145 lines
5.2 KiB
C#
145 lines
5.2 KiB
C#
/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using Oculus.Interaction.Input;
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using UnityEngine;
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using UnityEngine.Assertions;
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using UnityEngine.Serialization;
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namespace Oculus.Interaction
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{
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/// <summary>
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/// The origin of the ray used by <see cref="RayInteractor"/>s associated with <see cref="IController"/>s.
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/// This is used heavily in Interaction SDK prefabs, wizards, and example scenes, which are also the best
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/// way to adopt this functionality.
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/// </summary>
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/// <remarks>
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/// This type implements <see cref="IActiveState"/> as an indication of whether the underlying controller
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/// interaction is active and updating. This is an unusual pattern, however, and for most usages you should
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/// prefer to monitor an <see cref="InteractorActiveState"/> associated with the downstream interactor rather
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/// than monitoring the activity of a pointer pose.
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/// </remarks>
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public class ControllerPointerPose : MonoBehaviour, IActiveState
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{
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/// <summary>
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/// A controller ray interactor.
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/// </summary>
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[Tooltip("A controller ray interactor.")]
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[SerializeField, Interface(typeof(IController))]
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private UnityEngine.Object _controller;
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/// <summary>
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/// The <see cref="IController"/> from which the downstream <see cref="RayInteractor"/> should be controlled.
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/// </summary>
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public IController Controller { get; private set; }
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/// <summary>
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/// How much the ray origin is offset relative to the controller.
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/// </summary>
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[Tooltip("How much the ray origin is offset relative to the controller.")]
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[SerializeField]
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private Vector3 _offset;
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protected bool _started = false;
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/// <summary>
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/// Implementation of <see cref="IActiveState.Active"/>; for details, please refer to
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/// the related documentation provided for that property.
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/// </summary>
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public bool Active { get; private set; }
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protected virtual void Awake()
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{
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Controller = _controller as IController;
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}
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protected virtual void Start()
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{
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this.BeginStart(ref _started);
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this.AssertField(Controller, nameof(Controller));
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this.EndStart(ref _started);
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}
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protected virtual void OnEnable()
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{
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if (_started)
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{
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Controller.WhenUpdated += HandleUpdated;
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}
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}
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protected virtual void OnDisable()
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{
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if (_started)
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{
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Controller.WhenUpdated -= HandleUpdated;
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}
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}
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private void HandleUpdated()
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{
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IController controller = Controller;
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if (controller.TryGetPointerPose(out Pose pose))
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{
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pose.position += pose.rotation * (Controller.Scale * _offset);
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transform.SetPose(pose);
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Active = true;
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}
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else
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{
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Active = false;
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}
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}
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#region Inject
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/// <summary>
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/// Sets the <see cref="IController"/> for a dynamically instantiated ControllerPointerPose. This method exists to support Interaction SDK's
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/// dependency injection pattern and is not needed for typical Unity Editor-based usage.
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/// </summary>
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public void InjectController(IController controller)
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{
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_controller = controller as UnityEngine.Object;
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Controller = controller;
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}
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/// <summary>
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/// Sets the offset vector for a dynamically instantiated ControllerPointerPose. This method exists to support Interaction SDK's
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/// dependency injection pattern and is not needed for typical Unity Editor-based usage.
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/// </summary>
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public void InjectOffset(Vector3 offset)
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{
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_offset = offset;
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}
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/// <summary>
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/// Injects all required dependencies for a dynamically instantiated ControllerPointerPose; effectively wraps
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/// <see cref="InjectController(IController)"/> and <see cref="InjectOffset(Vector3)"/>. This method exists to support
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/// Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
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/// </summary>
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public void InjectAllControllerPointerPose(IController controller, Vector3 offset)
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{
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InjectController(controller);
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InjectOffset(offset);
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}
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#endregion
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}
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}
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