/* * 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 System; using UnityEngine; using UnityEngine.Assertions; namespace Oculus.Interaction { public class FingerPinchValue : MonoBehaviour, IAxis1D { [SerializeField, Interface(typeof(IHand))] private UnityEngine.Object _hand; public IHand Hand { get; private set; } [SerializeField] private HandFinger _finger = HandFinger.Index; public HandFinger Finger { get { return _finger; } set { _finger = value; } } [SerializeField, Range(0f, 1f)] private float _changeRate = 1; public float ChangeRate { get { return _changeRate; } private set { _changeRate = value; } } [SerializeField] private AnimationCurve _curve = AnimationCurve.Linear(0f, 0f, 1f, 1f); public AnimationCurve Curve { get { return _curve; } set { _curve = value; } } private float _value = 0; protected bool _started = false; private bool _firstCall; protected virtual void Awake() { Hand = _hand as IHand; } protected virtual void Start() { this.BeginStart(ref _started); Assert.IsNotNull(Hand); this.EndStart(ref _started); } protected virtual void OnEnable() { if (_started) { _firstCall = true; Hand.WhenHandUpdated += HandleHandUpdated; } } protected virtual void OnDisable() { if (_started) { Hand.WhenHandUpdated -= HandleHandUpdated; } } public float Value() { return _value; } private void HandleHandUpdated() { float value = Hand.GetFingerPinchStrength(Finger); value = Curve.Evaluate(value); if (_firstCall) { _firstCall = false; _value = value; } else { _value = Mathf.Lerp(_value, value, _changeRate); } } #region Inject public void InjectAllFingerPinchValue(IHand hand) { InjectHand(hand); } public void InjectHand(IHand hand) { _hand = hand as UnityEngine.Object; Hand = hand; } #endregion } }