VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.interaction/Editor/QuickActions/Scripts/DistanceGrabWizard.cs
IonutMocanu d7aba243a2 Main
2025-09-08 11:04:02 +03:00

283 lines
10 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 UnityEditor;
using UnityEngine;
using System;
using System.ComponentModel;
using Oculus.Interaction.Grab;
using Oculus.Interaction.HandGrab;
using Oculus.Interaction.DistanceReticles;
using System.Collections.Generic;
using System.Linq;
namespace Oculus.Interaction.Editor.QuickActions
{
internal class DistanceGrabWizard : QuickActionsWizard
{
private const string MENU_NAME = MENU_FOLDER +
"Add Distance Grab Interaction";
[MenuItem(MENU_NAME, priority = MenuOrder.DISTANCE_GRAB)]
private static void OpenWizard()
{
ShowWindow<DistanceGrabWizard>(Selection.gameObjects[0]);
}
[MenuItem(MENU_NAME, true)]
static bool Validate()
{
return Selection.gameObjects.Length == 1;
}
internal enum Mode
{
[InspectorName("Grab Relative To Hand")]
AnchorAtHand,
[InspectorName("Pull Interactable To Hand")]
InteractableToHand,
[InspectorName("Manipulate In Place")]
HandToInteractable,
}
#region Fields
[SerializeField]
[DeviceType, WizardSetting]
[InspectorName("Add Required Interactor(s)")]
[Tooltip("The interactors required for the new interactable will be " +
"added for the device types selected here, if not already present.")]
private DeviceTypes _deviceTypes = DeviceTypes.All;
[SerializeField]
[Tooltip("The rigidbody representing the physics object that will be moved.")]
[WizardDependency(FindMethod = nameof(FindRigidbody), FixMethod = nameof(FixRigidbody))]
private Rigidbody _rigidbody;
[SerializeField, Interface(typeof(IPointableElement))]
[Tooltip("The grabbable that will receive the Interactable events and move the object.")]
[WizardDependency(FindMethod = nameof(FindGrabbable), FixMethod = nameof(FixGrabbable))]
private UnityEngine.Object _grabbable;
private IPointableElement Grabbable { get; set; }
[SerializeField]
[InspectorName("Time Out Snap Zone")]
[Tooltip("If provided, the object will snap back to this location once released.")]
[WizardDependency(Category = Category.Optional, FixMethod = nameof(FixSnapZone))]
private SnapInteractable _timeOutSnapZone;
[SerializeField]
[InspectorName("Hologram Mesh")]
[Tooltip("If provided, a hologram of the object moving toward the hand " +
"will be animated before the object is grabbed.")]
[ConditionalHide(nameof(_mode), Mode.InteractableToHand)]
[WizardDependency(Category = Category.Optional, FindMethod = nameof(FindMeshFilter))]
private MeshFilter _hologramMesh;
[SerializeField]
[InspectorName("Distance Grab Type")]
[Tooltip("The behavior of the Distance Grab interaction")]
[WizardSetting]
private Mode _mode = Mode.InteractableToHand;
[SerializeField]
[InspectorName("Supported Grab Types")]
[Tooltip("The grab types that will be supported by this interactable.")]
[WizardSetting]
[DefaultValue(GrabTypeFlags.All)]
private GrabTypeFlags _grabTypeFlags;
[SerializeField]
[WizardSetting]
[BooleanDropdown(False = "Do Not Generate Collider", True = "Generate Collider")]
[Tooltip("If a collider is not present under the provided RigidBody, " +
"a collider will be auto-generated.")]
private bool _autoGenerateCollider = true;
#endregion Fields
private void FindRigidbody()
{
_rigidbody = Target.GetComponent<Rigidbody>();
}
private void FixRigidbody()
{
_rigidbody = AddComponent<Rigidbody>(Target);
_rigidbody.useGravity = false;
_rigidbody.isKinematic = true;
}
private void FindGrabbable()
{
Grabbable = Target.GetComponent<Grabbable>();
if (Grabbable == null)
{
Grabbable = Target.GetComponent<IPointableElement>();
}
_grabbable = Grabbable as UnityEngine.Object;
}
private void FixGrabbable()
{
Transform target = _rigidbody != null ? _rigidbody.transform : Target.transform;
Grabbable grabbable = AddComponent<Grabbable>(Target);
grabbable.InjectOptionalTargetTransform(target);
FindGrabbable();
}
private bool HasCollider()
{
return _rigidbody != null && _rigidbody.gameObject.
GetComponentInChildren<Collider>() != null;
}
private void GenerateCollider(GameObject root)
{
Collider collider;
if (Utils.TryEncapsulateRenderers(root,
out Bounds localBounds))
{
var boxCollider = AddComponent<BoxCollider>(root);
boxCollider.center = localBounds.center;
boxCollider.size = localBounds.size;
collider = boxCollider;
}
else
{
collider = AddComponent<SphereCollider>(root);
}
collider.isTrigger = true;
}
private void FixSnapZone()
{
var snapZone = Templates.CreateFromTemplate(Target.transform.parent,
Templates.DistanceGrabInteractable_SnapZone);
_timeOutSnapZone = snapZone.GetComponent<SnapInteractable>();
snapZone.name = $"ISDK_SnapZone ({Target.gameObject.name})";
var transform = snapZone.transform;
transform.position = Target.transform.position;
transform.rotation = Target.transform.rotation;
transform.localScale = Vector3.zero;
}
private void FindMeshFilter()
{
_hologramMesh = Target.GetComponentInChildren<MeshFilter>();
}
#region Inject
internal void InjectMode(Mode mode) => _mode = mode;
#endregion
protected override void Create()
{
Template template;
switch (_mode)
{
case Mode.AnchorAtHand:
template = Templates.DistanceGrabInteractable_AnchorAtHand;
break;
case Mode.InteractableToHand:
template = Templates.DistanceGrabInteractable_ToHand;
break;
case Mode.HandToInteractable:
template = Templates.DistanceGrabInteractable_HandTo;
break;
default:
throw new NotSupportedException("Distance Hand Grab Type Unsupported");
}
GameObject obj = Templates.CreateFromTemplate(Target.transform, template);
Transform transform = obj.transform;
transform.localPosition = Vector3.zero;
transform.localScale = Vector3.one;
transform.localRotation = Quaternion.identity;
DistanceHandGrabInteractable distanceHandInteractable =
obj.GetComponentInChildren<DistanceHandGrabInteractable>();
distanceHandInteractable.InjectRigidbody(_rigidbody);
distanceHandInteractable.InjectSupportedGrabTypes(_grabTypeFlags);
distanceHandInteractable.InjectOptionalPointableElement(Grabbable);
DistanceGrabInteractable distanceInteractable =
obj.GetComponentInChildren<DistanceGrabInteractable>();
distanceInteractable.InjectRigidbody(_rigidbody);
distanceInteractable.InjectOptionalPointableElement(Grabbable);
SnapInteractor snapInteractor =
obj.GetComponent<SnapInteractor>();
if (_timeOutSnapZone != null)
{
snapInteractor.InjectRigidbody(_rigidbody);
snapInteractor.InjectOptionalTimeOutInteractable(_timeOutSnapZone);
snapInteractor.InjectPointableElement(Grabbable as PointableElement);
}
else
{
DestroyImmediate(snapInteractor);
}
ReticleDataMesh reticleDataMesh =
obj.GetComponentInChildren<ReticleDataMesh>();
if (reticleDataMesh != null && _hologramMesh != null)
{
reticleDataMesh.Filter = _hologramMesh;
}
else
{
DestroyImmediate(reticleDataMesh);
}
if (!HasCollider() && _autoGenerateCollider)
{
GenerateCollider(_rigidbody.gameObject);
}
InteractorUtils.AddInteractorsToRig(
InteractorTypes.DistanceGrab, _deviceTypes);
}
protected override IEnumerable<MessageData> GetMessages()
{
IEnumerable<MessageData> messages = Enumerable.Empty<MessageData>();
if (_rigidbody != null && !HasCollider() && !_autoGenerateCollider)
{
messages = messages.Append(new MessageData(MessageType.Warning,
"No collider(s) detected in the target rigidbody hierarchy. Distance Grab " +
"interaction uses physics collisions to find interactables in the scene, " +
"and will not work without a collider(s) present.",
new ButtonData("Enable Auto\nGeneration", () => _autoGenerateCollider = true)));
}
return messages;
}
}
}