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