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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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using UnityEngine.Assertions;
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namespace Oculus.Interaction.PoseDetection
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{
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/// <summary>
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/// Test if hand joint is inside generic collider and updates its active state
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/// based on that test. We could trigger-based testing, but if the hand disappears
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/// during one frame, we will not get a trigger exit event (which means we require
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/// manual testing in Update anyway to accomodate that edge case).
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/// </summary>
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public class ColliderContainsHandJointActiveState : MonoBehaviour, IActiveState
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{
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[SerializeField, Interface(typeof(IHand))]
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private UnityEngine.Object _hand;
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private IHand Hand;
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[SerializeField]
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private Collider[] _entryColliders;
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[SerializeField]
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private Collider[] _exitColliders;
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[SerializeField]
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private HandJointId _jointToTest = HandJointId.HandWristRoot;
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public bool Active { get; private set; }
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private bool _active = false;
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protected virtual void Awake()
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{
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Hand = _hand as IHand;
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Active = false;
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}
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protected virtual void Start()
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{
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this.AssertField(Hand, nameof(Hand));
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this.AssertCollectionField(_entryColliders, nameof(_entryColliders));
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this.AssertCollectionField(_exitColliders, nameof(_exitColliders));
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}
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protected virtual void Update()
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{
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if (Hand.GetJointPose(_jointToTest, out Pose jointPose))
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{
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Active = JointPassesTests(jointPose);
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}
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else
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{
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Active = false;
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}
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}
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private bool JointPassesTests(Pose jointPose)
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{
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bool passesCollisionTest;
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if (_active)
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{
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passesCollisionTest = IsPointWithinColliders(jointPose.position,
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_exitColliders);
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}
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else
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{
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passesCollisionTest = IsPointWithinColliders(jointPose.position,
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_entryColliders);
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}
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_active = passesCollisionTest;
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return passesCollisionTest;
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}
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private bool IsPointWithinColliders(Vector3 point, Collider[] colliders)
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{
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foreach (var collider in colliders)
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{
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if (!Collisions.IsPointWithinCollider(point, collider))
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{
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return false;
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}
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}
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return true;
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}
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#region Inject
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public void InjectAllColliderContainsHandJointActiveState(IHand hand, Collider[] entryColliders,
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Collider[] exitColliders, HandJointId jointToTest)
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{
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InjectHand(hand);
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InjectEntryColliders(entryColliders);
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InjectExitColliders(exitColliders);
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InjectJointToTest(jointToTest);
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}
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public void InjectHand(IHand hand)
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{
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_hand = hand as UnityEngine.Object;
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Hand = hand;
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}
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public void InjectEntryColliders(Collider[] entryColliders)
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{
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_entryColliders = entryColliders;
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}
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public void InjectExitColliders(Collider[] exitColliders)
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{
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_exitColliders = exitColliders;
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}
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public void InjectJointToTest(HandJointId jointToTest)
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{
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_jointToTest = jointToTest;
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}
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#endregion
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}
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}
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