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

155 lines
5.5 KiB
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 System.Linq;
using TMPro;
using UnityEngine;
using UnityEngine.Assertions;
namespace Oculus.Interaction.PoseDetection.Debug
{
public class HandShapeDebugVisual : MonoBehaviour
{
[SerializeField, Interface(typeof(IFingerFeatureStateProvider))]
private UnityEngine.Object _fingerFeatureStateProvider;
private IFingerFeatureStateProvider FingerFeatureStateProvider;
[SerializeField]
private ShapeRecognizerActiveState _shapeRecognizerActiveState;
[SerializeField]
private Renderer _target;
[SerializeField]
private Color _normalColor = Color.red;
[SerializeField]
private Color _activeColor = Color.green;
[SerializeField]
private GameObject _fingerFeatureDebugVisualPrefab;
[SerializeField]
private Transform _fingerFeatureParent;
[SerializeField]
private Vector3 _fingerSpacingVec = new Vector3(0.0f, -1.0f, 0.0f);
[SerializeField]
private Vector3 _fingerFeatureSpacingVec = new Vector3(1.0f, 0.0f, 0.0f);
[SerializeField]
private Vector3 _fingerFeatureDebugLocalScale = new Vector3(0.3f, 0.3f, 0.3f);
[SerializeField]
private TextMeshPro _targetText;
private Material _material;
private bool _lastActiveValue = false;
protected virtual void Awake()
{
FingerFeatureStateProvider = _fingerFeatureStateProvider as IFingerFeatureStateProvider;
this.AssertField(_shapeRecognizerActiveState, nameof(_shapeRecognizerActiveState));
this.AssertField(_target, nameof(_target));
this.AssertField(_fingerFeatureDebugVisualPrefab, nameof(_fingerFeatureDebugVisualPrefab));
this.AssertField(_targetText, nameof(_targetText));
_material = _target.material;
_material.color = _lastActiveValue ? _activeColor : _normalColor;
if (_fingerFeatureParent == null)
{
_fingerFeatureParent = transform;
}
}
protected virtual void Start()
{
this.AssertField(FingerFeatureStateProvider, nameof(FingerFeatureStateProvider));
Vector3 fingerOffset = Vector3.zero;
var statesByFinger = AllFeatureStates()
.GroupBy(s => s.Item1)
.Select(group => new
{
HandFinger = group.Key,
FingerFeatures = group.SelectMany(item => item.Item2)
});
foreach (var g in statesByFinger)
{
Vector3 fingerDebugFeatureTotalDisp = fingerOffset;
foreach (var config in g.FingerFeatures)
{
var fingerFeatureDebugVisInst = Instantiate(_fingerFeatureDebugVisualPrefab, _fingerFeatureParent);
var debugVisComp = fingerFeatureDebugVisInst.GetComponent<FingerFeatureDebugVisual>();
debugVisComp.Initialize(g.HandFinger, config, FingerFeatureStateProvider);
var debugVisTransform = debugVisComp.transform;
debugVisTransform.localScale = _fingerFeatureDebugLocalScale;
debugVisTransform.localRotation = Quaternion.identity;
debugVisTransform.localPosition = fingerDebugFeatureTotalDisp;
fingerDebugFeatureTotalDisp += _fingerFeatureSpacingVec;
}
fingerOffset += _fingerSpacingVec;
}
string shapeNames = "";
foreach (ShapeRecognizer shapeRecognizer in _shapeRecognizerActiveState.Shapes)
{
shapeNames += shapeRecognizer.ShapeName;
}
_targetText.text = $"{_shapeRecognizerActiveState.Handedness} Hand: {shapeNames} ";
}
private IEnumerable<ValueTuple<HandFinger, IReadOnlyList<ShapeRecognizer.FingerFeatureConfig>>> AllFeatureStates()
{
foreach (ShapeRecognizer shapeRecognizer in _shapeRecognizerActiveState.Shapes)
{
foreach (var handFingerConfigs in shapeRecognizer.GetFingerFeatureConfigs())
{
yield return handFingerConfigs;
}
}
}
protected virtual void OnDestroy()
{
Destroy(_material);
}
protected virtual void Update()
{
bool isActive = _shapeRecognizerActiveState.Active;
if (_lastActiveValue != isActive)
{
_material.color = isActive ? _activeColor : _normalColor;
_lastActiveValue = isActive;
}
}
}
}