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

143 lines
4.2 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 UnityEngine;
using UnityEngine.Assertions;
namespace Oculus.Interaction.PoseDetection
{
/// <summary>
/// Test if hand joint is inside generic collider and updates its active state
/// based on that test. We could trigger-based testing, but if the hand disappears
/// during one frame, we will not get a trigger exit event (which means we require
/// manual testing in Update anyway to accomodate that edge case).
/// </summary>
public class ColliderContainsHandJointActiveState : MonoBehaviour, IActiveState
{
[SerializeField, Interface(typeof(IHand))]
private UnityEngine.Object _hand;
private IHand Hand;
[SerializeField]
private Collider[] _entryColliders;
[SerializeField]
private Collider[] _exitColliders;
[SerializeField]
private HandJointId _jointToTest = HandJointId.HandWristRoot;
public bool Active { get; private set; }
private bool _active = false;
protected virtual void Awake()
{
Hand = _hand as IHand;
Active = false;
}
protected virtual void Start()
{
this.AssertField(Hand, nameof(Hand));
this.AssertCollectionField(_entryColliders, nameof(_entryColliders));
this.AssertCollectionField(_exitColliders, nameof(_exitColliders));
}
protected virtual void Update()
{
if (Hand.GetJointPose(_jointToTest, out Pose jointPose))
{
Active = JointPassesTests(jointPose);
}
else
{
Active = false;
}
}
private bool JointPassesTests(Pose jointPose)
{
bool passesCollisionTest;
if (_active)
{
passesCollisionTest = IsPointWithinColliders(jointPose.position,
_exitColliders);
}
else
{
passesCollisionTest = IsPointWithinColliders(jointPose.position,
_entryColliders);
}
_active = passesCollisionTest;
return passesCollisionTest;
}
private bool IsPointWithinColliders(Vector3 point, Collider[] colliders)
{
foreach (var collider in colliders)
{
if (!Collisions.IsPointWithinCollider(point, collider))
{
return false;
}
}
return true;
}
#region Inject
public void InjectAllColliderContainsHandJointActiveState(IHand hand, Collider[] entryColliders,
Collider[] exitColliders, HandJointId jointToTest)
{
InjectHand(hand);
InjectEntryColliders(entryColliders);
InjectExitColliders(exitColliders);
InjectJointToTest(jointToTest);
}
public void InjectHand(IHand hand)
{
_hand = hand as UnityEngine.Object;
Hand = hand;
}
public void InjectEntryColliders(Collider[] entryColliders)
{
_entryColliders = entryColliders;
}
public void InjectExitColliders(Collider[] exitColliders)
{
_exitColliders = exitColliders;
}
public void InjectJointToTest(HandJointId jointToTest)
{
_jointToTest = jointToTest;
}
#endregion
}
}