VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.interaction/Runtime/Scripts/Input/Hands/HandDataAsset.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 System;
using UnityEngine;
namespace Oculus.Interaction.Input
{
/// <summary>
/// The data asset used by <see cref="DataModifier{HandDataAsset}"/> to pipe
/// data through the <see cref="DataModifier{TData}"/> stack,
/// and contains hand state data.
/// </summary>
[Serializable]
public class HandDataAsset : ICopyFrom<HandDataAsset>
{
/// <summary>
/// Is the data in this asset considered valid.
/// </summary>
public bool IsDataValid;
/// <summary>
/// Is the hand a connected input device to the headset.
/// </summary>
public bool IsConnected;
/// <summary>
/// Is the hand being tracked by the headset.
/// </summary>
public bool IsTracked;
/// <summary>
/// The root pose of the hand, which typically represents the
/// wrist position. See <see cref="RootPoseOrigin"/>
/// for information on how this pose was created.
/// </summary>
public Pose Root;
/// <summary>
/// Information about how <see cref="RootPose"/> was created, for example
/// whether it is the raw pose from tracking, or whether is has been
/// filtered or modified in the <see cref="DataModifier{TData}"/> stack.
/// </summary>
public PoseOrigin RootPoseOrigin;
#if ISDK_OPENXR_HAND
/// <summary>
/// An array containing joint poses of the hand skeleton.
/// This array is indexed by the integer values of the <see cref="HandJointId"/> enum.
/// </summary>
public Pose[] JointPoses = new Pose[Constants.NUM_HAND_JOINTS];
/// <summary>
/// An array containing radii for each hand skeleton joint.
/// This array is indexed by the integer values of the <see cref="HandJointId"/> enum.
/// </summary>
public float[] JointRadii = new float[Constants.NUM_HAND_JOINTS];
[System.Obsolete("Deprecated. Use JointPoses instead.")]
#endif
/// <summary>
/// An array containing joint orientations of the hand skeleton.
/// This array is indexed by the integer values of the <see cref="HandJointId"/> enum.
/// </summary>
public Quaternion[] Joints = new Quaternion[Constants.NUM_HAND_JOINTS];
/// <summary>
/// True if the tracking system considers the tracking data as high confidence,
/// which can be used to determine how accurate the supplied pose data is.
/// </summary>
public bool IsHighConfidence;
/// <summary>
/// An array of booleans representing finger pinch states, where True
/// represents a finger that is performing a pinch gesture.
/// This array is indexed by the values of the <see cref="HandFinger"/> enum.
/// </summary>
public bool[] IsFingerPinching = new bool[Constants.NUM_FINGERS];
/// <summary>
/// Similar to <see cref="IsHighConfidence"/> but per-finger. Represents the
/// tracking system's confidence in the accuracy of each finger.
/// This array is indexed by the values of the <see cref="HandFinger"/> enum.
/// </summary>
public bool[] IsFingerHighConfidence = new bool[Constants.NUM_FINGERS];
/// <summary>
/// An array of values representing finger pinch states, where the strength value
/// represents the strength of the pinch being provided for each finger.
/// This array is indexed by the values of the <see cref="HandFinger"/> enum.
/// </summary>
public float[] FingerPinchStrength = new float[Constants.NUM_FINGERS];
/// <summary>
/// The scale of the hand as provided by the system.
/// </summary>
public float HandScale;
/// <summary>
/// The pointer pose for the hand, which is generally used as the
/// raycast source pose. See <see cref="PointerPoseOrigin"/>
/// for information on how this pose was created.
/// </summary>
public Pose PointerPose;
/// <summary>
/// Information about how <see cref="PointerPose"/> was created, for example
/// whether it is the raw pose from tracking, or whether is has been
/// filtered or modified in the <see cref="DataModifier{TData}"/> stack.
/// </summary>
public PoseOrigin PointerPoseOrigin;
/// <summary>
/// True if this hand is considered the dominant hand,
/// as set by the system handedness.
/// </summary>
public bool IsDominantHand;
/// <summary>
/// This data object contains configuration data that is shuttled
/// through the <see cref="DataModifier{TData}"/> stack.
/// </summary>
public HandDataSourceConfig Config = new HandDataSourceConfig();
/// <summary>
/// Convenience property which returns true if <see cref="IsDataValid"/>
/// and <see cref="IsConnected"/> are both true.
/// </summary>
public bool IsDataValidAndConnected => IsDataValid && IsConnected;
/// <summary>
/// Copies the provided <see cref="HandDataAsset"/> into the caller.
/// </summary>
/// <param name="source">The source to copy from.</param>
public void CopyFrom(HandDataAsset source)
{
IsDataValid = source.IsDataValid;
IsConnected = source.IsConnected;
IsTracked = source.IsTracked;
IsHighConfidence = source.IsHighConfidence;
IsDominantHand = source.IsDominantHand;
Config = source.Config;
CopyPosesFrom(source);
}
/// <summary>
/// Copies only pose data from a provided
/// <see cref="HandDataAsset"/> into the caller.
/// </summary>
/// <param name="source">The source to copy from.</param>
public void CopyPosesFrom(HandDataAsset source)
{
Root = source.Root;
RootPoseOrigin = source.RootPoseOrigin;
#if ISDK_OPENXR_HAND
Array.Copy(source.JointPoses, JointPoses, Constants.NUM_HAND_JOINTS);
Array.Copy(source.JointRadii, JointRadii, source.JointRadii.Length);
#endif
#pragma warning disable 0618
Array.Copy(source.Joints, Joints, Constants.NUM_HAND_JOINTS);
#pragma warning restore 0618
Array.Copy(source.IsFingerPinching, IsFingerPinching, IsFingerPinching.Length);
Array.Copy(source.IsFingerHighConfidence, IsFingerHighConfidence,
IsFingerHighConfidence.Length);
Array.Copy(source.FingerPinchStrength, FingerPinchStrength, FingerPinchStrength.Length);
HandScale = source.HandScale;
PointerPose = source.PointerPose;
PointerPoseOrigin = source.PointerPoseOrigin;
Config = source.Config;
}
}
}