/* * 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 System; using UnityEngine; namespace Oculus.Interaction.Input { /// /// HandRef is a utility component that delegates all of its IHand implementation /// to the provided Hand object. /// public class HandRef : MonoBehaviour, IHand, IActiveState { [SerializeField, Interface(typeof(IHand))] private UnityEngine.Object _hand; public IHand Hand { get; private set; } public Handedness Handedness => Hand.Handedness; public bool IsConnected => Hand.IsConnected; public bool IsHighConfidence => Hand.IsHighConfidence; public bool IsDominantHand => Hand.IsDominantHand; public float Scale => Hand.Scale; public bool IsPointerPoseValid => Hand.IsPointerPoseValid; public bool IsTrackedDataValid => Hand.IsTrackedDataValid; public int CurrentDataVersion => Hand.CurrentDataVersion; public event Action WhenHandUpdated { add => Hand.WhenHandUpdated += value; remove => Hand.WhenHandUpdated -= value; } public bool Active => IsConnected; protected virtual void Awake() { Hand = _hand as IHand; } protected virtual void Start() { this.AssertField(Hand, nameof(Hand)); } public bool GetFingerIsPinching(HandFinger finger) { return Hand.GetFingerIsPinching(finger); } public bool GetIndexFingerIsPinching() { return Hand.GetIndexFingerIsPinching(); } public bool GetPointerPose(out Pose pose) { return Hand.GetPointerPose(out pose); } public bool GetJointPose(HandJointId handJointId, out Pose pose) { return Hand.GetJointPose(handJointId, out pose); } public bool GetJointPoseLocal(HandJointId handJointId, out Pose pose) { return Hand.GetJointPoseLocal(handJointId, out pose); } public bool GetJointPosesLocal(out ReadOnlyHandJointPoses jointPosesLocal) { return Hand.GetJointPosesLocal(out jointPosesLocal); } public bool GetJointPoseFromWrist(HandJointId handJointId, out Pose pose) { return Hand.GetJointPoseFromWrist(handJointId, out pose); } public bool GetJointPosesFromWrist(out ReadOnlyHandJointPoses jointPosesFromWrist) { return Hand.GetJointPosesFromWrist(out jointPosesFromWrist); } public bool GetPalmPoseLocal(out Pose pose) { return Hand.GetPalmPoseLocal(out pose); } public bool GetFingerIsHighConfidence(HandFinger finger) { return Hand.GetFingerIsHighConfidence(finger); } public float GetFingerPinchStrength(HandFinger finger) { return Hand.GetFingerPinchStrength(finger); } public bool GetRootPose(out Pose pose) { return Hand.GetRootPose(out pose); } #region Inject public void InjectAllHandRef(IHand hand) { InjectHand(hand); } public void InjectHand(IHand hand) { _hand = hand as UnityEngine.Object; Hand = hand; } #endregion } }