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.HandGrab.Visuals
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{
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/// <summary>
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/// Holds references to the prefabs for Ghost-Hands, so they can be instantiated
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/// in runtime to represent static poses.
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/// </summary>
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[CreateAssetMenu(menuName = "Oculus/Interaction/SDK/Pose Authoring/Hand Ghost Provider")]
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public class HandGhostProvider : ScriptableObject
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{
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/// <summary>
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/// The prefab for the left hand ghost.
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/// </summary>
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[SerializeField]
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private HandGhost _leftHand;
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/// <summary>
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/// The prefab for the right hand ghost.
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/// </summary>
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[SerializeField]
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private HandGhost _rightHand;
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/// <summary>
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/// Helper method to obtain the prototypes
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/// The result is to be instanced, not used directly.
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/// </summary>
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/// <param name="handedness">The desired handedness of the ghost prefab</param>
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/// <returns>A Ghost prefab</returns>
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public HandGhost GetHand(Handedness handedness)
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{
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return handedness == Handedness.Left ? _leftHand : _rightHand;
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}
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}
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}
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