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

130 lines
4.4 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 Oculus.Interaction.Input;
using System.Collections.Generic;
using UnityEngine;
namespace Oculus.Interaction.HandGrab.Visuals
{
/// <summary>
/// This class is a visual representation of a rigged hand (typically a skin-mesh renderer)
/// that can move its position/rotation and the rotations of the joints that compose it.
/// It also can offset the rotations of the individual joints, adapting the provided
/// data to any rig.
/// </summary>
public class HandPuppet : MonoBehaviour
{
/// <summary>
/// Joints of the hand and their relative rotations compared to hand-tracking.
/// </summary>
[SerializeField]
private List<HandJointMap> _jointMaps = new List<HandJointMap>(FingersMetadata.HAND_JOINT_IDS.Length);
/// <summary>
/// General getter for the joints of the hand.
/// </summary>
public List<HandJointMap> JointMaps
{
get
{
return _jointMaps;
}
}
/// <summary>
/// Current scale of the represented hand.
/// </summary>
public float Scale
{
get
{
return this.transform.localScale.x;
}
set
{
this.transform.localScale = Vector3.one * value;
}
}
private JointCollection _jointsCache;
private JointCollection JointsCache
{
get
{
if (_jointsCache == null)
{
_jointsCache = new JointCollection(_jointMaps);
}
return _jointsCache;
}
}
/// <summary>
/// Rotates all the joints in this puppet to the desired pose.
/// </summary>
/// <param name="jointRotations">
/// Array of rotations to use for the fingers. It must follow the FingersMetaData.HAND_JOINT_IDS order.
/// </param>
public void SetJointRotations(in Quaternion[] jointRotations)
{
for (int i = 0; i < FingersMetadata.HAND_JOINT_IDS.Length && i < jointRotations.Length; ++i)
{
HandJointMap jointMap = JointsCache[i];
if (jointMap != null)
{
Transform jointTransform = jointMap.transform;
Quaternion targetRot = jointMap.RotationOffset * jointRotations[i];
jointTransform.localRotation = targetRot;
}
}
}
/// <summary>
/// Rotates and Translate the hand Wrist so it aligns with the given pose.
/// It can apply an offset for when using controllers.
/// </summary>
/// <param name="rootPose">The Wrist Pose to set this puppet to.</param>
/// </param>
public void SetRootPose(in Pose rootPose)
{
this.transform.SetPose(rootPose, Space.World);
}
/// <summary>
/// Copies the rotations of all the joints available in the puppet
/// as they are visually presented.
/// Note that any missing joints are skipped.
/// </summary>
/// <param name="result">Structure to copy the joints to</param>
public void CopyCachedJoints(ref HandPose result)
{
for (int i = 0; i < FingersMetadata.HAND_JOINT_IDS.Length; ++i)
{
HandJointMap jointMap = JointsCache[i];
if (jointMap != null)
{
result.JointRotations[i] = jointMap.TrackedRotation;
}
}
}
}
}