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

123 lines
4.6 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.Surfaces
{
/// <summary>
/// The primary solid surface used by the Interaction SDK, this is an <see cref="ISurface"/> constructed using
/// a Unity Collider to characterize the topology of the surface.
/// </summary>
/// <remarks>
/// This type is particularly useful for making existing in-scene objects interactable by simply connecting
/// providing a ColliderSurface to represent their existing colliders in Interaction SDK logic.
/// </remarks>
public class ColliderSurface : MonoBehaviour, ISurface, IBounds
{
/// <summary>
/// The Surface will be represented by this collider.
/// </summary>
[Tooltip("The Surface will be represented by this collider.")]
[SerializeField]
private Collider _collider;
protected virtual void Start()
{
this.AssertField(_collider, nameof(_collider));
}
/// <summary>
/// Implementation of <see cref="ISurface.Transform"/>; for details, please refer to
/// the related documentation provided for that property.
/// </summary>
public Transform Transform => transform;
/// <summary>
/// Implementation of <see cref="IBounds.Bounds"/>; for details, please refer to
/// the related documentation provided for that property.
/// </summary>
public Bounds Bounds => _collider.bounds;
/// <summary>
/// Implementation of <see cref="ISurface.Raycast(in Ray, out SurfaceHit, float)"/>; for details, please refer to
/// the related documentation provided for that property.
/// </summary>
public bool Raycast(in Ray ray, out SurfaceHit hit, float maxDistance = 0)
{
hit = new SurfaceHit();
RaycastHit hitInfo;
if (_collider.Raycast(ray, out hitInfo,
maxDistance <= 0 ? float.MaxValue : maxDistance))
{
hit.Point = hitInfo.point;
hit.Normal = hitInfo.normal;
hit.Distance = hitInfo.distance;
return true;
}
return false;
}
/// <summary>
/// Implementation of <see cref="ISurface.ClosestSurfacePoint(in Vector3, out SurfaceHit, float)"/>; for details, please refer to
/// the related documentation provided for that property.
/// </summary>
public bool ClosestSurfacePoint(in Vector3 point, out SurfaceHit hit, float maxDistance = 0)
{
Vector3 closest = _collider.ClosestPoint(point);
Vector3 delta = closest - point;
if (delta.x == 0f && delta.y == 0f && delta.z == 0f)
{
Vector3 direction = _collider.bounds.center - point;
return Raycast(new Ray(point - direction,
direction), out hit, float.MaxValue);
}
return Raycast(new Ray(point, delta), out hit, maxDistance);
}
#region Inject
/// <summary>
/// Injects all required dependencies for a dynamically instantiated ColliderSurface; effectively wraps <see cref="InjectCollider(Collider)"/>.
/// This method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
/// </summary>
public void InjectAllColliderSurface(Collider collider)
{
InjectCollider(collider);
}
/// <summary>
/// Sets Unity Collider for a dynamically instantiated ColliderSurface. This method exists
/// to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
/// </summary>
public void InjectCollider(Collider collider)
{
_collider = collider;
}
#endregion
}
}