/* * 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 UnityEngine; namespace Oculus.Interaction { /// /// Specifies a position and rotation offset from the wrist of the given hand /// public class HandWristOffset : MonoBehaviour { [SerializeField, Interface(typeof(IHand))] private UnityEngine.Object _hand; public IHand Hand { get; private set; } [SerializeField] [HideInInspector] private Vector3 _offset; [SerializeField] [HideInInspector] private Quaternion _rotation = Quaternion.identity; [SerializeField] [Tooltip("Mirrors the rotation offset when the attached Hand is has Left Handedness")] private bool _mirrorLeftRotation = true; private Pose _cachedPose = Pose.identity; public Vector3 Offset { get { return _offset; } set { _offset = value; } } public Quaternion Rotation { get { return _rotation; } set { _rotation = value; } } public bool MirrorLeftRotation { get { return _mirrorLeftRotation; } set { _mirrorLeftRotation = value; } } private static readonly Quaternion LEFT_MIRROR_ROTATION = Quaternion.Euler(180f, 0f, 0f); 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() { if (Hand.GetRootPose(out Pose rootPose)) { GetOffset(ref _cachedPose); _cachedPose.Postmultiply(rootPose); transform.SetPose(_cachedPose); } } public void GetOffset(ref Pose pose) { if (!_started) { return; } GetOffset(ref pose, Hand.Handedness, Hand.Scale); } public void GetOffset(ref Pose pose, Handedness handedness, float scale) { if (_mirrorLeftRotation && handedness == Handedness.Left) { pose.position = -_offset * scale; pose.rotation = _rotation * LEFT_MIRROR_ROTATION; } else { pose.position = _offset * scale; pose.rotation = _rotation; } } public void GetWorldPose(ref Pose pose) { pose.position = this.transform.position; pose.rotation = this.transform.rotation; } #region Inject public void InjectHand(IHand hand) { _hand = hand as UnityEngine.Object; Hand = hand; } public void InjectOffset(Vector3 offset) { _offset = offset; } public void InjectRotation(Quaternion rotation) { _rotation = rotation; } public void InjectAllHandWristOffset(IHand hand, Vector3 offset, Quaternion rotation) { InjectHand(hand); InjectOffset(offset); InjectRotation(rotation); } #endregion } }