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

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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 UnityEngine;
namespace Oculus.Interaction
{
/// <summary>
/// Draws debug gizmos representing a body skeleton. Joint positions, bones, and joint orientation axes can be drawn, and the visuals sized and colorized as desired.
/// There are two implementations of SkeletonDebugGizmos provided, <cref="BodyDebugGizmos" /> and <cref="BodyPoseDebugGizmos" />.
/// </summary>
public abstract class SkeletonDebugGizmos : MonoBehaviour
{
[System.Flags]
public enum VisibilityFlags
{
Joints = 1 << 0,
Axes = 1 << 1,
Bones = 1 << 2,
}
/// <summary>
/// Which components of the skeleton will be visualized.
/// </summary>
[Tooltip("Which components of the skeleton will be visualized.")]
[SerializeField]
private VisibilityFlags _visibility =
VisibilityFlags.Axes | VisibilityFlags.Joints;
/// <summary>
/// The joint debug spheres will be drawn with this color.
/// </summary>
[Tooltip("The joint debug spheres will be drawn with this color.")]
[SerializeField]
private Color _jointColor = Color.white;
/// <summary>
/// The bone connecting lines will be drawn with this color.
/// </summary>
[Tooltip("The bone connecting lines will be drawn with this color.")]
[SerializeField]
private Color _boneColor = Color.gray;
/// <summary>
/// The radius of the joint spheres and the thickness of the bone and axis lines.
/// </summary>
[Tooltip("The radius of the joint spheres and the thickness " +
"of the bone and axis lines.")]
[SerializeField]
private float _radius = 0.02f;
public float Radius
{
get => _radius;
set => _radius = value;
}
public VisibilityFlags Visibility
{
get => _visibility;
set => _visibility = value;
}
public Color JointColor
{
get => _jointColor;
set => _jointColor = value;
}
public Color BoneColor
{
get => _boneColor;
set => _boneColor = value;
}
private float LineWidth => _radius / 2f;
protected abstract bool TryGetWorldJointPose(int jointId, out Pose pose);
protected abstract bool TryGetParentJointId(int jointId, out int parent);
protected bool HasNegativeScale => transform.lossyScale.x < 0 ||
transform.lossyScale.y < 0 ||
transform.lossyScale.z < 0;
protected void Draw(int joint, VisibilityFlags visibility)
{
if (TryGetWorldJointPose(joint, out Pose pose))
{
if (visibility.HasFlag(VisibilityFlags.Axes))
{
DebugGizmos.LineWidth = LineWidth;
DebugGizmos.DrawAxis(pose, _radius);
}
if (visibility.HasFlag(VisibilityFlags.Joints))
{
DebugGizmos.Color = _jointColor;
DebugGizmos.LineWidth = _radius;
DebugGizmos.DrawPoint(pose.position);
}
if (visibility.HasFlag(VisibilityFlags.Bones) &&
TryGetParentJointId(joint, out int parent) &&
TryGetWorldJointPose(parent, out Pose parentPose))
{
DebugGizmos.Color = _boneColor;
DebugGizmos.LineWidth = LineWidth;
DebugGizmos.DrawLine(pose.position, parentPose.position);
}
}
}
}
}