Initial Commit
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/*
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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.Collections.Generic;
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using UnityEngine;
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namespace Oculus.Interaction.HandGrab.Visuals
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{
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/// <summary>
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/// Stores the translation between hand tracked data and the represented joint.
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/// </summary>
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[System.Serializable]
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public class HandJointMap
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{
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/// <summary>
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/// The unique identifier for the joint.
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/// </summary>
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public HandJointId id;
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/// <summary>
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/// The transform that this joint drives.
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/// </summary>
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public Transform transform;
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/// <summary>
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/// The rotation offset between the hand-tracked joint, and the represented joint.
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/// </summary>
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public Vector3 rotationOffset;
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/// <summary>
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/// Get the rotationOffset as a Quaternion.
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/// </summary>
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public Quaternion RotationOffset
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{
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get
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{
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return Quaternion.Euler(rotationOffset);
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}
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}
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/// <summary>
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/// Get the raw rotation of the joint, taken from the tracking data
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/// </summary>
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public Quaternion TrackedRotation
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{
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get
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{
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return Quaternion.Inverse(RotationOffset) * transform.localRotation;
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}
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}
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}
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/// <summary>
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/// A collection of joint maps to quick access the joints that are actually available in the hand rig.
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/// Stores an internal array of indices so it can transform from positions in the HandPose.HAND_JOINTIDS collection
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/// to the JointMap List without having to search for the (maybe unavailable) index every time.
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/// </summary>
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[System.Serializable]
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public class JointCollection
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{
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/// <summary>
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/// List of indices of the joints in the actual rig for quick access
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/// </summary>
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[SerializeField]
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[HideInInspector]
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private int[] _jointIndices = new int[FingersMetadata.HAND_JOINT_IDS.Length];
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/// <summary>
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/// List of joints in the actual rig
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/// </summary>
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[SerializeField]
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[HideInInspector]
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private List<HandJointMap> _jointMaps;
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public JointCollection(List<HandJointMap> joints)
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{
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_jointMaps = joints;
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for (int i = 0; i < FingersMetadata.HAND_JOINT_IDS.Length; i++)
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{
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HandJointId boneId = FingersMetadata.HAND_JOINT_IDS[i];
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_jointIndices[i] = joints.FindIndex(bone => bone.id == boneId);
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}
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}
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public HandJointMap this[int jointIndex]
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{
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get
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{
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int joint = _jointIndices[jointIndex];
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if (joint >= 0)
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{
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return _jointMaps[joint];
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}
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return null;
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}
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}
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}
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}
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