Files
2025-07-04 20:33:06 +03:00

184 lines
6.0 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;
using UnityEngine.Serialization;
namespace Oculus.Interaction.PoseDetection
{
[Serializable]
public class TransformFeatureConfigList
{
[SerializeField]
private List<TransformFeatureConfig> _values;
public List<TransformFeatureConfig> Values => _values;
}
[Serializable]
public class TransformFeatureConfig : FeatureConfigBase<TransformFeature>
{
}
public class TransformRecognizerActiveState : MonoBehaviour, IActiveState
{
[SerializeField, Interface(typeof(IHand))]
private UnityEngine.Object _hand;
public IHand Hand { get; private set; }
[SerializeField, Interface(typeof(ITransformFeatureStateProvider))]
private UnityEngine.Object _transformFeatureStateProvider;
protected ITransformFeatureStateProvider TransformFeatureStateProvider;
[SerializeField]
private TransformFeatureConfigList _transformFeatureConfigs;
[SerializeField]
[Tooltip("State provider uses this to determine the state of features during real time, so" +
" edit at runtime at your own risk.")]
private TransformConfig _transformConfig;
public IReadOnlyList<TransformFeatureConfig> FeatureConfigs => _transformFeatureConfigs.Values;
public TransformConfig TransformConfig => _transformConfig;
protected bool _started = false;
protected virtual void Awake()
{
Hand = _hand as IHand;
TransformFeatureStateProvider =
_transformFeatureStateProvider as ITransformFeatureStateProvider;
}
protected virtual void Start()
{
this.BeginStart(ref _started);
this.AssertField(Hand, nameof(Hand));
this.AssertField(TransformFeatureStateProvider, nameof(TransformFeatureStateProvider));
this.AssertField(_transformFeatureConfigs, nameof(_transformFeatureConfigs));
this.AssertField(_transformConfig, nameof(_transformConfig));
_transformConfig.InstanceId = GetInstanceID();
this.EndStart(ref _started);
}
protected virtual void OnEnable()
{
if (_started)
{
TransformFeatureStateProvider.RegisterConfig(_transformConfig);
// Warm up the proactive evaluation
InitStateProvider();
}
}
protected virtual void OnDisable()
{
if (_started)
{
TransformFeatureStateProvider.UnRegisterConfig(_transformConfig);
}
}
private void InitStateProvider()
{
foreach(var featureConfig in FeatureConfigs)
{
TransformFeatureStateProvider.GetCurrentState(_transformConfig, featureConfig.Feature, out _);
}
}
public void GetFeatureVectorAndWristPos(TransformFeature feature, bool isHandVector,
ref Vector3? featureVec, ref Vector3? wristPos)
{
TransformFeatureStateProvider.GetFeatureVectorAndWristPos(
TransformConfig, feature, isHandVector, ref featureVec, ref wristPos);
}
public bool Active
{
get
{
if (!isActiveAndEnabled)
{
return false;
}
foreach(var featureConfig in FeatureConfigs)
{
if (! TransformFeatureStateProvider.IsStateActive(
_transformConfig,
featureConfig.Feature,
featureConfig.Mode,
featureConfig.State))
{
return false;
}
}
return true;
}
}
#region Inject
public void InjectAllTransformRecognizerActiveState(IHand hand,
ITransformFeatureStateProvider transformFeatureStateProvider,
TransformFeatureConfigList transformFeatureList,
TransformConfig transformConfig)
{
InjectHand(hand);
InjectTransformFeatureStateProvider(transformFeatureStateProvider);
InjectTransformFeatureList(transformFeatureList);
InjectTransformConfig(transformConfig);
}
public void InjectHand(IHand hand)
{
_hand = hand as UnityEngine.Object;
Hand = hand;
}
public void InjectTransformFeatureStateProvider(ITransformFeatureStateProvider transformFeatureStateProvider)
{
TransformFeatureStateProvider = transformFeatureStateProvider;
_transformFeatureStateProvider = transformFeatureStateProvider as UnityEngine.Object;
}
public void InjectTransformFeatureList(TransformFeatureConfigList transformFeatureList)
{
_transformFeatureConfigs = transformFeatureList;
}
public void InjectTransformConfig(TransformConfig transformConfig)
{
_transformConfig = transformConfig;
}
#endregion
}
}