VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.interaction/Runtime/Scripts/DistanceGrab/Visuals/ReticleGhostDrawer.cs
IonutMocanu d7aba243a2 Main
2025-09-08 11:04:02 +03:00

205 lines
6.9 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.Grab;
using Oculus.Interaction.HandGrab;
using Oculus.Interaction.Input;
using UnityEngine;
using UnityEngine.Serialization;
namespace Oculus.Interaction.DistanceReticles
{
/// <summary>
/// Used in the OVRLeftHandReticle and OVRRightHandReticle prefabs. Draws and manages the ghost hand reticle. Pairs with ReticleDataGhost.
/// </summary>
public class ReticleGhostDrawer : InteractorReticle<ReticleDataGhost>
{
/// <summary>
/// The hand grab interactor that the ghost hand will mimic.
/// </summary>
[Tooltip("The hand grab interactor to use for pose data.")]
[FormerlySerializedAs("_handGrabber")]
[SerializeField, Interface(typeof(IHandGrabInteractor), typeof(IInteractorView))]
private UnityEngine.Object _handGrabInteractor;
private IHandGrabInteractor HandGrabInteractor { get; set; }
/// <summary>
/// Provides pose data for the ghost hand.
/// </summary>
[Tooltip("Provides pose data for the ghost hand.")]
[FormerlySerializedAs("_modifier")]
[SerializeField]
private SyntheticHand _syntheticHand;
/// <summary>
/// Determines the visuals of the ghost hand.
/// </summary>
[Tooltip("Determines the visuals of the hand.")]
[SerializeField, Interface(typeof(IHandVisual))]
[FormerlySerializedAs("_visualHand")]
private UnityEngine.Object _handVisual;
private IHandVisual HandVisual;
private bool _areFingersFree = true;
private bool _isWristFree = true;
protected override IInteractorView Interactor { get; set; }
protected override Component InteractableComponent => HandGrabInteractor.TargetInteractable as Component;
private ITrackingToWorldTransformer Transformer;
protected virtual void Awake()
{
HandVisual = _handVisual as IHandVisual;
HandGrabInteractor = _handGrabInteractor as IHandGrabInteractor;
Interactor = _handGrabInteractor as IInteractorView;
}
protected override void Start()
{
this.BeginStart(ref _started, () => base.Start());
this.AssertField(HandGrabInteractor, nameof(_handGrabInteractor));
this.AssertField(Interactor, nameof(_handGrabInteractor));
this.AssertField(HandVisual, nameof(HandVisual));
this.AssertField(_syntheticHand, nameof(_syntheticHand));
Transformer = _syntheticHand.GetData().Config.TrackingToWorldTransformer;
Hide();
this.EndStart(ref _started);
}
private void UpdateHandPose(IHandGrabState snapper)
{
HandGrabTarget snap = snapper.HandGrabTarget;
if (snap == null)
{
FreeFingers();
FreeWrist();
return;
}
if (snap.HandPose != null)
{
UpdateFingers(snap.HandPose, snapper.GrabbingFingers());
_areFingersFree = false;
}
else
{
FreeFingers();
}
Pose wristLocalPose = snapper.GetVisualWristPose();
Pose wristPose = Transformer != null
? Transformer.ToTrackingPose(wristLocalPose)
: wristLocalPose;
_syntheticHand.LockWristPose(wristPose, 1f);
_isWristFree = false;
}
private void UpdateFingers(HandPose handPose, HandFingerFlags grabbingFingers)
{
Quaternion[] desiredRotations = handPose.JointRotations;
_syntheticHand.OverrideAllJoints(desiredRotations, 1f);
for (int fingerIndex = 0; fingerIndex < Constants.NUM_FINGERS; fingerIndex++)
{
int fingerFlag = 1 << fingerIndex;
JointFreedom fingerFreedom = handPose.FingersFreedom[fingerIndex];
if (fingerFreedom == JointFreedom.Constrained
&& ((int)grabbingFingers & fingerFlag) != 0)
{
fingerFreedom = JointFreedom.Locked;
}
_syntheticHand.SetFingerFreedom((HandFinger)fingerIndex, fingerFreedom);
}
}
private bool FreeFingers()
{
if (!_areFingersFree)
{
_syntheticHand.FreeAllJoints();
_areFingersFree = true;
return true;
}
return false;
}
private bool FreeWrist()
{
if (!_isWristFree)
{
_syntheticHand.FreeWrist();
_isWristFree = true;
return true;
}
return false;
}
protected override void Align(ReticleDataGhost data)
{
UpdateHandPose(HandGrabInteractor);
_syntheticHand.MarkInputDataRequiresUpdate();
}
protected override void Draw(ReticleDataGhost data)
{
HandVisual.ForceOffVisibility = false;
}
protected override void Hide()
{
HandVisual.ForceOffVisibility = true;
_syntheticHand.MarkInputDataRequiresUpdate();
}
#region Inject
public void InjectAllReticleGhostDrawer(IHandGrabInteractor handGrabInteractor,
SyntheticHand syntheticHand, IHandVisual visualHand)
{
InjectHandGrabInteractor(handGrabInteractor);
InjectSyntheticHand(syntheticHand);
InjectVisualHand(visualHand);
}
public void InjectHandGrabInteractor(IHandGrabInteractor handGrabInteractor)
{
_handGrabInteractor = handGrabInteractor as UnityEngine.Object;
HandGrabInteractor = handGrabInteractor;
Interactor = handGrabInteractor as IInteractorView;
}
public void InjectSyntheticHand(SyntheticHand syntheticHand)
{
_syntheticHand = syntheticHand;
}
public void InjectVisualHand(IHandVisual visualHand)
{
_handVisual = visualHand as UnityEngine.Object;
HandVisual = visualHand;
}
#endregion
}
}