196 lines
6.6 KiB
C#
196 lines
6.6 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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namespace Oculus.Interaction.PoseDetection
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{
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/// <summary>
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/// Drives its <see cref="Transform"/> to match the pose provided by an <see cref="IHmd"/>,
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/// with optional constraints and added position/rotation offset.
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/// </summary>
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public class HmdOffset : MonoBehaviour
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{
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[SerializeField, Interface(typeof(IHmd))]
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private UnityEngine.Object _hmd;
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private IHmd Hmd;
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[SerializeField]
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private Vector3 _offsetTranslation = Vector3.zero;
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[SerializeField]
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private Vector3 _offsetRotation = Vector3.zero;
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[SerializeField]
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private bool _disablePitchFromSource = false;
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[SerializeField]
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private bool _disableYawFromSource = false;
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[SerializeField]
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private bool _disableRollFromSource = false;
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protected bool _started;
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protected virtual void Awake()
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{
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Hmd = _hmd as IHmd;
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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(Hmd, nameof(Hmd));
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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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Hmd.WhenUpdated += HandleHmdUpdated;
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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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Hmd.WhenUpdated -= HandleHmdUpdated;
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}
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}
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protected virtual void HandleHmdUpdated()
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{
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if (!Hmd.TryGetRootPose(out Pose centerEyePose))
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{
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return;
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}
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var centerEyePosition = centerEyePose.position;
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var centerEyeRotation = centerEyePose.rotation;
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var eulerAngles = centerEyeRotation.eulerAngles;
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var pitch = Quaternion.Euler(new Vector3(eulerAngles.x, 0.0f, 0.0f));
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var yaw = Quaternion.Euler(new Vector3(0.0f, eulerAngles.y, 0.0f));
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var roll = Quaternion.Euler(new Vector3(0.0f, 0.0f, eulerAngles.z));
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var finalSourceRotation = Quaternion.identity;
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if (!_disableYawFromSource)
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{
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finalSourceRotation *= yaw;
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}
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if (!_disablePitchFromSource)
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{
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finalSourceRotation *= pitch;
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}
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if (!_disableRollFromSource)
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{
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finalSourceRotation *= roll;
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}
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var totalRotation = finalSourceRotation * Quaternion.Euler(_offsetRotation);
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transform.position = centerEyePosition +
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totalRotation * _offsetTranslation;
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transform.rotation = totalRotation;
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}
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#region Inject
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/// <summary>
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/// Injects all required dependencies for a dynamically instantiated
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/// <see cref="HmdOffset"/>.
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/// This method exists to support Interaction SDK's dependency injection pattern and is not
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/// needed for typical Unity Editor-based usage.
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/// </summary>
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public void InjectAllHmdOffset(IHmd hmd)
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{
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InjectHmd(hmd);
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}
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/// <summary>
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/// Sets the underlying <see cref="IHmd"/> for a dynamically instantiated
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/// <see cref="HmdOffset"/>.
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/// This method exists to support Interaction SDK's dependency injection pattern and is not
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/// needed for typical Unity Editor-based usage.
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/// </summary>
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public void InjectHmd(IHmd hmd)
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{
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_hmd = hmd as UnityEngine.Object;
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Hmd = hmd;
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}
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/// <summary>
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/// Sets the underlying position offset for a dynamically instantiated
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/// <see cref="HmdOffset"/>.
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/// This method exists to support Interaction SDK's dependency injection pattern and is not
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/// needed for typical Unity Editor-based usage.
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/// </summary>
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public void InjectOptionalOffsetTranslation(Vector3 val)
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{
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_offsetTranslation = val;
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}
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/// <summary>
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/// Sets the underlying rotation offset for a dynamically instantiated
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/// <see cref="HmdOffset"/>.
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/// This method exists to support Interaction SDK's dependency injection pattern and is not
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/// needed for typical Unity Editor-based usage.
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/// </summary>
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public void InjectOptionalOffsetRotation(Vector3 val)
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{
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_offsetRotation = val;
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}
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/// <summary>
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/// Sets the underlying DisablePitchFromSource for a dynamically instantiated
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/// <see cref="HmdOffset"/>.
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/// This method exists to support Interaction SDK's dependency injection pattern and is not
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/// needed for typical Unity Editor-based usage.
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/// </summary>
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public void InjectOptionalDisablePitchFromSource(bool val)
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{
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_disablePitchFromSource = val;
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}
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/// <summary>
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/// Sets the underlying DisableYawFromSource for a dynamically instantiated
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/// <see cref="HmdOffset"/>.
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/// This method exists to support Interaction SDK's dependency injection pattern and is not
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/// needed for typical Unity Editor-based usage.
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/// </summary>
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public void InjectOptionalDisableYawFromSource(bool val)
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{
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_disableYawFromSource = val;
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}
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/// <summary>
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/// Sets the underlying DisableRollFromSource for a dynamically instantiated
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/// <see cref="HmdOffset"/>.
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/// This method exists to support Interaction SDK's dependency injection pattern and is not
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/// needed for typical Unity Editor-based usage.
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/// </summary>
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public void InjectOptionalDisableRollFromSource(bool val)
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{
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_disableRollFromSource = val;
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}
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#endregion
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}
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}
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