216 lines
6.2 KiB
C#
216 lines
6.2 KiB
C#
/*
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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 Oculus.Interaction.Input;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace Oculus.Interaction
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{
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/// <summary>
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/// Updates the transform to be the interpolated position
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/// of a series of joints in the associated IHand.
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/// </summary>
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public class HandJointsPose : MonoBehaviour
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{
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[SerializeField, Interface(typeof(IHand))]
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private UnityEngine.Object _hand;
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public IHand Hand { get; private set; }
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[System.Serializable]
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public struct WeightedJoint
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{
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public HandJointId handJointId;
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public float weight;
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}
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#region OVR Fields
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[SerializeField]
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[InspectorName("Weighted Joints")]
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private List<WeightedJoint> _weightedJoints;
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[SerializeField]
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[InspectorName("Offset")]
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private Vector3 _localPositionOffset;
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[SerializeField]
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[InspectorName("Rotation")]
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private Quaternion _rotationOffset = Quaternion.identity;
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#endregion OVR Fields
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#region OpenXR Fields
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[SerializeField]
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[InspectorName("Weighted Joints")]
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private List<WeightedJoint> _joints;
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[SerializeField]
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[InspectorName("Offset")]
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private Vector3 _posOffset;
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[SerializeField]
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[InspectorName("Rotation")]
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private Quaternion _rotOffset = Quaternion.identity;
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#endregion OpenXR Fields
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[SerializeField]
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[Tooltip("When the attached hand's handedness is set to Left, this property will mirror the offsets. " +
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"This allows for offset values to be set in Right hand coordinates for both Left and Right hands.")]
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private bool _mirrorOffsetsForLeftHand = true;
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public bool MirrorOffsetsForLeftHand
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{
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get => _mirrorOffsetsForLeftHand;
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set => _mirrorOffsetsForLeftHand = value;
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}
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#region Properties
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public List<WeightedJoint> WeightedJoints
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{
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#if ISDK_OPENXR_HAND
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get => _joints;
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set => _joints = value;
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#else
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get => _weightedJoints;
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set => _weightedJoints = value;
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#endif
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}
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public Vector3 LocalPositionOffset
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{
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#if ISDK_OPENXR_HAND
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get => _posOffset;
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set => _posOffset = value;
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#else
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get => _localPositionOffset;
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set => _localPositionOffset = value;
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#endif
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}
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public Quaternion RotationOffset
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{
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#if ISDK_OPENXR_HAND
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get => _rotOffset;
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set => _rotOffset = value;
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#else
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get => _rotationOffset;
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set => _rotationOffset = value;
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#endif
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}
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#endregion
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private Pose _cachedPose = Pose.identity;
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protected bool _started = false;
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protected virtual void Awake()
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{
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Hand = _hand as IHand;
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}
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protected virtual void Start()
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{
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this.BeginStart(ref _started);
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this.AssertField(Hand, nameof(Hand));
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this.EndStart(ref _started);
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}
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protected virtual void OnEnable()
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{
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if (_started)
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{
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Hand.WhenHandUpdated += HandleHandUpdated;
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}
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}
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protected virtual void OnDisable()
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{
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if (_started)
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{
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Hand.WhenHandUpdated -= HandleHandUpdated;
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}
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}
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private void HandleHandUpdated()
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{
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Pose pose = Pose.identity;
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float accumulatedWeight = 0f;
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foreach (WeightedJoint weightedJoint in WeightedJoints)
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{
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if (!Hand.GetJointPose(weightedJoint.handJointId, out Pose jointPose))
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{
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return;
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}
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float t = weightedJoint.weight / (accumulatedWeight + weightedJoint.weight);
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accumulatedWeight += weightedJoint.weight;
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pose.Lerp(jointPose, t);
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}
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#if ISDK_OPENXR_HAND
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GetOffset(ref _cachedPose, Hand.Handedness, Hand.Scale);
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_cachedPose.Postmultiply(pose);
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#else
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Vector3 positionOffsetWithHandedness = Hand.Handedness == Handedness.Left && MirrorOffsetsForLeftHand ?
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HandMirroring.Mirror(_localPositionOffset) : _localPositionOffset;
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//Note that RotationOffset should be on the right of pose.rotation in order to be applied locally.
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//having it pre-multiplying can yield unwanted results.
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pose.position += _rotationOffset * pose.rotation *
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positionOffsetWithHandedness * Hand.Scale;
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#endif
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transform.SetPose(pose);
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}
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private void GetOffset(ref Pose pose, Handedness handedness, float scale)
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{
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if (_mirrorOffsetsForLeftHand && handedness == Handedness.Left)
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{
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pose.position = HandMirroring.Mirror(LocalPositionOffset * scale);
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pose.rotation = HandMirroring.Mirror(RotationOffset);
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}
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else
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{
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pose.position = LocalPositionOffset * scale;
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pose.rotation = RotationOffset;
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}
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}
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#region Inject
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public void InjectAllHandJoint(IHand hand)
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{
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InjectHand(hand);
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}
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public void InjectHand(IHand hand)
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{
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_hand = hand as UnityEngine.Object;
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Hand = hand;
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}
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#endregion;
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}
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}
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