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2025-07-04 20:33:06 +03:00
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/*
* 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
}
}