220 lines
6.5 KiB
C#
220 lines
6.5 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 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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/// DominantHandRef is a utility component that delegates all of its IHand implementation
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/// to the Left or the Right Hand provided depending on which one is the Dominant one.
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/// </summary>
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public class DominantHandRef : MonoBehaviour, IHand, IActiveState
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{
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/// <summary>
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/// The Left Hand
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/// </summary>
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[SerializeField, Interface(typeof(IHand))]
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private UnityEngine.Object _leftHand;
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public IHand LeftHand { get; private set; }
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/// <summary>
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/// The Right Hand
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/// </summary>
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[SerializeField, Interface(typeof(IHand))]
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private UnityEngine.Object _rightHand;
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public IHand RightHand { get; private set; }
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/// <summary>
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/// If true, the Hand will point to the Dominant hand.
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/// If false it will point to the Non Dominant Hand
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/// </summary>
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[SerializeField]
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[Tooltip("If true, the HandRef will point to the Dominant hand. " +
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"If false it will point to the Non Dominant Hand")]
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private bool _selectDominant = true;
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public bool SelectDominant
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{
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get => _selectDominant;
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set => _selectDominant = value;
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}
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public IHand Hand => LeftHand.IsDominantHand == _selectDominant ? LeftHand : RightHand;
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public Handedness Handedness => Hand.Handedness;
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public bool IsConnected => Hand.IsConnected;
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public bool IsHighConfidence => Hand.IsHighConfidence;
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public bool IsDominantHand => Hand.IsDominantHand;
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public float Scale => Hand.Scale;
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public bool IsPointerPoseValid => Hand.IsPointerPoseValid;
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public bool IsTrackedDataValid => Hand.IsTrackedDataValid;
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public int CurrentDataVersion => Hand.CurrentDataVersion;
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private Action _whenHandUpdated = delegate { };
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public event Action WhenHandUpdated
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{
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add => _whenHandUpdated += value;
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remove => _whenHandUpdated -= value;
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}
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public bool Active => IsConnected;
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protected bool _started = false;
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protected virtual void Awake()
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{
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LeftHand = _leftHand as IHand;
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RightHand = _rightHand as IHand;
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}
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protected virtual void Start()
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{
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this.BeginStart(ref _started);
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this.AssertField(LeftHand, nameof(_leftHand));
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this.AssertField(RightHand, nameof(_rightHand));
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this.EndStart(ref _started);
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}
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protected virtual void OnEnable()
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{
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if (_started)
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{
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LeftHand.WhenHandUpdated += HandleLeftHandUpdated;
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RightHand.WhenHandUpdated += HandleRightHandUpdated;
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}
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}
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protected virtual void OnDisable()
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{
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if (_started)
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{
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LeftHand.WhenHandUpdated -= HandleLeftHandUpdated;
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RightHand.WhenHandUpdated -= HandleRightHandUpdated;
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}
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}
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private void HandleLeftHandUpdated()
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{
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if (LeftHand.IsDominantHand == _selectDominant)
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{
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_whenHandUpdated.Invoke();
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}
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}
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private void HandleRightHandUpdated()
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{
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if (RightHand.IsDominantHand == _selectDominant)
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{
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_whenHandUpdated.Invoke();
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}
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}
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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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public bool GetIndexFingerIsPinching()
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{
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return Hand.GetIndexFingerIsPinching();
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}
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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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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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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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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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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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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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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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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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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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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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public void InjectAllDominantHandRef(IHand leftHand, IHand rightHand)
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{
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InjectLeftHand(leftHand);
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InjectRightHand(rightHand);
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}
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public void InjectLeftHand(IHand leftHand)
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{
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_leftHand = leftHand as UnityEngine.Object;
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LeftHand = leftHand;
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}
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public void InjectRightHand(IHand rightHand)
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{
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_rightHand = rightHand as UnityEngine.Object;
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RightHand = rightHand;
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}
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#endregion
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}
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}
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