139 lines
4.8 KiB
C#
139 lines
4.8 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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using UnityEngine.Assertions;
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namespace Oculus.Interaction
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{
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/// <summary>
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/// Sets the origin of the ray used by <see cref="RayInteractor"/>s for tracked hands.
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/// </summary>
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/// <remarks>
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/// RayInteractors themselves are agnostic to the origin of the ray, so they can work with any
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/// ray but cannot calculate that ray for themselves. HandPointerPose observes an <see cref="IHand"/>
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/// and uses it to compute a ray origin.
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/// </remarks>
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public class HandPointerPose : MonoBehaviour, IActiveState
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{
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[Tooltip("The hand used for ray interaction")]
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[SerializeField, Interface(typeof(IHand))]
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private UnityEngine.Object _hand;
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/// <summary>
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/// The <see cref="IHand"/> used for ray interaction.
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/// </summary>
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/// <remarks>
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/// This value is typically set in the Unity Editor, but it can also be set programmatically during
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/// initialization using either <see cref="InjectAllHandPointerPose(IHand, Vector3)"/> or
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/// <see cref="InjectHand(IHand)"/>.
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/// </remarks>
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public IHand Hand { get; private set; }
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/// <summary>
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/// How much the ray origin is offset relative to the hand.
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/// </summary>
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[Tooltip("How much the ray origin is offset relative to the hand.")]
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[SerializeField]
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private Vector3 _offset;
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/// <summary>
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/// Implements <see cref="IActiveState.Active"/>, in this case indicating whether or not a valid ray
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/// origin is currently available.
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/// </summary>
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public bool Active => Hand.IsPointerPoseValid;
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protected bool _started = false;
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protected virtual void Awake()
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{
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Hand = _hand as IHand;
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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(Hand, nameof(Hand));
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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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Hand.WhenHandUpdated += HandleHandUpdated;
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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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Hand.WhenHandUpdated -= HandleHandUpdated;
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}
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}
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private void HandleHandUpdated()
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{
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if (Hand.GetPointerPose(out Pose pointerPose))
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{
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pointerPose.position += pointerPose.rotation * _offset;
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transform.SetPose(pointerPose);
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}
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}
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#region Inject
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/// <summary>
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/// Sets all required dependencies for a dynamically instantiated HandPointerPose. This is a convenience method wrapping
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/// <see cref="InjectHand(IHand)"/> and <see cref="InjectOffset(Vector3)"/>. This method exists to support Interaction
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/// SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
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/// </summary>
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public void InjectAllHandPointerPose(IHand hand,
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Vector3 offset)
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{
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InjectHand(hand);
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InjectOffset(offset);
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}
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/// <summary>
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/// Sets the an <see cref="IHand"/> as the <see cref="Hand"/> for a dynamically instantiated HandPointerPose. This method
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/// exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
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/// </summary>
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public void InjectHand(IHand hand)
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{
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_hand = hand as UnityEngine.Object;
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Hand = hand;
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}
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/// <summary>
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/// Sets a Unity Vector3 as the ray origin offset for a dynamically instantiated HandPointerPose. This method exists to
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/// support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
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/// </summary>
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public void InjectOffset(Vector3 offset)
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{
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_offset = offset;
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}
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#endregion
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}
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}
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