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88
Assets/Oculus/VR/Scripts/Util/OVRCustomSkeleton.cs
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88
Assets/Oculus/VR/Scripts/Util/OVRCustomSkeleton.cs
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/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using System.Collections.Generic;
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using UnityEngine;
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[HelpURL("https://developer.oculus.com/reference/unity/latest/class_o_v_r_custom_skeleton")]
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public class OVRCustomSkeleton : OVRSkeleton, ISerializationCallbackReceiver
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{
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[HideInInspector][SerializeField] private List<Transform> _customBones_V2;
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public List<Transform> CustomBones => _customBones_V2;
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/// <summary>
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/// List of skeleton structures to be retargeted to the supported format for body tracking.
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/// </summary>
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public enum RetargetingType
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{
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/// <summary>The default skeleton structure of the Oculus tracking system</summary>
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OculusSkeleton
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}
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[SerializeField, HideInInspector]
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internal RetargetingType retargetingType = RetargetingType.OculusSkeleton;
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protected override Transform GetBoneTransform(BoneId boneId) => _customBones_V2[(int)boneId];
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#if UNITY_EDITOR
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private bool _shouldSetDirty;
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private void OnValidate()
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{
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if (!_shouldSetDirty) return;
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UnityEditor.PrefabUtility.RecordPrefabInstancePropertyModifications(this);
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UnityEditor.EditorUtility.SetDirty(this);
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_shouldSetDirty = false;
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}
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#endif
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void ISerializationCallbackReceiver.OnBeforeSerialize()
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{
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}
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void ISerializationCallbackReceiver.OnAfterDeserialize()
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{
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AllocateBones();
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}
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private void AllocateBones()
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{
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if (_customBones_V2.Count == (int)BoneId.Max) return;
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// Make sure we have the right number of bones
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while (_customBones_V2.Count < (int)BoneId.Max)
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{
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_customBones_V2.Add(null);
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}
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#if UNITY_EDITOR
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_shouldSetDirty = true;
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#endif
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}
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internal override void SetSkeletonType(SkeletonType skeletonType)
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{
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base.SetSkeletonType(skeletonType);
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_customBones_V2 ??= new List<Transform>();
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AllocateBones();
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}
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}
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