/* * 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.GrabAPI; using Oculus.Interaction.Input; using UnityEngine; namespace Oculus.Interaction { public class HandPinchOffset : MonoBehaviour { [SerializeField, Interface(typeof(IHand))] private UnityEngine.Object _hand; public IHand Hand { get; private set; } [SerializeField] private HandGrabAPI _handGrabApi; [SerializeField, Optional] private Collider _collider = null; 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.AssertField(_handGrabApi, nameof(_handGrabApi)); 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() { Vector3 center = _handGrabApi.GetPinchCenter(); if (_collider != null) { center = _collider.ClosestPoint(center); } transform.position = center; if (Hand.GetRootPose(out Pose pose)) { transform.rotation = pose.rotation; } } #region Inject public void InjectAllHandPinchOffset(IHand hand, HandGrabAPI handGrabApi) { InjectHand(hand); InjectHandGrabAPI(handGrabApi); } public void InjectHand(IHand hand) { Hand = hand; _hand = hand as UnityEngine.Object; } public void InjectHandGrabAPI(HandGrabAPI handGrabApi) { _handGrabApi = handGrabApi; } public void InjectOptionalCollider(Collider collider) { _collider = collider; } #endregion } }