VR Input tracking data.
private void UpdateDevicePose() { IVRModuleDeviceState prevState; IVRModuleDeviceStateRW currState; EnsureValidDeviceState(HEAD_INDEX, out prevState, out currState); if (currState.isConnected) { currState.position = InputTracking.GetLocalPosition(XRNode.Head); currState.rotation = InputTracking.GetLocalRotation(XRNode.Head); currState.isPoseValid = currState.pose != RigidPose.identity; } EnsureValidDeviceState(RIGHT_HAND_INDEX, out prevState, out currState); if (currState.isConnected) { currState.position = m_rightArm.ControllerPositionFromHead; currState.rotation = m_rightArm.ControllerRotationFromHead; currState.isPoseValid = m_rightDevice.Orientation != Quaternion.identity; } EnsureValidDeviceState(LEFT_HAND_INDEX, out prevState, out currState); if (currState.isConnected) { currState.position = m_leftArm.ControllerPositionFromHead; currState.rotation = m_leftArm.ControllerRotationFromHead; currState.isPoseValid = m_leftDevice.Orientation != Quaternion.identity; } }
public static int constructor(IntPtr l) { try { UnityEngine.VR.InputTracking o; o=new UnityEngine.VR.InputTracking(); pushValue(l,o); return 1; } catch(Exception e) { LuaDLL.luaL_error(l, e.ToString()); return 0; } }
public static int constructor(IntPtr l) { try { UnityEngine.VR.InputTracking o; o=new UnityEngine.VR.InputTracking(); pushValue(l,true); pushValue(l,o); return 2; } catch(Exception e) { return error(l,e); } }
static public int constructor(IntPtr l) { try { UnityEngine.VR.InputTracking o; o = new UnityEngine.VR.InputTracking(); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } }
private void UpdateDevicePose() { IVRModuleDeviceState prevState; IVRModuleDeviceStateRW currState; EnsureValidDeviceState(HEAD_INDEX, out prevState, out currState); if (currState.isConnected) { currState.position = InputTracking.GetLocalPosition(XRNode.Head); currState.rotation = InputTracking.GetLocalRotation(XRNode.Head); currState.isPoseValid = currState.pose != RigidPose.identity; } EnsureValidDeviceState(CONTROLLER_INDEX, out prevState, out currState); if (currState.isConnected) { currState.position = m_gvrArmModel.ControllerPositionFromHead; currState.rotation = m_gvrArmModel.ControllerRotationFromHead; currState.isPoseValid = GvrControllerInput.Orientation != Quaternion.identity; } }