//========= 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 } }