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

441 lines
17 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 UnityEngine;
using UnityEngine.Assertions;
namespace Oculus.Interaction.PoseDetection
{
public enum UpVectorType
{
Head,
Tracking,
World
}
/// <summary>
/// Influences state transitions computed via <cref="TransformFeatureStateProvider" />. It becomes active whenever all of the listed transform states are active.
/// </summary>
[Serializable]
public class TransformConfig
{
public TransformConfig()
{
PositionOffset = Vector3.zero;
RotationOffset = Vector3.zero;
UpVectorType = UpVectorType.Head;
FeatureThresholds = null;
InstanceId = 0;
}
// Position offset relative to the reference transform.
public Vector3 PositionOffset;
// Rotational offset relative to the reference transform.
public Vector3 RotationOffset;
public UpVectorType UpVectorType;
public TransformFeatureStateThresholds FeatureThresholds;
// set via component that uses this class
public int InstanceId { get; set; }
}
public class TransformJointData
{
public bool IsValid;
public Handedness Handedness;
public Pose CenterEyePose, WristPose;
public Vector3 TrackingSystemUp;
public Vector3 TrackingSystemForward;
}
internal class TransformFeatureStateCollection
{
public class TransformStateInfo
{
public TransformStateInfo(TransformConfig transformConfig,
FeatureStateProvider<TransformFeature, string> stateProvider)
{
Config = transformConfig;
StateProvider = stateProvider;
}
public TransformConfig Config;
public FeatureStateProvider<TransformFeature, string> StateProvider;
}
private Dictionary<int, TransformStateInfo> _idToTransformStateInfo =
new Dictionary<int, TransformStateInfo>();
public void RegisterConfig(TransformConfig transformConfig, TransformJointData jointData,
Func<float> timeProvider)
{
bool containsKeyAlready = _idToTransformStateInfo.ContainsKey(transformConfig.InstanceId);
Assert.IsFalse(containsKeyAlready,
"Trying to register multiple configs with the same id into " +
"TransformFeatureStateCollection.");
var featureStateProvider = new FeatureStateProvider<TransformFeature, string>
// note that jointData and transformConfig are reference types (classes), because they can change
// during run time
((feature) => TransformFeatureValueProvider.GetValue(feature, jointData, transformConfig),
feature => (int)feature,
timeProvider);
TransformStateInfo newTransfState = new TransformStateInfo(transformConfig, featureStateProvider);
featureStateProvider.InitializeThresholds(transformConfig.FeatureThresholds);
_idToTransformStateInfo.Add(transformConfig.InstanceId, newTransfState);
}
public void UnRegisterConfig(TransformConfig transformConfig)
{
_idToTransformStateInfo.Remove(transformConfig.InstanceId);
}
public FeatureStateProvider<TransformFeature, string> GetStateProvider(
TransformConfig transformConfig)
{
return _idToTransformStateInfo[transformConfig.InstanceId].StateProvider;
}
public void SetConfig(int configId, TransformConfig config)
{
_idToTransformStateInfo[configId].Config = config;
}
public TransformConfig GetConfig(int configId)
{
return _idToTransformStateInfo[configId].Config;
}
public void UpdateFeatureStates(int lastUpdatedFrameId,
bool disableProactiveEvaluation)
{
foreach (var transformStateInfo in _idToTransformStateInfo.Values)
{
var featureStateProvider = transformStateInfo.StateProvider;
if (!disableProactiveEvaluation)
{
featureStateProvider.LastUpdatedFrameId = lastUpdatedFrameId;
featureStateProvider.ReadTouchedFeatureStates();
}
else
{
featureStateProvider.LastUpdatedFrameId = lastUpdatedFrameId;
}
}
}
}
/// <summary>
/// Provides state tracking and transition management for transform-based features in the Interaction SDK.
/// This provider interprets transform values and quantizes them into discrete states while implementing
/// hysteresis to prevent rapid state fluctuations.
/// See <see cref="Oculus.Interaction.PoseDetection.TransformFeatureStateProvider"/> and <see cref="Oculus.Interaction.TransformFeatureStateProviderRef"/> for example implementations.
/// </summary>
public interface ITransformFeatureStateProvider
{
/// <summary>
/// Checks if the specified feature is currently in the given state.
/// </summary>
/// <param name="config">The <see cref="TransformConfig"/> to use for the check</param>
/// <param name="feature">The <see cref="TransformFeature"/> to check</param>
/// <param name="mode">The <see cref="FeatureStateActiveMode"/> to use when checking the feature state</param>
/// <param name="stateId">The ID of the state to compare against</param>
/// <returns><c>true</c> if the feature is in the specified state; otherwise, <c>false</c></returns>
bool IsStateActive(TransformConfig config, TransformFeature feature,
FeatureStateActiveMode mode, string stateId);
/// <summary>
/// Retrieves the current state of a specified transform feature.
/// </summary>
/// <param name="config">The <see cref="TransformConfig"/> to use for the query</param>
/// <param name="transformFeature">The <see cref="TransformFeature"/> to query</param>
/// <param name="currentState">The current state of the transform feature</param>
/// <returns><c>true</c> if the current state was successfully retrieved; otherwise, <c>false</c></returns>
bool GetCurrentState(TransformConfig config, TransformFeature transformFeature,
out string currentState);
/// <summary>
/// Registers a transform configuration with the state provider.
/// </summary>
/// <param name="transformConfig">The <see cref="TransformConfig"/> to register</param>
void RegisterConfig(TransformConfig transformConfig);
/// <summary>
/// Unregisters a previously registered transform configuration from the state provider.
/// </summary>
/// <param name="transformConfig">The <see cref="TransformConfig"/> to unregister</param>
void UnRegisterConfig(TransformConfig transformConfig);
/// <summary>
/// Retrieves the feature vector and wrist position for a specified transform feature.
/// </summary>
/// <param name="config">The <see cref="TransformConfig"/> to use for the query</param>
/// <param name="transformFeature">The <see cref="TransformFeature"/> to query</param>
/// <param name="isHandVector"><c>true</c> if the feature vector is a hand vector; otherwise, <c>false</c></param>
/// <param name="featureVec">The feature vector</param>
/// <param name="wristPos">The wrist position</param>
void GetFeatureVectorAndWristPos(TransformConfig config,
TransformFeature transformFeature, bool isHandVector, ref Vector3? featureVec,
ref Vector3? wristPos);
}
/// <summary>
/// Interprets transform feature values from a <see cref="TransformFeatureValueProvider"/>
/// and uses the given <see cref="TransformFeatureStateThresholds"/> to quantize
/// these values into states. To avoid rapid fluctuations at the edges
/// of two states, this classes uses the calculated feature states from the previous
/// frame and the given state thresholds to apply a buffer between
/// state transition edges.
/// </summary>
public class TransformFeatureStateProvider : MonoBehaviour,
ITransformFeatureStateProvider, ITimeConsumer
{
/// <summary>
/// The hand to use for finger state data.
/// </summary>
[SerializeField, Interface(typeof(IHand))]
private UnityEngine.Object _hand;
public IHand Hand { get; private set; }
/// <summary>
/// The Hmd component.
/// </summary>
[SerializeField, Interface(typeof(IHmd))]
private UnityEngine.Object _hmd;
public IHmd Hmd { get; private set; }
/// <summary>
/// The OVRInteraction prefab from the Interaction SDK Getting Started tutorial.
/// </summary>
[SerializeField, Interface(typeof(ITrackingToWorldTransformer))]
private UnityEngine.Object _trackingToWorldTransformer;
public ITrackingToWorldTransformer TrackingToWorldTransformer { get; private set; }
[Header("Advanced Settings")]
[SerializeField]
[Tooltip("If true, disables proactive evaluation of any TransformFeature that has been " +
"queried at least once. This will force lazy-evaluation of state within calls " +
"to IsStateActive, which means you must do so each frame to avoid missing " +
"transitions between states.")]
private bool _disableProactiveEvaluation;
private Func<float> _timeProvider = () => Time.time;
public void SetTimeProvider(Func<float> timeProvider)
{
_timeProvider = timeProvider;
}
private TransformJointData _jointData = new TransformJointData();
private TransformFeatureStateCollection _transformFeatureStateCollection;
protected bool _started = false;
protected virtual void Awake()
{
Hand = _hand as IHand;
Hmd = _hmd as IHmd;
TrackingToWorldTransformer = _trackingToWorldTransformer as ITrackingToWorldTransformer;
_transformFeatureStateCollection = new TransformFeatureStateCollection();
}
public void RegisterConfig(TransformConfig transformConfig)
{
//Register time provider indirectly in case reference changes
Func<float> getTime = () => _timeProvider();
_transformFeatureStateCollection.RegisterConfig(transformConfig, _jointData, getTime);
}
public void UnRegisterConfig(TransformConfig transformConfig)
{
_transformFeatureStateCollection.UnRegisterConfig(transformConfig);
}
protected virtual void Start()
{
this.BeginStart(ref _started);
this.AssertField(Hand, nameof(Hand));
this.AssertField(Hmd, nameof(Hmd));
this.AssertField(_timeProvider, nameof(_timeProvider));
this.AssertField(TrackingToWorldTransformer, nameof(TrackingToWorldTransformer));
this.EndStart(ref _started);
}
protected virtual void OnEnable()
{
if (_started)
{
Hand.WhenHandUpdated += HandDataAvailable;
}
}
protected virtual void OnDisable()
{
if (_started)
{
Hand.WhenHandUpdated -= HandDataAvailable;
}
}
private void HandDataAvailable()
{
UpdateJointData();
UpdateStateForHand();
}
private void UpdateJointData()
{
_jointData.IsValid = Hand.GetJointPose(HandJointId.HandWristRoot, out _jointData.WristPose) &&
Hmd.TryGetRootPose(out _jointData.CenterEyePose);
if (!_jointData.IsValid)
{
return;
}
_jointData.Handedness = Hand.Handedness;
_jointData.TrackingSystemUp = TrackingToWorldTransformer.Transform.up;
_jointData.TrackingSystemForward = TrackingToWorldTransformer.Transform.forward;
}
private void UpdateStateForHand()
{
// Update the frameId of all state providers to mark data as dirty. If
// proactiveEvaluation is enabled, also read the state of any feature that has been
// touched, which will force it to evaluate.
_transformFeatureStateCollection.UpdateFeatureStates(
Hand.CurrentDataVersion,
_disableProactiveEvaluation);
}
public bool IsHandDataValid()
{
return _jointData.IsValid;
}
public bool IsStateActive(TransformConfig config, TransformFeature feature, FeatureStateActiveMode mode, string stateId)
{
var currentState = GetCurrentFeatureState(config, feature);
switch (mode)
{
case FeatureStateActiveMode.Is:
return currentState == stateId;
case FeatureStateActiveMode.IsNot:
return currentState != stateId;
default:
return false;
}
}
private string GetCurrentFeatureState(TransformConfig config,
TransformFeature feature)
{
return _transformFeatureStateCollection.GetStateProvider(config).
GetCurrentFeatureState(feature);
}
public bool GetCurrentState(TransformConfig config, TransformFeature transformFeature,
out string currentState)
{
if (!IsHandDataValid())
{
currentState = default;
return false;
}
currentState = GetCurrentFeatureState(config, transformFeature);
return currentState != default;
}
/// <summary>
/// Returns the current value of the feature. If the hand joints are not populated with
/// valid data (for instance, due to a disconnected hand), the method will return null;
/// </summary>
public float? GetFeatureValue(TransformConfig config,
TransformFeature transformFeature)
{
if (!IsHandDataValid())
{
return null;
}
return TransformFeatureValueProvider.GetValue(transformFeature,
_jointData, config);
}
public void GetFeatureVectorAndWristPos(TransformConfig config,
TransformFeature transformFeature, bool isHandVector, ref Vector3? featureVec,
ref Vector3? wristPos)
{
featureVec = null;
wristPos = null;
if (!IsHandDataValid())
{
return;
}
featureVec = isHandVector ?
TransformFeatureValueProvider.GetHandVectorForFeature(transformFeature,
_jointData) :
TransformFeatureValueProvider.GetTargetVectorForFeature(transformFeature,
_jointData, in config);
wristPos = _jointData.WristPose.position;
}
#region Inject
public void InjectAllTransformFeatureStateProvider(IHand hand, IHmd hmd, bool disableProactiveEvaluation)
{
InjectHand(hand);
InjectHmd(hmd);
_disableProactiveEvaluation = disableProactiveEvaluation;
}
public void InjectHand(IHand hand)
{
_hand = hand as UnityEngine.Object;
Hand = hand;
}
public void InjectHmd(IHmd hand)
{
_hmd = hand as UnityEngine.Object;
Hmd = hand;
}
public void InjectDisableProactiveEvaluation(bool disabled)
{
_disableProactiveEvaluation = disabled;
}
[Obsolete("Use SetTimeProvider()")]
public void InjectOptionalTimeProvider(Func<float> timeProvider)
{
_timeProvider = timeProvider;
}
#endregion
}
}