/* * 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 System.Collections.Generic; using UnityEngine; using UnityEngine.Assertions; namespace Oculus.Interaction.PoseDetection { /// /// Used during hand pose detection to compare the current state of a hand's fingers to the state /// required by a given shape. The shape's required state is defined in a . /// If the two match, this state becomes active. /// public class ShapeRecognizerActiveState : MonoBehaviour, IActiveState { /// /// The hand to read for state data. /// [SerializeField, Interface(typeof(IHand))] private UnityEngine.Object _hand; /// /// The to be observed. While this hand adopts a pose which meets the requirements of any of the /// specified , will be true. /// public IHand Hand { get; private set; } /// /// Provides the current state of the tracked hand's fingers. /// [SerializeField, Interface(typeof(IFingerFeatureStateProvider))] private UnityEngine.Object _fingerFeatureStateProvider; protected IFingerFeatureStateProvider FingerFeatureStateProvider; /// /// A list of shape configs that define the pose. The states in these shape configs are compared to the finger states from the . /// [SerializeField] private ShapeRecognizer[] _shapes; /// /// The list of s which define the satisfactory shapes for to adopt /// in order for to become true. /// public IReadOnlyList Shapes => _shapes; /// /// The of the ShapeRecognizerActiveState. This is a convenience method which wraps /// a call to the property of the /// public Handedness Handedness => Hand.Handedness; struct FingerFeatureStateUsage { public HandFinger handFinger; public ShapeRecognizer.FingerFeatureConfig config; } private List _allFingerStates = new List(); // keeps track of native state private bool _nativeActive = false; protected virtual void Awake() { Hand = _hand as IHand; FingerFeatureStateProvider = _fingerFeatureStateProvider as IFingerFeatureStateProvider; } protected virtual void Start() { this.AssertField(Hand, nameof(Hand)); this.AssertField(FingerFeatureStateProvider, nameof(FingerFeatureStateProvider)); this.AssertCollectionField(_shapes, nameof(_shapes)); _allFingerStates = FlattenUsedFeatures(); // Warm up the proactive evaluation InitStateProvider(); } private void InitStateProvider() { foreach (FingerFeatureStateUsage state in _allFingerStates) { FingerFeatureStateProvider.GetCurrentState(state.handFinger, state.config.Feature, out _); } } private List FlattenUsedFeatures() { var fingerFeatureStateUsages = new List(); foreach (var sr in _shapes) { int configCount = 0; for (var fingerIdx = 0; fingerIdx < Constants.NUM_FINGERS; ++fingerIdx) { var handFinger = (HandFinger)fingerIdx; foreach (var config in sr.GetFingerFeatureConfigs(handFinger)) { ++configCount; fingerFeatureStateUsages.Add(new FingerFeatureStateUsage() { handFinger = handFinger, config = config }); } } // If this assertion is hit, open the ScriptableObject in the Unity Inspector // and ensure that it has at least one valid condition. Assert.IsTrue(configCount > 0, $"Shape {sr.ShapeName} has no valid conditions."); } return fingerFeatureStateUsages; } /// /// Implementation of , in this case indicating whether the associated /// is currently adopting any of the specified for recognition. /// public bool Active { get { if (!isActiveAndEnabled || _allFingerStates.Count == 0) { return (_nativeActive = false); } foreach (FingerFeatureStateUsage stateUsage in _allFingerStates) { if (!FingerFeatureStateProvider.IsStateActive(stateUsage.handFinger, stateUsage.config.Feature, stateUsage.config.Mode, stateUsage.config.State)) { return (_nativeActive = false); } } if (!_nativeActive) { // Activate native component int result = NativeMethods.isdk_NativeComponent_Activate(0x48506f7365446574); this.AssertIsTrue(result == NativeMethods.IsdkSuccess, "Unable to Activate native recognizer!"); } return (_nativeActive = true); } } #region Inject /// /// Sets all required dependencies for a dynamically instantiated ShapeRecognizerActiveState. This is a convenience /// method which wraps invocations of , /// , and . /// This method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based /// usage. /// public void InjectAllShapeRecognizerActiveState(IHand hand, IFingerFeatureStateProvider fingerFeatureStateProvider, ShapeRecognizer[] shapes) { InjectHand(hand); InjectFingerFeatureStateProvider(fingerFeatureStateProvider); InjectShapes(shapes); } /// /// Sets an as the for a dynamically instantiated ShapeRecognizerActiveState. This /// method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based /// usage. /// public void InjectHand(IHand hand) { _hand = hand as UnityEngine.Object; Hand = hand; } /// /// Sets an as the provider for a dynamically instantiated ShapeRecognizerActiveState. This /// method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based /// usage. /// public void InjectFingerFeatureStateProvider(IFingerFeatureStateProvider fingerFeatureStateProvider) { _fingerFeatureStateProvider = fingerFeatureStateProvider as UnityEngine.Object; FingerFeatureStateProvider = fingerFeatureStateProvider; } /// /// Sets a list of s as the recognizable for a dynamically instantiated /// ShapeRecognizerActiveState. This method exists to support Interaction SDK's dependency injection pattern and is not needed for /// typical Unity Editor-based usage. /// public void InjectShapes(ShapeRecognizer[] shapes) { _shapes = shapes; } #endregion } }