SteamVR_RingBuffer.cs
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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
using UnityEngine;
using System.Collections;
namespace Valve.VR
{
public class SteamVR_RingBuffer<T>
{
protected T[] buffer;
protected int currentIndex;
protected T lastElement;
public SteamVR_RingBuffer(int size)
{
buffer = new T[size];
currentIndex = 0;
}
public void Add(T newElement)
{
buffer[currentIndex] = newElement;
StepForward();
}
public virtual void StepForward()
{
lastElement = buffer[currentIndex];
currentIndex++;
if (currentIndex >= buffer.Length)
currentIndex = 0;
cleared = false;
}
public virtual T GetAtIndex(int atIndex)
{
if (atIndex < 0)
atIndex += buffer.Length;
return buffer[atIndex];
}
public virtual T GetLast()
{
return lastElement;
}
public virtual int GetLastIndex()
{
int lastIndex = currentIndex - 1;
if (lastIndex < 0)
lastIndex += buffer.Length;
return lastIndex;
}
private bool cleared = false;
public void Clear()
{
if (cleared == true)
return;
if (buffer == null)
return;
for (int index = 0; index < buffer.Length; index++)
{
buffer[index] = default(T);
}
lastElement = default(T);
currentIndex = 0;
cleared = true;
}
}
public class SteamVR_HistoryBuffer : SteamVR_RingBuffer<SteamVR_HistoryStep>
{
public SteamVR_HistoryBuffer(int size) : base(size)
{
}
public void Update(Vector3 position, Quaternion rotation, Vector3 velocity, Vector3 angularVelocity)
{
if (buffer[currentIndex] == null)
buffer[currentIndex] = new SteamVR_HistoryStep();
buffer[currentIndex].position = position;
buffer[currentIndex].rotation = rotation;
buffer[currentIndex].velocity = velocity;
buffer[currentIndex].angularVelocity = angularVelocity;
buffer[currentIndex].timeInTicks = System.DateTime.Now.Ticks;
StepForward();
}
public float GetVelocityMagnitudeTrend(int toIndex = -1, int fromIndex = -1)
{
if (toIndex == -1)
toIndex = currentIndex - 1;
if (toIndex < 0)
toIndex += buffer.Length;
if (fromIndex == -1)
fromIndex = toIndex - 1;
if (fromIndex < 0)
fromIndex += buffer.Length;
SteamVR_HistoryStep toStep = buffer[toIndex];
SteamVR_HistoryStep fromStep = buffer[fromIndex];
if (IsValid(toStep) && IsValid(fromStep))
{
return toStep.velocity.sqrMagnitude - fromStep.velocity.sqrMagnitude;
}
return 0;
}
public bool IsValid(SteamVR_HistoryStep step)
{
return step != null && step.timeInTicks != -1;
}
public int GetTopVelocity(int forFrames, int addFrames = 0)
{
int topFrame = currentIndex;
float topVelocitySqr = 0;
int currentFrame = currentIndex;
while (forFrames > 0)
{
forFrames--;
currentFrame--;
if (currentFrame < 0)
currentFrame = buffer.Length - 1;
SteamVR_HistoryStep currentStep = buffer[currentFrame];
if (IsValid(currentStep) == false)
break;
float currentSqr = buffer[currentFrame].velocity.sqrMagnitude;
if (currentSqr > topVelocitySqr)
{
topFrame = currentFrame;
topVelocitySqr = currentSqr;
}
}
topFrame += addFrames;
if (topFrame >= buffer.Length)
topFrame -= buffer.Length;
return topFrame;
}
public void GetAverageVelocities(out Vector3 velocity, out Vector3 angularVelocity, int forFrames, int startFrame = -1)
{
velocity = Vector3.zero;
angularVelocity = Vector3.zero;
if (startFrame == -1)
startFrame = currentIndex - 1;
if (startFrame < 0)
startFrame = buffer.Length - 1;
int endFrame = startFrame - forFrames;
if (endFrame < 0)
endFrame += buffer.Length;
Vector3 totalVelocity = Vector3.zero;
Vector3 totalAngularVelocity = Vector3.zero;
float totalFrames = 0;
int currentFrame = startFrame;
while (forFrames > 0)
{
forFrames--;
currentFrame--;
if (currentFrame < 0)
currentFrame = buffer.Length - 1;
SteamVR_HistoryStep currentStep = buffer[currentFrame];
if (IsValid(currentStep) == false)
break;
totalFrames++;
totalVelocity += currentStep.velocity;
totalAngularVelocity += currentStep.angularVelocity;
}
velocity = totalVelocity / totalFrames;
angularVelocity = totalAngularVelocity / totalFrames;
}
}
public class SteamVR_HistoryStep
{
public Vector3 position;
public Quaternion rotation;
public Vector3 velocity;
public Vector3 angularVelocity;
public long timeInTicks = -1;
}
}