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

93 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 System;
using UnityEngine;
namespace Oculus.Interaction
{
[Serializable]
public struct PoseTravelData
{
/// <summary>
/// When attracting the object, indicates the rate it will take for the object to realign with the hand after a grab
/// </summary>
[Tooltip("When attracting the object, indicates the rate (in m/s, or seconds if UseFixedTravelTime is enabled) for the object to realign with the hand after a grab.")]
[SerializeField]
private float _travelSpeed;
/// <summary>
/// Changes the units of the TravelSpeed, disabled means m/s while enabled is fixed seconds
/// </summary>
[Tooltip("Changes the units of the TravelSpeed, disabled means m/s while enabled is fixed seconds")]
[SerializeField]
private bool _useFixedTravelTime;
/// <summary>
/// Animation to use in conjunction with TravelSpeed to define the traveling motion speeds.
/// </summary>
[Tooltip("Animation to use in conjunction with TravelSpeed to define the traveling motion.")]
[SerializeField]
private AnimationCurve _travelCurve;
private const float DEGREES_TO_PERCEIVED_METERS = 0.5f / 360f;
public static PoseTravelData DEFAULT => new PoseTravelData()
{
_travelSpeed = 1f,
_useFixedTravelTime = false,
_travelCurve = AnimationCurve.EaseInOut(0f, 0f, 1f, 1f)
};
public static PoseTravelData FAST => new PoseTravelData()
{
_travelSpeed = 0.1f,
_useFixedTravelTime = true,
_travelCurve = AnimationCurve.EaseInOut(0f, 0f, 1f, 1f)
};
public Tween CreateTween(in Pose from, in Pose to)
{
float tweenTime = _travelSpeed;
if (!_useFixedTravelTime && _travelSpeed != 0f)
{
float travelDistance = PerceivedDistance(from, to);
tweenTime = travelDistance / _travelSpeed;
}
Tween tween = new Tween(from, tweenTime, tweenTime * 0.5f, _travelCurve);
tween.MoveTo(to);
return tween;
}
private static float PerceivedDistance(in Pose from, in Pose to)
{
Pose grabOffset = PoseUtils.Delta(from, to);
float translationDistance = grabOffset.position.magnitude;
float rotationDistance = DEGREES_TO_PERCEIVED_METERS * Mathf.Max(
Mathf.Max(Vector3.Angle(from.forward, to.forward),
Vector3.Angle(from.up, to.up),
Vector3.Angle(from.right, to.right)));
float travelDistance = Mathf.Max(translationDistance, rotationDistance);
return travelDistance;
}
}
}