97 lines
3.5 KiB
C#
97 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 Oculus.Interaction.Input;
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using TMPro;
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using UnityEngine;
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using UnityEngine.Assertions;
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namespace Oculus.Interaction.Samples
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{
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public class PoseUseSample : 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 { get; set; }
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[SerializeField]
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private ActiveStateSelector[] _poses;
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[SerializeField]
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private Material[] _onSelectIcons;
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[SerializeField]
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private GameObject _poseActiveVisualPrefab;
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private GameObject[] _poseActiveVisuals;
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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.AssertField(Hmd, nameof(Hmd));
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this.AssertField(_poseActiveVisualPrefab, nameof(_poseActiveVisualPrefab));
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_poseActiveVisuals = new GameObject[_poses.Length];
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for (int i = 0; i < _poses.Length; i++)
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{
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_poseActiveVisuals[i] = Instantiate(_poseActiveVisualPrefab);
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_poseActiveVisuals[i].GetComponentInChildren<TextMeshPro>().text = _poses[i].name;
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_poseActiveVisuals[i].GetComponentInChildren<ParticleSystemRenderer>().material = _onSelectIcons[i];
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_poseActiveVisuals[i].SetActive(false);
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int poseNumber = i;
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_poses[i].WhenSelected += () => ShowVisuals(poseNumber);
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_poses[i].WhenUnselected += () => HideVisuals(poseNumber);
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}
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}
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private void ShowVisuals(int poseNumber)
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{
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if (!Hmd.TryGetRootPose(out Pose hmdPose))
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{
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return;
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}
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Vector3 spawnSpot = hmdPose.position + hmdPose.forward;
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_poseActiveVisuals[poseNumber].transform.position = spawnSpot;
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_poseActiveVisuals[poseNumber].transform.LookAt(2 * _poseActiveVisuals[poseNumber].transform.position - hmdPose.position);
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var hands = _poses[poseNumber].GetComponents<HandRef>();
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Vector3 visualsPos = Vector3.zero;
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foreach (var hand in hands)
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{
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hand.GetRootPose(out Pose wristPose);
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Vector3 forward = hand.Handedness == Handedness.Left ? wristPose.right : -wristPose.right;
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visualsPos += wristPose.position + forward * .15f + Vector3.up * .02f;
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}
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_poseActiveVisuals[poseNumber].transform.position = visualsPos / hands.Length;
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_poseActiveVisuals[poseNumber].gameObject.SetActive(true);
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}
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private void HideVisuals(int poseNumber)
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{
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_poseActiveVisuals[poseNumber].gameObject.SetActive(false);
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}
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}
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}
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