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

182 lines
5.1 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
{
public class ConicalFrustum : MonoBehaviour
{
[SerializeField]
[Min(0f)]
private float _minLength = 0f;
[SerializeField]
[Min(0f)]
private float _maxLength = 5f;
[SerializeField]
[Min(0f)]
private float _radiusStart = 0.03f;
[SerializeField]
[Range(0f, 90f)]
private float _apertureDegrees = 20f;
public Pose Pose => this.transform.GetPose();
#region public properties
public float MinLength
{
get
{
return _minLength;
}
set
{
_minLength = value;
}
}
public float MaxLength
{
get
{
return _maxLength;
}
set
{
_maxLength = value;
}
}
public float RadiusStart
{
get
{
return _radiusStart;
}
set
{
_radiusStart = value;
}
}
public float ApertureDegrees
{
get
{
return _apertureDegrees;
}
set
{
_apertureDegrees = value;
}
}
public Vector3 StartPoint
{
get
{
return this.transform.position + Direction * MinLength;
}
}
public Vector3 EndPoint
{
get
{
return this.transform.position + Direction * MaxLength;
}
}
public Vector3 Direction
{
get
{
return this.transform.forward;
}
}
#endregion
public bool IsPointInConeFrustum(Vector3 point)
{
Vector3 coneOriginToPoint = point - this.transform.position;
Vector3 pointProjection = Vector3.Project(coneOriginToPoint, Direction);
if (Vector3.Dot(pointProjection, Direction) < 0)
{
return false;
}
float pointLength = pointProjection.magnitude;
if (pointLength < _minLength
|| pointLength > _maxLength)
{
return false;
}
float pointRadius = Vector3.Distance(Pose.position + pointProjection, point);
return pointRadius <= ConeFrustumRadiusAtLength(pointLength);
}
public float ConeFrustumRadiusAtLength(float length)
{
float radiusEnd = _maxLength * Mathf.Tan(_apertureDegrees * Mathf.Deg2Rad);
float lengthRatio = length / _maxLength;
float radiusAtLength = Mathf.Lerp(_radiusStart, radiusEnd, lengthRatio);
return radiusAtLength;
}
public bool HitsCollider(Collider collider, out float score, out Vector3 point)
{
Vector3 centerPosition = collider.bounds.center;
Vector3 projectedCenter = Pose.position
+ Vector3.Project(centerPosition - Pose.position, Pose.forward);
point = collider.ClosestPointOnBounds(projectedCenter);
if (!IsPointInConeFrustum(point))
{
score = 0f;
return false;
}
Vector3 originToInteractable = point - Pose.position;
float angleToInteractable = Vector3.Angle(originToInteractable.normalized, Pose.forward);
score = 1f - Mathf.Clamp01(angleToInteractable / _apertureDegrees);
return true;
}
public Vector3 NearestColliderHit(Collider collider, out float score)
{
Vector3 centerPosition = collider.bounds.center;
Vector3 projectedCenter = Pose.position
+ Vector3.Project(centerPosition - Pose.position, Pose.forward);
Vector3 point = collider.ClosestPointOnBounds(projectedCenter);
Vector3 originToInteractable = point - Pose.position;
float vectorAngle = Vector3.Angle(originToInteractable.normalized, Pose.forward);
score = 1f - Mathf.Clamp01(vectorAngle / _apertureDegrees);
return point;
}
}
}