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

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