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

162 lines
4.2 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 System.Collections.Generic;
using UnityEngine;
namespace Oculus.Interaction
{
/// <summary>
/// Updates the transform to be the interpolated position
/// of a series of joints in the associated IHand.
/// </summary>
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<WeightedJoint> _weightedJoints;
[SerializeField]
private Vector3 _localPositionOffset;
[SerializeField]
private Quaternion _rotationOffset = Quaternion.identity;
#region Properties
public List<WeightedJoint> 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;
}
}