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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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/// <summary>
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/// Updates its transform to the estimated shoulder position and rotation.
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/// Estimated pose is based on an offset from the head, taking in count
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/// just the rotation Yaw. Hand is required to know not just the handedness
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/// but also alter the scale of the offset.
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/// </summary>
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public class ShoulderEstimatePosition : 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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private IHmd Hmd { get; set; }
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[SerializeField, Interface(typeof(IHand))]
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private UnityEngine.Object _hand;
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private IHand Hand { get; set; }
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private static readonly Vector3 ShoulderOffset = new Vector3(0.13f, -0.25f, -0.13f);
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protected bool _started;
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protected virtual void Awake()
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{
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Hmd = _hmd as IHmd;
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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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this.AssertField(Hmd, nameof(_hmd));
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this.AssertField(Hand, nameof(_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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Hmd.WhenUpdated += HandleHmdUpdated;
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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 -= HandleHmdUpdated;
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}
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}
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protected virtual void HandleHmdUpdated()
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{
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Hmd.TryGetRootPose(out Pose headPose);
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Quaternion shoulderYaw = Quaternion.Euler(0f, headPose.rotation.eulerAngles.y, 0f);
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Vector3 offset = ShoulderOffset * Hand.Scale;
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if (Hand.Handedness == Handedness.Left)
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{
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offset.x = -offset.x;
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}
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Vector3 projectionOrigin = headPose.position + shoulderYaw * offset;
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this.transform.SetPositionAndRotation(projectionOrigin, shoulderYaw);
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}
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#region Inject
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public void InjectAllShoulderPosition(IHmd hmd,
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IHand hand)
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{
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InjectHmd(hmd);
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InjectHand(hand);
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}
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public void InjectHmd(IHmd hmd)
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{
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_hmd = hmd as UnityEngine.Object;
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Hmd = hmd;
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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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