/* * 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 UnityEngine; namespace Oculus.Interaction.Input { public class FixedScaleHand : Hand { [SerializeField] private float _scale = 1f; protected override void Apply(HandDataAsset data) { Pose rootToPointer = PoseUtils.Delta(data.Root, data.PointerPose); rootToPointer.position = (rootToPointer.position / data.HandScale) * _scale; PoseUtils.Multiply(data.Root, rootToPointer, ref data.PointerPose); data.HandScale = _scale; } #region Inject public void InjectAllFixedScaleDataModifier(UpdateModeFlags updateMode, IDataSource updateAfter, DataModifier modifyDataFromSource, bool applyModifier, float scale) { base.InjectAllHand(updateMode, updateAfter, modifyDataFromSource, applyModifier); InjectScale(scale); } public void InjectScale(float scale) { _scale = scale; } #endregion } }