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 System;
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using UnityEngine;
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using System.Collections.Generic;
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using UnityEngine.Assertions;
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namespace Oculus.Interaction.PoseDetection.Debug
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{
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public class JointRotationDebugVisual : MonoBehaviour
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{
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[SerializeField]
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private JointRotationActiveState _jointRotation;
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[SerializeField]
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private Material _lineRendererMaterial;
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[SerializeField]
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private float _rendererLineWidth = 0.005f;
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[SerializeField]
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private float _rendererLineLength = 0.1f;
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private List<LineRenderer> _lineRenderers;
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private int _enabledRendererCount;
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protected bool _started = false;
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protected virtual void Awake()
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{
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_lineRenderers = new List<LineRenderer>();
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}
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protected virtual void Start()
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{
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this.BeginStart(ref _started);
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this.AssertField(_jointRotation, nameof(_jointRotation));
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this.AssertField(_lineRendererMaterial, nameof(_lineRendererMaterial));
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this.EndStart(ref _started);
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}
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protected virtual void OnDisable()
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{
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if (_started)
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{
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ResetLines();
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}
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}
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protected virtual void Update()
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{
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ResetLines();
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foreach (var config in _jointRotation.FeatureConfigs)
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{
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if (_jointRotation.Hand.GetJointPose(config.Feature, out Pose jointPose) &&
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_jointRotation.FeatureStates.TryGetValue(config, out var state))
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{
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DrawDebugLine(jointPose.position, state.TargetAxis, state.Amount);
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}
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}
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}
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private void DrawDebugLine(Vector3 jointPos, Vector3 direction, float amount)
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{
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Vector3 fullLength = direction.normalized * _rendererLineLength;
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bool metThreshold = amount >= 1f;
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if (metThreshold)
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{
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AddLine(jointPos, jointPos + fullLength, Color.green);
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}
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else
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{
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Vector3 breakpoint = Vector3.Lerp(jointPos, jointPos + fullLength, amount);
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AddLine(jointPos, breakpoint, Color.yellow);
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AddLine(breakpoint, jointPos + fullLength, Color.red);
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}
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}
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private void ResetLines()
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{
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foreach (var lineRenderer in _lineRenderers)
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{
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if (lineRenderer != null)
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{
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lineRenderer.enabled = false;
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}
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}
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_enabledRendererCount = 0;
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}
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private void AddLine(Vector3 start, Vector3 end, Color color)
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{
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LineRenderer lineRenderer;
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if (_enabledRendererCount == _lineRenderers.Count)
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{
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lineRenderer = new GameObject().AddComponent<LineRenderer>();
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lineRenderer.startWidth = _rendererLineWidth;
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lineRenderer.endWidth = _rendererLineWidth;
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lineRenderer.positionCount = 2;
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lineRenderer.material = _lineRendererMaterial;
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_lineRenderers.Add(lineRenderer);
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}
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else
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{
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lineRenderer = _lineRenderers[_enabledRendererCount];
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}
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_enabledRendererCount++;
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lineRenderer.enabled = true;
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lineRenderer.SetPosition(0, start);
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lineRenderer.SetPosition(1, end);
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lineRenderer.startColor = color;
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lineRenderer.endColor = color;
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}
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}
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}
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