/* * 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; namespace Oculus.Interaction.GrabAPI { /// /// Use this component with a HandGrabAPI so it uses the Controller /// trigger (index finger) and grip (middle finger) to drive the FingerAPIs. /// public class ControllerPinchInjector : MonoBehaviour { [SerializeField] private HandGrabAPI _handGrabAPI; [SerializeField, Interface(typeof(IController))] private UnityEngine.Object _controller; private IController Controller { get; set; } protected bool _started; protected virtual void Awake() { Controller = _controller as IController; } protected virtual void Start() { this.BeginStart(ref _started); this.AssertField(_handGrabAPI, nameof(_handGrabAPI)); this.AssertField(Controller, nameof(Controller)); _handGrabAPI.InjectOptionalFingerPinchAPI(new ControllerPinchAPI(Controller)); _handGrabAPI.InjectOptionalFingerGrabAPI(new ControllerPinchAPI(Controller)); this.EndStart(ref _started); } #region Inject public void InjectAll(HandGrabAPI handGrabAPI, IController controller) { InjectHandGrabAPI(handGrabAPI); InjectController(controller); } public void InjectHandGrabAPI(HandGrabAPI handGrabAPI) { _handGrabAPI = handGrabAPI; } public void InjectController(IController controller) { _controller = controller as UnityEngine.Object; Controller = controller; } #endregion private class ControllerPinchAPI : IFingerAPI { private IController _controller; private float _triggerStrength = 0f; private float _gripStrength = 0f; private bool _triggerDown = false; private bool _gripDown = false; private bool _prevTriggerDown; private bool _prevGripDown; private Pose _indexPinchPose = Pose.identity; private Pose _middlePinchPose = Pose.identity; private Pose _pinchPose = Pose.identity; public ControllerPinchAPI(IController controller) { _controller = controller; } public float GetFingerGrabScore(HandFinger finger) { switch (finger) { case HandFinger.Thumb: return _triggerStrength; case HandFinger.Index: return _triggerStrength; case HandFinger.Middle: case HandFinger.Ring: case HandFinger.Pinky: return _gripStrength; default: return 0f; } } public bool GetFingerIsGrabbing(HandFinger finger) { switch (finger) { case HandFinger.Thumb: return _triggerDown; case HandFinger.Index: return _triggerDown; case HandFinger.Middle: case HandFinger.Ring: case HandFinger.Pinky: return _gripDown; default: return false; } } public bool GetFingerIsGrabbingChanged(HandFinger finger, bool targetPinchState) { switch (finger) { case HandFinger.Thumb: return (_triggerDown == targetPinchState && _triggerDown != _prevTriggerDown) || (_gripDown == targetPinchState && _gripDown != _prevGripDown); case HandFinger.Index: return _triggerDown == targetPinchState && _triggerDown != _prevTriggerDown; case HandFinger.Middle: case HandFinger.Ring: case HandFinger.Pinky: return _gripDown == targetPinchState && _gripDown != _prevGripDown; default: return false; } } public Vector3 GetWristOffsetLocal() { return _pinchPose.position; } public void Update(IHand hand) { ControllerInput input = _controller.ControllerInput; _prevGripDown = _gripDown; _prevTriggerDown = _triggerDown; _triggerStrength = input.Trigger; _triggerDown = input.TriggerButton; _gripStrength = input.Grip; _gripDown = input.GripButton; hand.GetJointPoseFromWrist(HandJointId.HandIndexTip, out _indexPinchPose); hand.GetJointPoseFromWrist(HandJointId.HandMiddleTip, out _middlePinchPose); hand.GetJointPoseFromWrist(HandJointId.HandThumbTip, out Pose thumbPose); PoseUtils.Lerp(ref _indexPinchPose, thumbPose, 0.5f); PoseUtils.Lerp(ref _middlePinchPose, thumbPose, 0.5f); float combinedStrength = _triggerStrength + _gripStrength; float t = combinedStrength > 0f ? _gripStrength / combinedStrength : 0.5f; PoseUtils.Lerp(_indexPinchPose, _middlePinchPose, t, ref _pinchPose); } } } }