Пример #1
0
        protected virtual void updateTracking(Frame frame)
        {
            int    handCount = frame.Hands.Count;
            IntPtr ptr       = HandArrayBuilder.CreateHandArray(frame);

            InteractionC.UpdateHands(ref _scene, (uint)handCount, ptr);
            StructAllocator.CleanupAllocations();
        }
Пример #2
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        /// <summary>
        /// Gets a handle to a convex mesh description that describes the given capsule.
        /// </summary>
        public INTERACTION_SHAPE_DESCRIPTION_HANDLE GetCapsule(Vector3 p0, Vector3 p1, float radius)
        {
            INTERACTION_SHAPE_DESCRIPTION_HANDLE handle;
            IntPtr capsulePtr = allocateCapsule(p0, p1, radius);

            InteractionC.AddShapeDescription(ref _scene, capsulePtr, out handle);
            StructAllocator.CleanupAllocations();
            _allHandles[handle] = new ShapeInfo(isCached: false);
            return(handle);
        }
Пример #3
0
        /// <summary>
        /// Gets a handle to a convex mesh description of the provided mesh.  Any changes
        /// to the mesh will not be reflected in the description once it is generated.
        /// This version always allocates a new handle for the transformed data.
        /// </summary>
        public INTERACTION_SHAPE_DESCRIPTION_HANDLE GetConvexPolyhedron(MeshCollider meshCollider, Matrix4x4 transform)
        {
            if (meshCollider.sharedMesh == null)
            {
                throw new NotImplementedException("MeshCollider missing sharedMesh.");
            }

            INTERACTION_SHAPE_DESCRIPTION_HANDLE handle;
            IntPtr meshPtr = allocateConvex(meshCollider, transform);

            InteractionC.AddShapeDescription(ref _scene, meshPtr, out handle);
            StructAllocator.CleanupAllocations();

            _allHandles[handle] = new ShapeInfo(isCached: false);

            return(handle);
        }
Пример #4
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        /// <summary>
        /// Gets a handle to a sphere shape description of the given radius
        /// </summary>
        public INTERACTION_SHAPE_DESCRIPTION_HANDLE GetSphere(float radius)
        {
            float roundedRadius = (int)(radius * DECIMAL_CACHING_PRECISION);

            INTERACTION_SHAPE_DESCRIPTION_HANDLE handle;

            if (!_sphereDescMap.TryGetValue(roundedRadius, out handle))
            {
                IntPtr spherePtr = allocateSphere(radius);
                InteractionC.AddShapeDescription(ref _scene, spherePtr, out handle);
                StructAllocator.CleanupAllocations();

                _sphereDescMap[roundedRadius] = handle;
                _allHandles[handle]           = new ShapeInfo(isCached: true);
            }

            return(handle);
        }
Пример #5
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        /// <summary>
        /// Gets a handle to an OBB description of the given extents
        /// </summary>
        public INTERACTION_SHAPE_DESCRIPTION_HANDLE GetOBB(Vector3 extents)
        {
            Vector3 roundedExtents = new Vector3();

            roundedExtents.x = (int)(extents.x * DECIMAL_CACHING_PRECISION);
            roundedExtents.y = (int)(extents.y * DECIMAL_CACHING_PRECISION);
            roundedExtents.z = (int)(extents.z * DECIMAL_CACHING_PRECISION);

            INTERACTION_SHAPE_DESCRIPTION_HANDLE handle;

            if (!_obbDescMap.TryGetValue(roundedExtents, out handle))
            {
                IntPtr obbPtr = allocateObb(extents);
                InteractionC.AddShapeDescription(ref _scene, obbPtr, out handle);
                StructAllocator.CleanupAllocations();

                _obbDescMap[roundedExtents] = handle;
                _allHandles[handle]         = new ShapeInfo(isCached: true);
            }

            return(handle);
        }
Пример #6
0
        public INTERACTION_SHAPE_DESCRIPTION_HANDLE GetCollision(GameObject parentObject)
        {
            parentObject.GetComponentsInChildren <Collider>(_tempColliderList);

            // Remove Colliders that are children of other IInteractionBehaviour.
            Transform parentTransform = parentObject.transform;

            for (int i = _tempColliderList.Count; i-- > 0;)
            {
                Transform it = _tempColliderList[i].transform;
                while (it != parentTransform)
                {
                    if (it.GetComponent <IInteractionBehaviour>() != null)
                    {
                        _tempColliderList.RemoveAt(i);
                        break;
                    }
                    it = it.parent;
                }
            }

            if (_tempColliderList.Count == 0)
            {
                throw new InvalidOperationException("The GameObject " + parentObject + " did not have any colliders.");
            }

            INTERACTION_SHAPE_DESCRIPTION_HANDLE handle = new INTERACTION_SHAPE_DESCRIPTION_HANDLE();

            // Try optimized encodings for a single collider.  Everything else is a compound.
            if (_tempColliderList.Count == 1)
            {
                if (getCollisionSingleInternal(parentObject, ref handle))
                {
                    return(handle);
                }
            }

            INTERACTION_COMPOUND_DESCRIPTION compoundDesc = new INTERACTION_COMPOUND_DESCRIPTION();

            compoundDesc.shape.type  = ShapeType.Compound;
            compoundDesc.nShapes     = (uint)_tempColliderList.Count;
            compoundDesc.pShapes     = StructAllocator.AllocateArray <IntPtr>(_tempColliderList.Count);
            compoundDesc.pTransforms = new INTERACTION_TRANSFORM[_tempColliderList.Count];

            // The parent's relative pose is a components of the parents transform that
            // child transforms are considered to be relative two.  In this case scale
            // and shear are not considered a property of the parents relative pose and
            // therefore these calcualtions will allow the child to inherit the parents
            // scale.

            Matrix4x4 parentRelativePose        = Matrix4x4.TRS(parentObject.transform.position, parentObject.transform.rotation, Vector3.one);
            Matrix4x4 inverseParentRelativePose = parentRelativePose.inverse;

            for (int i = 0; i < _tempColliderList.Count; i++)
            {
                Collider collider = _tempColliderList[i];

                // Transform to apply to collision shape.
                Matrix4x4 localToParentRelative = inverseParentRelativePose * collider.transform.localToWorldMatrix;

                // Values used to construct INTERACTION_TRANSFORM.
                Vector3    parentRelativePos = Vector3.zero;
                Quaternion parentRelativeRot = Quaternion.identity;

                IntPtr shapePtr;
                if (collider is MeshCollider)
                {
                    // Mesh always has an identity associated transform that can be baked into the verts.
                    MeshCollider meshCollider = collider as MeshCollider;
                    shapePtr = allocateConvex(meshCollider, localToParentRelative);
                }
                else
                {
                    //  Rotation and scale are lossy when shear is involved.
                    parentRelativeRot = Quaternion.Inverse(parentObject.transform.rotation) * collider.transform.rotation;

                    Vector3 scaleAlongLocalToParentAxes = new Vector3(localToParentRelative.GetColumn(0).magnitude,
                                                                      localToParentRelative.GetColumn(1).magnitude,
                                                                      localToParentRelative.GetColumn(2).magnitude);
                    if (collider is SphereCollider)
                    {
                        SphereCollider sphereCollider = collider as SphereCollider;
                        parentRelativePos = localToParentRelative.MultiplyPoint(sphereCollider.center);

                        float aproximateScale = Mathf.Max(scaleAlongLocalToParentAxes.x, Mathf.Max(scaleAlongLocalToParentAxes.y, scaleAlongLocalToParentAxes.z));
                        shapePtr = allocateSphere(sphereCollider.radius * aproximateScale);
                    }
                    else if (collider is BoxCollider)
                    {
                        BoxCollider boxCollider = collider as BoxCollider;
                        parentRelativePos = localToParentRelative.MultiplyPoint(boxCollider.center);

                        Vector3 extents = boxCollider.size * 0.5f;
                        extents.Scale(scaleAlongLocalToParentAxes);
                        shapePtr = allocateObb(extents);
                    }
                    else if (collider is CapsuleCollider)
                    {
                        CapsuleCollider capsuleCollider = collider as CapsuleCollider;
                        if ((uint)capsuleCollider.direction >= 3u)
                        {
                            throw new InvalidOperationException("Unexpected capsule direction " + capsuleCollider.direction);
                        }

                        parentRelativePos = localToParentRelative.MultiplyPoint(capsuleCollider.center);

                        Vector3 primaryAxis        = new Vector3((capsuleCollider.direction == 0) ? 1 : 0, (capsuleCollider.direction == 1) ? 1 : 0, (capsuleCollider.direction == 2) ? 1 : 0);
                        float   primaryAxisScale   = scaleAlongLocalToParentAxes[capsuleCollider.direction];
                        float   perpendicularScale = Mathf.Max(scaleAlongLocalToParentAxes[(capsuleCollider.direction + 1) % 3], scaleAlongLocalToParentAxes[(capsuleCollider.direction + 2) % 3]);

                        float scaledHeight   = capsuleCollider.height * primaryAxisScale;
                        float scaledRadius   = capsuleCollider.radius * perpendicularScale;
                        float interiorExtent = (scaledHeight * 0.5f) - scaledRadius;

                        Vector3 p0 = primaryAxis * interiorExtent;
                        shapePtr = allocateCapsule(p0, -p0, scaledRadius);
                    }
                    else
                    {
                        throw new InvalidOperationException("Unsupported collider type " + collider.GetType());
                    }
                }

                StructMarshal <IntPtr> .CopyIntoArray(compoundDesc.pShapes, ref shapePtr, i);

                INTERACTION_TRANSFORM ieTransform = new INTERACTION_TRANSFORM();
                ieTransform.position        = parentRelativePos.ToCVector();
                ieTransform.rotation        = parentRelativeRot.ToCQuaternion();
                compoundDesc.pTransforms[i] = ieTransform;
            }

            IntPtr compoundPtr = StructAllocator.AllocateStruct(ref compoundDesc);

            InteractionC.AddShapeDescription(ref _scene, compoundPtr, out handle);
            StructAllocator.CleanupAllocations();

            _tempColliderList.Clear();
            _allHandles[handle] = new ShapeInfo(isCached: false);

            return(handle);
        }