/* * 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.Collections.Generic; using UnityEngine; using UnityEngine.Serialization; namespace Oculus.Interaction { /// /// Updates the transform to be the interpolated position /// of a series of joints in the associated IHand. /// public class HandJointsPose : MonoBehaviour { [SerializeField, Interface(typeof(IHand))] private UnityEngine.Object _hand; public IHand Hand { get; private set; } [System.Serializable] public struct WeightedJoint { public HandJointId handJointId; public float weight; } #region OVR Fields [SerializeField] [InspectorName("Weighted Joints")] private List _weightedJoints; [SerializeField] [InspectorName("Offset")] private Vector3 _localPositionOffset; [SerializeField] [InspectorName("Rotation")] private Quaternion _rotationOffset = Quaternion.identity; #endregion OVR Fields #region OpenXR Fields [SerializeField] [InspectorName("Weighted Joints")] private List _joints; [SerializeField] [InspectorName("Offset")] private Vector3 _posOffset; [SerializeField] [InspectorName("Rotation")] private Quaternion _rotOffset = Quaternion.identity; #endregion OpenXR Fields [SerializeField] [Tooltip("When the attached hand's handedness is set to Left, this property will mirror the offsets. " + "This allows for offset values to be set in Right hand coordinates for both Left and Right hands.")] private bool _mirrorOffsetsForLeftHand = true; public bool MirrorOffsetsForLeftHand { get => _mirrorOffsetsForLeftHand; set => _mirrorOffsetsForLeftHand = value; } #region Properties public List WeightedJoints { #if ISDK_OPENXR_HAND get => _joints; set => _joints = value; #else get => _weightedJoints; set => _weightedJoints = value; #endif } public Vector3 LocalPositionOffset { #if ISDK_OPENXR_HAND get => _posOffset; set => _posOffset = value; #else get => _localPositionOffset; set => _localPositionOffset = value; #endif } public Quaternion RotationOffset { #if ISDK_OPENXR_HAND get => _rotOffset; set => _rotOffset = value; #else get => _rotationOffset; set => _rotationOffset = value; #endif } #endregion private Pose _cachedPose = Pose.identity; protected bool _started = false; protected virtual void Awake() { Hand = _hand as IHand; } protected virtual void Start() { this.BeginStart(ref _started); this.AssertField(Hand, nameof(Hand)); this.EndStart(ref _started); } protected virtual void OnEnable() { if (_started) { Hand.WhenHandUpdated += HandleHandUpdated; } } protected virtual void OnDisable() { if (_started) { Hand.WhenHandUpdated -= HandleHandUpdated; } } private void HandleHandUpdated() { Pose pose = Pose.identity; float accumulatedWeight = 0f; foreach (WeightedJoint weightedJoint in WeightedJoints) { if (!Hand.GetJointPose(weightedJoint.handJointId, out Pose jointPose)) { return; } float t = weightedJoint.weight / (accumulatedWeight + weightedJoint.weight); accumulatedWeight += weightedJoint.weight; pose.Lerp(jointPose, t); } #if ISDK_OPENXR_HAND GetOffset(ref _cachedPose, Hand.Handedness, Hand.Scale); _cachedPose.Postmultiply(pose); #else Vector3 positionOffsetWithHandedness = Hand.Handedness == Handedness.Left && MirrorOffsetsForLeftHand ? HandMirroring.Mirror(_localPositionOffset) : _localPositionOffset; //Note that RotationOffset should be on the right of pose.rotation in order to be applied locally. //having it pre-multiplying can yield unwanted results. pose.position += _rotationOffset * pose.rotation * positionOffsetWithHandedness * Hand.Scale; #endif transform.SetPose(pose); } private void GetOffset(ref Pose pose, Handedness handedness, float scale) { if (_mirrorOffsetsForLeftHand && handedness == Handedness.Left) { pose.position = HandMirroring.Mirror(LocalPositionOffset * scale); pose.rotation = HandMirroring.Mirror(RotationOffset); } else { pose.position = LocalPositionOffset * scale; pose.rotation = RotationOffset; } } #region Inject public void InjectAllHandJoint(IHand hand) { InjectHand(hand); } public void InjectHand(IHand hand) { _hand = hand as UnityEngine.Object; Hand = hand; } #endregion; } }