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 System;
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using UnityEngine;
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using UnityEngine.Assertions;
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namespace Oculus.Interaction
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{
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public class FingerPinchValue : MonoBehaviour, IAxis1D
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{
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[SerializeField, Interface(typeof(IHand))]
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private UnityEngine.Object _hand;
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public IHand Hand { get; private set; }
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[SerializeField]
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private HandFinger _finger = HandFinger.Index;
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public HandFinger Finger
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{
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get
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{
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return _finger;
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}
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set
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{
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_finger = value;
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}
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}
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[SerializeField, Range(0f, 1f)]
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private float _changeRate = 1;
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public float ChangeRate
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{
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get
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{
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return _changeRate;
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}
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private set
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{
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_changeRate = value;
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}
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}
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[SerializeField]
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private AnimationCurve _curve = AnimationCurve.Linear(0f, 0f, 1f, 1f);
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public AnimationCurve Curve
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{
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get
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{
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return _curve;
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}
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set
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{
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_curve = value;
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}
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}
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private float _value = 0;
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protected bool _started = false;
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private bool _firstCall;
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protected virtual void Awake()
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{
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Hand = _hand as IHand;
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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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Assert.IsNotNull(Hand);
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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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_firstCall = true;
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Hand.WhenHandUpdated += HandleHandUpdated;
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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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Hand.WhenHandUpdated -= HandleHandUpdated;
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}
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}
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public float Value()
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{
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return _value;
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}
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private void HandleHandUpdated()
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{
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float value = Hand.GetFingerPinchStrength(Finger);
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value = Curve.Evaluate(value);
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if (_firstCall)
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{
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_firstCall = false;
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_value = value;
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}
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else
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{
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_value = Mathf.Lerp(_value, value, _changeRate);
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}
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}
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#region Inject
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public void InjectAllFingerPinchValue(IHand hand)
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{
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InjectHand(hand);
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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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#endregion
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}
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}
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