bool GetVelocitiesAtTimeOffset(float secondsFromNow, out Vector3 velocity, out Vector3 angularVelocity)
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{
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return poseAction[inputSource].GetVelocitiesAtTimeOffset(secondsFromNow, out velocity, out angularVelocity);
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}
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/// <summary>Uses previously recorded values to find the peak speed of the pose and returns the corresponding velocity and angular velocity</summary>
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public void GetEstimatedPeakVelocities(out Vector3 velocity, out Vector3 angularVelocity)
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{
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int top = historyBuffer.GetTopVelocity(10, 1);
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historyBuffer.GetAverageVelocities(out velocity, out angularVelocity, 2, top);
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}
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protected int lastFrameUpdated;
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protected void UpdateHistoryBuffer()
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{
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int currentFrame = Time.frameCount;
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if (lastFrameUpdated != currentFrame)
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{
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historyBuffer.Update(poseAction[inputSource].localPosition, poseAction[inputSource].localRotation, poseAction[inputSource].velocity, poseAction[inputSource].angularVelocity);
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lastFrameUpdated = currentFrame;
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}
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}
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/// <summary>
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/// Gets the localized name of the device that the action corresponds to.
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/// </summary>
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/// <param name="localizedParts">
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/// <list type="bullet">
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/// <item><description>VRInputString_Hand - Which hand the origin is in. E.g. "Left Hand"</description></item>
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/// <item><description>VRInputString_ControllerType - What kind of controller the user has in that hand.E.g. "Vive Controller"</description></item>
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/// <item><description>VRInputString_InputSource - What part of that controller is the origin. E.g. "Trackpad"</description></item>
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/// <item><description>VRInputString_All - All of the above. E.g. "Left Hand Vive Controller Trackpad"</description></item>
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/// </list>
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/// </param>
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public string GetLocalizedName(params EVRInputStringBits[] localizedParts)
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{
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if (poseAction != null)
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return poseAction.GetLocalizedOriginPart(inputSource, localizedParts);
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return null;
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}
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public delegate void ActiveChangeHandler(SteamVR_Behaviour_Pose fromAction, SteamVR_Input_Sources fromSource, bool active);
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public delegate void ChangeHandler(SteamVR_Behaviour_Pose fromAction, SteamVR_Input_Sources fromSource);
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public delegate void UpdateHandler(SteamVR_Behaviour_Pose fromAction, SteamVR_Input_Sources fromSource);
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public delegate void TrackingChangeHandler(SteamVR_Behaviour_Pose fromAction, SteamVR_Input_Sources fromSource, ETrackingResult trackingState);
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public delegate void ValidPoseChangeHandler(SteamVR_Behaviour_Pose fromAction, SteamVR_Input_Sources fromSource, bool validPose);
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public delegate void DeviceConnectedChangeHandler(SteamVR_Behaviour_Pose fromAction, SteamVR_Input_Sources fromSource, bool deviceConnected);
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public delegate void DeviceIndexChangedHandler(SteamVR_Behaviour_Pose fromAction, SteamVR_Input_Sources fromSource, int newDeviceIndex);
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}
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}
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