/*
* 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;
namespace Oculus.Interaction
{
///
/// Sets the origin of the ray used by s for tracked hands.
///
///
/// RayInteractors themselves are agnostic to the origin of the ray, so they can work with any
/// ray but cannot calculate that ray for themselves. HandPointerPose observes an
/// and uses it to compute a ray origin.
///
public class HandPointerPose : MonoBehaviour, IActiveState
{
[Tooltip("The hand used for ray interaction")]
[SerializeField, Interface(typeof(IHand))]
private UnityEngine.Object _hand;
///
/// The used for ray interaction.
///
///
/// This value is typically set in the Unity Editor, but it can also be set programmatically during
/// initialization using either or
/// .
///
public IHand Hand { get; private set; }
///
/// How much the ray origin is offset relative to the hand.
///
[Tooltip("How much the ray origin is offset relative to the hand.")]
[SerializeField]
private Vector3 _offset;
///
/// Implements , in this case indicating whether or not a valid ray
/// origin is currently available.
///
public bool Active => Hand.IsPointerPoseValid;
protected bool _started = false;
protected virtual void Awake()
{
Hand = _hand as IHand;
}
protected virtual void Start()
{
this.BeginStart(ref _started);
this.AssertField(Hand, nameof(Hand));
this.EndStart(ref _started);
}
protected virtual void OnEnable()
{
if (_started)
{
Hand.WhenHandUpdated += HandleHandUpdated;
}
}
protected virtual void OnDisable()
{
if (_started)
{
Hand.WhenHandUpdated -= HandleHandUpdated;
}
}
private void HandleHandUpdated()
{
if (Hand.GetPointerPose(out Pose pointerPose))
{
pointerPose.position += pointerPose.rotation * _offset;
transform.SetPose(pointerPose);
}
}
#region Inject
///
/// Sets all required dependencies for a dynamically instantiated HandPointerPose. This is a convenience method wrapping
/// and . This method exists to support Interaction
/// SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
///
public void InjectAllHandPointerPose(IHand hand,
Vector3 offset)
{
InjectHand(hand);
InjectOffset(offset);
}
///
/// Sets the an as the for a dynamically instantiated HandPointerPose. This method
/// exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
///
public void InjectHand(IHand hand)
{
_hand = hand as UnityEngine.Object;
Hand = hand;
}
///
/// Sets a Unity Vector3 as the ray origin offset for a dynamically instantiated HandPointerPose. 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;
}
#endregion
}
}