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

115 lines
3.6 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>
/// Stores the translation between hand tracked data and the represented joint.
/// </summary>
[System.Serializable]
public class HandJointMap
{
/// <summary>
/// The unique identifier for the joint.
/// </summary>
public HandJointId id;
/// <summary>
/// The transform that this joint drives.
/// </summary>
public Transform transform;
/// <summary>
/// The rotation offset between the hand-tracked joint, and the represented joint.
/// </summary>
public Vector3 rotationOffset;
/// <summary>
/// Get the rotationOffset as a Quaternion.
/// </summary>
public Quaternion RotationOffset
{
get
{
return Quaternion.Euler(rotationOffset);
}
}
/// <summary>
/// Get the raw rotation of the joint, taken from the tracking data
/// </summary>
public Quaternion TrackedRotation
{
get
{
return Quaternion.Inverse(RotationOffset) * transform.localRotation;
}
}
}
/// <summary>
/// A collection of joint maps to quick access the joints that are actually available in the hand rig.
/// Stores an internal array of indices so it can transform from positions in the HandPose.HAND_JOINTIDS collection
/// to the JointMap List without having to search for the (maybe unavailable) index every time.
/// </summary>
[System.Serializable]
public class JointCollection
{
/// <summary>
/// List of indices of the joints in the actual rig for quick access
/// </summary>
[SerializeField]
[HideInInspector]
private int[] _jointIndices = new int[FingersMetadata.HAND_JOINT_IDS.Length];
/// <summary>
/// List of joints in the actual rig
/// </summary>
[SerializeField]
[HideInInspector]
private List<HandJointMap> _jointMaps;
public JointCollection(List<HandJointMap> joints)
{
_jointMaps = joints;
for (int i = 0; i < FingersMetadata.HAND_JOINT_IDS.Length; i++)
{
HandJointId boneId = FingersMetadata.HAND_JOINT_IDS[i];
_jointIndices[i] = joints.FindIndex(bone => bone.id == boneId);
}
}
public HandJointMap this[int jointIndex]
{
get
{
int joint = _jointIndices[jointIndex];
if (joint >= 0)
{
return _jointMaps[joint];
}
return null;
}
}
}
}