123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222 |
- using UnityEngine;
- namespace Rokid.UXR.Interaction {
- /// Tools for working with Unity Poses
- /// </summary>
- public static class PoseUtils
- {
- /// <summary>
- /// Assigns a Pose to a given transform.
- /// </summary>
- /// <param name="transform"> The transform to which apply the pose.</param>
- /// <param name="pose">The desired pose.</param>
- /// <param name="space">If the pose should be applied to the local position/rotation or world position/rotation.</param>
- public static void SetPose(this Transform transform, in Pose pose, Space space = Space.World)
- {
- if (space == Space.World)
- {
- transform.SetPositionAndRotation(pose.position, pose.rotation);
- }
- else
- {
- transform.localRotation = pose.rotation;
- transform.localPosition = pose.position;
- }
- }
-
- /// <summary>
- /// Extract the position/rotation of a given transform.
- /// </summary>
- /// <param name="transform">The transform from which to extract the pose.</param>
- /// <param name="space">If the desired position/rotation is the world or local one.</param>
- /// <returns>A Pose containing the position/rotation of the transform.</returns>
- public static Pose GetPose(this Transform transform, Space space = Space.World)
- {
- if (space == Space.World)
- {
- return new Pose(transform.position, transform.rotation);
- }
- else
- {
- return new Pose(transform.localPosition, transform.localRotation);
- }
- }
-
- /// <summary>
- /// Compose two poses, applying the first to the second one.
- /// </summary>
- /// <param name="a">First pose to compose.</param>
- /// <param name="b">Pose to compose over the first one.</param>
- /// <param name="result">A Pose with the two operands applied.</param>
- public static void Multiply(in Pose a, in Pose b, ref Pose result)
- {
- result.position = a.position + a.rotation * b.position;
- result.rotation = a.rotation * b.rotation;
- }
-
- public static Pose Multiply(in Pose a, in Pose b)
- {
- Pose result = new Pose();
- Multiply(a, b, ref result);
- return result;
- }
-
- /// <summary>
- /// Compose two poses, applying the provided one on top of the caller.
- /// </summary>
- /// <param name="a">Pose to compose upon.</param>
- /// <param name="b">Pose to compose over the first one.</param>
- public static void Premultiply(this ref Pose a, in Pose b)
- {
- Multiply(a, b, ref a);
- }
-
- /// <summary>
- /// Compose two poses, applying the caller on top of the provided pose.
- /// </summary>
- /// <param name="a">Pose to compose upon.</param>
- /// <param name="b">Pose to compose over the first one.</param>
- public static void Postmultiply(this ref Pose a, in Pose b)
- {
- Multiply(b, a, ref a);
- }
-
- /// <summary>
- /// Moves the calling pose towards a target one using interpolation
- /// </summary>
- /// <param name="from">Original pose to interpolate from</param>
- /// <param name="to">Target pose for the interpolation.</param>
- /// <param name="t">Interpolation factor, normalized but will not be clamped.</param>
- public static void Lerp(this ref Pose from, in Pose to, float t)
- {
- Lerp(from, to, t, ref from);
- }
-
- /// <summary>
- /// Interpolation between two poses.
- /// </summary>
- /// <param name="from">From pose.</param>
- /// <param name="to">To pose.</param>
- /// <param name="t">Interpolation factor, normalized but will not be clamped.</param>
- /// <param name="result">A Pose between a and b</param>
- public static void Lerp(in Pose from, in Pose to, float t, ref Pose result)
- {
- result.position = Vector3.LerpUnclamped(from.position, to.position, t);
- result.rotation = Quaternion.SlerpUnclamped(from.rotation, to.rotation, t);
- }
-
- public static void Inverse(in Pose a, ref Pose result)
- {
- result.rotation = Quaternion.Inverse(a.rotation);
- result.position = result.rotation * -a.position;
- }
-
- public static void Invert(this ref Pose a)
- {
- Inverse(a, ref a);
- }
-
- public static void CopyFrom(this ref Pose to, in Pose from)
- {
- to.position = from.position;
- to.rotation = from.rotation;
- }
-
- /// <summary>
- /// Get the position/rotation difference between two transforms.
- /// </summary>
- /// <param name="from">The base transform.</param>
- /// <param name="to">The target transform.</param>
- /// <returns>A Pose indicating the position/rotation change</returns>
- public static Pose Delta(this Transform from, Transform to)
- {
- return Delta(from.position, from.rotation, to.position, to.rotation);
- }
-
- /// <summary>
- /// Get the position/rotation difference between a transform and a pose.
- /// </summary>
- /// <param name="from">The base transform.</param>
- /// <param name="to">The target pose.</param>
- /// <returns>A Pose indicating the delta.</returns>
- public static Pose Delta(this Transform from, in Pose to)
- {
- return Delta(from.position, from.rotation, to.position, to.rotation);
- }
-
- public static void Delta(this Transform from, in Pose to, ref Pose result)
- {
- Delta(from.position, from.rotation, to.position, to.rotation, ref result);
- }
-
- /// <summary>
- /// Get the position/rotation difference between two poses.
- /// </summary>
- /// <param name="from">The base pose.</param>
- /// <param name="to">The target pose.</param>
- /// <returns>A Pose indicating the delta.</returns>
- public static Pose Delta(in Pose from, in Pose to)
- {
- return Delta(from.position, from.rotation, to.position, to.rotation);
- }
-
- /// <summary>
- /// Get the position/rotation difference between two poses, indicated with separated positions and rotations.
- /// </summary>
- /// <param name="fromPosition">The base position.</param>
- /// <param name="fromRotation">The base rotation.</param>
- /// <param name="toPosition">The target position.</param>
- /// <param name="toRotation">The target rotation.</param>
- /// <returns>A Pose indicating the delta.</returns>
- private static Pose Delta(Vector3 fromPosition, Quaternion fromRotation, Vector3 toPosition, Quaternion toRotation)
- {
- Pose result = new Pose();
- Delta(fromPosition, fromRotation, toPosition, toRotation, ref result);
- return result;
- }
-
- private static void Delta(Vector3 fromPosition, Quaternion fromRotation, Vector3 toPosition, Quaternion toRotation, ref Pose result)
- {
- Quaternion inverseFromRot = Quaternion.Inverse(fromRotation);
- result.position = inverseFromRot * (toPosition - fromPosition);
- result.rotation = inverseFromRot * toRotation;
- }
-
- /// <summary>
- /// Get the world position/rotation of a relative position.
- /// </summary>
- /// <param name="reference">The transform in which the offset is local.</param>
- /// <param name="offset">The offset from the reference.</param>
- /// <returns>A Pose in world units.</returns>
- public static Pose GlobalPose(this Transform reference, in Pose offset)
- {
- return new Pose(
- reference.position + reference.rotation * offset.position,
- reference.rotation * offset.rotation);
- }
-
- /// <summary>
- /// Rotate a pose around an axis.
- /// </summary>
- /// <param name="pose">The pose to mirror.</param>
- /// <param name="normal">The direction of the mirror.</param>
- /// <param name="tangent">The tangent of the mirror.</param>
- /// <returns>A mirrored pose.</returns>
- public static Pose MirrorPoseRotation(this in Pose pose, Vector3 normal, Vector3 tangent)
- {
- Pose mirrorPose = pose;
- Vector3 forward = pose.rotation * -Vector3.forward;
- Vector3 projectedForward = Vector3.ProjectOnPlane(forward, normal);
- float angleForward = Vector3.SignedAngle(projectedForward, tangent, normal);
- Vector3 mirrorForward = Quaternion.AngleAxis(2 * angleForward, normal) * forward;
-
- Vector3 up = pose.rotation * -Vector3.up;
- Vector3 projectedUp = Vector3.ProjectOnPlane(up, normal);
- float angleUp = Vector3.SignedAngle(projectedUp, tangent, normal);
- Vector3 mirrorUp = Quaternion.AngleAxis(2 * angleUp, normal) * up;
-
- mirrorPose.rotation = Quaternion.LookRotation(mirrorForward, mirrorUp);
- return mirrorPose;
- }
- }
- }
|