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

228 lines
6.6 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 UnityEngine;
namespace Oculus.Interaction.PoseDetection
{
/// <summary>
/// This component tracks the distance between two hand joints and reports
/// <see cref="IActiveState.Active"/> when distance is under a provided threshold.
/// </summary>
public class JointDistanceActiveState : MonoBehaviour, IActiveState
{
[Tooltip("The IHand that JointIdA will be sourced from.")]
[SerializeField, Interface(typeof(IHand))]
private UnityEngine.Object _handA;
private IHand HandA;
[Tooltip("The joint of HandA to use for distance check.")]
[SerializeField]
private HandJointId _jointIdA;
[Tooltip("The joint of HandA to use for distance check.")]
[SerializeField]
private HandJointId _jointA;
public HandJointId JointIdA
{
#if ISDK_OPENXR_HAND
get => _jointA;
set => _jointA = value;
#else
get => _jointIdA;
set => _jointIdA = value;
#endif
}
[Tooltip("The IHand that JointIdB will be sourced from.")]
[SerializeField, Interface(typeof(IHand))]
private UnityEngine.Object _handB;
private IHand HandB;
[Tooltip("The joint of HandB to use for distance check.")]
[SerializeField]
private HandJointId _jointIdB;
[Tooltip("The joint of HandB to use for distance check.")]
[SerializeField]
private HandJointId _jointB;
public HandJointId JointIdB
{
#if ISDK_OPENXR_HAND
get => _jointB;
set => _jointB = value;
#else
get => _jointIdB;
set => _jointIdB = value;
#endif
}
[Tooltip("The ActiveState will become Active when joints are " +
"within this distance from each other.")]
[SerializeField]
private float _distance = 0.05f;
[Tooltip("The distance value will be modified by this width " +
"to create differing enter/exit thresholds. Used to prevent " +
"chattering at the threshold edge.")]
[SerializeField]
private float _thresholdWidth = 0.02f;
[Tooltip("A new state must be maintaned for at least this " +
"many seconds before the Active property changes.")]
[SerializeField]
private float _minTimeInState = 0.05f;
public bool Active
{
get
{
if (!isActiveAndEnabled)
{
return false;
}
UpdateActiveState();
return _activeState;
}
}
private bool _activeState = false;
private bool _internalState = false;
private float _lastStateChangeTime = 0f;
private int _lastStateUpdateFrame = 0;
protected virtual void Awake()
{
HandA = _handA as IHand;
HandB = _handB as IHand;
}
protected virtual void Start()
{
this.AssertField(HandA, nameof(HandA));
this.AssertField(HandB, nameof(HandB));
}
protected virtual void Update()
{
UpdateActiveState();
}
private void UpdateActiveState()
{
if (Time.frameCount <= _lastStateUpdateFrame)
{
return;
}
_lastStateUpdateFrame = Time.frameCount;
bool newState = JointDistanceWithinThreshold();
if (newState != _internalState)
{
_internalState = newState;
_lastStateChangeTime = Time.unscaledTime;
}
if (Time.unscaledTime - _lastStateChangeTime >= _minTimeInState)
{
_activeState = _internalState;
}
}
private bool JointDistanceWithinThreshold()
{
if (HandA.GetJointPose(JointIdA, out Pose poseA) &&
HandB.GetJointPose(JointIdB, out Pose poseB))
{
float threshold = _internalState ?
_distance + _thresholdWidth * 0.5f :
_distance - _thresholdWidth * 0.5f;
return Vector3.Distance(poseA.position, poseB.position) <= threshold;
}
else
{
return false;
}
}
#if UNITY_EDITOR
protected virtual void OnValidate()
{
_distance = Mathf.Max(_distance, 0f);
_minTimeInState = Mathf.Max(_minTimeInState, 0f);
_thresholdWidth = Mathf.Max(_thresholdWidth, 0f);
}
#endif
#region Inject
public void InjectAllJointDistanceActiveState(IHand handA, IHand handB)
{
InjectHandA(handA);
InjectHandB(handB);
}
public void InjectHandA(IHand handA)
{
_handA = handA as UnityEngine.Object;
HandA = handA;
}
[Obsolete("Use the " + nameof(JointIdA) + " setter instead")]
public void InjectJointIdA(HandJointId jointIdA)
{
JointIdA = jointIdA;
}
public void InjectHandB(IHand handB)
{
_handB = handB as UnityEngine.Object;
HandB = handB;
}
[Obsolete("Use the " + nameof(JointIdB) + " setter instead")]
public void InjectJointIdB(HandJointId jointIdB)
{
JointIdB = jointIdB;
}
public void InjectOptionalDistance(float val)
{
_distance = val;
}
public void InjectOptionalThresholdWidth(float val)
{
_thresholdWidth = val;
}
public void InjectOptionalMinTimeInState(float val)
{
_minTimeInState = val;
}
#endregion
}
}