/* * 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 UnityEngine; namespace Oculus.Interaction.Input { /// /// A specialization of which consumes data from another , /// modifies that data in some way, then makes the modified data available to downstream consumers. Examples of this include /// (which applies smoothing to hand tracking data) and (which /// can change the position and shape of hand tracking data based on conditions in the scene). /// public abstract class DataModifier : DataSource where TData : class, ICopyFrom, new() { [Header("Data Modifier")] [SerializeField, Interface(nameof(_modifyDataFromSource))] protected UnityEngine.Object _iModifyDataFromSourceMono; private IDataSource _modifyDataFromSource; [SerializeField] [Tooltip("If this is false, then this modifier will simply pass through " + "data without performing any modification. This saves on memory " + "and computation")] protected bool _applyModifier = true; private static TData InvalidAsset { get; } = new TData(); private TData _thisDataAsset; private TData _currentDataAsset = InvalidAsset; protected override TData DataAsset => _currentDataAsset; /// /// Returns the from which this DataModifier retrieves the it /// modifies. This source is typically set through the Unity Editor, but it can also be set programmatically using /// . /// public virtual IDataSource ModifyDataFromSource => _modifyDataFromSource == null ? (_modifyDataFromSource = _iModifyDataFromSourceMono as IDataSource) : _modifyDataFromSource; /// /// Implementation of ; for details, please refer to the related /// documentation provided for that interface. /// public override int CurrentDataVersion { get { return _applyModifier ? base.CurrentDataVersion : ModifyDataFromSource.CurrentDataVersion; } } /// /// Changes the source from which this modifier retrieves the data it modifies, the source for updates, and the /// . /// /// The source from which this modifier retrieves the data it modifies /// The after which this modifier should be updated /// The to use from now on /// /// Typically, the same value is passed as both and /// so that the modifier is updated whenever and immediately after the source from which it retrieves the unmodified data /// acquires new data to modify. /// public void ResetSources(IDataSource modifyDataFromSource, IDataSource updateAfter, UpdateModeFlags updateMode) { ResetUpdateAfter(updateAfter, updateMode); _modifyDataFromSource = modifyDataFromSource; _currentDataAsset = InvalidAsset; } protected override void UpdateData() { if (_applyModifier) { if (_thisDataAsset == null) { _thisDataAsset = new TData(); } _thisDataAsset.CopyFrom(ModifyDataFromSource.GetData()); _currentDataAsset = _thisDataAsset; Apply(_currentDataAsset); } else { _currentDataAsset = ModifyDataFromSource.GetData(); } } protected abstract void Apply(TData data); protected override void Start() { this.BeginStart(ref _started, () => base.Start()); this.AssertField(ModifyDataFromSource, nameof(ModifyDataFromSource)); this.EndStart(ref _started); } #region Inject /// /// Injects all required dependencies for a dynamically instantiated DataModifier; effectively wraps /// , /// , and . /// This method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity /// Editor-based usage. /// public void InjectAllDataModifier(UpdateModeFlags updateMode, IDataSource updateAfter, IDataSource modifyDataFromSource, bool applyModifier) { base.InjectAllDataSource(updateMode, updateAfter); InjectModifyDataFromSource(modifyDataFromSource); InjectApplyModifier(applyModifier); } /// /// Sets the for unmodified data on a dynamically instantiated DataModifier. This method exists /// to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage. /// /// public void InjectModifyDataFromSource(IDataSource modifyDataFromSource) { _modifyDataFromSource = modifyDataFromSource; _iModifyDataFromSourceMono = modifyDataFromSource as Object; } /// /// Sets whether or not to apply modification on a dynamically instantiated DataSource. This method exists to support /// Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage. /// /// public void InjectApplyModifier(bool applyModifier) { _applyModifier = applyModifier; } #endregion } }