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