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
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{
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/// <summary>
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/// This IPoseMovement constantly moves the pose at a fixed rate
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/// towards the target.
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/// </summary>
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public class FollowTargetProvider : MonoBehaviour, IMovementProvider
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{
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[SerializeField]
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private float _speed = 5f;
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private Transform _space;
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private void Awake()
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{
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_space = this.transform;
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}
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public IMovement CreateMovement()
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{
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return new FollowTarget(_speed, _space);
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}
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}
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public class FollowTarget : IMovement
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{
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private float _speed;
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private Transform _space;
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public Pose Pose => ToWorld(_localPose);
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public bool Stopped => false;
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private Pose _localTarget;
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private Pose _localPose;
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private float _startTime;
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private const float ROTATION_SPEED_FACTOR = 50f;
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public FollowTarget(float speed, Transform space)
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{
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_speed = speed;
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_space = space;
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}
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private Pose ToLocal(in Pose pose)
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{
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Vector3 localPos = _space.InverseTransformPoint(pose.position);
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Quaternion localRot = Quaternion.Inverse(_space.rotation) * pose.rotation;
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return new Pose(localPos, localRot);
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}
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private Pose ToWorld(in Pose pose)
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{
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Vector3 worldPos = _space.TransformPoint(pose.position);
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Quaternion worldRot = _space.rotation * pose.rotation;
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return new Pose(worldPos, worldRot);
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}
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public void MoveTo(Pose target)
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{
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_startTime = Time.time;
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_localTarget = ToLocal(target);
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}
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public void UpdateTarget(Pose target)
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{
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_localTarget = ToLocal(target);
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Tick();
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}
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public void StopAndSetPose(Pose source)
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{
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_localPose = ToLocal(source);
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}
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public void Tick()
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{
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float now = Time.time;
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float delta = (now - _startTime) * _speed;
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_startTime = now;
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_localPose.position = Vector3.MoveTowards(_localPose.position, _localTarget.position, delta);
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_localPose.rotation = Quaternion.RotateTowards(_localPose.rotation, _localTarget.rotation, delta * ROTATION_SPEED_FACTOR);
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}
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}
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}
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