176 lines
8.0 KiB
C#
176 lines
8.0 KiB
C#
/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using Oculus.Interaction.Input;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Oculus.Interaction
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{
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/// <summary>
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/// HandFingerMaskGenerator creates a finger mask from the hand model currently used (check diff that added this script)
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/// It projects the hand model into a 2d space using the object space positions of the hand model
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/// and line positions using the hand visual Joint Poses.
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/// </summary>
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public class HandFingerMaskGenerator
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{
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private static readonly int[] _fingerLinesID =
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{
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Shader.PropertyToID("_ThumbLine"),
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Shader.PropertyToID("_IndexLine"),
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Shader.PropertyToID("_MiddleLine"),
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Shader.PropertyToID("_RingLine"),
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Shader.PropertyToID("_PinkyLine")
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};
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private static readonly int[] _palmFingerLinesID =
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{
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Shader.PropertyToID("_PalmThumbLine"),
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Shader.PropertyToID("_PalmIndexLine"),
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Shader.PropertyToID("_PalmMiddleLine"),
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Shader.PropertyToID("_PalmRingLine"),
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Shader.PropertyToID("_PalmPinkyLine")
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};
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private static float HandednessMultiplier(Handedness hand)
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{
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return hand != Handedness.Right ? -1.0f : 1.0f;
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}
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private static List<Vector2> GenerateModelUV(Handedness handedness, Mesh sharedHandMesh,
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out Vector2 minPosition,
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out Vector2 maxPosition)
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{
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List<Vector3> vertices = new List<Vector3>();
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sharedHandMesh.GetVertices(vertices);
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minPosition = new Vector2(vertices[0].x, vertices[0].z);
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maxPosition = new Vector2(vertices[0].x, vertices[0].z);
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for (int i = 0; i < vertices.Count; i++)
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{
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var vertex = vertices[i] * HandednessMultiplier(handedness);
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var vertex2d = new Vector2(vertex.x, vertex.z);
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minPosition = Vector2.Min(minPosition, vertex2d);
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maxPosition = Vector2.Max(maxPosition, vertex2d);
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vertices[i] = vertex;
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}
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List<Vector2> uvs = new List<Vector2>();
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Vector2 regionSize = maxPosition - minPosition;
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float maxLength = Mathf.Max(regionSize.x, regionSize.y);
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foreach (var vertex in vertices)
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{
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var vertex2d = new Vector2(vertex.x, vertex.z);
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var vertexUV = (vertex2d - minPosition) / maxLength;
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uvs.Add(vertexUV);
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}
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return uvs;
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}
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private static Vector2 GetPositionOnRegion(HandVisual handVisual, HandJointId jointId,
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Vector2 minRegion, float sideLength)
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{
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IHand hand = handVisual.Hand;
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Pose lineStartPose = handVisual.Joints[(int)jointId].GetPose(Space.World);
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Vector3 lineStartPosition = handVisual.Root.InverseTransformPoint(lineStartPose.position);
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Vector2 point = new Vector2(lineStartPosition.x, lineStartPosition.z);
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point *= HandednessMultiplier(hand.Handedness);
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return (point - minRegion) / sideLength;
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}
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private static Vector4[] GenerateFingerLines(HandVisual handVisual, Vector2 minPosition,
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float maxLength, float[] lineScale)
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{
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Vector4 thumbLine = GenerateLineData(handVisual, HandJointId.HandThumbTip,
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HandJointId.HandThumb1, minPosition, maxLength, lineScale[0]);
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Vector4 indexLine = GenerateLineData(handVisual, HandJointId.HandIndexTip,
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HandJointId.HandIndex1, minPosition, maxLength, lineScale[1]);
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Vector4 middleLine = GenerateLineData(handVisual, HandJointId.HandMiddleTip,
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HandJointId.HandMiddle1, minPosition, maxLength, lineScale[2]);
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Vector4 ringLine = GenerateLineData(handVisual, HandJointId.HandRingTip,
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HandJointId.HandRing1, minPosition, maxLength, lineScale[3]);
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Vector4 pinkyLine = GenerateLineData(handVisual, HandJointId.HandPinkyTip,
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HandJointId.HandPinky1, minPosition, maxLength, lineScale[4]);
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return new Vector4[Constants.NUM_FINGERS] { thumbLine, indexLine, middleLine, ringLine, pinkyLine };
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}
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private static Vector4 GenerateLineData(HandVisual handVisual, HandJointId jointIdStart,
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HandJointId jointIdEnd,
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Vector2 minRegion, float sideLength, float lineScale)
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{
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Vector2 startPosition =
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GetPositionOnRegion(handVisual, jointIdStart, minRegion, sideLength);
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Vector2 endPosition =
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GetPositionOnRegion(handVisual, jointIdEnd, minRegion, sideLength);
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endPosition = Vector2.LerpUnclamped(startPosition, endPosition, lineScale);
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return new Vector4(startPosition.x, startPosition.y, endPosition.x, endPosition.y);
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}
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private static void SetGlowModelUV(SkinnedMeshRenderer handRenderer, Handedness handedness,
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out Vector2 minPosition, out Vector2 maxPosition)
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{
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Mesh sharedHandMesh = handRenderer.sharedMesh;
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List<Vector2> uvs = GenerateModelUV(handedness, sharedHandMesh,
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out minPosition,
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out maxPosition);
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sharedHandMesh.SetUVs(1, uvs);
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sharedHandMesh.UploadMeshData(false);
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}
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private static void SetFingerMaskUniforms(HandVisual handVisual, MaterialPropertyBlock materialPropertyBlock, Vector2 minPosition, Vector2 maxPosition)
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{
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Vector2 regionSize = maxPosition - minPosition;
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float maxLength = Mathf.Max(regionSize.x, regionSize.y);
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//The following numbers generate good looking lines for the current hand model
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var fingerLineScales = new float[Constants.NUM_FINGERS] { 0.9f, 0.91f, 0.9f, 0.87f, 0.87f };
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var fingerLines = GenerateFingerLines(handVisual, minPosition, maxLength, fingerLineScales);
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//The thumb line is going to be perpendicularly aligned to the wrist direction
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fingerLines[0].z = Mathf.Lerp(fingerLines[0].z, fingerLines[0].x, 0.3f);
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fingerLines[0].x = fingerLines[0].z;
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var palmFingerLineScales = new float[Constants.NUM_FINGERS] { 1.2f, 1.25f, 1.25f, 1.25f, 1.25f };
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var palmFingerLines =
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GenerateFingerLines(handVisual, minPosition, maxLength, palmFingerLineScales);
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//The thumb line is going to be perpendicularly aligned to the wrist direction
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float thumbOffset = Mathf.Abs(palmFingerLines[0].x - palmFingerLines[0].z) * 0.1f;
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palmFingerLines[0].z += thumbOffset;
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for (int i = 0; i < Constants.NUM_FINGERS; i++)
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{
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materialPropertyBlock.SetVector(_fingerLinesID[i], fingerLines[i]);
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materialPropertyBlock.SetVector(_palmFingerLinesID[i], palmFingerLines[i]);
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}
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}
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public static void GenerateFingerMask(SkinnedMeshRenderer handRenderer, HandVisual handVisual, MaterialPropertyBlock materialPropertyBlock)
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{
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SetGlowModelUV(handRenderer, handVisual.Hand.Handedness,
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out Vector2 minPosition, out Vector2 maxPosition);
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SetFingerMaskUniforms(handVisual, materialPropertyBlock, minPosition, maxPosition);
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}
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}
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}
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