298 lines
12 KiB
C#
298 lines
12 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 System;
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using UnityEngine;
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namespace Oculus.Interaction.Input
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{
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/// <summary>
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/// HandRef is a utility component that delegates all of its <see cref="IHand"/> implementation
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/// to the provided <see cref="Hand"/> object.
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/// </summary>
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/// <remarks>
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/// HandRef can be thought of as a "redirect," which is useful for making Unity Component configurations
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/// flexible with limited setup. For example, if making a prefab containing multiple hand-referencing
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/// components which should be usable with either hand, it is more convenient to have a single HandRef
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/// at the root of the prefab (to which all the other Components connect) and connect only that to the
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/// desired hand versus having to connect every Component individually for every instance of the prefab.
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/// </remarks>
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public class HandRef : MonoBehaviour, IHand, IActiveState
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{
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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 underlying <see cref="IHand"/> to which this HandRef is a shim. All IHand methods invoked on
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/// this HandRef will be passed along to this instance.
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/// </summary>
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public IHand Hand { get; private set; }
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/// <summary>
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/// Retrieves the <see cref="IHand.Handedness"/> of the underlying <see cref="Hand"/>.
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/// </summary>
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/// <remarks>
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/// This is a pure shim property equivalent to accessing the same property on the <see cref="Hand"/>.
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/// </remarks>
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public Handedness Handedness => Hand.Handedness;
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/// <summary>
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/// Retrieves the <see cref="IHand.IsConnected"/> value of the underlying <see cref="Hand"/>.
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/// </summary>
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/// <remarks>
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/// This is a pure shim property equivalent to accessing the same property on the <see cref="Hand"/>.
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/// </remarks>
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public bool IsConnected => Hand.IsConnected;
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/// <summary>
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/// Retrieves the <see cref="IHand.IsHighConfidence"/> value of the underlying <see cref="Hand"/>.
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/// </summary>
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/// <remarks>
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/// This is a pure shim property equivalent to accessing the same property on the <see cref="Hand"/>.
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/// </remarks>
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public bool IsHighConfidence => Hand.IsHighConfidence;
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/// <summary>
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/// Retrieves the <see cref="IHand.IsDominantHand"/> value of the underlying <see cref="Hand"/>.
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/// </summary>
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/// <remarks>
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/// This is a pure shim property equivalent to accessing the same property on the <see cref="Hand"/>.
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/// </remarks>
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public bool IsDominantHand => Hand.IsDominantHand;
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/// <summary>
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/// Retrieves the <see cref="IHand.Scale"/> value of the underlying <see cref="Hand"/>.
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/// </summary>
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/// <remarks>
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/// This is a pure shim property equivalent to accessing the same property on the <see cref="Hand"/>.
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/// </remarks>
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public float Scale => Hand.Scale;
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/// <summary>
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/// Retrieves the <see cref="IHand.IsPointerPoseValid"/> value of the underlying <see cref="Hand"/>.
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/// </summary>
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/// <remarks>
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/// This is a pure shim property equivalent to accessing the same property on the <see cref="Hand"/>.
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/// </remarks>
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public bool IsPointerPoseValid => Hand.IsPointerPoseValid;
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/// <summary>
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/// Retrieves the <see cref="IHand.IsTrackedDataValid"/> value of the underlying <see cref="Hand"/>.
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/// </summary>
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/// <remarks>
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/// This is a pure shim property equivalent to accessing the same property on the <see cref="Hand"/>.
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/// </remarks>
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public bool IsTrackedDataValid => Hand.IsTrackedDataValid;
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/// <summary>
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/// Retrieves the <see cref="IHand.CurrentDataVersion"/> value of the underlying <see cref="Hand"/>.
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/// </summary>
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/// <remarks>
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/// This is a pure shim property equivalent to accessing the same property on the <see cref="Hand"/>.
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/// </remarks>
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public int CurrentDataVersion => Hand.CurrentDataVersion;
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/// <summary>
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/// Retrieves the <see cref="IHand.WhenHandUpdated"/> event of the underlying <see cref="Hand"/>.
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/// </summary>
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/// <remarks>
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/// This is a pure shim property equivalent to accessing the same property on the <see cref="Hand"/>.
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/// </remarks>
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public event Action WhenHandUpdated
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{
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add => Hand.WhenHandUpdated += value;
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remove => Hand.WhenHandUpdated -= value;
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}
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/// <summary>
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/// Implements <see cref="IActiveState.Active"/>, in this case indicating whether the underlying
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/// <see cref="Hand"/> is connected. This is a remapping method which makes the
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/// <see cref="IsConnected"/> value available to consumers treating the HandRef as an
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/// <see cref="IActiveState"/>.
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/// </summary>
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public bool Active => IsConnected;
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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.AssertField(Hand, nameof(Hand));
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}
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/// <summary>
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/// Invokes <see cref="IHand.GetFingerIsPinching(HandFinger)"/> on the underlying <see cref="Hand"/>.
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/// </summary>
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/// <remarks>
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/// This is a pure shim method equivalent to invoking the same method on the <see cref="Hand"/>.
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/// </remarks>
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public bool GetFingerIsPinching(HandFinger finger)
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{
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return Hand.GetFingerIsPinching(finger);
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}
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/// <summary>
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/// Invokes <see cref="IHand.GetIndexFingerIsPinching()"/> on the underlying <see cref="Hand"/>.
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/// </summary>
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/// <remarks>
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/// This is a pure shim method equivalent to invoking the same method on the <see cref="Hand"/>.
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/// </remarks>
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public bool GetIndexFingerIsPinching()
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{
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return Hand.GetIndexFingerIsPinching();
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}
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/// <summary>
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/// Invokes <see cref="IHand.GetPointerPose(out Pose)"/> on the underlying <see cref="Hand"/>.
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/// </summary>
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/// <remarks>
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/// This is a pure shim method equivalent to invoking the same method on the <see cref="Hand"/>.
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/// </remarks>
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public bool GetPointerPose(out Pose pose)
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{
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return Hand.GetPointerPose(out pose);
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}
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/// <summary>
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/// Invokes <see cref="IHand.GetJointPose(HandJointId, out Pose)"/> on the underlying <see cref="Hand"/>.
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/// </summary>
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/// <remarks>
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/// This is a pure shim method equivalent to invoking the same method on the <see cref="Hand"/>.
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/// </remarks>
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public bool GetJointPose(HandJointId handJointId, out Pose pose)
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{
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return Hand.GetJointPose(handJointId, out pose);
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}
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/// <summary>
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/// Invokes <see cref="IHand.GetJointPoseLocal(HandJointId, out Pose)"/> on the underlying <see cref="Hand"/>.
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/// </summary>
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/// <remarks>
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/// This is a pure shim method equivalent to invoking the same method on the <see cref="Hand"/>.
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/// </remarks>
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public bool GetJointPoseLocal(HandJointId handJointId, out Pose pose)
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{
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return Hand.GetJointPoseLocal(handJointId, out pose);
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}
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/// <summary>
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/// Invokes <see cref="IHand.GetJointPosesLocal(out ReadOnlyHandJointPoses)"/> on the underlying <see cref="Hand"/>.
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/// </summary>
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/// <remarks>
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/// This is a pure shim method equivalent to invoking the same method on the <see cref="Hand"/>.
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/// </remarks>
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public bool GetJointPosesLocal(out ReadOnlyHandJointPoses jointPosesLocal)
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{
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return Hand.GetJointPosesLocal(out jointPosesLocal);
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}
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/// <summary>
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/// Invokes <see cref="IHand.GetJointPoseFromWrist(HandJointId, out Pose)"/> on the underlying <see cref="Hand"/>.
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/// </summary>
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/// <remarks>
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/// This is a pure shim method equivalent to invoking the same method on the <see cref="Hand"/>.
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/// </remarks>
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public bool GetJointPoseFromWrist(HandJointId handJointId, out Pose pose)
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{
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return Hand.GetJointPoseFromWrist(handJointId, out pose);
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}
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/// <summary>
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/// Invokes <see cref="IHand.GetJointPosesFromWrist(out ReadOnlyHandJointPoses)"/> on the underlying <see cref="Hand"/>.
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/// </summary>
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/// <remarks>
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/// This is a pure shim method equivalent to invoking the same method on the <see cref="Hand"/>.
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/// </remarks>
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public bool GetJointPosesFromWrist(out ReadOnlyHandJointPoses jointPosesFromWrist)
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{
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return Hand.GetJointPosesFromWrist(out jointPosesFromWrist);
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}
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/// <summary>
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/// Invokes <see cref="IHand.GetPalmPoseLocal(out Pose)"/> on the underlying <see cref="Hand"/>.
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/// </summary>
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/// <remarks>
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/// This is a pure shim method equivalent to invoking the same method on the <see cref="Hand"/>.
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/// </remarks>
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public bool GetPalmPoseLocal(out Pose pose)
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{
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return Hand.GetPalmPoseLocal(out pose);
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}
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/// <summary>
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/// Invokes <see cref="IHand.GetFingerIsHighConfidence(HandFinger)"/> on the underlying <see cref="Hand"/>.
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/// </summary>
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/// <remarks>
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/// This is a pure shim method equivalent to invoking the same method on the <see cref="Hand"/>.
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/// </remarks>
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public bool GetFingerIsHighConfidence(HandFinger finger)
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{
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return Hand.GetFingerIsHighConfidence(finger);
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}
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/// <summary>
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/// Invokes <see cref="IHand.GetFingerPinchStrength(HandFinger)"/> on the underlying <see cref="Hand"/>.
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/// </summary>
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/// <remarks>
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/// This is a pure shim method equivalent to invoking the same method on the <see cref="Hand"/>.
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/// </remarks>
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public float GetFingerPinchStrength(HandFinger finger)
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{
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return Hand.GetFingerPinchStrength(finger);
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}
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/// <summary>
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/// Invokes <see cref="IHand.GetRootPose(out Pose)"/> on the underlying <see cref="Hand"/>.
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/// </summary>
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/// <remarks>
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/// This is a pure shim method equivalent to invoking the same method on the <see cref="Hand"/>.
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/// </remarks>
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public bool GetRootPose(out Pose pose)
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{
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return Hand.GetRootPose(out pose);
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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 HandRef. This is a convenience method wrapping
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/// <see cref="InjectHand(IHand)"/>. This method exists to support Interaction SDK's dependency injection pattern
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/// and is not needed for typical Unity Editor-based usage.
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/// </summary>
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public void InjectAllHandRef(IHand hand)
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{
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InjectHand(hand);
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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 HandRef. This method
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/// exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based
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/// 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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#endregion
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}
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}
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