Initial Commit
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/*
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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 UnityEngine;
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namespace Oculus.Interaction.GrabAPI
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{
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/// <summary>
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/// This FingerAPI uses the the Pinch value as it comes from the Hand data to detect
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/// if they are grabbing. It is specially useful with Controllers As Hands since this
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/// value is directly driven by the trigger presses.
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/// </summary>
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public class FingerRawPinchAPI : IFingerAPI
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{
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private class FingerPinchData
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{
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private readonly HandFinger _finger;
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private readonly HandJointId _tipId;
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public float PinchStrength;
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public bool IsPinching;
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public bool IsPinchingChanged { get; private set; }
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public Vector3 TipPosition { get; private set; }
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public FingerPinchData(HandFinger fingerId)
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{
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_finger = fingerId;
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_tipId = HandJointUtils.GetHandFingerTip(fingerId);
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}
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private void UpdateTipPosition(IHand hand)
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{
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if (hand.GetJointPoseFromWrist(_tipId, out Pose pose))
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{
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TipPosition = pose.position;
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}
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}
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public void UpdateIsPinching(IHand hand)
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{
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UpdateTipPosition(hand);
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PinchStrength = hand.GetFingerPinchStrength(_finger);
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bool isPinching = hand.GetFingerIsPinching(_finger);
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if(isPinching != IsPinching)
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{
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IsPinchingChanged = true;
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}
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IsPinching = isPinching;
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}
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public void ClearState()
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{
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IsPinchingChanged = false;
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}
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}
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private readonly FingerPinchData[] _fingersPinchData =
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{
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new FingerPinchData(HandFinger.Thumb),
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new FingerPinchData(HandFinger.Index),
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new FingerPinchData(HandFinger.Middle),
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new FingerPinchData(HandFinger.Ring),
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new FingerPinchData(HandFinger.Pinky)
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};
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public bool GetFingerIsGrabbing(HandFinger finger)
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{
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return _fingersPinchData[(int)finger].IsPinching;
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}
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public Vector3 GetWristOffsetLocal()
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{
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float maxStrength = float.NegativeInfinity;
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Vector3 thumbTip = _fingersPinchData[0].TipPosition;
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Vector3 center = thumbTip;
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for (int i = 1; i < Constants.NUM_FINGERS; ++i)
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{
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float strength = _fingersPinchData[i].PinchStrength;
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if (strength > maxStrength)
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{
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maxStrength = strength;
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Vector3 fingerTip = _fingersPinchData[i].TipPosition;
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center = (thumbTip + fingerTip) * 0.5f;
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}
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}
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return center;
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}
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public bool GetFingerIsGrabbingChanged(HandFinger finger, bool targetPinchState)
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{
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return _fingersPinchData[(int)finger].IsPinchingChanged &&
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_fingersPinchData[(int)finger].IsPinching == targetPinchState;
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}
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public float GetFingerGrabScore(HandFinger finger)
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{
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return _fingersPinchData[(int)finger].PinchStrength;
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}
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public void Update(IHand hand)
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{
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ClearState();
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for (int i = 0; i < Constants.NUM_FINGERS; ++i)
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{
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_fingersPinchData[i].UpdateIsPinching(hand);
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}
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}
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private void ClearState()
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{
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for (int i = 0; i < Constants.NUM_FINGERS; ++i)
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{
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_fingersPinchData[i].ClearState();
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}
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}
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}
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}
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