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

182 lines
4.7 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
{
/// <summary>
/// Specifies a position and rotation offset from the wrist of the given hand
/// </summary>
public class HandWristOffset : MonoBehaviour
{
[SerializeField, Interface(typeof(IHand))]
private UnityEngine.Object _hand;
public IHand Hand { get; private set; }
[SerializeField]
[HideInInspector]
private Vector3 _offset;
[SerializeField]
[HideInInspector]
private Quaternion _rotation = Quaternion.identity;
[SerializeField]
[Tooltip("Mirrors the rotation offset when the attached Hand is has Left Handedness")]
private bool _mirrorLeftRotation = true;
private Pose _cachedPose = Pose.identity;
public Vector3 Offset
{
get
{
return _offset;
}
set
{
_offset = value;
}
}
public Quaternion Rotation
{
get
{
return _rotation;
}
set
{
_rotation = value;
}
}
public bool MirrorLeftRotation
{
get
{
return _mirrorLeftRotation;
}
set
{
_mirrorLeftRotation = value;
}
}
private static readonly Quaternion LEFT_MIRROR_ROTATION = Quaternion.Euler(180f, 0f, 0f);
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.GetRootPose(out Pose rootPose))
{
GetOffset(ref _cachedPose);
_cachedPose.Postmultiply(rootPose);
transform.SetPose(_cachedPose);
}
}
public void GetOffset(ref Pose pose)
{
if (!_started)
{
return;
}
GetOffset(ref pose, Hand.Handedness, Hand.Scale);
}
public void GetOffset(ref Pose pose, Handedness handedness, float scale)
{
if (_mirrorLeftRotation && handedness == Handedness.Left)
{
pose.position = -_offset * scale;
pose.rotation = _rotation * LEFT_MIRROR_ROTATION;
}
else
{
pose.position = _offset * scale;
pose.rotation = _rotation;
}
}
public void GetWorldPose(ref Pose pose)
{
pose.position = this.transform.position;
pose.rotation = this.transform.rotation;
}
#region Inject
public void InjectHand(IHand hand)
{
_hand = hand as UnityEngine.Object;
Hand = hand;
}
public void InjectOffset(Vector3 offset)
{
_offset = offset;
}
public void InjectRotation(Quaternion rotation)
{
_rotation = rotation;
}
public void InjectAllHandWristOffset(IHand hand,
Vector3 offset, Quaternion rotation)
{
InjectHand(hand);
InjectOffset(offset);
InjectRotation(rotation);
}
#endregion
}
}