/*
* 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 System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.Text;
using UnityEngine;
using UnityEngine.UI;
using Quaternion = UnityEngine.Quaternion;
using Vector3 = UnityEngine.Vector3;
using System.Linq;
using UnityEngine.EventSystems;
using UnityEngine.Serialization;
///
/// Simple script for running the controller-driven hand poses sample.
///
///
/// This sample demonstrates the ability for to simulate human hand inputs by working backward
/// from controller state (for example, by curling or extending the index finger based on the observed values for
/// , etc. Note that performing this hand simulation is a feature
/// of , not OVRControllerDrivenPosesSample, which merely conducts the demonstration.
///
[DisallowMultipleComponent]
[HelpURL("https://developer.oculus.com/documentation/unity/move-body-tracking/#appendix-b-isdk-integration")]
public class OVRControllerDrivenHandPosesSample : MonoBehaviour
{
[SerializeField]
private Button buttonOff;
[SerializeField]
private Button buttonConforming;
[SerializeField]
private Button buttonNatural;
///
/// The for the scene, containing representations of the various XR input and output
/// modalities.
///
///
/// This field is not used by OVRControllerDrivenHandPosesSample itself, but can be accessed by dependent types
/// which may have a dependency on the rig.
///
public OVRCameraRig cameraRig;
// Unity event functions
void Awake()
{
switch (OVRManager.instance.controllerDrivenHandPosesType)
{
case OVRManager.ControllerDrivenHandPosesType.None:
SetControllerDrivenHandPosesTypeToNone();
break;
case OVRManager.ControllerDrivenHandPosesType.ConformingToController:
SetControllerDrivenHandPosesTypeToControllerConforming();
break;
case OVRManager.ControllerDrivenHandPosesType.Natural:
SetControllerDrivenHandPosesTypeToNatural();
break;
}
}
///
/// Sets the mode of the controller-driven hands simulation to
/// and updates sample state
/// correspondingly.
///
///
/// Subsequent calls to either or
/// will override these changes.
///
public void SetControllerDrivenHandPosesTypeToNone()
{
OVRManager.instance.controllerDrivenHandPosesType = OVRManager.ControllerDrivenHandPosesType.None;
buttonOff.interactable = false;
buttonConforming.interactable = true;
buttonNatural.interactable = true;
}
///
/// Sets the mode of the controller-driven hands simulation to
/// and updates sample
/// state correspondingly.
///
///
/// Subsequent calls to either or
/// will override these changes.
///
public void SetControllerDrivenHandPosesTypeToControllerConforming()
{
OVRManager.instance.controllerDrivenHandPosesType = OVRManager.ControllerDrivenHandPosesType.ConformingToController;
buttonOff.interactable = true;
buttonConforming.interactable = false;
buttonNatural.interactable = true;
}
///
/// Sets the mode of the controller-driven hands simulation to
/// and updates sample state
/// correspondingly.
///
///
/// Subsequent calls to either or
/// will override these changes.
///
public void SetControllerDrivenHandPosesTypeToNatural()
{
OVRManager.instance.controllerDrivenHandPosesType = OVRManager.ControllerDrivenHandPosesType.Natural;
buttonOff.interactable = true;
buttonConforming.interactable = true;
buttonNatural.interactable = false;
}
}