Initial Commit
This commit is contained in:
@@ -0,0 +1,161 @@
|
||||
/*
|
||||
* Copyright (c) Meta Platforms, Inc. and affiliates.
|
||||
* All rights reserved.
|
||||
*
|
||||
* Licensed under the Oculus SDK License Agreement (the "License");
|
||||
* you may not use the Oculus SDK except in compliance with the License,
|
||||
* which is provided at the time of installation or download, or which
|
||||
* otherwise accompanies this software in either electronic or hard copy form.
|
||||
*
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* https://developer.oculus.com/licenses/oculussdk/
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, the Oculus SDK
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
using Oculus.Interaction.Input;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Oculus.Interaction
|
||||
{
|
||||
/// <summary>
|
||||
/// Updates the transform to be the interpolated position
|
||||
/// of a series of joints in the associated IHand.
|
||||
/// </summary>
|
||||
public class HandJointsPose : MonoBehaviour
|
||||
{
|
||||
[SerializeField, Interface(typeof(IHand))]
|
||||
private UnityEngine.Object _hand;
|
||||
public IHand Hand { get; private set; }
|
||||
|
||||
[System.Serializable]
|
||||
public struct WeightedJoint
|
||||
{
|
||||
public HandJointId handJointId;
|
||||
public float weight;
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
private List<WeightedJoint> _weightedJoints;
|
||||
|
||||
[SerializeField]
|
||||
private Vector3 _localPositionOffset;
|
||||
|
||||
[SerializeField]
|
||||
private Quaternion _rotationOffset = Quaternion.identity;
|
||||
|
||||
#region Properties
|
||||
|
||||
public List<WeightedJoint> WeightedJoints
|
||||
{
|
||||
get
|
||||
{
|
||||
return _weightedJoints;
|
||||
}
|
||||
set
|
||||
{
|
||||
_weightedJoints = value;
|
||||
}
|
||||
}
|
||||
|
||||
public Vector3 LocalPositionOffset
|
||||
{
|
||||
get
|
||||
{
|
||||
return _localPositionOffset;
|
||||
}
|
||||
set
|
||||
{
|
||||
_localPositionOffset = value;
|
||||
}
|
||||
}
|
||||
|
||||
public Quaternion RotationOffset
|
||||
{
|
||||
get
|
||||
{
|
||||
return _rotationOffset;
|
||||
}
|
||||
set
|
||||
{
|
||||
_rotationOffset = value;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
protected bool _started = false;
|
||||
|
||||
protected virtual void Awake()
|
||||
{
|
||||
Hand = _hand as IHand;
|
||||
}
|
||||
|
||||
protected virtual void Start()
|
||||
{
|
||||
this.BeginStart(ref _started);
|
||||
this.AssertField(Hand, nameof(Hand));
|
||||
this.EndStart(ref _started);
|
||||
}
|
||||
|
||||
protected virtual void OnEnable()
|
||||
{
|
||||
if (_started)
|
||||
{
|
||||
Hand.WhenHandUpdated += HandleHandUpdated;
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void OnDisable()
|
||||
{
|
||||
if (_started)
|
||||
{
|
||||
Hand.WhenHandUpdated -= HandleHandUpdated;
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleHandUpdated()
|
||||
{
|
||||
Pose pose = Pose.identity;
|
||||
float accumulatedWeight = 0f;
|
||||
foreach (WeightedJoint weightedJoint in _weightedJoints)
|
||||
{
|
||||
if (!Hand.GetJointPose(weightedJoint.handJointId, out Pose jointPose))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
float t = weightedJoint.weight / (accumulatedWeight + weightedJoint.weight);
|
||||
accumulatedWeight += weightedJoint.weight;
|
||||
pose.Lerp(jointPose, t);
|
||||
}
|
||||
|
||||
Vector3 positionOffsetWithHandedness =
|
||||
(Hand.Handedness == Handedness.Left ? -1f : 1f) * _localPositionOffset;
|
||||
pose.position += _rotationOffset * pose.rotation *
|
||||
positionOffsetWithHandedness * Hand.Scale;
|
||||
transform.SetPose(pose);
|
||||
}
|
||||
|
||||
#region Inject
|
||||
|
||||
public void InjectAllHandJoint(IHand hand)
|
||||
{
|
||||
InjectHand(hand);
|
||||
}
|
||||
|
||||
public void InjectHand(IHand hand)
|
||||
{
|
||||
_hand = hand as UnityEngine.Object;
|
||||
Hand = hand;
|
||||
}
|
||||
|
||||
#endregion;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user