clean project
This commit is contained in:
@@ -0,0 +1,134 @@
|
||||
/************************************************************************************
|
||||
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
|
||||
|
||||
Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
|
||||
https://developer.oculus.com/licenses/oculussdk/
|
||||
|
||||
Unless required by applicable law or agreed to in writing, the Utilities 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;
|
||||
using UnityEngine.Assertions;
|
||||
|
||||
namespace Oculus.Interaction.PoseDetection
|
||||
{
|
||||
/// <summary>
|
||||
/// Test if hand joint is inside generic collider and updates its active state
|
||||
/// based on that test. We could trigger-based testing, but if the hand disappears
|
||||
/// during one frame, we will not get a trigger exit event (which means we require
|
||||
/// manual testing in Update anyway to accomodate that edge case).
|
||||
/// </summary>
|
||||
public class ColliderContainsHandJointActiveState : MonoBehaviour, IActiveState
|
||||
{
|
||||
[SerializeField, Interface(typeof(IHand))]
|
||||
private MonoBehaviour _hand;
|
||||
private IHand Hand;
|
||||
|
||||
[SerializeField]
|
||||
private Collider[] _entryColliders;
|
||||
|
||||
[SerializeField]
|
||||
private Collider[] _exitColliders;
|
||||
|
||||
[SerializeField]
|
||||
private HandJointId _jointToTest = HandJointId.HandWristRoot;
|
||||
|
||||
public bool Active { get; private set; }
|
||||
|
||||
private bool _active = false;
|
||||
|
||||
protected virtual void Awake()
|
||||
{
|
||||
Hand = _hand as IHand;
|
||||
Active = false;
|
||||
}
|
||||
|
||||
protected virtual void Start()
|
||||
{
|
||||
Assert.IsNotNull(Hand);
|
||||
Assert.IsTrue(_entryColliders != null && _entryColliders.Length > 0);
|
||||
Assert.IsTrue(_exitColliders != null && _exitColliders.Length > 0);
|
||||
}
|
||||
|
||||
protected virtual void Update()
|
||||
{
|
||||
if (Hand.GetJointPose(_jointToTest, out Pose jointPose))
|
||||
{
|
||||
Active = JointPassesTests(jointPose);
|
||||
}
|
||||
else
|
||||
{
|
||||
Active = false;
|
||||
}
|
||||
}
|
||||
|
||||
private bool JointPassesTests(Pose jointPose)
|
||||
{
|
||||
bool passesCollisionTest;
|
||||
|
||||
if (_active)
|
||||
{
|
||||
passesCollisionTest = IsPointWithinColliders(jointPose.position,
|
||||
_exitColliders);
|
||||
}
|
||||
else
|
||||
{
|
||||
passesCollisionTest = IsPointWithinColliders(jointPose.position,
|
||||
_entryColliders);
|
||||
}
|
||||
|
||||
_active = passesCollisionTest;
|
||||
return passesCollisionTest;
|
||||
}
|
||||
|
||||
private bool IsPointWithinColliders(Vector3 point, Collider[] colliders)
|
||||
{
|
||||
foreach (var collider in colliders)
|
||||
{
|
||||
if (!Collisions.IsPointWithinCollider(point, collider))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
#region Inject
|
||||
|
||||
public void InjectAllColliderContainsHandJointActiveState(IHand hand, Collider[] entryColliders,
|
||||
Collider[] exitColliders, HandJointId jointToTest)
|
||||
{
|
||||
InjectHand(hand);
|
||||
InjectEntryColliders(entryColliders);
|
||||
InjectExitColliders(exitColliders);
|
||||
InjectJointToTest(jointToTest);
|
||||
}
|
||||
|
||||
public void InjectHand(IHand hand)
|
||||
{
|
||||
_hand = hand as MonoBehaviour;
|
||||
Hand = hand;
|
||||
}
|
||||
|
||||
public void InjectEntryColliders(Collider[] entryColliders)
|
||||
{
|
||||
_entryColliders = entryColliders;
|
||||
}
|
||||
|
||||
public void InjectExitColliders(Collider[] exitColliders)
|
||||
{
|
||||
_exitColliders = exitColliders;
|
||||
}
|
||||
|
||||
public void InjectJointToTest(HandJointId jointToTest)
|
||||
{
|
||||
_jointToTest = jointToTest;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user