220 lines
7.3 KiB
C#
220 lines
7.3 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 System.Collections.Generic;
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using UnityEngine;
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using Oculus.Interaction.Body.Input;
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namespace Oculus.Interaction.Body.PoseDetection
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{
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/// <summary>
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/// Compares a user-provided set of joints between two Body Poses.
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/// You can select which joints to monitor and what the maximum angle delta between each joint should be.
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/// If all joints are within this maximum range, the IActiveState becomes Active.
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/// </summary>
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public class BodyPoseComparerActiveState :
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MonoBehaviour, IActiveState, ITimeConsumer
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{
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public struct BodyPoseComparerFeatureState
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{
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public readonly float Delta;
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public readonly float MaxDelta;
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public BodyPoseComparerFeatureState(float delta, float maxDelta)
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{
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Delta = delta;
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MaxDelta = maxDelta;
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}
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}
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[Serializable]
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public class JointComparerConfig
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{
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[Tooltip("The joint to compare from each Body Pose")]
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public BodyJointId Joint = BodyJointId.Body_Head;
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[Min(0)]
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[Tooltip("The maximum angle that two joint rotations " +
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"can be from each other to be considered equal.")]
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public float MaxDelta = 30f;
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[Tooltip("The width of the threshold when transitioning " +
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"states. " + nameof(Width) + " / 2 is added to " +
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nameof(MaxDelta) + " when leaving Active state, and " +
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"subtracted when entering.")]
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[Min(0)]
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public float Width = 4f;
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}
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/// <summary>
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/// The first body pose to compare.
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/// </summary>
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[Tooltip("The first body pose to compare.")]
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[SerializeField, Interface(typeof(IBodyPose))]
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private UnityEngine.Object _poseA;
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private IBodyPose PoseA;
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/// <summary>
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/// The second body pose to compare.
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/// </summary>
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[Tooltip("The second body pose to compare.")]
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[SerializeField, Interface(typeof(IBodyPose))]
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private UnityEngine.Object _poseB;
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private IBodyPose PoseB;
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/// <summary>
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/// A list of JointComparerConfigs which contains the parameters to test.
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/// </summary>
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[SerializeField]
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private List<JointComparerConfig> _configs =
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new List<JointComparerConfig>()
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{
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new JointComparerConfig()
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};
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/// <summary>
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/// A new state must be maintaned for at least this many seconds before the Active property changes.
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/// Prevents unwanted momentary activations/deactivations of the IActiveState.
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/// </summary>
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[Tooltip("A new state must be maintaned for at least this " +
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"many seconds before the Active property changes.")]
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[SerializeField]
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private float _minTimeInState = 0.05f;
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public float MinTimeInState
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{
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get => _minTimeInState;
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set => _minTimeInState = value;
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}
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private Func<float> _timeProvider = () => Time.time;
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public void SetTimeProvider(Func<float> timeProvider)
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{
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_timeProvider = timeProvider;
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}
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public IReadOnlyDictionary<JointComparerConfig, BodyPoseComparerFeatureState> FeatureStates =>
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_featureStates;
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private Dictionary<JointComparerConfig, BodyPoseComparerFeatureState> _featureStates =
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new Dictionary<JointComparerConfig, BodyPoseComparerFeatureState>();
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private bool _isActive;
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private bool _internalActive;
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private float _lastStateChangeTime;
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protected virtual void Awake()
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{
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PoseA = _poseA as IBodyPose;
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PoseB = _poseB as IBodyPose;
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}
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protected virtual void Start()
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{
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this.AssertField(PoseA, nameof(PoseA));
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this.AssertField(PoseB, nameof(PoseB));
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}
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public bool Active
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{
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get
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{
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if (!isActiveAndEnabled)
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{
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return false;
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}
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bool wasActive = _internalActive;
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_internalActive = true;
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foreach (var config in _configs)
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{
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float maxDelta = wasActive ?
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config.MaxDelta + config.Width / 2f :
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config.MaxDelta - config.Width / 2f;
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bool withinDelta = GetJointDelta(config.Joint, out float delta) &&
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Mathf.Abs(delta) <= maxDelta;
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_featureStates[config] = new BodyPoseComparerFeatureState(delta, maxDelta);
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_internalActive &= withinDelta;
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}
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float time = _timeProvider();
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if (wasActive != _internalActive)
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{
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_lastStateChangeTime = time;
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}
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if (time - _lastStateChangeTime >= _minTimeInState)
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{
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_isActive = _internalActive;
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}
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return _isActive;
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}
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}
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private bool GetJointDelta(BodyJointId joint, out float delta)
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{
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if (!PoseA.GetJointPoseLocal(joint, out Pose localA) ||
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!PoseB.GetJointPoseLocal(joint, out Pose localB))
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{
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delta = 0;
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return false;
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}
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delta = Quaternion.Angle(localA.rotation, localB.rotation);
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return true;
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}
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#region Inject
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public void InjectAllBodyPoseComparerActiveState(
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IBodyPose poseA, IBodyPose poseB,
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IEnumerable<JointComparerConfig> configs)
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{
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InjectPoseA(poseA);
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InjectPoseB(poseB);
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InjectJoints(configs);
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}
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public void InjectPoseA(IBodyPose poseA)
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{
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_poseA = poseA as UnityEngine.Object;
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PoseA = poseA;
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}
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public void InjectPoseB(IBodyPose poseB)
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{
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_poseB = poseB as UnityEngine.Object;
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PoseB = poseB;
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}
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public void InjectJoints(IEnumerable<JointComparerConfig> configs)
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{
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_configs = new List<JointComparerConfig>(configs);
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}
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[Obsolete("Use SetTimeProvider()")]
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public void InjectOptionalTimeProvider(Func<float> timeProvider)
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{
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_timeProvider = timeProvider;
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}
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#endregion
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}
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}
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