/* * 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 Oculus.Interaction.Input; using UnityEngine; using UnityEngine.Assertions; using UnityEngine.Serialization; namespace Oculus.Interaction { /// /// The origin of the ray used by s associated with s. /// This is used heavily in Interaction SDK prefabs, wizards, and example scenes, which are also the best /// way to adopt this functionality. /// /// /// This type implements as an indication of whether the underlying controller /// interaction is active and updating. This is an unusual pattern, however, and for most usages you should /// prefer to monitor an associated with the downstream interactor rather /// than monitoring the activity of a pointer pose. /// public class ControllerPointerPose : MonoBehaviour, IActiveState { /// /// A controller ray interactor. /// [Tooltip("A controller ray interactor.")] [SerializeField, Interface(typeof(IController))] private UnityEngine.Object _controller; /// /// The from which the downstream should be controlled. /// public IController Controller { get; private set; } /// /// How much the ray origin is offset relative to the controller. /// [Tooltip("How much the ray origin is offset relative to the controller.")] [SerializeField] private Vector3 _offset; protected bool _started = false; /// /// Implementation of ; for details, please refer to /// the related documentation provided for that property. /// public bool Active { get; private set; } protected virtual void Awake() { Controller = _controller as IController; } protected virtual void Start() { this.BeginStart(ref _started); this.AssertField(Controller, nameof(Controller)); this.EndStart(ref _started); } protected virtual void OnEnable() { if (_started) { Controller.WhenUpdated += HandleUpdated; } } protected virtual void OnDisable() { if (_started) { Controller.WhenUpdated -= HandleUpdated; } } private void HandleUpdated() { IController controller = Controller; if (controller.TryGetPointerPose(out Pose pose)) { pose.position += pose.rotation * (Controller.Scale * _offset); transform.SetPose(pose); Active = true; } else { Active = false; } } #region Inject /// /// Sets the for a dynamically instantiated ControllerPointerPose. This method exists to support Interaction SDK's /// dependency injection pattern and is not needed for typical Unity Editor-based usage. /// public void InjectController(IController controller) { _controller = controller as UnityEngine.Object; Controller = controller; } /// /// Sets the offset vector for a dynamically instantiated ControllerPointerPose. This method exists to support Interaction SDK's /// dependency injection pattern and is not needed for typical Unity Editor-based usage. /// public void InjectOffset(Vector3 offset) { _offset = offset; } /// /// Injects all required dependencies for a dynamically instantiated ControllerPointerPose; effectively wraps /// and . This method exists to support /// Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage. /// public void InjectAllControllerPointerPose(IController controller, Vector3 offset) { InjectController(controller); InjectOffset(offset); } #endregion } }