160 lines
7.2 KiB
C#
160 lines
7.2 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.Input
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{
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/// <summary>
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/// A specialization of <see cref="DataSource{TData}"/> which consumes data from another <see cref="IDataSource{TData}"/>,
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/// modifies that data in some way, then makes the modified data available to downstream consumers. Examples of this include
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/// <see cref="Filter.HandFilter"/> (which applies smoothing to hand tracking data) and <see cref="SyntheticHand"/> (which
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/// can change the position and shape of hand tracking data based on conditions in the scene).
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/// </summary>
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public abstract class
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DataModifier<TData> : DataSource<TData>
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where TData : class, ICopyFrom<TData>, new()
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{
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[Header("Data Modifier")]
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[SerializeField, Interface(nameof(_modifyDataFromSource))]
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protected UnityEngine.Object _iModifyDataFromSourceMono;
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private IDataSource<TData> _modifyDataFromSource;
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[SerializeField]
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[Tooltip("If this is false, then this modifier will simply pass through " +
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"data without performing any modification. This saves on memory " +
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"and computation")]
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protected bool _applyModifier = true;
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private static TData InvalidAsset { get; } = new TData();
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private TData _thisDataAsset;
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private TData _currentDataAsset = InvalidAsset;
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protected override TData DataAsset => _currentDataAsset;
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/// <summary>
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/// Returns the <see cref="IDataSource{TData}"/> from which this DataModifier retrieves the <typeparamref name="TData"/> it
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/// modifies. This source is typically set through the Unity Editor, but it can also be set programmatically using
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/// <see cref="InjectModifyDataFromSource(IDataSource{TData})"/>.
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/// </summary>
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public virtual IDataSource<TData> ModifyDataFromSource => _modifyDataFromSource == null
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? (_modifyDataFromSource = _iModifyDataFromSourceMono as IDataSource<TData>)
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: _modifyDataFromSource;
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/// <summary>
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/// Implementation of <see cref="IDataSource.CurrentDataVersion"/>; for details, please refer to the related
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/// documentation provided for that interface.
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/// </summary>
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public override int CurrentDataVersion
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{
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get
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{
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return _applyModifier
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? base.CurrentDataVersion
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: ModifyDataFromSource.CurrentDataVersion;
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}
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}
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/// <summary>
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/// Changes the source from which this modifier retrieves the data it modifies, the source for updates, and the
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/// <see cref="DataSource{TData}.UpdateModeFlags"/>.
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/// </summary>
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/// <param name="modifyDataFromSource">The source from which this modifier retrieves the data it modifies</param>
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/// <param name="updateAfter">The <see cref="IDataSource"/> after which this modifier should be updated</param>
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/// <param name="updateMode">The <see cref="DataSource{TData}.UpdateModeFlags"/> to use from now on</param>
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/// <remarks>
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/// Typically, the same value is passed as both <paramref name="modifyDataFromSource"/> and <paramref name="updateAfter"/>
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/// so that the modifier is updated whenever and immediately after the source from which it retrieves the unmodified data
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/// acquires new data to modify.
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/// </remarks>
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public void ResetSources(IDataSource<TData> modifyDataFromSource, IDataSource updateAfter, UpdateModeFlags updateMode)
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{
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ResetUpdateAfter(updateAfter, updateMode);
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_modifyDataFromSource = modifyDataFromSource;
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_currentDataAsset = InvalidAsset;
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}
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protected override void UpdateData()
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{
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if (_applyModifier)
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{
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if (_thisDataAsset == null)
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{
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_thisDataAsset = new TData();
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}
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_thisDataAsset.CopyFrom(ModifyDataFromSource.GetData());
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_currentDataAsset = _thisDataAsset;
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Apply(_currentDataAsset);
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}
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else
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{
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_currentDataAsset = ModifyDataFromSource.GetData();
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}
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}
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protected abstract void Apply(TData data);
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protected override void Start()
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{
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this.BeginStart(ref _started, () => base.Start());
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this.AssertField(ModifyDataFromSource, nameof(ModifyDataFromSource));
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this.EndStart(ref _started);
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}
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#region Inject
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/// <summary>
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/// Injects all required dependencies for a dynamically instantiated DataModifier; effectively wraps
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/// <see cref="DataSource{TData}.InjectAllDataSource(DataSource{TData}.UpdateModeFlags, IDataSource)"/>,
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/// <see cref="InjectModifyDataFromSource(IDataSource{TData})"/>, and <see cref="InjectApplyModifier(bool)"/>.
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/// This method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity
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/// Editor-based usage.
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/// </summary>
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public void InjectAllDataModifier(UpdateModeFlags updateMode, IDataSource updateAfter, IDataSource<TData> modifyDataFromSource, bool applyModifier)
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{
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base.InjectAllDataSource(updateMode, updateAfter);
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InjectModifyDataFromSource(modifyDataFromSource);
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InjectApplyModifier(applyModifier);
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}
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/// <summary>
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/// Sets the <see cref="IDataSource{TData}"/> for unmodified data on a dynamically instantiated DataModifier. This method exists
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/// to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
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/// </summary>
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/// <param name="updateMode"></param>
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public void InjectModifyDataFromSource(IDataSource<TData> modifyDataFromSource)
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{
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_modifyDataFromSource = modifyDataFromSource;
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_iModifyDataFromSourceMono = modifyDataFromSource as Object;
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}
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/// <summary>
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/// Sets whether or not to apply modification on a dynamically instantiated DataSource. This method exists to support
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/// Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
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/// </summary>
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/// <param name="updateMode"></param>
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public void InjectApplyModifier(bool applyModifier)
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{
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_applyModifier = applyModifier;
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}
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#endregion
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}
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}
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