Files
ApexSurgery/Assets/Oculus/Interaction/Runtime/Scripts/Input/Hands/DataModifiers/FixedScaleHand.cs
T
2025-07-04 20:33:06 +03:00

54 lines
1.8 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 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<HandDataAsset> modifyDataFromSource, bool applyModifier, float scale)
{
base.InjectAllHand(updateMode, updateAfter, modifyDataFromSource, applyModifier);
InjectScale(scale);
}
public void InjectScale(float scale)
{
_scale = scale;
}
#endregion
}
}