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

138 lines
3.4 KiB
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 Oculus.Interaction.Input;
using UnityEngine;
namespace Oculus.Interaction
{
public class HandJoint : MonoBehaviour
{
[SerializeField, Interface(typeof(IHand))]
private UnityEngine.Object _hand;
public IHand Hand { get; private set; }
[SerializeField]
private HandJointId _handJointId;
[SerializeField]
private Vector3 _localPositionOffset;
[SerializeField]
private Quaternion _rotationOffset = Quaternion.identity;
#region Properties
public HandJointId HandJointId
{
get
{
return _handJointId;
}
set
{
_handJointId = 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()
{
if (!Hand.GetJointPose(_handJointId, out Pose pose)) return;
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;
}
}