Пример #1
0
        public Pose GetPose()
        {
            var handleKinematicState = handleKinematicStateProvider.GetKinematicState();

            var handlePose = handleKinematicState.pose;

            var handleToAttachedUIPose = handleAttachmentPoseProvider.GetHandleToAttachmentPose();

            var layoutPos = PhysicalInterfaceUtils.LayoutThrownUIPosition2(
                Camera.main.transform.ToPose(),
                //handlePose.position,
                handlePose.Then(handleToAttachedUIPose).position,
                handleKinematicState.movement.velocity,
                optimalHeightFromHead: optimalHeightFromHead,
                optimalDistance: optimalDistance
                );

            if (drawDebug)
            {
                DebugPing.Ping(handlePose, LeapColor.red, 0.2f);
                DebugPing.PingCapsule(handlePose.position, layoutPos, LeapColor.purple, 0.2f);
                DebugPing.Ping(layoutPos, LeapColor.blue, 0.2f);
            }

            var solvedHandlePose = new Pose(layoutPos,
                                            Utils.FaceTargetWithoutTwist(layoutPos, Camera.main.transform.position,
                                                                         flip180)).Then(handleToAttachedUIPose.inverse);

            return(solvedHandlePose);
        }
Пример #2
0
        protected virtual void lateUpdateMoveToTarget()
        {
            var smoothedPose = PhysicalInterfaceUtils.SmoothMove(prevPose,
                                                                 this.pose,
                                                                 targetPose,
                                                                 rigidness);

            this.pose = smoothedPose;
        }
Пример #3
0
        public Vector3 GetTargetPosition()
        {
            Vector3 layoutPos;

            if (!uiHandle.wasThrown)
            {
                layoutPos = uiHandle.pose.position;

                if (drawDebug)
                {
                    DebugPing.Ping(layoutPos, Color.white);
                }
            }
            else
            {
                // When the UI is thrown, utilize the static thrown UI util to calculate a decent
                // final position relative to the user's head given the position and velocity of
                // the throw.
                layoutPos = PhysicalInterfaceUtils.LayoutThrownUIPosition2(
                    Camera.main.transform.ToPose(),
                    uiHandle.pose.position,
                    uiHandle.movement.velocity,
                    layoutDistanceMultiplier
                    );

                // However, UIs whose central "look" anchor is in a different position than their
                // grabbed/thrown anchor shouldn't be placed directly at the determined position.
                // Rather, we need to adjust this position so that the _look anchor,_ not the
                // thrown handle, winds up in the calculated position from the throw.

                // Start with the "final" pose as it would currently be calculated.
                // We need to know the target rotation of the UI based on the target position in
                // order to adjust the final position properly.
                Pose finalUIPose = new Pose(layoutPos, GetTargetRotationForPosition(layoutPos));

                // We assume the uiAnchorHandle and the uiLookAnchor are rigidly connected.
                Vector3 curHandleToLookAnchorOffset = (uiLookPositionProvider.GetTargetWorldPosition()
                                                       - uiHandle.pose.position);

                // We undo the current rotation of the UI handle and apply that rotation
                // on the current world-space offset between the handle and the look anchor.
                // Then we apply the final rotation of the UI to this unrotated offset vector,
                // giving us the expected final offset between the position that was calculated
                // by the layout function and the handle.
                Vector3 finalRotatedLookAnchorOffset =
                    finalUIPose.rotation
                    * (Quaternion.Inverse(uiHandle.pose.rotation)
                       * curHandleToLookAnchorOffset);

                // We adjust the layout position by this offset, so now the UI should wind up
                // with its lookAnchor at the calculated location instead of the handle.
                layoutPos = layoutPos - finalRotatedLookAnchorOffset;

                // We also adjust any interface positions down a bit.
                layoutPos += (Camera.main.transform.parent != null ?
                              -Camera.main.transform.parent.up
                      : Vector3.down) * 0.19f;

                if (drawDebug)
                {
                    DebugPing.Ping(layoutPos, Color.red);
                }
            }

            return(layoutPos);
        }