test
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using UnityEngine.InputSystem.Layouts;
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using UnityEngine.InputSystem.LowLevel;
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using UnityEngine.InputSystem.Utilities;
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////REVIEW: expose euler angle subcontrols?
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namespace UnityEngine.InputSystem.Controls
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{
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/// <summary>
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/// A generic input control reading quaternion (rotation) values.
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/// </summary>
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public class QuaternionControl : InputControl<Quaternion>
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{
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// Accessing these components as individual controls usually doesn't make too much sense,
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// but having these controls allows changing the state format on the quaternion without
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// requiring the control to explicitly support the various different storage formats.
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// Also, it allows putting processors on the individual components which may be necessary
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// to properly convert the source data.
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/// <summary>
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/// The X component of the quaternion.
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/// </summary>
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/// <value>Control representing the X component.</value>
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[InputControl(displayName = "X")]
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public AxisControl x { get; set; }
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/// <summary>
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/// The Y component of the quaternion.
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/// </summary>
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/// <value>Control representing the Y component.</value>
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[InputControl(displayName = "Y")]
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public AxisControl y { get; set; }
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/// <summary>
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/// The Z component of the quaternion.
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/// </summary>
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/// <value>Control representing the Z component.</value>
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[InputControl(displayName = "Z")]
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public AxisControl z { get; set; }
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/// <summary>
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/// The W component of the quaternion.
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/// </summary>
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/// <value>Control representing the W component.</value>
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[InputControl(displayName = "W")]
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public AxisControl w { get; set; }
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/// <summary>
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/// Default-initialize the control.
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/// </summary>
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public QuaternionControl()
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{
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m_StateBlock.sizeInBits = sizeof(float) * 4 * 8;
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m_StateBlock.format = InputStateBlock.FormatQuaternion;
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}
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/// <inheritdoc/>
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protected override void FinishSetup()
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{
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x = GetChildControl<AxisControl>("x");
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y = GetChildControl<AxisControl>("y");
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z = GetChildControl<AxisControl>("z");
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w = GetChildControl<AxisControl>("w");
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base.FinishSetup();
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}
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/// <inheritdoc/>
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public override unsafe Quaternion ReadUnprocessedValueFromState(void* statePtr)
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{
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switch (m_OptimizedControlDataType)
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{
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case InputStateBlock.kFormatQuaternion:
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return *(Quaternion*)((byte*)statePtr + (int)m_StateBlock.byteOffset);
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default:
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return new Quaternion(
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x.ReadValueFromStateWithCaching(statePtr),
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y.ReadValueFromStateWithCaching(statePtr),
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z.ReadValueFromStateWithCaching(statePtr),
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w.ReadUnprocessedValueFromStateWithCaching(statePtr));
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}
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}
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/// <inheritdoc/>
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public override unsafe void WriteValueIntoState(Quaternion value, void* statePtr)
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{
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switch (m_OptimizedControlDataType)
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{
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case InputStateBlock.kFormatQuaternion:
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*(Quaternion*)((byte*)statePtr + (int)m_StateBlock.byteOffset) = value;
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break;
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default:
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x.WriteValueIntoState(value.x, statePtr);
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y.WriteValueIntoState(value.y, statePtr);
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z.WriteValueIntoState(value.z, statePtr);
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w.WriteValueIntoState(value.w, statePtr);
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break;
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}
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}
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protected override FourCC CalculateOptimizedControlDataType()
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{
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if (
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m_StateBlock.sizeInBits == sizeof(float) * 4 * 8 &&
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m_StateBlock.bitOffset == 0 &&
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x.optimizedControlDataType == InputStateBlock.FormatFloat &&
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y.optimizedControlDataType == InputStateBlock.FormatFloat &&
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z.optimizedControlDataType == InputStateBlock.FormatFloat &&
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w.optimizedControlDataType == InputStateBlock.FormatFloat &&
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y.m_StateBlock.byteOffset == x.m_StateBlock.byteOffset + 4 &&
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z.m_StateBlock.byteOffset == x.m_StateBlock.byteOffset + 8 &&
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w.m_StateBlock.byteOffset == x.m_StateBlock.byteOffset + 12 &&
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// For some unknown reason ReadUnprocessedValueFromState here uses ReadValueFromState on x/y/z (but not w)
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// which means we can't optimize if there any processors on x/y/z
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x.m_ProcessorStack.length == 0 &&
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y.m_ProcessorStack.length == 0 &&
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z.m_ProcessorStack.length == 0
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)
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return InputStateBlock.FormatQuaternion;
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return InputStateBlock.FormatInvalid;
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}
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}
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}
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