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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using UnityEngine.Assertions;
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using UnityEngine.Serialization;
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namespace Oculus.Interaction
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{
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public class ControllerPointerPose : MonoBehaviour, IActiveState
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{
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[SerializeField, Interface(typeof(IController))]
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private UnityEngine.Object _controller;
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public IController Controller { get; private set; }
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[SerializeField]
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private Vector3 _offset;
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protected bool _started = false;
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public bool Active { get; private set; }
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protected virtual void Awake()
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{
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Controller = _controller as IController;
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}
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protected virtual void Start()
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{
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this.BeginStart(ref _started);
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this.AssertField(Controller, nameof(Controller));
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this.EndStart(ref _started);
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}
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protected virtual void OnEnable()
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{
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if (_started)
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{
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Controller.WhenUpdated += HandleUpdated;
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}
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}
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protected virtual void OnDisable()
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{
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if (_started)
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{
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Controller.WhenUpdated -= HandleUpdated;
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}
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}
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private void HandleUpdated()
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{
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IController controller = Controller;
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if (controller.TryGetPointerPose(out Pose pose))
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{
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pose.position += pose.rotation * (Controller.Scale * _offset);
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transform.SetPose(pose);
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Active = true;
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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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#region Inject
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public void InjectController(IController controller)
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{
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_controller = controller as UnityEngine.Object;
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Controller = controller;
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}
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public void InjectOffset(Vector3 offset)
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{
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_offset = offset;
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}
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public void InjectAllHandPointerPose(IController controller,
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Vector3 offset)
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{
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InjectController(controller);
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InjectOffset(offset);
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}
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#endregion
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}
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}
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