VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.interaction/Runtime/Sample/Scripts/PoseUseSample.cs
IonutMocanu d7aba243a2 Main
2025-09-08 11:04:02 +03:00

97 lines
3.5 KiB
C#

/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using Oculus.Interaction.Input;
using TMPro;
using UnityEngine;
using UnityEngine.Assertions;
namespace Oculus.Interaction.Samples
{
public class PoseUseSample : MonoBehaviour
{
[SerializeField, Interface(typeof(IHmd))]
private UnityEngine.Object _hmd;
private IHmd Hmd { get; set; }
[SerializeField]
private ActiveStateSelector[] _poses;
[SerializeField]
private Material[] _onSelectIcons;
[SerializeField]
private GameObject _poseActiveVisualPrefab;
private GameObject[] _poseActiveVisuals;
protected virtual void Awake()
{
Hmd = _hmd as IHmd;
}
protected virtual void Start()
{
this.AssertField(Hmd, nameof(Hmd));
this.AssertField(_poseActiveVisualPrefab, nameof(_poseActiveVisualPrefab));
_poseActiveVisuals = new GameObject[_poses.Length];
for (int i = 0; i < _poses.Length; i++)
{
_poseActiveVisuals[i] = Instantiate(_poseActiveVisualPrefab);
_poseActiveVisuals[i].GetComponentInChildren<TextMeshPro>().text = _poses[i].name;
_poseActiveVisuals[i].GetComponentInChildren<ParticleSystemRenderer>().material = _onSelectIcons[i];
_poseActiveVisuals[i].SetActive(false);
int poseNumber = i;
_poses[i].WhenSelected += () => ShowVisuals(poseNumber);
_poses[i].WhenUnselected += () => HideVisuals(poseNumber);
}
}
private void ShowVisuals(int poseNumber)
{
if (!Hmd.TryGetRootPose(out Pose hmdPose))
{
return;
}
Vector3 spawnSpot = hmdPose.position + hmdPose.forward;
_poseActiveVisuals[poseNumber].transform.position = spawnSpot;
_poseActiveVisuals[poseNumber].transform.LookAt(2 * _poseActiveVisuals[poseNumber].transform.position - hmdPose.position);
var hands = _poses[poseNumber].GetComponents<HandRef>();
Vector3 visualsPos = Vector3.zero;
foreach (var hand in hands)
{
hand.GetRootPose(out Pose wristPose);
Vector3 forward = hand.Handedness == Handedness.Left ? wristPose.right : -wristPose.right;
visualsPos += wristPose.position + forward * .15f + Vector3.up * .02f;
}
_poseActiveVisuals[poseNumber].transform.position = visualsPos / hands.Length;
_poseActiveVisuals[poseNumber].gameObject.SetActive(true);
}
private void HideVisuals(int poseNumber)
{
_poseActiveVisuals[poseNumber].gameObject.SetActive(false);
}
}
}