VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.interaction/Runtime/Scripts/Utils/PoseUtils.cs
IonutMocanu 48cccc22ad Main2
2025-09-08 11:13:29 +03:00

323 lines
13 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 UnityEngine;
namespace Oculus.Interaction
{
/// <summary>
/// Tools and extension methods for working with Unity <see cref="Pose"/>s
/// </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;
}
/// <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>
/// <returns>The multiplied pose</returns>
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);
}
/// <summary>
/// Inverts a pose
/// </summary>
/// <param name="a">The pose to invert</param>
/// <param name="result">The resulting inverse pose</param>
public static void Inverse(in Pose a, ref Pose result)
{
result.rotation = Quaternion.Inverse(a.rotation);
result.position = result.rotation * -a.position;
}
/// <summary>
/// Inverts a pose.
/// </summary>
/// <param name="a">The pose to invert</param>
public static void Invert(this ref Pose a)
{
Inverse(a, ref a);
}
/// <summary>
/// Copies a pose.
/// </summary>
/// <param name="to">The pose to be copied into</param>
/// <param name="from">The source pose to copy from</param>
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.
/// Unaffected by scale.
/// </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.
/// Unaffected by scale.
/// </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);
}
/// <summary>
/// Get the position/rotation difference between a transform and a pose.
/// Unaffected by scale.
/// </summary>
/// <param name="from">The base transform.</param>
/// <param name="to">The target pose.</param>
/// <param name="result">Output: The pose with the delta</param>
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.
/// Unaffected by scale.
/// </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 position/rotation difference between two transforms.
/// Affected by the scale of from.
/// </summary>
/// <param name="from">The base transform.</param>
/// <param name="to">The target transform.</param>
/// <returns>Output: The pose with the delta</returns>
public static Pose DeltaScaled(Transform from, Transform to)
{
Pose delta;
delta.position = from.InverseTransformPoint(to.position);
delta.rotation = Quaternion.Inverse(from.rotation) * to.rotation;
return delta;
}
/// <summary>
/// Get the position/rotation difference between a transform and a pose.
/// Affected by the scale of from.
/// </summary>
/// <param name="from">The base transform.</param>
/// <param name="to">The target pose.</param>
/// <returns>The pose with the delta</returns>
public static Pose DeltaScaled(Transform from, Pose to)
{
Pose delta;
delta.position = from.InverseTransformPoint(to.position);
delta.rotation = Quaternion.Inverse(from.rotation) * to.rotation;
return delta;
}
/// <summary>
/// Get the world position/rotation of a relative position.
/// Unaffected by scale.
/// </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>
/// Get the world position/rotation of a relative position.
/// Affected by the scale of the transform.
/// </summary>
/// <param name="relativeTo">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 GlobalPoseScaled(Transform relativeTo, Pose offset)
{
Pose pose;
pose.position = relativeTo.TransformPoint(offset.position);
pose.rotation = relativeTo.rotation * offset.rotation;
return pose;
}
/// <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>
[Obsolete("Use " + nameof(Input.HandMirroring) + "." + nameof(Input.HandMirroring.Reflect) + " instead.")]
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;
}
}
}