VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.interaction/Runtime/Scripts/Selection/Controllers/ControllerPointerPose.cs
IonutMocanu 48cccc22ad Main2
2025-09-08 11:13:29 +03:00

145 lines
5.2 KiB
C#

/*
* 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;
using UnityEngine.Assertions;
using UnityEngine.Serialization;
namespace Oculus.Interaction
{
/// <summary>
/// The origin of the ray used by <see cref="RayInteractor"/>s associated with <see cref="IController"/>s.
/// This is used heavily in Interaction SDK prefabs, wizards, and example scenes, which are also the best
/// way to adopt this functionality.
/// </summary>
/// <remarks>
/// This type implements <see cref="IActiveState"/> as an indication of whether the underlying controller
/// interaction is active and updating. This is an unusual pattern, however, and for most usages you should
/// prefer to monitor an <see cref="InteractorActiveState"/> associated with the downstream interactor rather
/// than monitoring the activity of a pointer pose.
/// </remarks>
public class ControllerPointerPose : MonoBehaviour, IActiveState
{
/// <summary>
/// A controller ray interactor.
/// </summary>
[Tooltip("A controller ray interactor.")]
[SerializeField, Interface(typeof(IController))]
private UnityEngine.Object _controller;
/// <summary>
/// The <see cref="IController"/> from which the downstream <see cref="RayInteractor"/> should be controlled.
/// </summary>
public IController Controller { get; private set; }
/// <summary>
/// How much the ray origin is offset relative to the controller.
/// </summary>
[Tooltip("How much the ray origin is offset relative to the controller.")]
[SerializeField]
private Vector3 _offset;
protected bool _started = false;
/// <summary>
/// Implementation of <see cref="IActiveState.Active"/>; for details, please refer to
/// the related documentation provided for that property.
/// </summary>
public bool Active { get; private set; }
protected virtual void Awake()
{
Controller = _controller as IController;
}
protected virtual void Start()
{
this.BeginStart(ref _started);
this.AssertField(Controller, nameof(Controller));
this.EndStart(ref _started);
}
protected virtual void OnEnable()
{
if (_started)
{
Controller.WhenUpdated += HandleUpdated;
}
}
protected virtual void OnDisable()
{
if (_started)
{
Controller.WhenUpdated -= HandleUpdated;
}
}
private void HandleUpdated()
{
IController controller = Controller;
if (controller.TryGetPointerPose(out Pose pose))
{
pose.position += pose.rotation * (Controller.Scale * _offset);
transform.SetPose(pose);
Active = true;
}
else
{
Active = false;
}
}
#region Inject
/// <summary>
/// Sets the <see cref="IController"/> for a dynamically instantiated ControllerPointerPose. This method exists to support Interaction SDK's
/// dependency injection pattern and is not needed for typical Unity Editor-based usage.
/// </summary>
public void InjectController(IController controller)
{
_controller = controller as UnityEngine.Object;
Controller = controller;
}
/// <summary>
/// Sets the offset vector for a dynamically instantiated ControllerPointerPose. This method exists to support Interaction SDK's
/// dependency injection pattern and is not needed for typical Unity Editor-based usage.
/// </summary>
public void InjectOffset(Vector3 offset)
{
_offset = offset;
}
/// <summary>
/// Injects all required dependencies for a dynamically instantiated ControllerPointerPose; effectively wraps
/// <see cref="InjectController(IController)"/> and <see cref="InjectOffset(Vector3)"/>. This method exists to support
/// Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
/// </summary>
public void InjectAllControllerPointerPose(IController controller, Vector3 offset)
{
InjectController(controller);
InjectOffset(offset);
}
#endregion
}
}