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

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