/* * 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.Events; namespace Oculus.Interaction { public class ControllerOffset : MonoBehaviour { [SerializeField, Interface(typeof(IController))] private UnityEngine.Object _controller; public IController Controller { get; private set; } [SerializeField] private Vector3 _offset; [SerializeField] private Quaternion _rotation = Quaternion.identity; protected bool _started = false; 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() { if (Controller.TryGetPose(out Pose rootPose)) { Pose pose = new Pose(Controller.Scale * _offset, _rotation); pose.Postmultiply(rootPose); transform.SetPose(pose); } } public void GetOffset(ref Pose pose) { pose.position = Controller.Scale * _offset; pose.rotation = _rotation; } public void GetWorldPose(ref Pose pose) { pose.position = this.transform.position; pose.rotation = this.transform.rotation; } #region Inject public void InjectController(IController controller) { _controller = controller as UnityEngine.Object; Controller = controller; } public void InjectOffset(Vector3 offset) { _offset = offset; } public void InjectRotation(Quaternion rotation) { _rotation = rotation; } public void InjectAllControllerOffset(IController controller, Vector3 offset, Quaternion rotation) { InjectController(controller); InjectOffset(offset); InjectRotation(rotation); } #endregion } }