116 lines
3.8 KiB
C#
116 lines
3.8 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 System;
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using UnityEngine;
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using Oculus.Interaction.Body.Input;
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using Oculus.Interaction.Body.PoseDetection;
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using System.Collections.Generic;
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namespace Oculus.Interaction.Body.Samples
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{
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public class LockedBodyPose : MonoBehaviour, IBodyPose
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{
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private static readonly Pose HIP_OFFSET = new Pose()
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{
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position = new Vector3(0f, 0.923987f, 0f),
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rotation = Quaternion.Euler(0, 270, 270),
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};
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public event Action WhenBodyPoseUpdated = delegate { };
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[Tooltip("The body pose to be locked")]
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[SerializeField, Interface(typeof(IBodyPose))]
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private UnityEngine.Object _pose;
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private IBodyPose Pose;
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[Tooltip("The body pose will be locked relative to this " +
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"joint at the specified offset.")]
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[SerializeField]
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private BodyJointId _referenceJoint = BodyJointId.Body_Hips;
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[Tooltip("The reference joint will be placed at " +
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"this offset from the root.")]
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[SerializeField]
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private Pose _referenceOffset = HIP_OFFSET;
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protected bool _started = false;
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private Dictionary<BodyJointId, Pose> _lockedPoses;
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public ISkeletonMapping SkeletonMapping => Pose.SkeletonMapping;
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public bool GetJointPoseLocal(BodyJointId bodyJointId, out Pose pose) =>
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Pose.GetJointPoseLocal(bodyJointId, out pose);
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public bool GetJointPoseFromRoot(BodyJointId bodyJointId, out Pose pose) =>
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_lockedPoses.TryGetValue(bodyJointId, out pose);
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private void UpdateLockedBodyPose()
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{
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_lockedPoses.Clear();
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for (int i = 0; i < Constants.NUM_BODY_JOINTS; ++i)
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{
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BodyJointId jointId = (BodyJointId)i;
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if (Pose.GetJointPoseFromRoot(_referenceJoint, out Pose referencePose) &&
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Pose.GetJointPoseFromRoot(jointId, out Pose jointPose))
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{
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ref Pose offset = ref referencePose;
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PoseUtils.Invert(ref offset);
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PoseUtils.Multiply(offset, jointPose, ref jointPose);
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PoseUtils.Multiply(_referenceOffset, jointPose, ref jointPose);
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_lockedPoses[jointId] = jointPose;
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}
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}
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WhenBodyPoseUpdated.Invoke();
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}
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protected virtual void Awake()
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{
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_lockedPoses = new Dictionary<BodyJointId, Pose>();
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Pose = _pose as IBodyPose;
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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(Pose, nameof(Pose));
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UpdateLockedBodyPose();
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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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Pose.WhenBodyPoseUpdated += UpdateLockedBodyPose;
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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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Pose.WhenBodyPoseUpdated -= UpdateLockedBodyPose;
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}
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}
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}
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}
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