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 UnityEngine;
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namespace Oculus.Interaction.HandGrab.Visuals
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{
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/// <summary>
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/// A static (non-user controlled) representation of a hand. This script is used
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/// to be able to manually visualize hand grab poses.
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/// </summary>
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[RequireComponent(typeof(HandPuppet))]
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public class HandGhost : MonoBehaviour
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{
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/// <summary>
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/// The puppet is used to actually move the representation of the hand.
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/// </summary>
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[SerializeField]
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private HandPuppet _puppet;
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/// <summary>
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/// The HandGrab point can be set so the ghost automatically
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/// adopts the desired pose of said point.
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/// </summary>
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[SerializeField, Optional]
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[UnityEngine.Serialization.FormerlySerializedAs("_handGrabPoint")]
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private HandGrabPose _handGrabPose;
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#region editor events
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protected virtual void Reset()
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{
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_puppet = this.GetComponent<HandPuppet>();
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_handGrabPose = this.GetComponentInParent<HandGrabPose>();
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}
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protected virtual void OnValidate()
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{
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if (_puppet == null)
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{
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return;
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}
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if (_handGrabPose == null)
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{
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HandGrabPose point = this.GetComponentInParent<HandGrabPose>();
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if (point != null)
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{
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SetPose(point);
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}
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}
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else if (_handGrabPose != null)
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{
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SetPose(_handGrabPose);
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}
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}
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#endregion
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protected virtual void Start()
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{
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this.AssertField(_puppet, nameof(_puppet));
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}
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/// <summary>
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/// Relay to the Puppet to set the ghost hand to the desired static pose
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/// </summary>
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/// <param name="handGrabPose">The point to read the HandPose from</param>
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public void SetPose(HandGrabPose handGrabPose)
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{
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HandPose userPose = handGrabPose.HandPose;
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if (userPose == null)
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{
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return;
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}
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_puppet.SetJointRotations(userPose.JointRotations);
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SetRootPose(handGrabPose.RelativePose, handGrabPose.RelativeTo);
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}
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public void SetPose(HandPose userPose, Pose rootPose)
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{
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_puppet.SetJointRotations(userPose.JointRotations);
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_puppet.SetRootPose(rootPose);
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}
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/// <summary>
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/// Moves the underlying puppet so the wrist point aligns with the given parameters
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/// </summary>
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/// <param name="rootPose">The relative wrist pose to align the hand to</param>
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/// <param name="relativeTo">The object to use as anchor</param>
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public void SetRootPose(Pose rootPose, Transform relativeTo)
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{
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Pose pose = rootPose;
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if (relativeTo != null)
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{
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pose = PoseUtils.GlobalPoseScaled(relativeTo, rootPose);
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}
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_puppet.SetRootPose(pose);
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}
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#region Inject
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public void InjectAllHandGhost(HandPuppet puppet)
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{
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InjectHandPuppet(puppet);
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}
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public void InjectHandPuppet(HandPuppet puppet)
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{
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_puppet = puppet;
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}
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public void InjectOptionalHandGrabPose(HandGrabPose handGrabPose)
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{
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_handGrabPose = handGrabPose;
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}
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#endregion
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}
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}
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