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ApexSurgery/Assets/Oculus/Interaction/Runtime/Scripts/Body/PoseDetection/BodyPoseDebugGizmos.cs
T
2025-07-04 20:33:06 +03:00

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2.7 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 UnityEngine;
using Oculus.Interaction.Body.Input;
using UnityEngine.Assertions;
namespace Oculus.Interaction.Body.PoseDetection
{
public class BodyPoseDebugGizmos : SkeletonDebugGizmos
{
[SerializeField, Interface(typeof(IBodyPose))]
private UnityEngine.Object _bodyPose;
private IBodyPose BodyPose;
protected virtual void Awake()
{
BodyPose = _bodyPose as IBodyPose;
}
protected virtual void Start()
{
Assert.IsNotNull(BodyPose);
}
protected virtual void Update()
{
foreach (BodyJointId joint in BodyPose.SkeletonMapping.Joints)
{
Draw(joint, GetVisibilityFlags());
}
}
private VisibilityFlags GetVisibilityFlags()
{
VisibilityFlags modifiedFlags = Visibility;
if (HasNegativeScale)
{
modifiedFlags &= ~VisibilityFlags.Axes;
}
return modifiedFlags;
}
protected override bool TryGetWorldJointPose(BodyJointId jointId, out Pose pose)
{
if (BodyPose.GetJointPoseFromRoot(jointId, out pose))
{
pose.position = transform.TransformPoint(pose.position);
pose.rotation = transform.rotation * pose.rotation;
return true;
}
return false;
}
protected override bool TryGetParentJointId(BodyJointId jointId, out BodyJointId parent)
{
return BodyPose.SkeletonMapping.TryGetParentJointId(jointId, out parent);
}
#region Inject
public void InjectAllBodyJointDebugGizmos(IBodyPose bodyPose)
{
InjectBodyPose(bodyPose);
}
public void InjectBodyPose(IBodyPose bodyPose)
{
_bodyPose = bodyPose as UnityEngine.Object;
BodyPose = bodyPose;
}
#endregion
}
}