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using UnityEngine;
using VRSDK.Collections;
namespace VRSDK
{
public class HistoryBuffer : MonoBehaviour
{
[SerializeField] private int bufferSize = 10;
private Buffer<Vector3> velocityHistory;
private Buffer<Vector3> angularVelocityHistory;
private Buffer<Vector3> localPositionHistory;
private Buffer<Vector3> positionHistory;
private Buffer<Quaternion> rotationHistory;
private Vector3 lastLocalPosition = Vector3.zero;
public Buffer<Vector3> PositionHistory { get { return positionHistory; } }
public Buffer<Vector3> LocalPositionHistory { get { return localPositionHistory; } }
public Buffer<Vector3> AngularVelocityHistory { get { return angularVelocityHistory; } }
public Buffer<Quaternion> RotationHistory { get { return rotationHistory; } }
public Buffer<Vector3> VelocityHistory { get { return velocityHistory; } }
private void Awake()
{
velocityHistory = new Buffer<Vector3>( bufferSize );
angularVelocityHistory = new Buffer<Vector3>( bufferSize );
localPositionHistory = new Buffer<Vector3>( bufferSize );
positionHistory = new Buffer<Vector3>( bufferSize );
rotationHistory = new Buffer<Quaternion>(bufferSize);
lastLocalPosition = transform.localPosition;
}
private void Update()
{
UpdateVelocityHistory();
UpdateAngularVelocityHistory();
UpdateLocalPositionHistory();
UpdatePositionHistory();
UpdateRotationHistory();
}
private void UpdateVelocityHistory()
{
velocityHistory.Add( (lastLocalPosition - transform.localPosition) / Time.deltaTime );
lastLocalPosition = transform.localPosition;
}
private void UpdateRotationHistory()
{
rotationHistory.Add( transform.rotation );
}
private void UpdateAngularVelocityHistory()
{
if (rotationHistory.Count < 2)
return;
float delta = Time.deltaTime;
float angleDegrees = 0.0f;
Vector3 unitAxis = Vector3.zero;
Quaternion rotation = Quaternion.identity;
rotation = ( rotationHistory[rotationHistory.Count - 1] ) * Quaternion.Inverse( rotationHistory[rotationHistory.Count - 2] );
rotation.ToAngleAxis( out angleDegrees, out unitAxis );
Vector3 angular = unitAxis * ( ( angleDegrees * Mathf.Deg2Rad ) / delta );
angularVelocityHistory.Add( angular);
}
private void UpdateLocalPositionHistory()
{
localPositionHistory.Add(transform.localPosition);
}
private void UpdatePositionHistory()
{
positionHistory.Add( transform.position );
}
}
}