/* * 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.Collections.Generic; using UnityEngine; namespace Oculus.Interaction { /// /// Updates the transform to be the interpolated position /// of a series of joints in the associated IHand. /// public class HandJointsPose : MonoBehaviour { [SerializeField, Interface(typeof(IHand))] private UnityEngine.Object _hand; public IHand Hand { get; private set; } [System.Serializable] public struct WeightedJoint { public HandJointId handJointId; public float weight; } [SerializeField] private List _weightedJoints; [SerializeField] private Vector3 _localPositionOffset; [SerializeField] private Quaternion _rotationOffset = Quaternion.identity; #region Properties public List WeightedJoints { get { return _weightedJoints; } set { _weightedJoints = value; } } public Vector3 LocalPositionOffset { get { return _localPositionOffset; } set { _localPositionOffset = value; } } public Quaternion RotationOffset { get { return _rotationOffset; } set { _rotationOffset = value; } } #endregion 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() { Pose pose = Pose.identity; float accumulatedWeight = 0f; foreach (WeightedJoint weightedJoint in _weightedJoints) { if (!Hand.GetJointPose(weightedJoint.handJointId, out Pose jointPose)) { return; } float t = weightedJoint.weight / (accumulatedWeight + weightedJoint.weight); accumulatedWeight += weightedJoint.weight; pose.Lerp(jointPose, t); } Vector3 positionOffsetWithHandedness = (Hand.Handedness == Handedness.Left ? -1f : 1f) * _localPositionOffset; pose.position += _rotationOffset * pose.rotation * positionOffsetWithHandedness * Hand.Scale; transform.SetPose(pose); } #region Inject public void InjectAllHandJoint(IHand hand) { InjectHand(hand); } public void InjectHand(IHand hand) { _hand = hand as UnityEngine.Object; Hand = hand; } #endregion; } }