Files
Bombaleila/Library/PackageCache/com.unity.inputsystem@57d0e36f6123/InputSystem/Devices/TrackedDevice.cs
2026-03-03 00:39:30 +05:00

99 lines
5.3 KiB
C#

using UnityEngine.InputSystem.Controls;
using UnityEngine.InputSystem.Layouts;
using UnityEngine.Scripting;
namespace UnityEngine.InputSystem
{
/// <summary>
/// An input device that has its orientation and position in space tracked.
/// </summary>
/// <remarks>
/// These values are typically read from input actions and fed into the
/// [Tracked Pose Driver](xref:input-system-tracked-input-devices#tracked-pose-driver)
/// component rather than being read directly from this class.
///
/// Refer to the [Starter Assets](xref:xri-samples-starter-assets)
/// sample in the XR Interaction Toolkit package for a Demo Scene with an XR rig
/// hierarchy that uses these concepts.
/// </remarks>
/// <seealso cref="UnityEngine.InputSystem.XR.XRController"/>
/// <seealso cref="UnityEngine.InputSystem.XR.XRHMD"/>
/// <seealso href="https://docs.unity3d.com/Packages/com.unity.xr.openxr@latest/index.html?subfolder=/api/UnityEngine.XR.OpenXR.Input.Pose.html">UnityEngine.XR.OpenXR.Input.Pose</seealso>
[InputControlLayout(displayName = "Tracked Device", isGenericTypeOfDevice = true)]
public class TrackedDevice : InputDevice
{
/// <summary>
/// Indicates which of the tracked pose components are valid by using an integer containing a
/// bitwise OR of the [Unity XR module enum values](https://docs.unity3d.com/ScriptReference/XR.InputTrackingState.html),
/// for example `InputTrackingState.Position | InputTrackingState.Rotation`.
/// </summary>
/// <remarks>
/// This property determines whether you can retrieve valid values from the
/// <see cref="devicePosition"/> and the <see cref="deviceRotation"/> properties:
/// - The Position bit must be set for the <see cref="devicePosition"/> property to have a valid Vector3 value.
/// - The Rotation bit must be set for the <see cref="deviceRotation"/> property to have a valid Quaternion.
/// </remarks>
[InputControl(synthetic = true)]
public IntegerControl trackingState { get; protected set; }
/// <summary>
/// Indicates whether the input device is actively tracked (1) or not (0).
/// </summary>
/// <remarks>
/// For more information about how OpenXR represents inferred position vs. actual position, refer to
/// [Reference Spaces](https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#spaces-reference-spaces)
/// (OpenXR Specification).
/// </remarks>
[InputControl(synthetic = true)]
public ButtonControl isTracked { get; protected set; }
/// <summary>
/// Represents the position portion of the input device's primary
/// [pose](xref:input-system-tracked-input-devices#tracked-pose-driver). For an HMD
/// device, this means the "center" eye pose. For XR controllers, it means the "grip" pose.
/// </summary>
/// <remarks>
/// For more information about how OpenXR represents the grip pose, refer to
/// [Standard pose identifiers](https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#semantic-paths-standard-identifiers)
/// (OpenXR Specification).
///
/// > [!NOTE]
/// > The position value is in the tracking space reported by the device, which doesn't match
/// > Unity world space. Using a combination of the XR Origin component with the
/// > [Tracked Pose Driver](xref:input-system-tracked-input-devices#tracked-pose-driver) component
/// > to manage that conversion automatically is more reliable than managing it through scripting.
/// </remarks>
[InputControl(noisy = true, dontReset = true)]
public Vector3Control devicePosition { get; protected set; }
/// <summary>
/// Represents the rotation portion of the input device's primary
/// [pose](xref:openxr-input#pose-data). For an HMD
/// device, this means the "center" eye pose. For XR controllers, it means the "grip" pose.
/// </summary>
/// <remarks>
/// For more information about how OpenXR represents the grip pose, refer to
/// [Standard pose identifiers](https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#semantic-paths-standard-identifiers)
/// (OpenXR Specification).
///
/// > [!NOTE]
/// > The rotation value is in the tracking space reported by the device, which doesn't match
/// > Unity world space. Using a combination of the XR Origin component with the
/// > [Tracked Pose Driver](xref:input-system-tracked-input-devices#tracked-pose-driver) component
/// > to manage that conversion automatically is more reliable than managing it through scripting.
/// </remarks>
[InputControl(noisy = true, dontReset = true)]
public QuaternionControl deviceRotation { get; protected set; }
protected override void FinishSetup()
{
base.FinishSetup();
trackingState = GetChildControl<IntegerControl>("trackingState");
isTracked = GetChildControl<ButtonControl>("isTracked");
devicePosition = GetChildControl<Vector3Control>("devicePosition");
deviceRotation = GetChildControl<QuaternionControl>("deviceRotation");
}
}
}