|
|
|
|
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
|
|
|
|
|
|
|
|
|
|
using UnityEngine;
|
|
|
|
|
using System.Collections;
|
|
|
|
|
|
|
|
|
|
namespace Valve.VR
|
|
|
|
|
{
|
|
|
|
|
public class SteamVR_RingBuffer<T>
|
|
|
|
|
{
|
|
|
|
|
public static bool UseDateTimeForTicks = false;
|
|
|
|
|
|
|
|
|
|
protected T[] buffer;
|
|
|
|
|
protected int currentIndex;
|
|
|
|
|
protected T lastElement;
|
|
|
|
|
|
|
|
|
|
public SteamVR_RingBuffer(int size)
|
|
|
|
|
{
|
|
|
|
|
buffer = new T[size];
|
|
|
|
|
currentIndex = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void Add(T newElement)
|
|
|
|
|
{
|
|
|
|
|
buffer[currentIndex] = newElement;
|
|
|
|
|
|
|
|
|
|
StepForward();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public virtual void StepForward()
|
|
|
|
|
{
|
|
|
|
|
lastElement = buffer[currentIndex];
|
|
|
|
|
|
|
|
|
|
currentIndex++;
|
|
|
|
|
if (currentIndex >= buffer.Length)
|
|
|
|
|
currentIndex = 0;
|
|
|
|
|
|
|
|
|
|
cleared = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public virtual T GetAtIndex(int atIndex)
|
|
|
|
|
{
|
|
|
|
|
if (atIndex < 0)
|
|
|
|
|
atIndex += buffer.Length;
|
|
|
|
|
|
|
|
|
|
return buffer[atIndex];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public virtual T GetLast()
|
|
|
|
|
{
|
|
|
|
|
return lastElement;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public virtual int GetLastIndex()
|
|
|
|
|
{
|
|
|
|
|
int lastIndex = currentIndex - 1;
|
|
|
|
|
if (lastIndex < 0)
|
|
|
|
|
lastIndex += buffer.Length;
|
|
|
|
|
|
|
|
|
|
return lastIndex;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private bool cleared = false;
|
|
|
|
|
public void Clear()
|
|
|
|
|
{
|
|
|
|
|
if (cleared == true)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
if (buffer == null)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
for (int index = 0; index < buffer.Length; index++)
|
|
|
|
|
{
|
|
|
|
|
buffer[index] = default(T);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
lastElement = default(T);
|
|
|
|
|
|
|
|
|
|
currentIndex = 0;
|
|
|
|
|
|
|
|
|
|
cleared = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public class SteamVR_HistoryBuffer : SteamVR_RingBuffer<SteamVR_HistoryStep>
|
|
|
|
|
{
|
|
|
|
|
public SteamVR_HistoryBuffer(int size) : base(size)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void Update(Vector3 position, Quaternion rotation, Vector3 velocity, Vector3 angularVelocity)
|
|
|
|
|
{
|
|
|
|
|
if (buffer[currentIndex] == null)
|
|
|
|
|
buffer[currentIndex] = new SteamVR_HistoryStep();
|
|
|
|
|
|
|
|
|
|
buffer[currentIndex].position = position;
|
|
|
|
|
buffer[currentIndex].rotation = rotation;
|
|
|
|
|
buffer[currentIndex].velocity = velocity;
|
|
|
|
|
buffer[currentIndex].angularVelocity = angularVelocity;
|
|
|
|
|
|
|
|
|
|
if (UseDateTimeForTicks)
|
|
|
|
|
buffer[currentIndex].timeInTicks = System.DateTime.Now.Ticks;
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
#if UNITY_2020_2_OR_NEWER
|
|
|
|
|
buffer[currentIndex].timeInTicks = (long)(Time.realtimeSinceStartupAsDouble * 1000);
|
|
|
|
|
#else
|
|
|
|
|
buffer[currentIndex].timeInTicks = (long)(Time.realtimeSinceStartup * 1000);
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
StepForward();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public float GetVelocityMagnitudeTrend(int toIndex = -1, int fromIndex = -1)
|
|
|
|
|
{
|
|
|
|
|
if (toIndex == -1)
|
|
|
|
|
toIndex = currentIndex - 1;
|
|
|
|
|
|
|
|
|
|
if (toIndex < 0)
|
|
|
|
|
toIndex += buffer.Length;
|
|
|
|
|
|
|
|
|
|
if (fromIndex == -1)
|
|
|
|
|
fromIndex = toIndex - 1;
|
|
|
|
|
|
|
|
|
|
if (fromIndex < 0)
|
|
|
|
|
fromIndex += buffer.Length;
|
|
|
|
|
|
|
|
|
|
SteamVR_HistoryStep toStep = buffer[toIndex];
|
|
|
|
|
SteamVR_HistoryStep fromStep = buffer[fromIndex];
|
|
|
|
|
|
|
|
|
|
if (IsValid(toStep) && IsValid(fromStep))
|
|
|
|
|
{
|
|
|
|
|
return toStep.velocity.sqrMagnitude - fromStep.velocity.sqrMagnitude;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public bool IsValid(SteamVR_HistoryStep step)
|
|
|
|
|
{
|
|
|
|
|
return step != null && step.timeInTicks != -1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public int GetTopVelocity(int forFrames, int addFrames = 0)
|
|
|
|
|
{
|
|
|
|
|
int topFrame = currentIndex;
|
|
|
|
|
float topVelocitySqr = 0;
|
|
|
|
|
|
|
|
|
|
int currentFrame = currentIndex;
|
|
|
|
|
|
|
|
|
|
while (forFrames > 0)
|
|
|
|
|
{
|
|
|
|
|
forFrames--;
|
|
|
|
|
currentFrame--;
|
|
|
|
|
|
|
|
|
|
if (currentFrame < 0)
|
|
|
|
|
currentFrame = buffer.Length - 1;
|
|
|
|
|
|
|
|
|
|
SteamVR_HistoryStep currentStep = buffer[currentFrame];
|
|
|
|
|
|
|
|
|
|
if (IsValid(currentStep) == false)
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
float currentSqr = buffer[currentFrame].velocity.sqrMagnitude;
|
|
|
|
|
if (currentSqr > topVelocitySqr)
|
|
|
|
|
{
|
|
|
|
|
topFrame = currentFrame;
|
|
|
|
|
topVelocitySqr = currentSqr;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
topFrame += addFrames;
|
|
|
|
|
|
|
|
|
|
if (topFrame >= buffer.Length)
|
|
|
|
|
topFrame -= buffer.Length;
|
|
|
|
|
|
|
|
|
|
return topFrame;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void GetAverageVelocities(out Vector3 velocity, out Vector3 angularVelocity, int forFrames, int startFrame = -1)
|
|
|
|
|
{
|
|
|
|
|
velocity = Vector3.zero;
|
|
|
|
|
angularVelocity = Vector3.zero;
|
|
|
|
|
|
|
|
|
|
if (startFrame == -1)
|
|
|
|
|
startFrame = currentIndex - 1;
|
|
|
|
|
|
|
|
|
|
if (startFrame < 0)
|
|
|
|
|
startFrame = buffer.Length - 1;
|
|
|
|
|
|
|
|
|
|
int endFrame = startFrame - forFrames;
|
|
|
|
|
|
|
|
|
|
if (endFrame < 0)
|
|
|
|
|
endFrame += buffer.Length;
|
|
|
|
|
|
|
|
|
|
Vector3 totalVelocity = Vector3.zero;
|
|
|
|
|
Vector3 totalAngularVelocity = Vector3.zero;
|
|
|
|
|
float totalFrames = 0;
|
|
|
|
|
int currentFrame = startFrame;
|
|
|
|
|
while (forFrames > 0)
|
|
|
|
|
{
|
|
|
|
|
forFrames--;
|
|
|
|
|
currentFrame--;
|
|
|
|
|
|
|
|
|
|
if (currentFrame < 0)
|
|
|
|
|
currentFrame = buffer.Length - 1;
|
|
|
|
|
|
|
|
|
|
SteamVR_HistoryStep currentStep = buffer[currentFrame];
|
|
|
|
|
|
|
|
|
|
if (IsValid(currentStep) == false)
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
totalFrames++;
|
|
|
|
|
|
|
|
|
|
totalVelocity += currentStep.velocity;
|
|
|
|
|
totalAngularVelocity += currentStep.angularVelocity;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
velocity = totalVelocity / totalFrames;
|
|
|
|
|
angularVelocity = totalAngularVelocity / totalFrames;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public class SteamVR_HistoryStep
|
|
|
|
|
{
|
|
|
|
|
public Vector3 position;
|
|
|
|
|
public Quaternion rotation;
|
|
|
|
|
|
|
|
|
|
public Vector3 velocity;
|
|
|
|
|
|
|
|
|
|
public Vector3 angularVelocity;
|
|
|
|
|
|
|
|
|
|
public long timeInTicks = -1;
|
|
|
|
|
}
|
|
|
|
|
}
|