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;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Assertions;
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using UnityEngine.Serialization;
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namespace Oculus.Interaction.PoseDetection
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{
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[Serializable]
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public class TransformFeatureConfigList
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{
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[SerializeField]
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private List<TransformFeatureConfig> _values;
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public List<TransformFeatureConfig> Values => _values;
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}
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[Serializable]
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public class TransformFeatureConfig : FeatureConfigBase<TransformFeature>
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{
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}
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public class TransformRecognizerActiveState : MonoBehaviour, IActiveState
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{
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[SerializeField, Interface(typeof(IHand))]
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private UnityEngine.Object _hand;
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public IHand Hand { get; private set; }
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[SerializeField, Interface(typeof(ITransformFeatureStateProvider))]
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private UnityEngine.Object _transformFeatureStateProvider;
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protected ITransformFeatureStateProvider TransformFeatureStateProvider;
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[SerializeField]
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private TransformFeatureConfigList _transformFeatureConfigs;
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[SerializeField]
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[Tooltip("State provider uses this to determine the state of features during real time, so" +
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" edit at runtime at your own risk.")]
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private TransformConfig _transformConfig;
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public IReadOnlyList<TransformFeatureConfig> FeatureConfigs => _transformFeatureConfigs.Values;
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public TransformConfig TransformConfig => _transformConfig;
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protected bool _started = false;
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protected virtual void Awake()
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{
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Hand = _hand as IHand;
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TransformFeatureStateProvider =
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_transformFeatureStateProvider as ITransformFeatureStateProvider;
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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(Hand, nameof(Hand));
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this.AssertField(TransformFeatureStateProvider, nameof(TransformFeatureStateProvider));
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this.AssertField(_transformFeatureConfigs, nameof(_transformFeatureConfigs));
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this.AssertField(_transformConfig, nameof(_transformConfig));
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_transformConfig.InstanceId = GetInstanceID();
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this.EndStart(ref _started);
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}
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protected virtual void OnEnable()
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{
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if (_started)
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{
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TransformFeatureStateProvider.RegisterConfig(_transformConfig);
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// Warm up the proactive evaluation
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InitStateProvider();
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}
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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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TransformFeatureStateProvider.UnRegisterConfig(_transformConfig);
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}
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}
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private void InitStateProvider()
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{
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foreach(var featureConfig in FeatureConfigs)
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{
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TransformFeatureStateProvider.GetCurrentState(_transformConfig, featureConfig.Feature, out _);
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}
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}
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public void GetFeatureVectorAndWristPos(TransformFeature feature, bool isHandVector,
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ref Vector3? featureVec, ref Vector3? wristPos)
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{
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TransformFeatureStateProvider.GetFeatureVectorAndWristPos(
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TransformConfig, feature, isHandVector, ref featureVec, ref wristPos);
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}
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public bool Active
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{
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get
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{
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if (!isActiveAndEnabled)
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{
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return false;
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}
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foreach(var featureConfig in FeatureConfigs)
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{
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if (! TransformFeatureStateProvider.IsStateActive(
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_transformConfig,
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featureConfig.Feature,
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featureConfig.Mode,
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featureConfig.State))
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{
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return false;
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}
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}
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return true;
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}
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}
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#region Inject
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public void InjectAllTransformRecognizerActiveState(IHand hand,
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ITransformFeatureStateProvider transformFeatureStateProvider,
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TransformFeatureConfigList transformFeatureList,
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TransformConfig transformConfig)
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{
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InjectHand(hand);
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InjectTransformFeatureStateProvider(transformFeatureStateProvider);
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InjectTransformFeatureList(transformFeatureList);
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InjectTransformConfig(transformConfig);
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}
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public void InjectHand(IHand hand)
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{
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_hand = hand as UnityEngine.Object;
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Hand = hand;
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}
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public void InjectTransformFeatureStateProvider(ITransformFeatureStateProvider transformFeatureStateProvider)
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{
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TransformFeatureStateProvider = transformFeatureStateProvider;
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_transformFeatureStateProvider = transformFeatureStateProvider as UnityEngine.Object;
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}
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public void InjectTransformFeatureList(TransformFeatureConfigList transformFeatureList)
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{
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_transformFeatureConfigs = transformFeatureList;
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}
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public void InjectTransformConfig(TransformConfig transformConfig)
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{
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_transformConfig = transformConfig;
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}
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#endregion
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}
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}
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