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

138 lines
4.4 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 UnityEngine;
namespace Oculus.Interaction.GrabAPI
{
/// <summary>
/// This FingerAPI uses the the Pinch value as it comes from the Hand data to detect
/// if they are grabbing. It is specially useful with Controllers As Hands since this
/// value is directly driven by the trigger presses.
/// </summary>
public class FingerRawPinchAPI : IFingerAPI
{
private class FingerPinchData
{
private readonly HandFinger _finger;
private readonly HandJointId _tipId;
public float PinchStrength;
public bool IsPinching;
public bool IsPinchingChanged { get; private set; }
public Vector3 TipPosition { get; private set; }
public FingerPinchData(HandFinger fingerId)
{
_finger = fingerId;
_tipId = HandJointUtils.GetHandFingerTip(fingerId);
}
private void UpdateTipPosition(IHand hand)
{
if (hand.GetJointPoseFromWrist(_tipId, out Pose pose))
{
TipPosition = pose.position;
}
}
public void UpdateIsPinching(IHand hand)
{
UpdateTipPosition(hand);
PinchStrength = hand.GetFingerPinchStrength(_finger);
bool isPinching = hand.GetFingerIsPinching(_finger);
if (isPinching != IsPinching)
{
IsPinchingChanged = true;
}
IsPinching = isPinching;
}
public void ClearState()
{
IsPinchingChanged = false;
}
}
private readonly FingerPinchData[] _fingersPinchData =
{
new FingerPinchData(HandFinger.Thumb),
new FingerPinchData(HandFinger.Index),
new FingerPinchData(HandFinger.Middle),
new FingerPinchData(HandFinger.Ring),
new FingerPinchData(HandFinger.Pinky)
};
public bool GetFingerIsGrabbing(HandFinger finger)
{
return _fingersPinchData[(int)finger].IsPinching;
}
public Vector3 GetWristOffsetLocal()
{
float maxStrength = float.NegativeInfinity;
Vector3 thumbTip = _fingersPinchData[0].TipPosition;
Vector3 center = thumbTip;
for (int i = 1; i < Constants.NUM_FINGERS; ++i)
{
float strength = _fingersPinchData[i].PinchStrength;
if (strength > maxStrength)
{
maxStrength = strength;
Vector3 fingerTip = _fingersPinchData[i].TipPosition;
center = (thumbTip + fingerTip) * 0.5f;
}
}
return center;
}
public bool GetFingerIsGrabbingChanged(HandFinger finger, bool targetPinchState)
{
return _fingersPinchData[(int)finger].IsPinchingChanged &&
_fingersPinchData[(int)finger].IsPinching == targetPinchState;
}
public float GetFingerGrabScore(HandFinger finger)
{
return _fingersPinchData[(int)finger].PinchStrength;
}
public void Update(IHand hand)
{
ClearState();
for (int i = 0; i < Constants.NUM_FINGERS; ++i)
{
_fingersPinchData[i].UpdateIsPinching(hand);
}
}
private void ClearState()
{
for (int i = 0; i < Constants.NUM_FINGERS; ++i)
{
_fingersPinchData[i].ClearState();
}
}
}
}