88 lines
3.2 KiB
C#
88 lines
3.2 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 System;
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using System.Collections.Generic;
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using System.Linq;
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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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/// <summary>
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/// Creates a series of <cref="FingerFeatureSkeletalDebugVisual" />s for the features belonging to a <cref="ShapeRecognizerActiveState" />.
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/// </summary>
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public class HandShapeSkeletalDebugVisual : MonoBehaviour
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{
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[SerializeField]
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private ShapeRecognizerActiveState _shapeRecognizerActiveState;
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[SerializeField]
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private GameObject _fingerFeatureDebugVisualPrefab;
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protected virtual void Awake()
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{
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this.AssertField(_shapeRecognizerActiveState, nameof(_shapeRecognizerActiveState));
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this.AssertField(_fingerFeatureDebugVisualPrefab, nameof(_fingerFeatureDebugVisualPrefab));
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}
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protected virtual void Start()
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{
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var statesByFinger = AllFeatureStates()
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.GroupBy(s => s.Item1)
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.Select(group => new
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{
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HandFinger = group.Key,
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FingerFeatures = group.SelectMany(item => item.Item2)
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});
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foreach (var g in statesByFinger)
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{
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foreach (var feature in g.FingerFeatures)
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{
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var boneDebugObject = Instantiate(_fingerFeatureDebugVisualPrefab);
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var skeletalComp = boneDebugObject.GetComponent<FingerFeatureSkeletalDebugVisual>();
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skeletalComp.Initialize(_shapeRecognizerActiveState.Hand, g.HandFinger, feature);
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var debugVisTransform = boneDebugObject.transform;
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debugVisTransform.parent = this.transform;
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debugVisTransform.localScale = Vector3.one;
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debugVisTransform.localRotation = Quaternion.identity;
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debugVisTransform.localPosition = Vector3.zero;
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}
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}
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}
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private IEnumerable<ValueTuple<HandFinger, IReadOnlyList<ShapeRecognizer.FingerFeatureConfig>>> AllFeatureStates()
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{
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foreach (ShapeRecognizer shapeRecognizer in _shapeRecognizerActiveState.Shapes)
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{
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foreach (var handFingerConfigs in shapeRecognizer.GetFingerFeatureConfigs())
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{
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yield return handFingerConfigs;
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}
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}
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}
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}
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}
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