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- // Copyright 2016 Nibiru. All rights reserved.
- //
- // Licensed under the Apache License, Version 2.0 (the "License");
- // you may not use this file except in compliance with the License.
- // You may obtain a copy of the License at
- //
- // http://www.apache.org/licenses/LICENSE-2.0
- //
- // Unless required by applicable law or agreed to in writing, software
- // distributed under the License is distributed on an "AS IS" BASIS,
- // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- // See the License for the specific language governing permissions and
- // limitations under the License.
- using NibiruAxis;
- using UnityEngine;
- /// This script provides head tracking support for a camera.
- ///
- /// Attach this script to any game object that should match the user's head motion.
- /// By default, it continuously updates the local transform to NxrViewer.HeadView.
- /// A target object may be specified to provide an alternate reference frame for the motion.
- ///
- /// This script will typically be attached directly to a _Camera_ object, or to its
- /// parent if you need to offset the camera from the origin.
- /// Alternatively it can be inserted as a child of the _Camera_ but parent of the
- /// NxrEye camera. Do this if you already have steering logic driving the
- /// mono Camera and wish to have the user's head motion be relative to that. Note
- /// that in the latter setup, head tracking is visible only when VR Mode is enabled.
- ///
- /// In some cases you may need two instances of NxrHead, referring to two
- /// different targets (one of which may be the parent), in order to split where
- /// the rotation is applied from where the positional offset is applied. Use the
- /// #trackRotation and #trackPosition properties in this case.
- namespace Nxr.Internal
- {
- [AddComponentMenu("NXR/NxrHead")]
- public class NxrHead : MonoBehaviour
- {
- public Vector3 BasePosition { set; get; }
- /// Determines whether to apply the user's head rotation to this gameobject's
- /// orientation. True means to update the gameobject's orientation with the
- /// user's head rotation, and false means don't modify the gameobject's orientation.
- private bool trackRotation = true;
- /// Determines whether to apply ther user's head offset to this gameobject's
- /// position. True means to update the gameobject's position with the user's head offset,
- /// and false means don't modify the gameobject's position.
- private bool trackPosition = false;
- /// <summary>
- /// Whether track position
- /// </summary>
- /// <param name="b"></param>
- public void SetTrackPosition(bool b)
- {
- Debug.Log("NxrHead.SetTrackPosition." + b);
- trackPosition = b;
- }
- /// <summary>
- /// Whether track rotation
- /// </summary>
- /// <param name="b"></param>
- public void SetTrackRotation(bool b)
- {
- trackRotation = b;
- }
- public bool IsTrackRotation()
- {
- return trackRotation;
- }
- public bool IsTrackPosition()
- {
- return trackPosition;
- }
- public void Update3rdPartyPosition(Vector3 pos)
- {
- if (NxrViewer.Instance.UseThirdPartyPosition)
- {
- mTransform.position = pos;
- }
- }
- void Awake()
- {
- NxrViewer.Create();
- }
- protected Transform mTransform;
- public Transform GetTransform()
- {
- return mTransform;
- }
- void Start()
- {
- mTransform = this.transform;
- }
- // Normally, update head pose now.
- void LateUpdate()
- {
- NxrViewer.Instance.UpdateHeadPose();
- UpdateHead();
- }
- // 初始的Yaw欧拉角,有时进入时正方向有偏转,此时需要校正一下
- private float initEulerYAngle = float.MaxValue;
- private float totalTime = 0;
- private bool triggerLerp = false;
- // 初次进入,方向回正后,进行reset操作
- private bool hasResetTracker = true;
- private float moveSpeed = 2.0f;
- // Compute new head pose.
- private void UpdateHead()
- {
- if (NxrGlobal.hasInfinityARSDK)
- {
- trackRotation = false;
- trackPosition = false;
- }
- if (NxrViewer.Instance.GetNibiruService() != null && NxrViewer.Instance.GetNibiruService().IsMarkerRecognizeRunning)
- {
- if (NxrGlobal.isMarkerVisible)
- {
- // Marker识别成功时,取消NxrHead的效果
- trackRotation = false;
- trackPosition = false;
- return;
- }
- else
- {
- // Marker识别失败时,恢复头部转动效果
- trackRotation = true;
- trackPosition = false;
- }
- }
- if (trackRotation)
- {
- float[] eulerRange = NxrViewer.Instance.GetHeadEulerAnglesRange();
- Quaternion rot = NxrViewer.Instance.HeadPose.Orientation;
- /*
- if (rot.eulerAngles.y != 0 && initEulerYAngle == float.MaxValue)
- {
- initEulerYAngle = rot.eulerAngles.y;
- if (float.IsNaN(initEulerYAngle))
- {
- Debug.Log("DATA IS ABNORMAL--------------------------->>>>>>>>>");
- initEulerYAngle = float.MaxValue;
- }
- }
- if (initEulerYAngle != float.MaxValue && NxrViewer.Instance.InitialRecenter && !triggerLerp
- && (Mathf.Abs(initEulerYAngle) <= 345 && Mathf.Abs(initEulerYAngle) >= 15))
- {
- // 初始位置有偏移,只要角度偏差很大时才进行校正操作
- triggerLerp = true;
- moveSpeed += (Mathf.Abs(initEulerYAngle) > 60 ? 0.3f : Mathf.Abs(initEulerYAngle) > 90 ? 0.5f : 0);
- Debug.Log("triggerLerp.yaw=" + initEulerYAngle + ", sp=" + moveSpeed);
- }
- if (triggerLerp)
- {
- totalTime += Time.deltaTime * 2.10f;
- if (totalTime > 1)
- {
- if (!hasResetTracker)
- {
- // 校正完毕,进行reset操作
- rot.eulerAngles = new Vector3(rot.eulerAngles.x, rot.eulerAngles.y - initEulerYAngle, rot.eulerAngles.z);
- hasResetTracker = true;
- NxrViewer.Instance.ResetHeadTrackerFromAndroid();
- }
- }
- else
- {
- rot.eulerAngles = new Vector3(rot.eulerAngles.x, Mathf.LerpAngle(initEulerYAngle, 0, totalTime), rot.eulerAngles.z);
- }
- }
- */
- if(!hasResetTracker)
- {
- hasResetTracker = true;
- NxrViewer.Instance.Recenter();
- }
- Vector3 eulerAngles = rot.eulerAngles;
- if (eulerRange == null ||
- (
- // 水平有限制
- (eulerRange != null && (eulerAngles[1] >= eulerRange[0] || eulerAngles[1] < eulerRange[1]) &&
- // 垂直有限制
- (eulerAngles[0] >= eulerRange[2] || eulerAngles[0] < eulerRange[3]))
- )
- )
- {
- mTransform.localRotation = rot;
- }
- }
- #if UNITY_STANDALONE_WIN || ANDROID_REMOTE_NRR
- Vector3 pos = NxrViewer.Instance.HeadPose.Position;
- if (pos.x !=0 && pos.y !=0 && pos.z != 0)
- {
- mTransform.localPosition = BasePosition + pos;
- }
- #elif UNITY_ANDROID
- if (trackPosition)
- {
- Vector3 pos = NxrViewer.Instance.HeadPose.Position;
- mTransform.localPosition = BasePosition + pos;
- if (NxrPlayerCtrl.Instance != null)
- {
- NxrPlayerCtrl.Instance.HeadPosition = mTransform.position;
- }
- }
- #endif
- }
- public void ResetInitEulerYAngle()
- {
- initEulerYAngle = 0;
- }
- #if UNITY_EDITOR
- private void Update()
- {
- Vector3 start = transform.position;
- Vector3 vector = transform.TransformDirection(Vector3.forward);
- UnityEngine.Debug.DrawRay(start, vector * 20, Color.red);
- }
- #endif
- }
- }
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