VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.interaction/Runtime/Scripts/Movements/FollowTargetProvider.cs
IonutMocanu 48cccc22ad Main2
2025-09-08 11:13:29 +03:00

112 lines
3.1 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 UnityEngine;
namespace Oculus.Interaction
{
/// <summary>
/// This IPoseMovement constantly moves the pose at a fixed rate
/// towards the target.
/// </summary>
public class FollowTargetProvider : MonoBehaviour, IMovementProvider
{
[SerializeField]
private float _speed = 5f;
private Transform _space;
private void Awake()
{
_space = this.transform;
}
public IMovement CreateMovement()
{
return new FollowTarget(_speed, _space);
}
}
public class FollowTarget : IMovement
{
private float _speed;
private Transform _space;
public Pose Pose => ToWorld(_localPose);
public bool Stopped => false;
private Pose _localTarget;
private Pose _localPose;
private float _startTime;
private const float ROTATION_SPEED_FACTOR = 50f;
public FollowTarget(float speed, Transform space)
{
_speed = speed;
_space = space;
}
private Pose ToLocal(in Pose pose)
{
Vector3 localPos = _space.InverseTransformPoint(pose.position);
Quaternion localRot = Quaternion.Inverse(_space.rotation) * pose.rotation;
return new Pose(localPos, localRot);
}
private Pose ToWorld(in Pose pose)
{
Vector3 worldPos = _space.TransformPoint(pose.position);
Quaternion worldRot = _space.rotation * pose.rotation;
return new Pose(worldPos, worldRot);
}
public void MoveTo(Pose target)
{
_startTime = Time.time;
_localTarget = ToLocal(target);
}
public void UpdateTarget(Pose target)
{
_localTarget = ToLocal(target);
Tick();
}
public void StopAndSetPose(Pose source)
{
_localPose = ToLocal(source);
}
public void Tick()
{
float now = Time.time;
float delta = (now - _startTime) * _speed;
_startTime = now;
_localPose.position = Vector3.MoveTowards(_localPose.position, _localTarget.position, delta);
_localPose.rotation = Quaternion.RotateTowards(_localPose.rotation, _localTarget.rotation, delta * ROTATION_SPEED_FACTOR);
}
}
}