Add ultimate xr
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// --------------------------------------------------------------------------------------------------------------------
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// <copyright file="UxrFingerPointingVolume.cs" company="VRMADA">
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// Copyright (c) VRMADA, All rights reserved.
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// </copyright>
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// --------------------------------------------------------------------------------------------------------------------
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using UltimateXR.Core;
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using UltimateXR.Core.Components;
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using UltimateXR.Extensions.Unity.Math;
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using UnityEngine;
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namespace UltimateXR.Avatar.Controllers
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{
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/// <summary>
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/// Component that describes a box volume where any <see cref="UxrAvatar" /> hand that gets inside automatically adopts
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/// a finger pointing pose. This is useful to place in front of UI screens or where precise finger pressing interaction
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/// is required.
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/// </summary>
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/// <remarks>
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/// The finger pointing pose should only be adopted if it doesn't interfere with any other interaction, such
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/// as the grab pose while grabbing an object inside the volume.
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/// </remarks>
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[RequireComponent(typeof(BoxCollider))]
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public class UxrFingerPointingVolume : UxrComponent<UxrFingerPointingVolume>
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{
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#region Inspector Properties/Serialized Fields
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[SerializeField] private bool _leftHand = true;
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[SerializeField] private bool _rightHand = true;
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#endregion
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#region Public Types & Data
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/// <summary>
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/// Gets the <see cref="BoxCollider" /> component describing the enclosed space where to adopt the finger pointing
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/// pose.
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/// </summary>
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public BoxCollider Box => GetCachedComponent<BoxCollider>();
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/// <summary>
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/// Gets or sets whether the left hand should adopt the pose when inside.
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/// </summary>
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public bool UseLeftHand
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{
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get => _leftHand;
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set => _leftHand = value;
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}
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/// <summary>
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/// Gets or sets whether the right hand should adopt the pose when inside.
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/// </summary>
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public bool UseRightHand
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{
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get => _rightHand;
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set => _rightHand = value;
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}
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#endregion
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#region Public Methods
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/// <summary>
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/// Checks if a point is inside the <see cref="BoxCollider" /> attached to the <see cref="GameObject" /> this component
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/// is attached to.
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/// </summary>
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/// <param name="point">Point in world coordinates</param>
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/// <param name="margin">Margin to add to the box sides</param>
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/// <returns>True if it is inside, false if not</returns>
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public bool IsPointInside(Vector3 point, float margin = 0.0f)
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{
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return point.IsInsideBox(Box, Vector3.one * margin);
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}
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/// <summary>
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/// Checks if the volume is compatible with the given hand. This allows some volumes to work for the left or
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/// right hand only.
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/// </summary>
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/// <param name="handSide">Hand to check</param>
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/// <returns>Boolean telling whether the given hand is compatible or not</returns>
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public bool IsCompatible(UxrHandSide handSide)
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{
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return (handSide == UxrHandSide.Left && UseLeftHand) || (handSide == UxrHandSide.Right && UseRightHand);
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}
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#endregion
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}
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}
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