102 lines
3.5 KiB
C#
102 lines
3.5 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 UnityEngine;
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namespace Oculus.Interaction.Grab.GrabSurfaces
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{
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public class ColliderGrabSurface : MonoBehaviour, IGrabSurface
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{
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[SerializeField]
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private Collider _collider;
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protected virtual void Start()
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{
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this.AssertField(_collider, nameof(_collider));
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}
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private Vector3 NearestPointInSurface(Vector3 targetPosition)
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{
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if (_collider.bounds.Contains(targetPosition))
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{
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targetPosition = _collider.ClosestPointOnBounds(targetPosition);
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}
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return _collider.ClosestPoint(targetPosition);
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}
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public GrabPoseScore CalculateBestPoseAtSurface(in Pose targetPose, out Pose bestPose,
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in PoseMeasureParameters scoringModifier, Transform relativeTo)
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{
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return CalculateBestPoseAtSurface(targetPose, Pose.identity, out bestPose,
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scoringModifier, relativeTo);
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}
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public GrabPoseScore CalculateBestPoseAtSurface(in Pose targetPose, in Pose offset, out Pose bestPose,
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in PoseMeasureParameters scoringModifier, Transform relativeTo)
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{
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Vector3 surfacePoint = NearestPointInSurface(targetPose.position);
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bestPose = new Pose(surfacePoint, targetPose.rotation);
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return new GrabPoseScore(targetPose, bestPose, offset, scoringModifier);
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}
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public bool CalculateBestPoseAtSurface(Ray targetRay, out Pose bestPose, Transform relativeTo)
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{
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if (_collider.Raycast(targetRay, out RaycastHit hit, Mathf.Infinity))
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{
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bestPose.position = hit.point;
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bestPose.rotation = relativeTo.rotation;
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return true;
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}
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bestPose = Pose.identity;
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return false;
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}
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public Pose MirrorPose(in Pose gripPose, Transform relativeTo)
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{
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return Input.HandMirroring.Mirror(gripPose);
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}
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public IGrabSurface CreateMirroredSurface(GameObject gameObject)
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{
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return CreateDuplicatedSurface(gameObject);
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}
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public IGrabSurface CreateDuplicatedSurface(GameObject gameObject)
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{
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ColliderGrabSurface colliderSurface = gameObject.AddComponent<ColliderGrabSurface>();
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colliderSurface.InjectAllColliderGrabSurface(_collider);
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return colliderSurface;
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}
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#region Inject
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public void InjectAllColliderGrabSurface(Collider collider)
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{
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InjectCollider(collider);
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}
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public void InjectCollider(Collider collider)
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{
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_collider = collider;
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}
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#endregion
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}
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}
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