106 lines
3.4 KiB
C#
106 lines
3.4 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 TMPro;
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using UnityEngine;
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using UnityEngine.Assertions;
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namespace Oculus.Interaction.PoseDetection.Debug
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{
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public class FingerFeatureDebugVisual : MonoBehaviour
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{
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[SerializeField]
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private Renderer _target;
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[SerializeField]
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private Color _normalColor = Color.red;
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[SerializeField]
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private Color _activeColor = Color.green;
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[SerializeField]
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private TextMeshPro _targetText;
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private IFingerFeatureStateProvider _fingerFeatureState;
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private Material _material;
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private bool _lastActiveValue;
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private HandFinger _handFinger;
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private ShapeRecognizer.FingerFeatureConfig _featureConfig;
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private bool _initialized;
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protected virtual void Awake()
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{
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_material = _target.material;
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this.AssertField(_material, nameof(_material));
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this.AssertField(_targetText, nameof(_targetText));
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_material.color = _lastActiveValue ? _activeColor : _normalColor;
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}
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protected virtual void OnDestroy()
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{
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Destroy(_material);
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}
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public void Initialize(HandFinger handFinger,
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ShapeRecognizer.FingerFeatureConfig config,
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IFingerFeatureStateProvider fingerFeatureState)
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{
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_initialized = true;
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_handFinger = handFinger;
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_featureConfig = config;
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_fingerFeatureState = fingerFeatureState;
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}
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protected virtual void Update()
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{
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if (!_initialized)
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{
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return;
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}
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FingerFeature feature = _featureConfig.Feature;
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bool isActive = false;
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if (_fingerFeatureState.GetCurrentState(_handFinger, feature,
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out string currentState))
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{
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float? featureVal = _fingerFeatureState.GetFeatureValue(_handFinger, feature);
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isActive = _fingerFeatureState.IsStateActive(_handFinger, feature, _featureConfig.Mode, _featureConfig.State);
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string featureValStr = featureVal.HasValue ? featureVal.Value.ToString("F2") : "--";
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_targetText.text = $"{_handFinger} {feature}" + $"{currentState} ({featureValStr})";
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}
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else
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{
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_targetText.text = $"{_handFinger} {feature}\n";
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}
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if (isActive != _lastActiveValue)
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{
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_material.color = isActive ? _activeColor : _normalColor;
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_lastActiveValue = isActive;
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}
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}
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}
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}
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