/* * 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 Oculus.Interaction.Input; using UnityEngine; using UnityEngine.Assertions; namespace Oculus.Interaction { public class HandConfidenceVisual : MonoBehaviour { [SerializeField, Interface(typeof(IHand))] private UnityEngine.Object _hand; private IHand Hand { get; set; } [SerializeField] private MaterialPropertyBlockEditor _handMaterialPropertyBlockEditor; [SerializeField] private float _speed = 5f; public float Speed { get { return _speed; } set { _speed = value; } } private readonly int _handConfidenceId = Shader.PropertyToID("_JointsGlow"); private float[] _jointsConfidence = new float[18]; protected bool _started = false; private float _lastTime; private void Awake() { Hand = _hand as IHand; } protected virtual void Start() { this.BeginStart(ref _started); this.AssertField(Hand, nameof(Hand)); this.AssertField(_handMaterialPropertyBlockEditor, nameof(_handMaterialPropertyBlockEditor)); _lastTime = Time.time; this.EndStart(ref _started); } protected virtual void OnEnable() { if (_started) { Hand.WhenHandUpdated += UpdateVisual; } } protected virtual void OnDisable() { if (_started) { Hand.WhenHandUpdated -= UpdateVisual; } } private void UpdateVisual() { float changeRate = (Time.time - _lastTime) * Speed; _lastTime = Time.time; float handConfidence = Hand.IsHighConfidence ? 0f : 1f; _jointsConfidence[0] = Mathf.Lerp(_jointsConfidence[0], handConfidence, changeRate); FillConfidence(HandFinger.Thumb, 1, 4); FillConfidence(HandFinger.Index, 5, 3); FillConfidence(HandFinger.Middle, 8, 3); FillConfidence(HandFinger.Ring, 11, 3); FillConfidence(HandFinger.Pinky, 14, 4); void FillConfidence(HandFinger finger, int offset, int lenght) { int confidence = Hand.GetFingerIsHighConfidence(finger) ? 0 : 1; for (int i = offset; i < offset + lenght; i++) { _jointsConfidence[i] = Mathf.Lerp(_jointsConfidence[i], confidence, changeRate); } } _handMaterialPropertyBlockEditor.MaterialPropertyBlock.SetFloatArray(_handConfidenceId, _jointsConfidence); _handMaterialPropertyBlockEditor.UpdateMaterialPropertyBlock(); } #region Inject public void InjectAllHandConfidenceVisual(IHand hand, MaterialPropertyBlockEditor handMaterialPropertyBlockEditor) { InjectHand(hand); InjectHandMaterialPropertyBlockEditor(handMaterialPropertyBlockEditor); } public void InjectHand(IHand hand) { _hand = hand as UnityEngine.Object; Hand = hand; } public void InjectHandMaterialPropertyBlockEditor(MaterialPropertyBlockEditor handMaterialPropertyBlockEditor) { _handMaterialPropertyBlockEditor = handMaterialPropertyBlockEditor; } #endregion } }