/*
* 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.PoseDetection
{
///
/// Drives its to match the pose provided by an ,
/// with optional constraints and added position/rotation offset.
///
public class HmdOffset : MonoBehaviour
{
[SerializeField, Interface(typeof(IHmd))]
private UnityEngine.Object _hmd;
private IHmd Hmd;
[SerializeField]
private Vector3 _offsetTranslation = Vector3.zero;
[SerializeField]
private Vector3 _offsetRotation = Vector3.zero;
[SerializeField]
private bool _disablePitchFromSource = false;
[SerializeField]
private bool _disableYawFromSource = false;
[SerializeField]
private bool _disableRollFromSource = false;
protected bool _started;
protected virtual void Awake()
{
Hmd = _hmd as IHmd;
}
protected virtual void Start()
{
this.BeginStart(ref _started);
this.AssertField(Hmd, nameof(Hmd));
this.EndStart(ref _started);
}
protected virtual void OnEnable()
{
if (_started)
{
Hmd.WhenUpdated += HandleHmdUpdated;
}
}
protected virtual void OnDisable()
{
if (_started)
{
Hmd.WhenUpdated -= HandleHmdUpdated;
}
}
protected virtual void HandleHmdUpdated()
{
if (!Hmd.TryGetRootPose(out Pose centerEyePose))
{
return;
}
var centerEyePosition = centerEyePose.position;
var centerEyeRotation = centerEyePose.rotation;
var eulerAngles = centerEyeRotation.eulerAngles;
var pitch = Quaternion.Euler(new Vector3(eulerAngles.x, 0.0f, 0.0f));
var yaw = Quaternion.Euler(new Vector3(0.0f, eulerAngles.y, 0.0f));
var roll = Quaternion.Euler(new Vector3(0.0f, 0.0f, eulerAngles.z));
var finalSourceRotation = Quaternion.identity;
if (!_disableYawFromSource)
{
finalSourceRotation *= yaw;
}
if (!_disablePitchFromSource)
{
finalSourceRotation *= pitch;
}
if (!_disableRollFromSource)
{
finalSourceRotation *= roll;
}
var totalRotation = finalSourceRotation * Quaternion.Euler(_offsetRotation);
transform.position = centerEyePosition +
totalRotation * _offsetTranslation;
transform.rotation = totalRotation;
}
#region Inject
///
/// Injects all required dependencies for a dynamically instantiated
/// .
/// This method exists to support Interaction SDK's dependency injection pattern and is not
/// needed for typical Unity Editor-based usage.
///
public void InjectAllHmdOffset(IHmd hmd)
{
InjectHmd(hmd);
}
///
/// Sets the underlying for a dynamically instantiated
/// .
/// This method exists to support Interaction SDK's dependency injection pattern and is not
/// needed for typical Unity Editor-based usage.
///
public void InjectHmd(IHmd hmd)
{
_hmd = hmd as UnityEngine.Object;
Hmd = hmd;
}
///
/// Sets the underlying position offset for a dynamically instantiated
/// .
/// This method exists to support Interaction SDK's dependency injection pattern and is not
/// needed for typical Unity Editor-based usage.
///
public void InjectOptionalOffsetTranslation(Vector3 val)
{
_offsetTranslation = val;
}
///
/// Sets the underlying rotation offset for a dynamically instantiated
/// .
/// This method exists to support Interaction SDK's dependency injection pattern and is not
/// needed for typical Unity Editor-based usage.
///
public void InjectOptionalOffsetRotation(Vector3 val)
{
_offsetRotation = val;
}
///
/// Sets the underlying DisablePitchFromSource for a dynamically instantiated
/// .
/// This method exists to support Interaction SDK's dependency injection pattern and is not
/// needed for typical Unity Editor-based usage.
///
public void InjectOptionalDisablePitchFromSource(bool val)
{
_disablePitchFromSource = val;
}
///
/// Sets the underlying DisableYawFromSource for a dynamically instantiated
/// .
/// This method exists to support Interaction SDK's dependency injection pattern and is not
/// needed for typical Unity Editor-based usage.
///
public void InjectOptionalDisableYawFromSource(bool val)
{
_disableYawFromSource = val;
}
///
/// Sets the underlying DisableRollFromSource for a dynamically instantiated
/// .
/// This method exists to support Interaction SDK's dependency injection pattern and is not
/// needed for typical Unity Editor-based usage.
///
public void InjectOptionalDisableRollFromSource(bool val)
{
_disableRollFromSource = val;
}
#endregion
}
}