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Merge pull request 'feature/unity-xr-hands' (#10) from feature/unity-xr-hands into development
Reviewed-on: http://104.1.10.149:3000/MAVRIC/Stratasys-450mc-VR/pulls/10
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3
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# Hand Visualizer Sample
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|
||||
fileFormatVersion: 2
|
||||
guid: 0c161b4c00c888c41a1bb8253e94492c
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,171 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine.XR.Hands.Processing;
|
||||
|
||||
namespace UnityEngine.XR.Hands.Samples.VisualizerSample
|
||||
{
|
||||
/// <summary>
|
||||
/// Example hand processor that applies transformations on the root poses to
|
||||
/// modify the hands skeleton. Note it is possible to modify the bones
|
||||
/// directly for more advanced use cases that are not shown here.
|
||||
/// </summary>
|
||||
public class HandProcessor : MonoBehaviour, IXRHandProcessor
|
||||
{
|
||||
/// <inheritdoc />
|
||||
public int callbackOrder => 0;
|
||||
|
||||
/// <summary>
|
||||
/// The mode to use for the sample processor.
|
||||
/// </summary>
|
||||
public enum ProcessorExampleMode
|
||||
{
|
||||
/// <summary>
|
||||
/// No processing is applied.
|
||||
/// </summary>
|
||||
None,
|
||||
|
||||
/// <summary>
|
||||
/// Smooths the hand root pose of the left and right hands with interpolated positions
|
||||
/// </summary>
|
||||
Smoothing,
|
||||
|
||||
/// <summary>
|
||||
/// Inverts the left and right hands.
|
||||
/// </summary>
|
||||
Invert
|
||||
}
|
||||
|
||||
// Variables used for smoothing hand movements.
|
||||
bool m_FirstFrame = false;
|
||||
Vector3 m_LastLeftHandPosition;
|
||||
Vector3 m_LastRightHandPosition;
|
||||
Pose m_LeftHandPose = Pose.identity;
|
||||
Pose m_RightHandPose = Pose.identity;
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("The mode to use for the sample processor.")]
|
||||
ProcessorExampleMode m_ProcessorExampleMode = ProcessorExampleMode.Smoothing;
|
||||
ProcessorExampleMode m_LastProcessorExampleMode = ProcessorExampleMode.None;
|
||||
|
||||
/// <summary>
|
||||
/// The <see cref="ProcessorExampleMode"/> to use for the sample processor.
|
||||
/// </summary>
|
||||
public ProcessorExampleMode processorExampleMode
|
||||
{
|
||||
get => m_ProcessorExampleMode;
|
||||
set => m_ProcessorExampleMode = value;
|
||||
}
|
||||
|
||||
// Smoothing factors for the left and right hands.
|
||||
[Header("Smoothing parameters")]
|
||||
[SerializeField]
|
||||
[Tooltip("The smoothing factor to use when smoothing the root of the left hand in the sample processor. Use 0 for no smoothing.")]
|
||||
float m_LeftHandSmoothingFactor = 16f;
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("The smoothing factor to use when smoothing the root of the right hand in the sample processor. Use 0 for no smoothing.")]
|
||||
float m_RightHandSmoothingFactor = 16f;
|
||||
|
||||
/// <inheritdoc />
|
||||
public void ProcessJoints(XRHandSubsystem subsystem, XRHandSubsystem.UpdateSuccessFlags successFlags, XRHandSubsystem.UpdateType updateType)
|
||||
{
|
||||
switch (m_ProcessorExampleMode)
|
||||
{
|
||||
case ProcessorExampleMode.Smoothing:
|
||||
SmoothHandsExample(subsystem, successFlags, updateType, m_LastProcessorExampleMode != m_ProcessorExampleMode);
|
||||
break;
|
||||
|
||||
case ProcessorExampleMode.Invert:
|
||||
InvertHandsExample(subsystem, successFlags, updateType);
|
||||
break;
|
||||
}
|
||||
|
||||
m_LastProcessorExampleMode = m_ProcessorExampleMode;
|
||||
}
|
||||
|
||||
// Smooths the hand movements of an XRHandSubsystem by updating the root
|
||||
// pose of the left and right hands with interpolated positions.
|
||||
void SmoothHandsExample(XRHandSubsystem subsystem, XRHandSubsystem.UpdateSuccessFlags successFlags, XRHandSubsystem.UpdateType updateType, bool modeChanged)
|
||||
{
|
||||
var leftHand = subsystem.leftHand;
|
||||
var rightHand = subsystem.rightHand;
|
||||
|
||||
if (leftHand.isTracked && m_LeftHandSmoothingFactor > 0)
|
||||
{
|
||||
var leftPose = leftHand.rootPose;
|
||||
var currentLeftHandPosition = leftPose.position;
|
||||
if (!m_FirstFrame && !modeChanged)
|
||||
{
|
||||
float tweenAmt = Time.deltaTime * m_LeftHandSmoothingFactor;
|
||||
currentLeftHandPosition = Vector3.Lerp(m_LastLeftHandPosition, currentLeftHandPosition, tweenAmt);
|
||||
m_LeftHandPose.position = currentLeftHandPosition;
|
||||
m_LeftHandPose.rotation = leftPose.rotation;
|
||||
|
||||
leftHand.SetRootPose(m_LeftHandPose);
|
||||
subsystem.SetCorrespondingHand(leftHand);
|
||||
}
|
||||
m_LastLeftHandPosition = currentLeftHandPosition;
|
||||
}
|
||||
|
||||
if (rightHand.isTracked && m_RightHandSmoothingFactor > 0)
|
||||
{
|
||||
var rightPose = rightHand.rootPose;
|
||||
var currentRightHandPosition = rightPose.position;
|
||||
if (!m_FirstFrame && !modeChanged)
|
||||
{
|
||||
float tweenAmt = Time.deltaTime * m_RightHandSmoothingFactor;
|
||||
currentRightHandPosition = Vector3.Lerp(m_LastRightHandPosition, currentRightHandPosition, tweenAmt);
|
||||
m_RightHandPose.position = currentRightHandPosition;
|
||||
m_RightHandPose.rotation = rightPose.rotation;
|
||||
|
||||
rightHand.SetRootPose(m_RightHandPose);
|
||||
subsystem.SetCorrespondingHand(rightHand);
|
||||
}
|
||||
m_LastRightHandPosition = currentRightHandPosition;
|
||||
}
|
||||
}
|
||||
|
||||
// Call this from process joints to try inverting the user's hands.
|
||||
void InvertHandsExample(XRHandSubsystem subsystem, XRHandSubsystem.UpdateSuccessFlags successFlags, XRHandSubsystem.UpdateType updateType)
|
||||
{
|
||||
var leftHand = subsystem.leftHand;
|
||||
var leftHandPose = leftHand.rootPose;
|
||||
|
||||
var rightHand = subsystem.rightHand;
|
||||
var rightHandPose = rightHand.rootPose;
|
||||
|
||||
if (leftHand.isTracked)
|
||||
{
|
||||
leftHand.SetRootPose(rightHandPose);
|
||||
subsystem.SetCorrespondingHand(leftHand);
|
||||
|
||||
rightHand.SetRootPose(leftHandPose);
|
||||
subsystem.SetCorrespondingHand(rightHand);
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (m_Subsystem != null)
|
||||
return;
|
||||
|
||||
SubsystemManager.GetSubsystems(s_SubsystemsReuse);
|
||||
if (s_SubsystemsReuse.Count == 0)
|
||||
return;
|
||||
|
||||
m_Subsystem = s_SubsystemsReuse[0];
|
||||
m_Subsystem.RegisterProcessor(this);
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
if (m_Subsystem != null)
|
||||
{
|
||||
m_Subsystem.UnregisterProcessor(this);
|
||||
m_Subsystem = null;
|
||||
}
|
||||
}
|
||||
|
||||
XRHandSubsystem m_Subsystem;
|
||||
static List<XRHandSubsystem> s_SubsystemsReuse = new List<XRHandSubsystem>();
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ac5903b776721d74786a2e43f00b949a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,573 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace UnityEngine.XR.Hands.Samples.VisualizerSample
|
||||
{
|
||||
/// <summary>
|
||||
/// This component visualizes the hand joints and mesh for the left and right hands.
|
||||
/// </summary>
|
||||
public class HandVisualizer : MonoBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// The type of velocity to visualize.
|
||||
/// </summary>
|
||||
public enum VelocityType
|
||||
{
|
||||
/// <summary>
|
||||
/// Visualize the linear velocity of the joint.
|
||||
/// </summary>
|
||||
Linear,
|
||||
|
||||
/// <summary>
|
||||
/// Visualize the angular velocity of the joint.
|
||||
/// </summary>
|
||||
Angular,
|
||||
|
||||
/// <summary>
|
||||
/// Do not visualize velocity.
|
||||
/// </summary>
|
||||
None,
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("If this is enabled, this component will enable the Input System internal feature flag 'USE_OPTIMIZED_CONTROLS'. You must have at least version 1.5.0 of the Input System and have its backend enabled for this to take effect.")]
|
||||
bool m_UseOptimizedControls;
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("References either a prefab or a GameObject in the scene that will be used to visualize the left hand.")]
|
||||
GameObject m_LeftHandMesh;
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("References either a prefab or a GameObject in the scene that will be used to visualize the right hand.")]
|
||||
GameObject m_RightHandMesh;
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("(Optional) If this is set, the hand meshes will be assigned this material.")]
|
||||
Material m_HandMeshMaterial;
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("Tells the Hand Visualizer to draw the meshes for the hands.")]
|
||||
bool m_DrawMeshes;
|
||||
bool m_PreviousDrawMeshes;
|
||||
|
||||
/// <summary>
|
||||
/// Tells the Hand Visualizer to draw the meshes for the hands.
|
||||
/// </summary>
|
||||
public bool drawMeshes
|
||||
{
|
||||
get => m_DrawMeshes;
|
||||
set => m_DrawMeshes = value;
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("The prefab that will be used to visualize the joints for debugging.")]
|
||||
GameObject m_DebugDrawPrefab;
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("Tells the Hand Visualizer to draw the debug joints for the hands.")]
|
||||
bool m_DebugDrawJoints;
|
||||
bool m_PreviousDebugDrawJoints;
|
||||
|
||||
/// <summary>
|
||||
/// Tells the Hand Visualizer to draw the debug joints for the hands.
|
||||
/// </summary>
|
||||
public bool debugDrawJoints
|
||||
{
|
||||
get => m_DebugDrawJoints;
|
||||
set => m_DebugDrawJoints = value;
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("Prefab to use for visualizing the velocity.")]
|
||||
GameObject m_VelocityPrefab;
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("The type of velocity to visualize.")]
|
||||
VelocityType m_VelocityType;
|
||||
VelocityType m_PreviousVelocityType;
|
||||
|
||||
/// <summary>
|
||||
/// The type of velocity to visualize.
|
||||
/// </summary>
|
||||
public VelocityType velocityType
|
||||
{
|
||||
get => m_VelocityType;
|
||||
set => m_VelocityType = value;
|
||||
}
|
||||
|
||||
|
||||
XRHandSubsystem m_Subsystem;
|
||||
HandGameObjects m_LeftHandGameObjects;
|
||||
HandGameObjects m_RightHandGameObjects;
|
||||
|
||||
static readonly List<XRHandSubsystem> s_SubsystemsReuse = new List<XRHandSubsystem>();
|
||||
|
||||
/// <summary>
|
||||
/// See <see cref="MonoBehaviour"/>.
|
||||
/// </summary>
|
||||
protected void Awake()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
if (m_UseOptimizedControls)
|
||||
InputSystem.InputSystem.settings.SetInternalFeatureFlag("USE_OPTIMIZED_CONTROLS", true);
|
||||
#endif // ENABLE_INPUT_SYSTEM
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// See <see cref="MonoBehaviour"/>.
|
||||
/// </summary>
|
||||
protected void OnEnable()
|
||||
{
|
||||
if (m_Subsystem == null)
|
||||
return;
|
||||
|
||||
UpdateRenderingVisibility(m_LeftHandGameObjects, m_Subsystem.leftHand.isTracked);
|
||||
UpdateRenderingVisibility(m_RightHandGameObjects, m_Subsystem.rightHand.isTracked);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// See <see cref="MonoBehaviour"/>.
|
||||
/// </summary>
|
||||
protected void OnDisable()
|
||||
{
|
||||
if (m_Subsystem != null)
|
||||
{
|
||||
m_Subsystem.trackingAcquired -= OnTrackingAcquired;
|
||||
m_Subsystem.trackingLost -= OnTrackingLost;
|
||||
m_Subsystem.updatedHands -= OnUpdatedHands;
|
||||
m_Subsystem = null;
|
||||
}
|
||||
|
||||
UpdateRenderingVisibility(m_LeftHandGameObjects, false);
|
||||
UpdateRenderingVisibility(m_RightHandGameObjects, false);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// See <see cref="MonoBehaviour"/>.
|
||||
/// </summary>
|
||||
protected void OnDestroy()
|
||||
{
|
||||
if (m_LeftHandGameObjects != null)
|
||||
{
|
||||
m_LeftHandGameObjects.OnDestroy();
|
||||
m_LeftHandGameObjects = null;
|
||||
}
|
||||
|
||||
if (m_RightHandGameObjects != null)
|
||||
{
|
||||
m_RightHandGameObjects.OnDestroy();
|
||||
m_RightHandGameObjects = null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// See <see cref="MonoBehaviour"/>.
|
||||
/// </summary>
|
||||
protected void Update()
|
||||
{
|
||||
if (m_Subsystem != null && m_Subsystem.running)
|
||||
return;
|
||||
|
||||
SubsystemManager.GetSubsystems(s_SubsystemsReuse);
|
||||
var foundRunningHandSubsystem = false;
|
||||
for (var i = 0; i < s_SubsystemsReuse.Count; ++i)
|
||||
{
|
||||
var handSubsystem = s_SubsystemsReuse[i];
|
||||
if (handSubsystem.running)
|
||||
{
|
||||
UnsubscribeHandSubsystem();
|
||||
m_Subsystem = handSubsystem;
|
||||
foundRunningHandSubsystem = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!foundRunningHandSubsystem)
|
||||
return;
|
||||
|
||||
if (m_LeftHandGameObjects == null)
|
||||
{
|
||||
m_LeftHandGameObjects = new HandGameObjects(
|
||||
Handedness.Left,
|
||||
transform,
|
||||
m_LeftHandMesh,
|
||||
m_HandMeshMaterial,
|
||||
m_DebugDrawPrefab,
|
||||
m_VelocityPrefab);
|
||||
}
|
||||
|
||||
if (m_RightHandGameObjects == null)
|
||||
{
|
||||
m_RightHandGameObjects = new HandGameObjects(
|
||||
Handedness.Right,
|
||||
transform,
|
||||
m_RightHandMesh,
|
||||
m_HandMeshMaterial,
|
||||
m_DebugDrawPrefab,
|
||||
m_VelocityPrefab);
|
||||
}
|
||||
|
||||
UpdateRenderingVisibility(m_LeftHandGameObjects, m_Subsystem.leftHand.isTracked);
|
||||
UpdateRenderingVisibility(m_RightHandGameObjects, m_Subsystem.rightHand.isTracked);
|
||||
|
||||
m_PreviousDrawMeshes = m_DrawMeshes;
|
||||
m_PreviousDebugDrawJoints = m_DebugDrawJoints;
|
||||
m_PreviousVelocityType = m_VelocityType;
|
||||
|
||||
SubscribeHandSubsystem();
|
||||
}
|
||||
|
||||
void SubscribeHandSubsystem()
|
||||
{
|
||||
if (m_Subsystem == null)
|
||||
return;
|
||||
|
||||
m_Subsystem.trackingAcquired += OnTrackingAcquired;
|
||||
m_Subsystem.trackingLost += OnTrackingLost;
|
||||
m_Subsystem.updatedHands += OnUpdatedHands;
|
||||
}
|
||||
|
||||
void UnsubscribeHandSubsystem()
|
||||
{
|
||||
if (m_Subsystem == null)
|
||||
return;
|
||||
|
||||
m_Subsystem.trackingAcquired -= OnTrackingAcquired;
|
||||
m_Subsystem.trackingLost -= OnTrackingLost;
|
||||
m_Subsystem.updatedHands -= OnUpdatedHands;
|
||||
}
|
||||
|
||||
void UpdateRenderingVisibility(HandGameObjects handGameObjects, bool isTracked)
|
||||
{
|
||||
if (handGameObjects == null)
|
||||
return;
|
||||
|
||||
handGameObjects.ToggleDrawMesh(m_DrawMeshes);
|
||||
handGameObjects.ToggleDebugDrawJoints(m_DebugDrawJoints && isTracked);
|
||||
handGameObjects.SetVelocityType(isTracked ? m_VelocityType : VelocityType.None);
|
||||
}
|
||||
|
||||
void OnTrackingAcquired(XRHand hand)
|
||||
{
|
||||
switch (hand.handedness)
|
||||
{
|
||||
case Handedness.Left:
|
||||
UpdateRenderingVisibility(m_LeftHandGameObjects, true);
|
||||
break;
|
||||
|
||||
case Handedness.Right:
|
||||
UpdateRenderingVisibility(m_RightHandGameObjects, true);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void OnTrackingLost(XRHand hand)
|
||||
{
|
||||
switch (hand.handedness)
|
||||
{
|
||||
case Handedness.Left:
|
||||
UpdateRenderingVisibility(m_LeftHandGameObjects, false);
|
||||
break;
|
||||
|
||||
case Handedness.Right:
|
||||
UpdateRenderingVisibility(m_RightHandGameObjects, false);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void OnUpdatedHands(XRHandSubsystem subsystem, XRHandSubsystem.UpdateSuccessFlags updateSuccessFlags, XRHandSubsystem.UpdateType updateType)
|
||||
{
|
||||
// We have no game logic depending on the Transforms, so early out here
|
||||
// (add game logic before this return here, directly querying from
|
||||
// subsystem.leftHand and subsystem.rightHand using GetJoint on each hand)
|
||||
if (updateType == XRHandSubsystem.UpdateType.Dynamic)
|
||||
return;
|
||||
|
||||
bool leftHandTracked = subsystem.leftHand.isTracked;
|
||||
bool rightHandTracked = subsystem.rightHand.isTracked;
|
||||
|
||||
if (m_PreviousDrawMeshes != m_DrawMeshes)
|
||||
{
|
||||
m_LeftHandGameObjects.ToggleDrawMesh(m_DrawMeshes);
|
||||
m_RightHandGameObjects.ToggleDrawMesh(m_DrawMeshes);
|
||||
m_PreviousDrawMeshes = m_DrawMeshes;
|
||||
}
|
||||
|
||||
if (m_PreviousDebugDrawJoints != m_DebugDrawJoints)
|
||||
{
|
||||
m_LeftHandGameObjects.ToggleDebugDrawJoints(m_DebugDrawJoints && leftHandTracked);
|
||||
m_RightHandGameObjects.ToggleDebugDrawJoints(m_DebugDrawJoints && rightHandTracked);
|
||||
m_PreviousDebugDrawJoints = m_DebugDrawJoints;
|
||||
}
|
||||
|
||||
if (m_PreviousVelocityType != m_VelocityType)
|
||||
{
|
||||
m_LeftHandGameObjects.SetVelocityType(leftHandTracked ? m_VelocityType : VelocityType.None);
|
||||
m_RightHandGameObjects.SetVelocityType(rightHandTracked ? m_VelocityType : VelocityType.None);
|
||||
m_PreviousVelocityType = m_VelocityType;
|
||||
}
|
||||
|
||||
m_LeftHandGameObjects.UpdateJoints(
|
||||
subsystem.leftHand,
|
||||
(updateSuccessFlags & XRHandSubsystem.UpdateSuccessFlags.LeftHandJoints) != 0,
|
||||
m_DebugDrawJoints,
|
||||
m_VelocityType);
|
||||
|
||||
m_RightHandGameObjects.UpdateJoints(
|
||||
subsystem.rightHand,
|
||||
(updateSuccessFlags & XRHandSubsystem.UpdateSuccessFlags.RightHandJoints) != 0,
|
||||
m_DebugDrawJoints,
|
||||
m_VelocityType);
|
||||
}
|
||||
|
||||
class HandGameObjects
|
||||
{
|
||||
GameObject m_HandRoot;
|
||||
GameObject m_DrawJointsParent;
|
||||
|
||||
GameObject[] m_DrawJoints = new GameObject[XRHandJointID.EndMarker.ToIndex()];
|
||||
GameObject[] m_VelocityParents = new GameObject[XRHandJointID.EndMarker.ToIndex()];
|
||||
LineRenderer[] m_Lines = new LineRenderer[XRHandJointID.EndMarker.ToIndex()];
|
||||
|
||||
static Vector3[] s_LinePointsReuse = new Vector3[2];
|
||||
XRHandMeshController m_MeshController;
|
||||
const float k_LineWidth = 0.005f;
|
||||
|
||||
public HandGameObjects(
|
||||
Handedness handedness,
|
||||
Transform parent,
|
||||
GameObject meshPrefab,
|
||||
Material meshMaterial,
|
||||
GameObject debugDrawPrefab,
|
||||
GameObject velocityPrefab)
|
||||
{
|
||||
void AssignJoint(
|
||||
XRHandJointID jointId,
|
||||
Transform jointDrivenTransform,
|
||||
Transform drawJointsParent)
|
||||
{
|
||||
var jointIndex = jointId.ToIndex();
|
||||
m_DrawJoints[jointIndex] = Instantiate(debugDrawPrefab);
|
||||
m_DrawJoints[jointIndex].transform.parent = drawJointsParent;
|
||||
m_DrawJoints[jointIndex].name = jointId.ToString();
|
||||
|
||||
m_VelocityParents[jointIndex] = Instantiate(velocityPrefab);
|
||||
m_VelocityParents[jointIndex].transform.parent = jointDrivenTransform;
|
||||
|
||||
m_Lines[jointIndex] = m_DrawJoints[jointIndex].GetComponent<LineRenderer>();
|
||||
m_Lines[jointIndex].startWidth = m_Lines[jointIndex].endWidth = k_LineWidth;
|
||||
s_LinePointsReuse[0] = s_LinePointsReuse[1] = jointDrivenTransform.position;
|
||||
m_Lines[jointIndex].SetPositions(s_LinePointsReuse);
|
||||
}
|
||||
|
||||
var isSceneObject = meshPrefab.scene.IsValid();
|
||||
m_HandRoot = isSceneObject ? meshPrefab : Instantiate(meshPrefab, parent);
|
||||
m_HandRoot.SetActive(false); // Deactivate so that added components do not run OnEnable before they are finished being set up
|
||||
|
||||
m_HandRoot.transform.localPosition = Vector3.zero;
|
||||
m_HandRoot.transform.localRotation = Quaternion.identity;
|
||||
|
||||
var handEvents = m_HandRoot.GetComponent<XRHandTrackingEvents>();
|
||||
if (handEvents == null)
|
||||
{
|
||||
handEvents = m_HandRoot.AddComponent<XRHandTrackingEvents>();
|
||||
handEvents.updateType = XRHandTrackingEvents.UpdateTypes.Dynamic;
|
||||
handEvents.handedness = handedness;
|
||||
}
|
||||
|
||||
m_MeshController = m_HandRoot.GetComponent<XRHandMeshController>();
|
||||
if (m_MeshController == null)
|
||||
{
|
||||
m_MeshController = m_HandRoot.AddComponent<XRHandMeshController>();
|
||||
for (var childIndex = 0; childIndex < m_HandRoot.transform.childCount; ++childIndex)
|
||||
{
|
||||
var childTransform = m_HandRoot.transform.GetChild(childIndex);
|
||||
if (childTransform.TryGetComponent<SkinnedMeshRenderer>(out var renderer))
|
||||
m_MeshController.handMeshRenderer = renderer;
|
||||
}
|
||||
|
||||
m_MeshController.handTrackingEvents = handEvents;
|
||||
}
|
||||
|
||||
if (meshMaterial != null)
|
||||
{
|
||||
m_MeshController.handMeshRenderer.sharedMaterial = meshMaterial;
|
||||
}
|
||||
|
||||
var skeletonDriver = m_HandRoot.GetComponent<XRHandSkeletonDriver>();
|
||||
if (skeletonDriver == null)
|
||||
{
|
||||
skeletonDriver = m_HandRoot.AddComponent<XRHandSkeletonDriver>();
|
||||
skeletonDriver.jointTransformReferences = new List<JointToTransformReference>();
|
||||
Transform root = null;
|
||||
for (var childIndex = 0; childIndex < m_HandRoot.transform.childCount; ++childIndex)
|
||||
{
|
||||
var child = m_HandRoot.transform.GetChild(childIndex);
|
||||
if (child.gameObject.name.EndsWith(XRHandJointID.Wrist.ToString()))
|
||||
root = child;
|
||||
}
|
||||
|
||||
skeletonDriver.rootTransform = root;
|
||||
XRHandSkeletonDriverUtility.FindJointsFromRoot(skeletonDriver);
|
||||
skeletonDriver.InitializeFromSerializedReferences();
|
||||
skeletonDriver.handTrackingEvents = handEvents;
|
||||
}
|
||||
|
||||
m_DrawJointsParent = new GameObject();
|
||||
m_DrawJointsParent.transform.parent = parent;
|
||||
m_DrawJointsParent.transform.localPosition = Vector3.zero;
|
||||
m_DrawJointsParent.transform.localRotation = Quaternion.identity;
|
||||
m_DrawJointsParent.name = handedness + "HandDebugDrawJoints";
|
||||
|
||||
for (var i = 0; i < skeletonDriver.jointTransformReferences.Count; i++)
|
||||
{
|
||||
var jointTransformReference = skeletonDriver.jointTransformReferences[i];
|
||||
var jointTransform = jointTransformReference.jointTransform;
|
||||
var jointID = jointTransformReference.xrHandJointID;
|
||||
AssignJoint(jointID, jointTransform, m_DrawJointsParent.transform);
|
||||
}
|
||||
|
||||
m_HandRoot.SetActive(true);
|
||||
}
|
||||
|
||||
public void OnDestroy()
|
||||
{
|
||||
Destroy(m_HandRoot);
|
||||
m_HandRoot = null;
|
||||
|
||||
for (var jointIndex = 0; jointIndex < m_DrawJoints.Length; ++jointIndex)
|
||||
{
|
||||
Destroy(m_DrawJoints[jointIndex]);
|
||||
m_DrawJoints[jointIndex] = null;
|
||||
}
|
||||
|
||||
for (var jointIndex = 0; jointIndex < m_VelocityParents.Length; ++jointIndex)
|
||||
{
|
||||
Destroy(m_VelocityParents[jointIndex]);
|
||||
m_VelocityParents[jointIndex] = null;
|
||||
}
|
||||
|
||||
Destroy(m_DrawJointsParent);
|
||||
m_DrawJointsParent = null;
|
||||
}
|
||||
|
||||
public void ToggleDrawMesh(bool drawMesh)
|
||||
{
|
||||
m_MeshController.enabled = drawMesh;
|
||||
if (!drawMesh)
|
||||
m_MeshController.handMeshRenderer.enabled = false;
|
||||
}
|
||||
|
||||
public void ToggleDebugDrawJoints(bool debugDrawJoints)
|
||||
{
|
||||
for (int jointIndex = 0; jointIndex < m_DrawJoints.Length; ++jointIndex)
|
||||
{
|
||||
ToggleRenderers<MeshRenderer>(debugDrawJoints, m_DrawJoints[jointIndex].transform);
|
||||
m_Lines[jointIndex].enabled = debugDrawJoints;
|
||||
}
|
||||
|
||||
m_Lines[0].enabled = false;
|
||||
}
|
||||
|
||||
public void SetVelocityType(VelocityType velocityType)
|
||||
{
|
||||
for (int jointIndex = 0; jointIndex < m_VelocityParents.Length; ++jointIndex)
|
||||
ToggleRenderers<LineRenderer>(velocityType != VelocityType.None, m_VelocityParents[jointIndex].transform);
|
||||
}
|
||||
|
||||
public void UpdateJoints(
|
||||
XRHand hand,
|
||||
bool areJointsTracked,
|
||||
bool debugDrawJoints,
|
||||
VelocityType velocityType)
|
||||
{
|
||||
if (!areJointsTracked)
|
||||
return;
|
||||
|
||||
var wristPose = Pose.identity;
|
||||
var parentIndex = XRHandJointID.Wrist.ToIndex();
|
||||
UpdateJoint(debugDrawJoints, velocityType, hand.GetJoint(XRHandJointID.Wrist), ref wristPose, ref parentIndex);
|
||||
UpdateJoint(debugDrawJoints, velocityType, hand.GetJoint(XRHandJointID.Palm), ref wristPose, ref parentIndex, false);
|
||||
|
||||
for (var fingerIndex = (int)XRHandFingerID.Thumb;
|
||||
fingerIndex <= (int)XRHandFingerID.Little;
|
||||
++fingerIndex)
|
||||
{
|
||||
var parentPose = wristPose;
|
||||
var fingerId = (XRHandFingerID)fingerIndex;
|
||||
parentIndex = XRHandJointID.Wrist.ToIndex();
|
||||
|
||||
var jointIndexBack = fingerId.GetBackJointID().ToIndex();
|
||||
for (var jointIndex = fingerId.GetFrontJointID().ToIndex();
|
||||
jointIndex <= jointIndexBack;
|
||||
++jointIndex)
|
||||
{
|
||||
UpdateJoint(debugDrawJoints, velocityType, hand.GetJoint(XRHandJointIDUtility.FromIndex(jointIndex)), ref parentPose, ref parentIndex);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateJoint(
|
||||
bool debugDrawJoints,
|
||||
VelocityType velocityType,
|
||||
XRHandJoint joint,
|
||||
ref Pose parentPose,
|
||||
ref int parentIndex,
|
||||
bool cacheParentPose = true)
|
||||
{
|
||||
if (joint.id == XRHandJointID.Invalid)
|
||||
return;
|
||||
|
||||
var jointIndex = joint.id.ToIndex();
|
||||
if (!joint.TryGetPose(out var pose))
|
||||
return;
|
||||
|
||||
m_DrawJoints[jointIndex].transform.localPosition = pose.position;
|
||||
m_DrawJoints[jointIndex].transform.localRotation = pose.rotation;
|
||||
|
||||
if (debugDrawJoints && joint.id != XRHandJointID.Wrist)
|
||||
{
|
||||
s_LinePointsReuse[0] = m_DrawJoints[parentIndex].transform.position;
|
||||
s_LinePointsReuse[1] = m_DrawJoints[jointIndex].transform.position;
|
||||
m_Lines[jointIndex].SetPositions(s_LinePointsReuse);
|
||||
}
|
||||
|
||||
if (cacheParentPose)
|
||||
{
|
||||
parentPose = pose;
|
||||
parentIndex = jointIndex;
|
||||
}
|
||||
|
||||
if (velocityType != VelocityType.None && m_VelocityParents[jointIndex].TryGetComponent<LineRenderer>(out var renderer))
|
||||
{
|
||||
m_VelocityParents[jointIndex].transform.localPosition = Vector3.zero;
|
||||
m_VelocityParents[jointIndex].transform.localRotation = Quaternion.identity;
|
||||
|
||||
s_LinePointsReuse[0] = s_LinePointsReuse[1] = m_VelocityParents[jointIndex].transform.position;
|
||||
if (velocityType == VelocityType.Linear)
|
||||
{
|
||||
if (joint.TryGetLinearVelocity(out var velocity))
|
||||
s_LinePointsReuse[1] += velocity;
|
||||
}
|
||||
else if (velocityType == VelocityType.Angular)
|
||||
{
|
||||
if (joint.TryGetAngularVelocity(out var velocity))
|
||||
s_LinePointsReuse[1] += 0.05f * velocity.normalized;
|
||||
}
|
||||
|
||||
renderer.SetPositions(s_LinePointsReuse);
|
||||
}
|
||||
}
|
||||
|
||||
static void ToggleRenderers<TRenderer>(bool toggle, Transform rendererTransform)
|
||||
where TRenderer : Renderer
|
||||
{
|
||||
if (rendererTransform.TryGetComponent<TRenderer>(out var renderer))
|
||||
renderer.enabled = toggle;
|
||||
|
||||
for (var childIndex = 0; childIndex < rendererTransform.childCount; ++childIndex)
|
||||
ToggleRenderers<TRenderer>(toggle, rendererTransform.GetChild(childIndex));
|
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}
|
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}
|
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}
|
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========
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Reference in New Issue
Block a user