UP-Viagg-io/Viagg-io/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/Scripts/MetaSystemGestureDetector.cs

262 lines
9.4 KiB
C#

using System;
using Unity.XR.CoreUtils.Bindings.Variables;
using UnityEngine.Events;
using UnityEngine.InputSystem;
using UnityEngine.XR.Interaction.Toolkit.Inputs;
#if XR_HANDS_1_1_OR_NEWER
using UnityEngine.XR.Hands;
#endif
namespace UnityEngine.XR.Interaction.Toolkit.Samples.Hands
{
/// <summary>
/// Behavior that provides events for when the system gesture starts and ends and when the
/// menu palm pinch gesture occurs while hand tracking is in use.
/// </summary>
/// <remarks>
/// See <see href="https://docs.unity3d.com/Packages/com.unity.xr.hands@1.1/manual/features/metahandtrackingaim.html">Meta Hand Tracking Aim</see>.
/// </remarks>
/// <seealso cref="MetaAimHand"/>
public class MetaSystemGestureDetector : MonoBehaviour
{
/// <summary>
/// The state of the system gesture.
/// </summary>
/// <seealso cref="systemGestureState"/>
public enum SystemGestureState
{
/// <summary>
/// The system gesture has fully ended.
/// </summary>
Ended,
/// <summary>
/// The system gesture has started or is ongoing. Typically, this means the user is looking at
/// their palm at eye level or has not yet released the palm pinch gesture or turned their hand around.
/// </summary>
Started,
}
[SerializeField]
InputActionProperty m_AimFlagsAction = new InputActionProperty(new InputAction(expectedControlType: "Integer"));
/// <summary>
/// The Input System action to read the Aim Flags.
/// </summary>
/// <remarks>
/// Typically a <b>Value</b> action type with an <b>Integer</b> control type with a binding to either:
/// <list type="bullet">
/// <item>
/// <description><c>&lt;MetaAimHand&gt;{LeftHand}/aimFlags</c></description>
/// </item>
/// <item>
/// <description><c>&lt;MetaAimHand&gt;{RightHand}/aimFlags</c></description>
/// </item>
/// </list>
/// </remarks>
public InputActionProperty aimFlagsAction
{
get => m_AimFlagsAction;
set
{
if (Application.isPlaying)
UnbindAimFlags();
m_AimFlagsAction = value;
if (Application.isPlaying && isActiveAndEnabled)
BindAimFlags();
}
}
[SerializeField]
UnityEvent m_SystemGestureStarted;
/// <summary>
/// Calls the methods in its invocation list when the system gesture starts, which typically occurs when
/// the user looks at their palm at eye level.
/// </summary>
/// <seealso cref="systemGestureEnded"/>
/// <seealso cref="MetaAimFlags.SystemGesture"/>
public UnityEvent systemGestureStarted
{
get => m_SystemGestureStarted;
set => m_SystemGestureStarted = value;
}
[SerializeField]
UnityEvent m_SystemGestureEnded;
/// <summary>
/// Calls the methods in its invocation list when the system gesture ends.
/// </summary>
/// <remarks>
/// This behavior postpones ending the system gesture until the user has turned their hand around.
/// In other words, it isn't purely based on the <see cref="MetaAimFlags.SystemGesture"/>
/// being cleared from the aim flags in order to better replicate the native visual feedback in the Meta Home menu.
/// </remarks>
/// <seealso cref="systemGestureStarted"/>
/// <seealso cref="MetaAimFlags.SystemGesture"/>
public UnityEvent systemGestureEnded
{
get => m_SystemGestureEnded;
set => m_SystemGestureEnded = value;
}
[SerializeField]
UnityEvent m_MenuPressed;
/// <summary>
/// Calls the methods in its invocation list when the menu button is triggered by a palm pinch gesture.
/// </summary>
/// <remarks>
/// This is triggered by the non-dominant hand, which is the one with the menu icon (&#x2630;).
/// The universal menu (Oculus icon) on the dominant hand does not trigger this event.
/// </remarks>
/// <seealso cref="MetaAimFlags.MenuPressed"/>
public UnityEvent menuPressed
{
get => m_MenuPressed;
set => m_MenuPressed = value;
}
/// <summary>
/// The state of the system gesture.
/// </summary>
/// <seealso cref="SystemGestureState"/>
/// <seealso cref="systemGestureStarted"/>
/// <seealso cref="systemGestureEnded"/>
public IReadOnlyBindableVariable<SystemGestureState> systemGestureState => m_SystemGestureState;
readonly BindableEnum<SystemGestureState> m_SystemGestureState = new BindableEnum<SystemGestureState>(checkEquality: false);
#if XR_HANDS_1_1_OR_NEWER
[NonSerialized] // NonSerialized is required to avoid an "Unsupported enum base type" error about the Flags enum being ulong
MetaAimFlags m_AimFlags;
#endif
bool m_AimFlagsBound;
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
protected void OnEnable()
{
BindAimFlags();
#if XR_HANDS_1_1_OR_NEWER
var action = m_AimFlagsAction.action;
if (action != null)
// Force invoking the events upon initialization to simplify making sure the callback's desired results are synced
UpdateAimFlags((MetaAimFlags)action.ReadValue<int>(), true);
#else
Debug.LogWarning("Script requires XR Hands (com.unity.xr.hands) package to monitor Meta Aim Flags. Install using Window > Package Manager or click Fix on the related issue in Edit > Project Settings > XR Plug-in Management > Project Validation.", this);
SetGestureState(SystemGestureState.Ended, true);
#endif
}
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
protected void OnDisable()
{
UnbindAimFlags();
}
void BindAimFlags()
{
if (m_AimFlagsBound)
return;
var action = m_AimFlagsAction.action;
if (action == null)
return;
action.performed += OnAimFlagsActionPerformedOrCanceled;
action.canceled += OnAimFlagsActionPerformedOrCanceled;
m_AimFlagsBound = true;
m_AimFlagsAction.EnableDirectAction();
}
void UnbindAimFlags()
{
if (!m_AimFlagsBound)
return;
var action = m_AimFlagsAction.action;
if (action == null)
return;
m_AimFlagsAction.DisableDirectAction();
action.performed -= OnAimFlagsActionPerformedOrCanceled;
action.canceled -= OnAimFlagsActionPerformedOrCanceled;
m_AimFlagsBound = false;
}
void SetGestureState(SystemGestureState state, bool forceInvoke)
{
if (!forceInvoke && m_SystemGestureState.Value == state)
return;
m_SystemGestureState.Value = state;
switch (state)
{
case SystemGestureState.Ended:
m_SystemGestureEnded?.Invoke();
break;
case SystemGestureState.Started:
m_SystemGestureStarted?.Invoke();
break;
}
}
#if XR_HANDS_1_1_OR_NEWER
void UpdateAimFlags(MetaAimFlags value, bool forceInvoke = false)
{
var hadMenuPressed = (m_AimFlags & MetaAimFlags.MenuPressed) != 0;
m_AimFlags = value;
var hasSystemGesture = (m_AimFlags & MetaAimFlags.SystemGesture) != 0;
var hasMenuPressed = (m_AimFlags & MetaAimFlags.MenuPressed) != 0;
var hasValid = (m_AimFlags & MetaAimFlags.Valid) != 0;
var hasIndexPinching = (m_AimFlags & MetaAimFlags.IndexPinching) != 0;
if (!hadMenuPressed && hasMenuPressed)
{
m_MenuPressed?.Invoke();
}
if (hasSystemGesture || hasMenuPressed)
{
SetGestureState(SystemGestureState.Started, forceInvoke);
return;
}
if (hasValid)
{
SetGestureState(SystemGestureState.Ended, forceInvoke);
return;
}
// We want to keep the system gesture going when the user is still index pinching
// even though the SystemGesture flag is no longer set.
if (hasIndexPinching && m_SystemGestureState.Value != SystemGestureState.Ended)
{
SetGestureState(SystemGestureState.Started, forceInvoke);
return;
}
SetGestureState(SystemGestureState.Ended, forceInvoke);
}
#endif
void OnAimFlagsActionPerformedOrCanceled(InputAction.CallbackContext context)
{
#if XR_HANDS_1_1_OR_NEWER
UpdateAimFlags((MetaAimFlags)context.ReadValue<int>());
#endif
}
}
}