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

147 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 Oculus.Interaction.Input;
using System;
using UnityEngine;
using UnityEngine.Assertions;
namespace Oculus.Interaction
{
public class FingerPinchValue : MonoBehaviour, IAxis1D
{
[SerializeField, Interface(typeof(IHand))]
private UnityEngine.Object _hand;
public IHand Hand { get; private set; }
[SerializeField]
private HandFinger _finger = HandFinger.Index;
public HandFinger Finger
{
get
{
return _finger;
}
set
{
_finger = value;
}
}
[SerializeField, Range(0f, 1f)]
private float _changeRate = 1;
public float ChangeRate
{
get
{
return _changeRate;
}
private set
{
_changeRate = value;
}
}
[SerializeField]
private AnimationCurve _curve = AnimationCurve.Linear(0f, 0f, 1f, 1f);
public AnimationCurve Curve
{
get
{
return _curve;
}
set
{
_curve = value;
}
}
private float _value = 0;
protected bool _started = false;
private bool _firstCall;
protected virtual void Awake()
{
Hand = _hand as IHand;
}
protected virtual void Start()
{
this.BeginStart(ref _started);
Assert.IsNotNull(Hand);
this.EndStart(ref _started);
}
protected virtual void OnEnable()
{
if (_started)
{
_firstCall = true;
Hand.WhenHandUpdated += HandleHandUpdated;
}
}
protected virtual void OnDisable()
{
if (_started)
{
Hand.WhenHandUpdated -= HandleHandUpdated;
}
}
public float Value()
{
return _value;
}
private void HandleHandUpdated()
{
float value = Hand.GetFingerPinchStrength(Finger);
value = Curve.Evaluate(value);
if (_firstCall)
{
_firstCall = false;
_value = value;
}
else
{
_value = Mathf.Lerp(_value, value, _changeRate);
}
}
#region Inject
public void InjectAllFingerPinchValue(IHand hand)
{
InjectHand(hand);
}
public void InjectHand(IHand hand)
{
_hand = hand as UnityEngine.Object;
Hand = hand;
}
#endregion
}
}