/* * 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; using UnityEngine; public class MoveRelativeToTargetProvider : MonoBehaviour, IMovementProvider { public IMovement CreateMovement() { return new MoveRelativeToTarget(); } } public class MoveRelativeToTarget : IMovement { public Pose Pose => _current; public bool Stopped => true; private Pose _current = Pose.identity; private Pose _originalTarget; private Pose _originalSource; private Pose _offset = Pose.identity; public void MoveTo(Pose target) { _originalTarget = target; _offset = PoseUtils.Delta(_originalTarget, _originalSource); } public void UpdateTarget(Pose target) { _current = PoseUtils.Multiply(target, _offset); } public void StopAndSetPose(Pose source) { _current = _originalSource = source; } public void Tick() { } }