| |
| using Meta.Utilities; |
| using Meta.XR.Samples; |
| using Oculus.Interaction; |
| using Oculus.Movement.AnimationRigging; |
| using UnityEngine; |
|
|
| namespace NorthStar |
| { |
| |
| |
| |
| [MetaCodeSample("NorthStar")] |
| [RequireComponent(typeof(OVRBody)), RequireComponent(typeof(RetargetingLayer))] |
| public class OverrideHandRetargeting : MonoBehaviour |
| { |
| [SerializeField] private Transform m_geometry; |
| [SerializeField] private Transform m_leftHand; |
| [SerializeField] private Transform m_rightHand; |
|
|
| [SerializeField] private Transform m_leftHandInactiveTarget, m_rightHandInactiveTarget; |
| [SerializeField] private float m_inactiveHandLerpSpeed = 1.0f; |
|
|
| [SerializeField, AutoSet] private RetargetingLayer m_layer; |
| [SerializeField, AutoSet] private OVRBody m_body; |
| private CustomRetargetingProcessorCorrectHand m_correctHandProcessor; |
| private SyntheticHandRetargetingProcessor m_syntheticHandProcessor; |
|
|
| private MaterialPropertyBlockEditor m_leftHandMaterialEditor; |
| private MaterialPropertyBlockEditor m_rightHandMaterialEditor; |
|
|
| private void Start() |
| { |
| m_leftHandMaterialEditor = m_leftHand.GetComponentInChildren<MaterialPropertyBlockEditor>(); |
| m_rightHandMaterialEditor = m_rightHand.GetComponentInChildren<MaterialPropertyBlockEditor>(); |
|
|
| |
| foreach (var processor in m_layer.RetargetingProcessors) |
| { |
| if (processor is CustomRetargetingProcessorCorrectHand) |
| { |
| m_correctHandProcessor = processor as CustomRetargetingProcessorCorrectHand; |
| } |
| else if (processor is SyntheticHandRetargetingProcessor) |
| { |
| m_syntheticHandProcessor = processor as SyntheticHandRetargetingProcessor; |
| if (m_leftHand is not null) m_syntheticHandProcessor.LeftHandVisual = m_leftHand.GetComponentInChildren<HandVisual>(); |
| if (m_rightHand is not null) m_syntheticHandProcessor.RightHandVisual = m_rightHand.GetComponentInChildren<HandVisual>(); |
| } |
| } |
| } |
|
|
| private void SetHandOpacity(MaterialPropertyBlockEditor editor, float opacity, float outlineOpacity) |
| { |
| editor.FloatProperties.Clear(); |
|
|
| editor.FloatProperties.Add(new MaterialPropertyFloat |
| { |
| name = "_Opacity", |
| value = opacity |
| }); |
|
|
| editor.FloatProperties.Add(new MaterialPropertyFloat |
| { |
| name = "_OutlineOpacity", |
| value = outlineOpacity |
| }); |
| } |
|
|
| private void Update() |
| { |
| if (BodyPositions.Instance.BodyTrackingActive) |
| { |
| if (m_leftHand is not null) |
| { |
| if (OVRInput.IsControllerConnected(OVRInput.Controller.LHand) || OVRInput.IsControllerConnected(OVRInput.Controller.LTouch)) |
| { |
| UpdateHandProcessor(m_correctHandProcessor.LeftHandProcessor, m_leftHand); |
| m_leftHandInactiveTarget.SetPositionAndRotation(m_leftHand.position, m_leftHand.rotation); |
| } |
| else |
| { |
| UpdateHandProcessor(m_correctHandProcessor.LeftHandProcessor, m_leftHandInactiveTarget, Time.deltaTime * m_inactiveHandLerpSpeed); |
| } |
| } |
|
|
| if (m_rightHand is not null) |
| { |
| if (OVRInput.IsControllerConnected(OVRInput.Controller.RHand) || OVRInput.IsControllerConnected(OVRInput.Controller.RTouch)) |
| { |
| UpdateHandProcessor(m_correctHandProcessor.RightHandProcessor, m_rightHand); |
| m_rightHandInactiveTarget.SetPositionAndRotation(m_rightHand.position, m_rightHand.rotation); |
| } |
| else |
| { |
| UpdateHandProcessor(m_correctHandProcessor.RightHandProcessor, m_rightHandInactiveTarget, Time.deltaTime * m_inactiveHandLerpSpeed); |
| } |
| } |
|
|
| m_geometry.gameObject.SetActive(true); |
|
|
| m_leftHandMaterialEditor.Renderers[0].gameObject.SetActive(false); |
| m_rightHandMaterialEditor.Renderers[0].gameObject.SetActive(false); |
| } |
| else |
| { |
| m_geometry.gameObject.SetActive(false); |
| m_leftHandMaterialEditor.Renderers[0].gameObject.SetActive(true); |
| m_rightHandMaterialEditor.Renderers[0].gameObject.SetActive(true); |
| SetHandOpacity(m_leftHandMaterialEditor, 0.79f, 1.0f); |
| SetHandOpacity(m_rightHandMaterialEditor, 0.79f, 1.0f); |
| } |
| } |
|
|
| private void UpdateHandProcessor(CustomRetargetingProcessorCorrectHand.HandProcessor handProcessor, Transform target, float lerp = 1.0f) |
| { |
| handProcessor.UseCustomHandTargetPosition = true; |
| handProcessor.UseCustomHandTargetRotation = true; |
| handProcessor.UseWorldHandPosition = true; |
|
|
| var currentTargetPosition = handProcessor.CustomHandTargetPosition ?? target.position; |
| handProcessor.CustomHandTargetPosition = Vector3.Lerp(currentTargetPosition, target.position, lerp); |
|
|
| var currentTargetRotation = handProcessor.CustomHandTargetRotation ?? target.rotation; |
| handProcessor.CustomHandTargetRotation = Quaternion.Slerp(currentTargetRotation, target.rotation, lerp); |
| } |
| } |
| } |
|
|