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Assets/Oculus/Interaction/Samples/Scripts/PoseUseSample.cs
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Assets/Oculus/Interaction/Samples/Scripts/PoseUseSample.cs
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/************************************************************************************
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Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
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Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
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https://developer.oculus.com/licenses/oculussdk/
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Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
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under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
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ANY KIND, either express or implied. See the License for the specific language governing
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permissions and limitations under the License.
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************************************************************************************/
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using Oculus.Interaction.Input;
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using TMPro;
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using UnityEngine;
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namespace Oculus.Interaction.Samples
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{
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public class PoseUseSample : MonoBehaviour
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{
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[SerializeField] private ActiveStateSelector[] _poses;
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[SerializeField] private Material[] _onSelectIcons;
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[SerializeField] private GameObject _poseActiveVisualPrefab;
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private GameObject[] _poseActiveVisuals;
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private void Start()
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{
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_poseActiveVisuals = new GameObject[_poses.Length];
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for (int i = 0; i < _poses.Length; i++)
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{
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_poseActiveVisuals[i] = Instantiate(_poseActiveVisualPrefab);
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_poseActiveVisuals[i].GetComponentInChildren<TextMeshPro>().text = _poses[i].name;
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_poseActiveVisuals[i].GetComponentInChildren<ParticleSystemRenderer>().material = _onSelectIcons[i];
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_poseActiveVisuals[i].SetActive(false);
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int poseNumber = i;
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_poses[i].WhenSelected += () => ShowVisuals(poseNumber);
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_poses[i].WhenUnselected += () => HideVisuals(poseNumber);
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}
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}
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private void ShowVisuals(int poseNumber)
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{
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var centerEyePos = FindObjectOfType<OVRCameraRig>().centerEyeAnchor.position;
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Vector3 spawnSpot = centerEyePos + FindObjectOfType<OVRCameraRig>().centerEyeAnchor.forward;
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_poseActiveVisuals[poseNumber].transform.position = spawnSpot;
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_poseActiveVisuals[poseNumber].transform.LookAt(2 * _poseActiveVisuals[poseNumber].transform.position - centerEyePos);
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var hands = _poses[poseNumber].GetComponents<HandRef>();
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Vector3 visualsPos = Vector3.zero;
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foreach (var hand in hands)
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{
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hand.GetRootPose(out Pose wristPose);
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Vector3 forward = hand.Handedness == Handedness.Left ? wristPose.right : -wristPose.right;
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visualsPos += wristPose.position + forward * .15f + Vector3.up * .02f;
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}
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_poseActiveVisuals[poseNumber].transform.position = visualsPos / hands.Length;
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_poseActiveVisuals[poseNumber].gameObject.SetActive(true);
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}
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private void HideVisuals(int poseNumber)
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{
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_poseActiveVisuals[poseNumber].gameObject.SetActive(false);
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}
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}
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}
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