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2025-07-04 20:33:06 +03:00

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C#

/*
* 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
{
/// <summary>
/// HandRef is a utility component that delegates all of its IHand implementation
/// to the provided Hand object.
/// </summary>
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
}
}