VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.interaction/Runtime/Sample/Scripts/Body/BodyPoseSwitcher.cs
IonutMocanu d7aba243a2 Main
2025-09-08 11:04:02 +03:00

136 lines
3.8 KiB
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 System;
using UnityEngine;
using Oculus.Interaction.Body.Input;
using Oculus.Interaction.Body.PoseDetection;
namespace Oculus.Interaction.Body.Samples
{
public class BodyPoseSwitcher : MonoBehaviour, IBodyPose
{
public enum PoseSource
{
PoseA,
PoseB,
}
public event Action WhenBodyPoseUpdated = delegate { };
[SerializeField, Interface(typeof(IBodyPose))]
private UnityEngine.Object _poseA;
private IBodyPose PoseA;
[SerializeField, Interface(typeof(IBodyPose))]
private UnityEngine.Object _poseB;
private IBodyPose PoseB;
[SerializeField]
private PoseSource _source = PoseSource.PoseA;
public ISkeletonMapping SkeletonMapping => GetPose().SkeletonMapping;
public bool GetJointPoseFromRoot(BodyJointId bodyJointId, out Pose pose) =>
GetPose().GetJointPoseFromRoot(bodyJointId, out pose);
public bool GetJointPoseLocal(BodyJointId bodyJointId, out Pose pose) =>
GetPose().GetJointPoseLocal(bodyJointId, out pose);
protected bool _started = false;
public PoseSource Source
{
get { return _source; }
set
{
bool changed = value != _source;
_source = value;
if (changed)
{
WhenBodyPoseUpdated.Invoke();
}
}
}
public void UsePoseA()
{
Source = PoseSource.PoseA;
}
public void UsePoseB()
{
Source = PoseSource.PoseB;
}
protected virtual void Awake()
{
PoseA = _poseA as IBodyPose;
PoseB = _poseB as IBodyPose;
}
protected virtual void Start()
{
this.BeginStart(ref _started);
this.AssertField(PoseA, nameof(PoseA));
this.AssertField(PoseB, nameof(PoseB));
this.EndStart(ref _started);
}
protected virtual void OnEnable()
{
if (_started)
{
PoseA.WhenBodyPoseUpdated += () => OnPoseUpdated(PoseSource.PoseA);
PoseB.WhenBodyPoseUpdated += () => OnPoseUpdated(PoseSource.PoseB);
}
}
protected virtual void OnDisable()
{
if (_started)
{
PoseA.WhenBodyPoseUpdated -= () => OnPoseUpdated(PoseSource.PoseA);
PoseB.WhenBodyPoseUpdated -= () => OnPoseUpdated(PoseSource.PoseB);
}
}
private void OnPoseUpdated(PoseSource source)
{
if (source == Source)
{
WhenBodyPoseUpdated.Invoke();
}
}
private IBodyPose GetPose()
{
switch (Source)
{
default:
case PoseSource.PoseA:
return PoseA;
case PoseSource.PoseB:
return PoseB;
}
}
}
}