146 lines
4.3 KiB
C#
146 lines
4.3 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 UnityEngine;
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using Oculus.Interaction.Body.Input;
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using System.Collections.Generic;
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namespace Oculus.Interaction.Body.PoseDetection
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{
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/// <summary>
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/// Exposes an <see cref="IBodyPose"/> from an <see cref="IBody"/>
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/// </summary>
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public class PoseFromBody : MonoBehaviour, IBodyPose
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{
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public event Action WhenBodyPoseUpdated = delegate { };
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[Tooltip("The IBodyPose will be derived from this IBody.")]
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[SerializeField, Interface(typeof(IBody))]
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private UnityEngine.Object _body;
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private IBody Body;
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[Tooltip("If true, this component will track the provided IBody as " +
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"its data is updated. If false, you must call " +
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nameof(UpdatePose) + " to update joint data.")]
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[SerializeField]
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private bool _autoUpdate = true;
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/// <summary>
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/// If true, this component will track the provided IBody as
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/// its data is updated. If false, you must call
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/// <see cref="UpdatePose"/> to update joint data.
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/// </summary>
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public bool AutoUpdate
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{
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get => _autoUpdate;
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set => _autoUpdate = value;
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}
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protected bool _started = false;
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private Dictionary<BodyJointId, Pose> _jointPosesLocal;
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private Dictionary<BodyJointId, Pose> _jointPosesFromRoot;
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public ISkeletonMapping SkeletonMapping => Body.SkeletonMapping;
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public bool GetJointPoseLocal(BodyJointId bodyJointId, out Pose pose) =>
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_jointPosesLocal.TryGetValue(bodyJointId, out pose);
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public bool GetJointPoseFromRoot(BodyJointId bodyJointId, out Pose pose) =>
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_jointPosesFromRoot.TryGetValue(bodyJointId, out pose);
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protected virtual void Awake()
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{
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_jointPosesLocal = new Dictionary<BodyJointId, Pose>();
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_jointPosesFromRoot = new Dictionary<BodyJointId, Pose>();
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Body = _body as IBody;
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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(Body, nameof(Body));
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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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Body.WhenBodyUpdated += Body_WhenBodyUpdated;
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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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Body.WhenBodyUpdated -= Body_WhenBodyUpdated;
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}
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}
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private void Body_WhenBodyUpdated()
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{
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if (_autoUpdate)
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{
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UpdatePose();
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}
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}
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public void UpdatePose()
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{
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_jointPosesLocal.Clear();
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_jointPosesFromRoot.Clear();
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foreach (var joint in Body.SkeletonMapping.Joints)
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{
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if (Body.GetJointPoseLocal(joint,
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out Pose localPose))
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{
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_jointPosesLocal[joint] = localPose;
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}
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if (Body.GetJointPoseFromRoot(joint,
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out Pose poseFromRoot))
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{
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_jointPosesFromRoot[joint] = poseFromRoot;
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}
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}
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WhenBodyPoseUpdated.Invoke();
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}
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#region Inject
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public void InjectAllPoseFromBody(IBody body)
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{
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InjectBody(body);
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}
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public void InjectBody(IBody body)
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{
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_body = body as UnityEngine.Object;
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Body = body;
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}
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#endregion
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}
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}
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