185 lines
5.6 KiB
C#
185 lines
5.6 KiB
C#
/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using Oculus.Interaction.Input;
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using System;
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using UnityEngine;
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namespace Oculus.Interaction
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{
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/// <summary>
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/// This Selector selects for a frame when the Pinch is released, as opposed to when it is pinching.
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/// It uses the system pinch (index and thumb) but due to some false-positives with pinch detection,
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/// to establish that a pinch has released the index must be not pinching and be extended.
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/// </summary>
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public class IndexPinchSafeReleaseSelector : MonoBehaviour,
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ISelector, IActiveState
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{
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[SerializeField, Interface(typeof(IHand))]
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private UnityEngine.Object _hand;
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public IHand Hand { get; private set; }
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[SerializeField]
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private bool _selectOnRelease = true;
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public bool Active => this.enabled && _isIndexFingerPinching && !_cancelled;
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[SerializeField, Interface(typeof(IActiveState))]
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private UnityEngine.Object _indexReleaseSafeguard;
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private IActiveState IndexReleaseSafeguard;
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private bool _isIndexFingerPinching;
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private bool _cancelled;
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private bool _pendingUnselect;
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public event Action WhenSelected = delegate { };
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public event Action WhenUnselected = delegate { };
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protected bool _started = false;
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protected virtual void Awake()
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{
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Hand = _hand as IHand;
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IndexReleaseSafeguard = _indexReleaseSafeguard as IActiveState;
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}
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protected virtual void Start()
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{
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this.BeginStart(ref _started);
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this.AssertField(Hand, nameof(Hand));
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this.EndStart(ref _started);
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}
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protected virtual void OnEnable()
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{
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if (_started)
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{
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Hand.WhenHandUpdated += HandleHandUpdated;
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_isIndexFingerPinching = false;
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_pendingUnselect = false;
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}
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}
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protected virtual void OnDisable()
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{
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if (_started)
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{
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Hand.WhenHandUpdated -= HandleHandUpdated;
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}
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}
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private void HandleHandUpdated()
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{
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bool isPinchDetected = Hand.GetIndexFingerIsPinching();
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bool isReleaseDetected = !isPinchDetected && IndexReleaseSafeguard.Active;
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if (_selectOnRelease)
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{
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ProcessSelectOnRelease(isPinchDetected, isReleaseDetected);
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}
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else
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{
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ProcessSelectOnPinch(isPinchDetected, isReleaseDetected);
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}
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}
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private void ProcessSelectOnPinch(bool isPinchDetected, bool isReleaseDetected)
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{
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if (!_isIndexFingerPinching && isPinchDetected && !_cancelled)
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{
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_isIndexFingerPinching = true;
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WhenSelected.Invoke();
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}
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else if (_isIndexFingerPinching && isReleaseDetected)
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{
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_isIndexFingerPinching = false;
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WhenUnselected.Invoke();
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}
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if (!_isIndexFingerPinching && _cancelled)
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{
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_cancelled = false;
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}
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}
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private void ProcessSelectOnRelease(bool isPinchDetected, bool isReleaseDetected)
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{
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if (!_isIndexFingerPinching && isPinchDetected)
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{
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_isIndexFingerPinching = true;
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}
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if (!_isIndexFingerPinching && _pendingUnselect)
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{
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_pendingUnselect = false;
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WhenUnselected.Invoke();
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}
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if (_isIndexFingerPinching && isReleaseDetected)
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{
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_isIndexFingerPinching = false;
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if (!_cancelled)
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{
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WhenSelected.Invoke();
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_pendingUnselect = true;
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}
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_cancelled = false;
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}
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}
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public void Cancel()
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{
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if (_isIndexFingerPinching)
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{
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_cancelled = true;
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}
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}
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#region Inject
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public void InjectAllIndexPinchSafeReleaseSelector(IHand hand,
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bool selectOnRelease,
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IActiveState indexReleaseSafeguard)
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{
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InjectHand(hand);
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InjectSelectOnRelease(selectOnRelease);
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InjectIndexReleaseSafeguard(indexReleaseSafeguard);
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}
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public void InjectHand(IHand hand)
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{
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_hand = hand as UnityEngine.Object;
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Hand = hand;
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}
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public void InjectSelectOnRelease(bool selectOnRelease)
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{
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_selectOnRelease = selectOnRelease;
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}
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public void InjectIndexReleaseSafeguard(IActiveState indexReleaseSafeguard)
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{
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_indexReleaseSafeguard = indexReleaseSafeguard as UnityEngine.Object;
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IndexReleaseSafeguard = indexReleaseSafeguard;
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}
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#endregion
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}
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}
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