VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.interaction/Runtime/Scripts/PoseDetection/ShapeRecognizerActiveState.cs
IonutMocanu 48cccc22ad Main2
2025-09-08 11:13:29 +03:00

222 lines
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C#

/*
* 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
{
/// <summary>
/// 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 <see cref="ShapeRecognizer"/>.
/// If the two match, this state becomes active.
/// </summary>
public class ShapeRecognizerActiveState : MonoBehaviour, IActiveState
{
/// <summary>
/// The hand to read for state data.
/// </summary>
[SerializeField, Interface(typeof(IHand))]
private UnityEngine.Object _hand;
/// <summary>
/// The <see cref="IHand"/> to be observed. While this hand adopts a pose which meets the requirements of any of the
/// specified <see cref="Shapes"/>, <see cref="Active"/> will be true.
/// </summary>
public IHand Hand { get; private set; }
/// <summary>
/// Provides the current state of the tracked hand's fingers.
/// </summary>
[SerializeField, Interface(typeof(IFingerFeatureStateProvider))]
private UnityEngine.Object _fingerFeatureStateProvider;
protected IFingerFeatureStateProvider FingerFeatureStateProvider;
/// <summary>
/// A list of shape configs that define the pose. The states in these shape configs are compared to the finger states from the <cref="IFingerFeatureStateProvider" />.
/// </summary>
[SerializeField]
private ShapeRecognizer[] _shapes;
/// <summary>
/// The list of <see cref="ShapeRecognizer"/>s which define the satisfactory shapes for <see cref="Hand"/> to adopt
/// in order for <see cref="Active"/> to become true.
/// </summary>
public IReadOnlyList<ShapeRecognizer> Shapes => _shapes;
/// <summary>
/// The <see cref="Handedness"/> of the ShapeRecognizerActiveState. This is a convenience method which wraps
/// a call to the <see cref="Hand.Handedness"/> property of the <see cref="Hand"/>
/// </summary>
public Handedness Handedness => Hand.Handedness;
struct FingerFeatureStateUsage
{
public HandFinger handFinger;
public ShapeRecognizer.FingerFeatureConfig config;
}
private List<FingerFeatureStateUsage> _allFingerStates = new List<FingerFeatureStateUsage>();
// 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<FingerFeatureStateUsage> FlattenUsedFeatures()
{
var fingerFeatureStateUsages = new List<FingerFeatureStateUsage>();
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;
}
/// <summary>
/// Implementation of <see cref="IActiveState.Active"/>, in this case indicating whether the associated
/// <see cref="Hand"/> is currently adopting any of the <see cref="Shapes"/> specified for recognition.
/// </summary>
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
/// <summary>
/// Sets all required dependencies for a dynamically instantiated ShapeRecognizerActiveState. This is a convenience
/// method which wraps invocations of <see cref="InjectHand(IHand)"/>,
/// <see cref="InjectFingerFeatureStateProvider(IFingerFeatureStateProvider)"/>, and <see cref="InjectShapes(ShapeRecognizer[])"/>.
/// This method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based
/// usage.
/// </summary>
public void InjectAllShapeRecognizerActiveState(IHand hand,
IFingerFeatureStateProvider fingerFeatureStateProvider,
ShapeRecognizer[] shapes)
{
InjectHand(hand);
InjectFingerFeatureStateProvider(fingerFeatureStateProvider);
InjectShapes(shapes);
}
/// <summary>
/// Sets an <see cref="IHand"/> as the <see cref="Hand"/> 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.
/// </summary>
public void InjectHand(IHand hand)
{
_hand = hand as UnityEngine.Object;
Hand = hand;
}
/// <summary>
/// Sets an <see cref="IFingerFeatureStateProvider"/> 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.
/// </summary>
public void InjectFingerFeatureStateProvider(IFingerFeatureStateProvider fingerFeatureStateProvider)
{
_fingerFeatureStateProvider = fingerFeatureStateProvider as UnityEngine.Object;
FingerFeatureStateProvider = fingerFeatureStateProvider;
}
/// <summary>
/// Sets a list of <see cref="ShapeRecognizer"/>s as the recognizable <see cref="Shapes"/> 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.
/// </summary>
public void InjectShapes(ShapeRecognizer[] shapes)
{
_shapes = shapes;
}
#endregion
}
}