VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.interaction/Runtime/Scripts/PoseDetection/TransformRecognizerActiveState.cs
IonutMocanu 48cccc22ad Main2
2025-09-08 11:13:29 +03:00

296 lines
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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 Oculus.Interaction.Input;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Oculus.Interaction.PoseDetection
{
/// <summary>
/// A serializable list of <see cref="TransformFeatureConfig"/>s, implicitly all associated with a single
/// transform.
/// </summary>
/// <remarks>
/// Each TransformFeatureConfig describes only one aspect (<see cref="TransformFeature"/>) of a transform,
/// meaning multiple can be applicable at the same time; for example, the "stop" hand gesture must satisfy
/// both <see cref="TransformFeature.FingersUp"/> and <see cref="TransformFeature.PalmAwayFromFace"/>. A
/// TransformFeatureConfigList can thus be thought of as a list of requirements, all of which must be
/// satisfied in order for the transform to be acceptable for recognition.
/// </remarks>
[Serializable]
public class TransformFeatureConfigList
{
[SerializeField]
private List<TransformFeatureConfig> _values;
/// <summary>
/// The list of <see cref="TransformFeatureConfig"/>s which must all be satisfied in order for the
/// associated transform to be considered acceptable for recognition.
/// </summary>
public List<TransformFeatureConfig> Values => _values;
/// <summary>
/// Factory for TransformFeatureConfigLists, allowing them to be constructed from runtime-generated
/// configurations.
/// </summary>
/// <param name="values">The <see cref="TransformFeatureConfig"/>s constituent to this list</param>
public static TransformFeatureConfigList Create(List<TransformFeatureConfig> values)
{
TransformFeatureConfigList list = new();
list._values = values;
return list;
}
}
/// <summary>
/// Specializes <see cref="FeatureConfigBase{TFeature}"/> (which simply stores information related to the
/// state of a feature) for <see cref="TransformFeature"/>s. This is used by
/// <see cref="TransformRecognizerActiveState"/>, among others, to assess whether a transform is acceptably
/// posed for recognition.
/// </summary>
[Serializable]
public class TransformFeatureConfig : FeatureConfigBase<TransformFeature>
{
}
/// <summary>
/// Used in hand pose detection (often as part of a <see cref="Sequence"/> to get the current state of the
/// hand's Transforms and compare it to the required states. The "Transform states" in question broadly
/// pertain to the hand's orientation in user-relative terms; see <see cref="TransformFeature"/> for details.
/// If the current state of the hand transforms meets the specified requirements, <see cref="Active"/> is true.
/// </summary>
public class TransformRecognizerActiveState : MonoBehaviour, IActiveState
{
/// <summary>
/// The hand to read for transform state data.
/// </summary>
[SerializeField, Interface(typeof(IHand))]
private UnityEngine.Object _hand;
/// <summary>
/// The <see cref="IHand"/> to be observed. While this hand adopts a pose which meets the requirements,
/// <see cref="Active"/> will be true.
/// </summary>
public IHand Hand { get; private set; }
/// <summary>
/// An <cref="ITransformFeatureStateProvider" />, which provides the current state of the tracked hand's transforms.
/// </summary>
[SerializeField, Interface(typeof(ITransformFeatureStateProvider))]
private UnityEngine.Object _transformFeatureStateProvider;
protected ITransformFeatureStateProvider TransformFeatureStateProvider;
/// <summary>
/// A list of required transforms that the tracked hand must match for the pose to become active (assuming all shapes are also active).
/// Each transform is an orientation and a boolean (ex. PalmTowardsFace is True.)
/// </summary>
[SerializeField]
private TransformFeatureConfigList _transformFeatureConfigs;
/// <summary>
/// Influences state transitions computed via <cref="TransformFeatureStateProvider" />. It becomes active whenever all of the listed transform states are active.
/// State provider uses this to determine the state of features during real time, so edit at runtime at your own risk.
/// </summary>
[SerializeField]
[Tooltip("State provider uses this to determine the state of features during real time, so" +
" edit at runtime at your own risk.")]
private TransformConfig _transformConfig;
/// <summary>
/// The list of <see cref="TransformFeatureConfig"/>s which must be satisfied for recognition by this TransformRecognizerActiveState.
/// </summary>
/// <remarks>
/// For an overview of the role of this list in shape recognition, see the remarks on
/// <see cref="TransformFeatureConfigList"/>.
/// </remarks>
public IReadOnlyList<TransformFeatureConfig> FeatureConfigs => _transformFeatureConfigs.Values;
/// <summary>
/// The transform config used in conjunction with an <see cref="ITransformFeatureStateProvider"/> and data from the
/// <see cref="FeatureConfigs"/> to calculate whether or not this recognizer should be <see cref="Active"/>.
/// </summary>
public TransformConfig TransformConfig => _transformConfig;
protected bool _started = false;
protected virtual void Awake()
{
Hand = _hand as IHand;
TransformFeatureStateProvider =
_transformFeatureStateProvider as ITransformFeatureStateProvider;
}
protected virtual void Start()
{
this.BeginStart(ref _started);
this.AssertField(Hand, nameof(Hand));
this.AssertField(TransformFeatureStateProvider, nameof(TransformFeatureStateProvider));
this.AssertField(_transformFeatureConfigs, nameof(_transformFeatureConfigs));
this.AssertField(_transformConfig, nameof(_transformConfig));
_transformConfig.InstanceId = GetInstanceID();
this.EndStart(ref _started);
}
protected virtual void OnEnable()
{
if (_started)
{
TransformFeatureStateProvider.RegisterConfig(_transformConfig);
// Warm up the proactive evaluation
InitStateProvider();
}
}
protected virtual void OnDisable()
{
if (_started)
{
TransformFeatureStateProvider.UnRegisterConfig(_transformConfig);
}
}
private void InitStateProvider()
{
foreach (var featureConfig in FeatureConfigs)
{
TransformFeatureStateProvider.GetCurrentState(_transformConfig, featureConfig.Feature, out _);
}
}
/// <summary>
/// Retrieves the feature vector for the given inputs, invoking the internal <see cref="ITransformFeatureStateProvider"/>'s
/// <see cref="ITransformFeatureStateProvider.GetFeatureVectorAndWristPos(TransformConfig, TransformFeature, bool, ref Vector3?, ref Vector3?)"/>
/// method with the <see cref="TransformConfig"/> and the provided arguments.
/// </summary>
/// <remarks>
/// A "feature vector" in this case is simply a Vector3 whose value should be interpreted in some specific way depending on which
/// <see cref="TransformFeature"/>. This is an internal API which you should not invoke directly in typical usage.
/// </remarks>
/// <param name="feature">The <see cref="TransformFeature"/> for which to retrieve the vector.</param>
/// <param name="isHandVector">A boolean indicating whether the feature is being requested for a hand or for a controller.</param>
/// <param name="featureVec">Output parameter to be populated with the requested feature vector.</param>
/// <param name="wristPos">Output parameter to be populated with the wrist position to which the feature vector is related.</param>
public void GetFeatureVectorAndWristPos(TransformFeature feature, bool isHandVector,
ref Vector3? featureVec, ref Vector3? wristPos)
{
TransformFeatureStateProvider.GetFeatureVectorAndWristPos(
TransformConfig, feature, isHandVector, ref featureVec, ref wristPos);
}
/// <summary>
/// Implements <see cref="IActiveState.Active"/>, in this case indicating whether the monitored transform currently
/// satisfies the recognition conditions specified in the <see cref="TransformConfig"/> and <see cref="FeatureConfigs"/>.
/// </summary>
public bool Active
{
get
{
if (!isActiveAndEnabled)
{
return false;
}
foreach (var featureConfig in FeatureConfigs)
{
if (!TransformFeatureStateProvider.IsStateActive(
_transformConfig,
featureConfig.Feature,
featureConfig.Mode,
featureConfig.State))
{
return false;
}
}
return true;
}
}
#region Inject
/// <summary>
/// Sets all required dependencies for a dynamically instantiated TransformRecognizerActiveState. This is a convenience
/// method which wraps invocations of <see cref="InjectHand(IHand)"/>,
/// <see cref="InjectTransformFeatureStateProvider(ITransformFeatureStateProvider)"/>,
/// <see cref="InjectTransformFeatureList(TransformFeatureConfigList)"/>m and <see cref="InjectTransformConfig(TransformConfig)"/>.
/// This method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based
/// usage.
/// </summary>
public void InjectAllTransformRecognizerActiveState(IHand hand,
ITransformFeatureStateProvider transformFeatureStateProvider,
TransformFeatureConfigList transformFeatureList,
TransformConfig transformConfig)
{
InjectHand(hand);
InjectTransformFeatureStateProvider(transformFeatureStateProvider);
InjectTransformFeatureList(transformFeatureList);
InjectTransformConfig(transformConfig);
}
/// <summary>
/// Sets an <see cref="IHand"/> as the <see cref="Hand"/> for a dynamically instantiated
/// TransformRecognizerActiveState. This method exists to support Interaction SDK's dependency injection pattern and is not needed for
/// typical Unity Editor-based usage.
/// </summary>
public void InjectHand(IHand hand)
{
_hand = hand as UnityEngine.Object;
Hand = hand;
}
/// <summary>
/// Sets an <see cref="ITransformFeatureStateProvider"/> as the feature state provider (which assesses whether or not the monitored
/// hand's transforms meet the requirements for recognition) for a dynamically instantiated
/// TransformRecognizerActiveState. This method exists to support Interaction SDK's dependency injection pattern and is not needed for
/// typical Unity Editor-based usage.
/// </summary>
public void InjectTransformFeatureStateProvider(ITransformFeatureStateProvider transformFeatureStateProvider)
{
TransformFeatureStateProvider = transformFeatureStateProvider;
_transformFeatureStateProvider = transformFeatureStateProvider as UnityEngine.Object;
}
/// <summary>
/// Sets a <see cref="TransformFeatureConfigList"/> as the <see cref="FeatureConfigs"/> for a dynamically instantiated
/// TransformRecognizerActiveState. This method exists to support Interaction SDK's dependency injection pattern and is not needed for
/// typical Unity Editor-based usage.
/// </summary>
public void InjectTransformFeatureList(TransformFeatureConfigList transformFeatureList)
{
_transformFeatureConfigs = transformFeatureList;
}
/// <summary>
/// Sets a <see cref="PoseDetection.TransformConfig"/> as the <see cref="TransformConfig"/> for a dynamically instantiated
/// TransformRecognizerActiveState. This method exists to support Interaction SDK's dependency injection pattern and is not needed for
/// typical Unity Editor-based usage.
/// </summary>
public void InjectTransformConfig(TransformConfig transformConfig)
{
_transformConfig = transformConfig;
}
#endregion
}
}