157 lines
5.5 KiB
C#
157 lines
5.5 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 System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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namespace Oculus.Interaction.Editor.QuickActions
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{
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internal class TouchGrabWizard : QuickActionsWizard
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{
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private const string MENU_NAME = MENU_FOLDER +
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"Add TouchGrab Interaction (Internal only)";
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private static void OpenWizard()
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{
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ShowWindow<TouchGrabWizard>(Selection.gameObjects[0]);
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}
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private static bool Validate()
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{
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return Selection.gameObjects.Length == 1;
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}
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#region Fields
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[SerializeField]
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[DeviceType, WizardSetting]
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[InspectorName("Add Required Interactor(s)")]
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[Tooltip("The interactors required for the new interactable will be " +
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"added for the device types selected here, if not already present.")]
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private DeviceTypes _deviceTypes = DeviceTypes.All;
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[SerializeField]
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[WizardSetting]
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[BooleanDropdown(False = "Do Not Generate Collider", True = "Generate Collider")]
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[Tooltip("If a collider is not present under the provided RigidBody, " +
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"a collider will be auto-generated.")]
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private bool _autoGenerateCollider = true;
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[SerializeField]
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[Tooltip("The transform to be moved when grabbing the object.")]
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[WizardDependency(FindMethod = nameof(FindTransform), FixMethod = nameof(FixTransform))]
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private Transform _targetTransform;
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[SerializeField]
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[Tooltip("The rigidbody representing the physics object that will be moved.")]
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[WizardDependency(FindMethod = nameof(FindRigidbody), FixMethod = nameof(FixRigidbody))]
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private Rigidbody _rigidbody;
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[SerializeField, Interface(typeof(IPointableElement))]
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[Tooltip("The grabbable that will receive the Interactable events and move the object.")]
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[WizardDependency(FindMethod = nameof(FindGrabbable), FixMethod = nameof(FixGrabbable))]
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private UnityEngine.Object _grabbable;
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private IPointableElement Grabbable { get; set; }
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#endregion Fields
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private void FindTransform()
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{
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_targetTransform = Target.GetComponent<Transform>();
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}
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private void FixTransform()
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{
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FindTransform();
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}
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private void FindRigidbody()
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{
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_rigidbody = Target.GetComponent<Rigidbody>();
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}
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private void FixRigidbody()
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{
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GameObject target = _targetTransform != null ? _targetTransform.gameObject : Target;
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_rigidbody = AddComponent<Rigidbody>(target);
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_rigidbody.useGravity = false;
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_rigidbody.isKinematic = true;
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}
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private void FindGrabbable()
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{
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Grabbable = Target.GetComponent<Grabbable>();
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if (Grabbable == null)
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{
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Grabbable = Target.GetComponent<IPointableElement>();
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}
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_grabbable = Grabbable as UnityEngine.Object;
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}
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private void FixGrabbable()
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{
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Grabbable grabbable = AddComponent<Grabbable>(Target);
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grabbable.InjectOptionalTargetTransform(_targetTransform);
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FindGrabbable();
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}
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private bool HasCollider()
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{
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return _rigidbody != null && _rigidbody.gameObject.
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GetComponentInChildren<Collider>() != null;
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}
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protected override void Create()
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{
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GameObject obj = Templates.CreateFromTemplate(
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Target.transform, Templates.TouchHandGrabInteractable);
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Transform transform = obj.transform;
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transform.localPosition = Vector3.zero;
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transform.localScale = Vector3.one;
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transform.localRotation = Quaternion.identity;
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TouchHandGrabInteractable interactable =
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obj.GetComponent<TouchHandGrabInteractable>();
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Collider collider = _rigidbody.gameObject.GetComponentInChildren<Collider>();
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if (!HasCollider() && _autoGenerateCollider)
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{
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collider = Utils.GenerateCollider(_rigidbody.gameObject);
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}
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if (collider != null)
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{
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interactable.InjectBoundsCollider(collider);
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interactable.InjectColliders(new List<Collider>() { collider });
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}
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interactable.InjectOptionalPointableElement(Grabbable);
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var interactors = InteractorUtils.AddInteractorsToRig(
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InteractorTypes.TouchGrab, _deviceTypes);
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foreach (var interactor in interactors)
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{
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UnityObjectAddedBroadcaster.HandleObjectWasAdded(interactor);
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}
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}
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}
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}
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