Initial Commit
This commit is contained in:
+184
@@ -0,0 +1,184 @@
|
||||
/*
|
||||
* 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;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Oculus.Interaction
|
||||
{
|
||||
/// <summary>
|
||||
/// This Selector selects for a frame when the Pinch is released, as opposed to when it is pinching.
|
||||
/// It uses the system pinch (index and thumb) but due to some false-positives with pinch detection,
|
||||
/// to establish that a pinch has released the index must be not pinching and be extended.
|
||||
/// </summary>
|
||||
public class IndexPinchSafeReleaseSelector : MonoBehaviour,
|
||||
ISelector, IActiveState
|
||||
{
|
||||
[SerializeField, Interface(typeof(IHand))]
|
||||
private UnityEngine.Object _hand;
|
||||
public IHand Hand { get; private set; }
|
||||
|
||||
[SerializeField]
|
||||
private bool _selectOnRelease = true;
|
||||
|
||||
public bool Active => this.enabled && _isIndexFingerPinching && !_cancelled;
|
||||
|
||||
[SerializeField, Interface(typeof(IActiveState))]
|
||||
private UnityEngine.Object _indexReleaseSafeguard;
|
||||
private IActiveState IndexReleaseSafeguard;
|
||||
|
||||
private bool _isIndexFingerPinching;
|
||||
private bool _cancelled;
|
||||
private bool _pendingUnselect;
|
||||
|
||||
public event Action WhenSelected = delegate { };
|
||||
public event Action WhenUnselected = delegate { };
|
||||
|
||||
protected bool _started = false;
|
||||
|
||||
protected virtual void Awake()
|
||||
{
|
||||
Hand = _hand as IHand;
|
||||
IndexReleaseSafeguard = _indexReleaseSafeguard as IActiveState;
|
||||
}
|
||||
|
||||
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;
|
||||
_isIndexFingerPinching = false;
|
||||
_pendingUnselect = false;
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void OnDisable()
|
||||
{
|
||||
if (_started)
|
||||
{
|
||||
Hand.WhenHandUpdated -= HandleHandUpdated;
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleHandUpdated()
|
||||
{
|
||||
bool isPinchDetected = Hand.GetIndexFingerIsPinching();
|
||||
bool isReleaseDetected = !isPinchDetected && IndexReleaseSafeguard.Active;
|
||||
|
||||
if (_selectOnRelease)
|
||||
{
|
||||
ProcessSelectOnRelease(isPinchDetected, isReleaseDetected);
|
||||
}
|
||||
else
|
||||
{
|
||||
ProcessSelectOnPinch(isPinchDetected, isReleaseDetected);
|
||||
}
|
||||
}
|
||||
|
||||
private void ProcessSelectOnPinch(bool isPinchDetected, bool isReleaseDetected)
|
||||
{
|
||||
if (!_isIndexFingerPinching && isPinchDetected && !_cancelled)
|
||||
{
|
||||
_isIndexFingerPinching = true;
|
||||
WhenSelected.Invoke();
|
||||
}
|
||||
else if (_isIndexFingerPinching && isReleaseDetected)
|
||||
{
|
||||
_isIndexFingerPinching = false;
|
||||
WhenUnselected.Invoke();
|
||||
}
|
||||
|
||||
if (!_isIndexFingerPinching && _cancelled)
|
||||
{
|
||||
_cancelled = false;
|
||||
}
|
||||
}
|
||||
|
||||
private void ProcessSelectOnRelease(bool isPinchDetected, bool isReleaseDetected)
|
||||
{
|
||||
if (!_isIndexFingerPinching && isPinchDetected)
|
||||
{
|
||||
_isIndexFingerPinching = true;
|
||||
}
|
||||
|
||||
if (!_isIndexFingerPinching && _pendingUnselect)
|
||||
{
|
||||
_pendingUnselect = false;
|
||||
WhenUnselected.Invoke();
|
||||
}
|
||||
|
||||
if (_isIndexFingerPinching && isReleaseDetected)
|
||||
{
|
||||
_isIndexFingerPinching = false;
|
||||
if (!_cancelled)
|
||||
{
|
||||
WhenSelected.Invoke();
|
||||
_pendingUnselect = true;
|
||||
}
|
||||
_cancelled = false;
|
||||
}
|
||||
}
|
||||
|
||||
public void Cancel()
|
||||
{
|
||||
if (_isIndexFingerPinching)
|
||||
{
|
||||
_cancelled = true;
|
||||
}
|
||||
}
|
||||
|
||||
#region Inject
|
||||
|
||||
public void InjectAllIndexPinchSafeReleaseSelector(IHand hand,
|
||||
bool selectOnRelease,
|
||||
IActiveState indexReleaseSafeguard)
|
||||
{
|
||||
InjectHand(hand);
|
||||
InjectSelectOnRelease(selectOnRelease);
|
||||
InjectIndexReleaseSafeguard(indexReleaseSafeguard);
|
||||
}
|
||||
|
||||
public void InjectHand(IHand hand)
|
||||
{
|
||||
_hand = hand as UnityEngine.Object;
|
||||
Hand = hand;
|
||||
}
|
||||
|
||||
public void InjectSelectOnRelease(bool selectOnRelease)
|
||||
{
|
||||
_selectOnRelease = selectOnRelease;
|
||||
}
|
||||
|
||||
public void InjectIndexReleaseSafeguard(IActiveState indexReleaseSafeguard)
|
||||
{
|
||||
_indexReleaseSafeguard = indexReleaseSafeguard as UnityEngine.Object;
|
||||
IndexReleaseSafeguard = indexReleaseSafeguard;
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user