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HDRobotics/Assets/Oculus/SampleFramework/Usage/HandsTrainExample/Scripts/PanelHMDFollower.cs

99 lines
3.7 KiB
C#

/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using System.Collections;
using UnityEngine;
namespace OculusSampleFramework
{
public class PanelHMDFollower : MonoBehaviour
{
private const float TOTAL_DURATION = 3.0f;
private const float HMD_MOVEMENT_THRESHOLD = 0.3f;
[SerializeField] private float _maxDistance = 0.3f;
[SerializeField] private float _minDistance = 0.05f;
[SerializeField] private float _minZDistance = 0.05f;
private OVRCameraRig _cameraRig;
private Vector3 _panelInitialPosition = Vector3.zero;
private Coroutine _coroutine = null;
private Vector3 _prevPos = Vector3.zero;
private Vector3 _lastMovedToPos = Vector3.zero;
private void Awake()
{
_cameraRig = FindObjectOfType<OVRCameraRig>();
_panelInitialPosition = transform.position;
}
private void Update()
{
var centerEyeAnchorPos = _cameraRig.centerEyeAnchor.position;
var myPosition = transform.position;
//Distance from centereye since last time we updated panel position.
float distanceFromLastMovement = Vector3.Distance(centerEyeAnchorPos, _lastMovedToPos);
float headMovementSpeed = (_cameraRig.centerEyeAnchor.position - _prevPos).magnitude / Time.deltaTime;
var currDiffFromCenterEye = transform.position - centerEyeAnchorPos;
var currDistanceFromCenterEye = currDiffFromCenterEye.magnitude;
// 1) wait for center eye to stabilize after distance gets too large
// 2) check if center eye is too close to panel
// 3) check if depth isn't too close
if (((distanceFromLastMovement > _maxDistance) || (_minZDistance > currDiffFromCenterEye.z) ||
(_minDistance > currDistanceFromCenterEye)) &&
headMovementSpeed < HMD_MOVEMENT_THRESHOLD && _coroutine == null)
{
if (_coroutine == null)
{
_coroutine = StartCoroutine(LerpToHMD());
}
}
_prevPos = _cameraRig.centerEyeAnchor.position;
}
private Vector3 CalculateIdealAnchorPosition()
{
return _cameraRig.centerEyeAnchor.position + _panelInitialPosition;
}
private IEnumerator LerpToHMD()
{
Vector3 newPanelPosition = CalculateIdealAnchorPosition();
_lastMovedToPos = _cameraRig.centerEyeAnchor.position;
float startTime = Time.time;
float endTime = Time.time + TOTAL_DURATION;
while (Time.time < endTime)
{
transform.position =
Vector3.Lerp(transform.position, newPanelPosition, (Time.time - startTime) / TOTAL_DURATION);
yield return null;
}
transform.position = newPanelPosition;
_coroutine = null;
}
}
}