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
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{
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public class CenterEyeOffset : MonoBehaviour
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{
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[SerializeField, Interface(typeof(IHmd))]
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private UnityEngine.Object _hmd;
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public IHmd Hmd { get; private set; }
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[SerializeField]
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private Vector3 _offset;
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[SerializeField]
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private Quaternion _rotation = Quaternion.identity;
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private Pose _cachedPose = Pose.identity;
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protected bool _started = false;
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protected virtual void Awake()
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{
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Hmd = _hmd as IHmd;
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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(Hmd, nameof(Hmd));
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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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Hmd.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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Hmd.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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if (Hmd.TryGetRootPose(out Pose rootPose))
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{
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GetOffset(ref _cachedPose);
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_cachedPose.Postmultiply(rootPose);
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transform.SetPose(_cachedPose);
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}
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}
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public void GetOffset(ref Pose pose)
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{
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pose.position = _offset;
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pose.rotation = _rotation;
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}
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public void GetWorldPose(ref Pose pose)
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{
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pose.position = this.transform.position;
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pose.rotation = this.transform.rotation;
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}
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#region Inject
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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 InjectRotation(Quaternion rotation)
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{
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_rotation = rotation;
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}
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public void InjectAllCenterEyeOffset(IHmd hmd,
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Vector3 offset, Quaternion rotation)
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{
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InjectHmd(hmd);
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InjectOffset(offset);
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InjectRotation(rotation);
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}
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public void InjectHmd(IHmd hmd)
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{
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Hmd = hmd;
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_hmd = hmd as UnityEngine.Object;
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}
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#endregion
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}
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}
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