/*
* 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 System;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Serialization;
namespace Oculus.Interaction
{
///
/// This component positions its transform relative to the root (wrist) joint
/// of an . Offset and mirroring capabilities are provided,
/// otherwise the transform pose will match that of the hand wrist root.
///
public class HandRootOffset : MonoBehaviour
{
[SerializeField, Interface(typeof(IHand))]
private UnityEngine.Object _hand;
///
/// The that provides the wrist joint used by this component.
///
public IHand Hand { get; private set; }
#region OVR Fields
[SerializeField]
[InspectorName("Offset")]
private Vector3 _offset;
[SerializeField]
[InspectorName("Rotation")]
private Quaternion _rotation = Quaternion.identity;
#endregion OVR Fields
#region OpenXR Fields
[SerializeField]
[InspectorName("Offset")]
private Vector3 _posOffset;
[SerializeField]
[InspectorName("Rotation")]
private Quaternion _rotOffset = Quaternion.identity;
#endregion OpenXR Fields
[SerializeField]
[FormerlySerializedAs("_mirrorLeftRotation")]
[Tooltip("When the attached hand's handedness is set to Left, this property will mirror the offsets. " +
"This allows for offset values to be set in Right hand coordinates for both Left and Right hands.")]
private bool _mirrorOffsetsForLeftHand = true;
///
/// When the attached hand's is set to ,
/// this property will mirror the offsets. This allows for offset values to be set in Right hand
/// coordinates for both Left and Right hands.
///
public bool MirrorOffsetsForLeftHand
{
get => _mirrorOffsetsForLeftHand;
set => _mirrorOffsetsForLeftHand = value;
}
[Header("Freeze rotations")]
[SerializeField]
private bool _freezeRotationX = false;
///
/// When set, rotation about the X axis will be ignored.
///
public bool FreezeRotationX
{
get => _freezeRotationX;
set => _freezeRotationX = value;
}
[SerializeField]
private bool _freezeRotationY = false;
///
/// When set, rotation about the Y axis will be ignored.
///
public bool FreezeRotationY
{
get => _freezeRotationY;
set => _freezeRotationY = value;
}
[SerializeField]
private bool _freezeRotationZ = false;
///
/// When set, rotation about the Z axis will be ignored.
///
public bool FreezeRotationZ
{
get => _freezeRotationZ;
set => _freezeRotationZ = value;
}
///
/// The driven transform will be offset by this positional value
/// relative to the 's wrist
///
public Vector3 Offset
{
#if ISDK_OPENXR_HAND
get => _posOffset;
set => _posOffset = value;
#else
get => _offset;
set => _offset = value;
#endif
}
///
/// The driven transform will be offset by this rotational value
/// relative to the 's wrist
///
public Quaternion Rotation
{
#if ISDK_OPENXR_HAND
get => _rotOffset;
set => _rotOffset = value;
#else
get => _rotation;
set => _rotation = value;
#endif
}
[Obsolete("Use " + nameof(MirrorOffsetsForLeftHand) + " instead.")]
public bool MirrorLeftRotation
{
get => _mirrorOffsetsForLeftHand;
set => _mirrorOffsetsForLeftHand = value;
}
private Pose _cachedPose = Pose.identity;
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.GetRootPose(out Pose rootPose))
{
GetOffset(ref _cachedPose);
_cachedPose.Postmultiply(rootPose);
_cachedPose.rotation = FreezeRotation(_cachedPose.rotation);
transform.SetPose(_cachedPose);
}
}
///
/// Applies the position offset and the rotation offset
/// to the provided
///
public void GetOffset(ref Pose pose)
{
if (!_started)
{
return;
}
GetOffset(ref pose, Hand.Handedness, Hand.Scale);
}
///
/// Applies the position offset and the rotation offset
/// to the provided for a given
/// and hand scale factor.
///
public void GetOffset(ref Pose pose, Handedness handedness, float scale)
{
if (_mirrorOffsetsForLeftHand && handedness == Handedness.Left)
{
pose.position = HandMirroring.Mirror(Offset) * scale;
pose.rotation = HandMirroring.Mirror(Rotation);
#if !ISDK_OPENXR_HAND
pose.rotation = pose.rotation * Constants.LeftRootRotation;
#endif
}
else
{
pose.position = Offset * scale;
pose.rotation = Rotation;
}
}
///
/// Retrieve the world space of this transform.
///
public void GetWorldPose(ref Pose pose)
{
pose.position = this.transform.position;
pose.rotation = this.transform.rotation;
}
private Quaternion FreezeRotation(Quaternion rotation)
{
if (_freezeRotationX
|| _freezeRotationY
|| _freezeRotationZ)
{
Vector3 eulerAngles = rotation.eulerAngles;
Quaternion pitch = Quaternion.Euler(new Vector3(eulerAngles.x, 0.0f, 0.0f));
Quaternion yaw = Quaternion.Euler(new Vector3(0.0f, eulerAngles.y, 0.0f));
Quaternion roll = Quaternion.Euler(new Vector3(0.0f, 0.0f, eulerAngles.z));
Quaternion finalSourceRotation = Quaternion.identity;
if (!_freezeRotationY)
{
finalSourceRotation *= yaw;
}
if (!_freezeRotationX)
{
finalSourceRotation *= pitch;
}
if (!_freezeRotationZ)
{
finalSourceRotation *= roll;
}
rotation = finalSourceRotation;
}
return rotation;
}
#region Inject
///
/// Injects all required dependencies for a dynamically instantiated .
/// This method exists to support Interaction SDK's dependency injection pattern and is not
/// needed for typical Unity Editor-based usage.
///
public void InjectAllHandRootOffset(IHand hand)
{
InjectHand(hand);
}
///
/// Sets the underlying for a dynamically instantiated .
/// 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;
}
[Obsolete("Use the " + nameof(Offset) + " setter instead")]
public void InjectOffset(Vector3 offset)
{
Offset = offset;
}
[Obsolete("Use the " + nameof(Rotation) + " setter instead")]
public void InjectRotation(Quaternion rotation)
{
Rotation = rotation;
}
[Obsolete("Use " + nameof(InjectAllHandRootOffset) + " instead")]
public void InjectAllHandWristOffset(IHand hand,
Vector3 offset, Quaternion rotation)
{
InjectHand(hand);
InjectOffset(offset);
InjectRotation(rotation);
}
#endregion
}
}