mixedreality/com.microsoft.mixedreality..../SDK/Features/Utilities/Solvers/Solver.cs

405 lines
14 KiB
C#

// Copyright (c) Microsoft Corporation.
// Licensed under the MIT License.
using System;
using UnityEngine;
using UnityEngine.Serialization;
namespace Microsoft.MixedReality.Toolkit.Utilities.Solvers
{
/// <summary>
/// The base abstract class for all Solvers to derive from. It provides state tracking, smoothing parameters
/// and implementation, automatic solver system integration, and update order. Solvers may be used without a link,
/// as long as updateLinkedTransform is false.
/// </summary>
[RequireComponent(typeof(SolverHandler))]
[HelpURL("https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/ux-building-blocks/solvers/solver")]
public abstract class Solver : MonoBehaviour
{
[SerializeField]
[Tooltip("If true, the position and orientation will be calculated, but not applied, for other components to use")]
private bool updateLinkedTransform = false;
/// <summary>
/// If true, the position and orientation will be calculated, but not applied, for other components to use
/// </summary>
public bool UpdateLinkedTransform
{
get => updateLinkedTransform;
set => updateLinkedTransform = value;
}
[SerializeField]
[Tooltip("If 0, the position will update immediately. Otherwise, the greater this attribute the slower the position updates")]
private float moveLerpTime = 0.1f;
/// <summary>
/// If 0, the position will update immediately. Otherwise, the greater this attribute the slower the position updates
/// </summary>
public float MoveLerpTime
{
get => moveLerpTime;
set => moveLerpTime = value;
}
[SerializeField]
[Tooltip("If 0, the rotation will update immediately. Otherwise, the greater this attribute the slower the rotation updates")]
private float rotateLerpTime = 0.1f;
/// <summary>
/// If 0, the rotation will update immediately. Otherwise, the greater this attribute the slower the rotation updates")]
/// </summary>
public float RotateLerpTime
{
get => rotateLerpTime;
set => rotateLerpTime = value;
}
[SerializeField]
[Tooltip("If 0, the scale will update immediately. Otherwise, the greater this attribute the slower the scale updates")]
private float scaleLerpTime = 0;
/// <summary>
/// If 0, the scale will update immediately. Otherwise, the greater this attribute the slower the scale updates
/// </summary>
public float ScaleLerpTime
{
get => scaleLerpTime;
set => scaleLerpTime = value;
}
[SerializeField]
[Tooltip("If true, the Solver will respect the object's original scale values on initialization")]
[FormerlySerializedAs("maintainScale")]
private bool maintainScaleOnInitialization = true;
[SerializeField]
[Tooltip("If true, updates are smoothed to the target. Otherwise, they are snapped to the target")]
private bool smoothing = true;
/// <summary>
/// If true, updates are smoothed to the target. Otherwise, they are snapped to the target
/// </summary>
public bool Smoothing
{
get => smoothing;
set => smoothing = value;
}
[SerializeField]
[Tooltip("If > 0, this solver will deactivate after this much time, even if the state is still active")]
private float lifetime = 0;
private float currentLifetime;
/// <summary>
/// The handler reference for this solver that's attached to this <see href="https://docs.unity3d.com/ScriptReference/GameObject.html">GameObject</see>
/// </summary>
[HideInInspector]
protected SolverHandler SolverHandler;
/// <summary>
/// The final position to be attained
/// </summary>
protected Vector3 GoalPosition
{
get { return SolverHandler.GoalPosition; }
set { SolverHandler.GoalPosition = value; }
}
/// <summary>
/// The final rotation to be attained
/// </summary>
protected Quaternion GoalRotation
{
get { return SolverHandler.GoalRotation; }
set { SolverHandler.GoalRotation = value; }
}
/// <summary>
/// The final scale to be attained
/// </summary>
protected Vector3 GoalScale
{
get { return SolverHandler.GoalScale; }
set { SolverHandler.GoalScale = value; }
}
/// <summary>
/// Automatically uses the shared position if the solver is set to use the 'linked transform'.
/// UpdateLinkedTransform may be set to false, and a solver will automatically update the object directly,
/// and not inherit work done by other solvers to the shared position
/// </summary>
public Vector3 WorkingPosition
{
get
{
return updateLinkedTransform ? GoalPosition : transform.position;
}
protected set
{
if (updateLinkedTransform)
{
GoalPosition = value;
}
else
{
transform.position = value;
}
}
}
/// <summary>
/// Rotation version of WorkingPosition
/// </summary>
public Quaternion WorkingRotation
{
get
{
return updateLinkedTransform ? GoalRotation : transform.rotation;
}
protected set
{
if (updateLinkedTransform)
{
GoalRotation = value;
}
else
{
transform.rotation = value;
}
}
}
/// <summary>
/// Scale version of WorkingPosition
/// </summary>
public Vector3 WorkingScale
{
get
{
return updateLinkedTransform ? GoalScale : transform.localScale;
}
protected set
{
if (updateLinkedTransform)
{
GoalScale = value;
}
else
{
transform.localScale = value;
}
}
}
#region MonoBehaviour Implementation
protected virtual void Awake()
{
if (SolverHandler == null)
{
SolverHandler = GetComponent<SolverHandler>();
}
if (updateLinkedTransform && SolverHandler == null)
{
Debug.LogError("No SolverHandler component found on " + name + " when UpdateLinkedTransform was set to true! Disabling UpdateLinkedTransform.");
updateLinkedTransform = false;
}
GoalScale = maintainScaleOnInitialization ? transform.localScale : Vector3.one;
}
/// <summary>
/// Typically when a solver becomes enabled, it should update its internal state to the system, in case it was disabled far away
/// </summary>
protected virtual void OnEnable()
{
if (SolverHandler != null)
{
SnapGoalTo(GoalPosition, GoalRotation, GoalScale);
}
currentLifetime = 0;
}
protected virtual void Start()
{
if (SolverHandler != null)
{
SolverHandler.RegisterSolver(this);
}
}
protected virtual void OnDestroy()
{
if (SolverHandler != null)
{
SolverHandler.UnregisterSolver(this);
}
}
#endregion MonoBehaviour Implementation
/// <summary>
/// Should be implemented in derived classes, but Solver can be used to flush shared transform to real transform
/// </summary>
public abstract void SolverUpdate();
/// <summary>
/// Tracks lifetime of the solver, disabling it when expired, and finally runs the orientation update logic
/// </summary>
public void SolverUpdateEntry()
{
currentLifetime += SolverHandler.DeltaTime;
if (lifetime > 0 && currentLifetime >= lifetime)
{
enabled = false;
return;
}
SolverUpdate();
UpdateWorkingToGoal();
}
/// <summary>
/// Snaps the solver to the desired pose.
/// </summary>
/// <remarks>
/// SnapTo may be used to bypass smoothing to a certain position if the object is teleported or spawned.
/// </remarks>
public virtual void SnapTo(Vector3 position, Quaternion rotation, Vector3 scale)
{
SnapGoalTo(position, rotation, scale);
WorkingPosition = position;
WorkingRotation = rotation;
WorkingScale = scale;
}
/// <summary>
/// SnapGoalTo only sets the goal orientation. Not really useful.
/// </summary>
public virtual void SnapGoalTo(Vector3 position, Quaternion rotation, Vector3 scale)
{
GoalPosition = position;
GoalRotation = rotation;
GoalScale = scale;
}
/// <summary>
/// Snaps the solver to the desired pose.
/// </summary>
/// <remarks>
/// SnapTo may be used to bypass smoothing to a certain position if the object is teleported or spawned.
/// </remarks>
[Obsolete("Use SnapTo(Vector3, Quaternion, Vector3) instead.")]
public virtual void SnapTo(Vector3 position, Quaternion rotation)
{
SnapGoalTo(position, rotation);
WorkingPosition = position;
WorkingRotation = rotation;
}
/// <summary>
/// SnapGoalTo only sets the goal orientation. Not really useful.
/// </summary>
[Obsolete("Use SnapGoalTo(Vector3, Quaternion, Vector3) instead.")]
public virtual void SnapGoalTo(Vector3 position, Quaternion rotation)
{
GoalPosition = position;
GoalRotation = rotation;
}
/// <summary>
/// Add an offset position to the target goal position.
/// </summary>
public virtual void AddOffset(Vector3 offset)
{
GoalPosition += offset;
}
/// <summary>
/// Lerps Vector3 source to goal.
/// </summary>
/// <remarks>
/// Handles lerpTime of 0.
/// </remarks>
public static Vector3 SmoothTo(Vector3 source, Vector3 goal, float deltaTime, float lerpTime)
{
return Vector3.Lerp(source, goal, lerpTime.Equals(0.0f) ? 1f : deltaTime / lerpTime);
}
/// <summary>
/// Slerps Quaternion source to goal, handles lerpTime of 0
/// </summary>
public static Quaternion SmoothTo(Quaternion source, Quaternion goal, float deltaTime, float lerpTime)
{
return Quaternion.Slerp(source, goal, lerpTime.Equals(0.0f) ? 1f : deltaTime / lerpTime);
}
/// <summary>
/// Updates all object orientations to the goal orientation for this solver, with smoothing accounted for (smoothing may be off)
/// </summary>
protected void UpdateTransformToGoal()
{
if (smoothing)
{
Vector3 pos = transform.position;
Quaternion rot = transform.rotation;
Vector3 scale = transform.localScale;
pos = SmoothTo(pos, GoalPosition, SolverHandler.DeltaTime, moveLerpTime);
rot = SmoothTo(rot, GoalRotation, SolverHandler.DeltaTime, rotateLerpTime);
scale = SmoothTo(scale, GoalScale, SolverHandler.DeltaTime, scaleLerpTime);
transform.position = pos;
transform.rotation = rot;
transform.localScale = scale;
}
else
{
transform.position = GoalPosition;
transform.rotation = GoalRotation;
transform.localScale = GoalScale;
}
}
/// <summary>
/// Updates the Working orientation (which may be the object, or the shared orientation) to the goal with smoothing, if enabled
/// </summary>
public void UpdateWorkingToGoal()
{
UpdateWorkingPositionToGoal();
UpdateWorkingRotationToGoal();
UpdateWorkingScaleToGoal();
}
/// <summary>
/// Updates only the working position to goal with smoothing, if enabled
/// </summary>
public void UpdateWorkingPositionToGoal()
{
WorkingPosition = smoothing ? SmoothTo(WorkingPosition, GoalPosition, SolverHandler.DeltaTime, moveLerpTime) : GoalPosition;
}
/// <summary>
/// Updates only the working rotation to goal with smoothing, if enabled
/// </summary>
public void UpdateWorkingRotationToGoal()
{
WorkingRotation = smoothing ? SmoothTo(WorkingRotation, GoalRotation, SolverHandler.DeltaTime, rotateLerpTime) : GoalRotation;
}
/// <summary>
/// Updates only the working scale to goal with smoothing, if enabled
/// </summary>
public void UpdateWorkingScaleToGoal()
{
WorkingScale = smoothing ? SmoothTo(WorkingScale, GoalScale, SolverHandler.DeltaTime, scaleLerpTime) : GoalScale;
}
}
}