// Copyright (c) Meta Platforms, Inc. and affiliates. using Meta.Utilities; using Meta.XR.Samples; using Oculus.Interaction; using Oculus.Movement.AnimationRigging; using UnityEngine; namespace NorthStar { /// /// Updates the retargeted hand positions to match the simulated physical hands /// [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(); m_rightHandMaterialEditor = m_rightHand.GetComponentInChildren(); // Search for a RetargetingProcessorCorrectHand 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(); if (m_rightHand is not null) m_syntheticHandProcessor.RightHandVisual = m_rightHand.GetComponentInChildren(); } } } 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); // Hide body if calibration/tracking has failed 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); } } }