90 lines
3.5 KiB
C#
90 lines
3.5 KiB
C#
/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using Oculus.Interaction.Input;
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using Oculus.Interaction.PoseDetection;
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using UnityEngine;
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namespace Oculus.Interaction
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{
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/// <summary>
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/// TransformFeatureStateProviderRef is a utility component that delegates all of its ITransformFeatureStateProvider implementation
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/// to the provided TransformFeatureStateProvider object.
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/// </summary>
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public class TransformFeatureStateProviderRef : MonoBehaviour, ITransformFeatureStateProvider
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{
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[SerializeField, Interface(typeof(ITransformFeatureStateProvider))]
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private UnityEngine.Object _transformFeatureStateProvider;
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public ITransformFeatureStateProvider TransformFeatureStateProvider { get; private set; }
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protected virtual void Awake()
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{
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TransformFeatureStateProvider = _transformFeatureStateProvider as ITransformFeatureStateProvider;
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}
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protected virtual void Start()
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{
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this.AssertField(TransformFeatureStateProvider, nameof(TransformFeatureStateProvider));
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}
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public bool IsStateActive(TransformConfig config, TransformFeature feature, FeatureStateActiveMode mode,
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string stateId)
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{
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return TransformFeatureStateProvider.IsStateActive(config, feature, mode, stateId);
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}
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public bool GetCurrentState(TransformConfig config, TransformFeature transformFeature,
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out string currentState)
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{
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return TransformFeatureStateProvider.GetCurrentState(config, transformFeature, out currentState);
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}
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public void RegisterConfig(TransformConfig transformConfig)
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{
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TransformFeatureStateProvider.RegisterConfig(transformConfig);
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}
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public void UnRegisterConfig(TransformConfig transformConfig)
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{
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TransformFeatureStateProvider.UnRegisterConfig(transformConfig);
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}
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public void GetFeatureVectorAndWristPos(TransformConfig config, TransformFeature transformFeature,
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bool isHandVector, ref Vector3? featureVec, ref Vector3? wristPos)
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{
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TransformFeatureStateProvider.GetFeatureVectorAndWristPos(config, transformFeature, isHandVector, ref featureVec, ref wristPos);
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}
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#region Inject
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public void InjectAllTransformFeatureStateProviderRef(ITransformFeatureStateProvider transformFeatureStateProvider)
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{
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InjectTransformFeatureStateProvider(transformFeatureStateProvider);
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}
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public void InjectTransformFeatureStateProvider(ITransformFeatureStateProvider transformFeatureStateProvider)
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{
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_transformFeatureStateProvider = transformFeatureStateProvider as UnityEngine.Object;
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TransformFeatureStateProvider = transformFeatureStateProvider;
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}
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#endregion
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}
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}
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