134 lines
4.2 KiB
C#
134 lines
4.2 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 UnityEngine;
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using UnityEngine.Assertions;
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namespace Oculus.Interaction
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{
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public class HandConfidenceVisual : MonoBehaviour
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{
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[SerializeField, Interface(typeof(IHand))]
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private UnityEngine.Object _hand;
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private IHand Hand { get; set; }
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[SerializeField]
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private MaterialPropertyBlockEditor _handMaterialPropertyBlockEditor;
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[SerializeField]
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private float _speed = 5f;
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public float Speed
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{
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get
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{
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return _speed;
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}
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set
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{
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_speed = value;
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}
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}
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private readonly int _handConfidenceId = Shader.PropertyToID("_JointsGlow");
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private float[] _jointsConfidence = new float[18];
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protected bool _started = false;
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private float _lastTime;
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private void Awake()
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{
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Hand = _hand as IHand;
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}
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protected virtual void Start()
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{
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this.BeginStart(ref _started);
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this.AssertField(Hand, nameof(Hand));
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this.AssertField(_handMaterialPropertyBlockEditor, nameof(_handMaterialPropertyBlockEditor));
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_lastTime = Time.time;
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this.EndStart(ref _started);
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}
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protected virtual void OnEnable()
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{
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if (_started)
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{
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Hand.WhenHandUpdated += UpdateVisual;
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}
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}
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protected virtual void OnDisable()
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{
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if (_started)
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{
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Hand.WhenHandUpdated -= UpdateVisual;
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}
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}
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private void UpdateVisual()
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{
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float changeRate = (Time.time - _lastTime) * Speed;
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_lastTime = Time.time;
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float handConfidence = Hand.IsHighConfidence ? 0f : 1f;
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_jointsConfidence[0] = Mathf.Lerp(_jointsConfidence[0], handConfidence, changeRate);
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FillConfidence(HandFinger.Thumb, 1, 4);
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FillConfidence(HandFinger.Index, 5, 3);
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FillConfidence(HandFinger.Middle, 8, 3);
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FillConfidence(HandFinger.Ring, 11, 3);
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FillConfidence(HandFinger.Pinky, 14, 4);
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void FillConfidence(HandFinger finger, int offset, int lenght)
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{
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int confidence = Hand.GetFingerIsHighConfidence(finger) ? 0 : 1;
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for (int i = offset; i < offset + lenght; i++)
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{
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_jointsConfidence[i] = Mathf.Lerp(_jointsConfidence[i], confidence, changeRate);
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}
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}
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_handMaterialPropertyBlockEditor.MaterialPropertyBlock.SetFloatArray(_handConfidenceId, _jointsConfidence);
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_handMaterialPropertyBlockEditor.UpdateMaterialPropertyBlock();
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}
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#region Inject
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public void InjectAllHandConfidenceVisual(IHand hand,
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MaterialPropertyBlockEditor handMaterialPropertyBlockEditor)
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{
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InjectHand(hand);
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InjectHandMaterialPropertyBlockEditor(handMaterialPropertyBlockEditor);
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}
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public void InjectHand(IHand hand)
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{
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_hand = hand as UnityEngine.Object;
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Hand = hand;
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}
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public void InjectHandMaterialPropertyBlockEditor(MaterialPropertyBlockEditor handMaterialPropertyBlockEditor)
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{
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_handMaterialPropertyBlockEditor = handMaterialPropertyBlockEditor;
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}
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#endregion
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}
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}
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