Phillipes_Fablab/Assets/Oculus/Interaction/Runtime/Scripts/Throw/IVelocityCalculator.cs
2023-01-09 11:46:20 +01:00

100 lines
3.2 KiB
C#

/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* 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 System;
using System.Collections.Generic;
using UnityEngine;
namespace Oculus.Interaction.Throw
{
/// <summary>
/// Transform information used to derive velocities.
/// </summary>
public struct TransformSample
{
public TransformSample(Vector3 position, Quaternion rotation, float time,
int frameIndex)
{
Position = position;
Rotation = rotation;
SampleTime = time;
FrameIndex = frameIndex;
}
public static TransformSample Interpolate(TransformSample start,
TransformSample fin, float time)
{
float alpha = Mathf.Clamp01(Mathf.InverseLerp(start.SampleTime,
fin.SampleTime, time));
return new TransformSample(Vector3.Lerp(start.Position, fin.Position, alpha),
Quaternion.Slerp(start.Rotation, fin.Rotation, alpha),
time, (int)Mathf.Lerp((float)start.FrameIndex, (float)fin.FrameIndex, alpha));
}
public readonly Vector3 Position;
public readonly Quaternion Rotation;
public readonly float SampleTime;
public readonly int FrameIndex;
}
/// <summary>
/// Information related to release velocities such as linear and
/// angular.
/// </summary>
public struct ReleaseVelocityInformation
{
public Vector3 LinearVelocity;
public Vector3 AngularVelocity;
public Vector3 Origin;
public bool IsSelectedVelocity;
public ReleaseVelocityInformation(Vector3 linearVelocity,
Vector3 angularVelocity,
Vector3 origin,
bool isSelectedVelocity = false)
{
LinearVelocity = linearVelocity;
AngularVelocity = angularVelocity;
Origin = origin;
IsSelectedVelocity = isSelectedVelocity;
}
}
/// <summary>
/// Interface to velocity calculator used to make throwing
/// possible.
/// </summary>
public interface IVelocityCalculator
{
float UpdateFrequency { get; }
event Action<List<ReleaseVelocityInformation>> WhenThrowVelocitiesChanged;
event Action<ReleaseVelocityInformation> WhenNewSampleAvailable;
ReleaseVelocityInformation CalculateThrowVelocity(Transform objectThrown);
IReadOnlyList<ReleaseVelocityInformation> LastThrowVelocities();
void SetUpdateFrequency(float frequency);
}
}