196 lines
6.3 KiB
C#
196 lines
6.3 KiB
C#
/*
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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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namespace Oculus.Interaction.Input
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{
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public enum JointFreedom
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{
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Free,
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Constrained,
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Locked
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}
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/// <summary>
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/// This class contains a series of useful fingers-related data structures
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/// to be used for optimal calculations without relying in dictionaries.
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///
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/// Since we always assume the hand pose information to be sorted in
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/// the HAND_JOINT_IDS order, we can align multiple data structures
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/// that follow that convention.
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/// </summary>
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public class FingersMetadata
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{
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public static JointFreedom[] DefaultFingersFreedom()
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{
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return new JointFreedom[Constants.NUM_FINGERS]
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{
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JointFreedom.Locked,
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JointFreedom.Locked,
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JointFreedom.Constrained,
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JointFreedom.Constrained,
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JointFreedom.Free
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};
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}
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public static int HandJointIdToIndex(HandJointId id)
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{
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return (int)id - (int)HandJointId.HandThumb0;
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}
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/// <summary>
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/// Valid identifiers for the i-bone of a hand.
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/// </summary>
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public static readonly HandJointId[] HAND_JOINT_IDS = new HandJointId[]
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{
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HandJointId.HandThumb0,
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HandJointId.HandThumb1,
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HandJointId.HandThumb2,
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HandJointId.HandThumb3,
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HandJointId.HandIndex1,
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HandJointId.HandIndex2,
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HandJointId.HandIndex3,
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HandJointId.HandMiddle1,
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HandJointId.HandMiddle2,
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HandJointId.HandMiddle3,
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HandJointId.HandRing1,
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HandJointId.HandRing2,
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HandJointId.HandRing3,
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HandJointId.HandPinky0,
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HandJointId.HandPinky1,
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HandJointId.HandPinky2,
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HandJointId.HandPinky3
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};
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/// <summary>
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/// This array is used to convert from Finger id to the list indices
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/// of its joint in the HAND_JOINT_IDS list.
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/// </summary>
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public static readonly int[][] FINGER_TO_JOINT_INDEX = new int[][]
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{
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new[] {0,1,2,3},
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new[] {4,5,6},
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new[] {7,8,9},
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new[] {10,11,12},
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new[] {13,14,15,16}
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};
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public static readonly HandJointId[][] FINGER_TO_JOINTS = new[]
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{
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new HandJointId[]
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{
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HandJointId.HandThumb0,
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HandJointId.HandThumb1,
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HandJointId.HandThumb2,
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HandJointId.HandThumb3
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},
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new HandJointId[]
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{
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HandJointId.HandIndex1,
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HandJointId.HandIndex2,
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HandJointId.HandIndex3
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},
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new HandJointId[]
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{
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HandJointId.HandMiddle1,
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HandJointId.HandMiddle2,
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HandJointId.HandMiddle3
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},
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new HandJointId[]
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{
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HandJointId.HandRing1,
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HandJointId.HandRing2,
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HandJointId.HandRing3
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},
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new HandJointId[]
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{
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HandJointId.HandPinky0,
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HandJointId.HandPinky1,
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HandJointId.HandPinky2,
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HandJointId.HandPinky3
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}
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};
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/// <summary>
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/// Array order following HAND_JOINT_IDS that indicates if the i joint
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/// can spread (rotate around Y). Should be true for the root of the fingers
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/// but Pink and Thumb are special cases
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/// </summary>
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public static readonly bool[] HAND_JOINT_CAN_SPREAD = new bool[]
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{
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true, //HandJointId.HandThumb0
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true, //HandJointId.HandThumb1
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false,//HandJointId.HandThumb2
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false,//HandJointId.HandThumb3
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true, //HandJointId.HandIndex1
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false,//HandJointId.HandIndex2
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false,//HandJointId.HandIndex3
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true, //HandJointId.HandMiddle1
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false,//HandJointId.HandMiddle2
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false,//HandJointId.HandMiddle3
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true, //HandJointId.HandRing1
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false,//HandJointId.HandRing2
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false,//HandJointId.HandRing3
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true, //HandJointId.HandPinky0
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true, //HandJointId.HandPinky1
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false,//HandJointId.HandPinky2
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false //HandJointId.HandPinky3
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};
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/// <summary>
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/// Map HandJointId to HandFinger
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/// </summary>
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public static readonly HandFinger[] JOINT_TO_FINGER = new HandFinger[]
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{
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HandFinger.Invalid,
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HandFinger.Invalid,
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HandFinger.Thumb,
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HandFinger.Thumb,
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HandFinger.Thumb,
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HandFinger.Thumb,
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HandFinger.Index,
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HandFinger.Index,
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HandFinger.Index,
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HandFinger.Middle,
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HandFinger.Middle,
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HandFinger.Middle,
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HandFinger.Ring,
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HandFinger.Ring,
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HandFinger.Ring,
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HandFinger.Pinky,
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HandFinger.Pinky,
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HandFinger.Pinky,
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HandFinger.Pinky,
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HandFinger.Thumb,
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HandFinger.Index,
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HandFinger.Middle,
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HandFinger.Ring,
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HandFinger.Pinky
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};
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/// <summary>
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/// Map HandJointId to HandFinger
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/// </summary>
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public static readonly int[] JOINT_TO_FINGER_INDEX = new int[]
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{
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-1, -1, 0, 1, 2, 3, 0, 1, 2, 0, 1, 2, 0, 1, 2, 0, 1, 2, 3, 4, 3, 3, 3, 4
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};
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}
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}
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