generated from VR-Sexe/Unity3DTemplate
154 lines
5.5 KiB
C#
154 lines
5.5 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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using UnityEngine;
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namespace Oculus.Interaction.Input
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{
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public class HandJointCache
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{
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private Pose[] _localPoses = new Pose[Constants.NUM_HAND_JOINTS];
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private Pose[] _posesFromWrist = new Pose[Constants.NUM_HAND_JOINTS];
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private Pose[] _worldPoses = new Pose[Constants.NUM_HAND_JOINTS];
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private ReadOnlyHandJointPoses _posesFromWristCollection;
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private ReadOnlyHandJointPoses _localPosesCollection;
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private IReadOnlyHandSkeletonJointList _originalJoints;
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private int _dirtyWorldJoints = 0;
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private int _dirtyWristJoints = 0;
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public int LocalDataVersion { get; private set; } = -1;
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public HandJointCache(IReadOnlyHandSkeleton handSkeleton)
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{
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LocalDataVersion = -1;
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_posesFromWrist[0] = Pose.identity;
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_posesFromWristCollection = new ReadOnlyHandJointPoses(_posesFromWrist);
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_localPosesCollection = new ReadOnlyHandJointPoses(_localPoses);
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_originalJoints = handSkeleton.Joints;
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}
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public void Update(HandDataAsset data, int dataVersion)
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{
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_dirtyWorldJoints = _dirtyWristJoints = (1 << (int)HandJointId.HandEnd) - 1; //set all dirty
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if (!data.IsDataValidAndConnected)
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{
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return;
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}
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LocalDataVersion = dataVersion;
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UpdateAllLocalPoses(data);
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}
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public bool GetAllLocalPoses(out ReadOnlyHandJointPoses localJointPoses)
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{
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localJointPoses = _localPosesCollection;
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return _posesFromWristCollection.Count > 0;
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}
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public bool GetAllPosesFromWrist(out ReadOnlyHandJointPoses jointPosesFromWrist)
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{
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UpdateAllPosesFromWrist();
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jointPosesFromWrist = _posesFromWristCollection;
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return _posesFromWristCollection.Count > 0;
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}
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public Pose LocalJointPose(HandJointId jointid)
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{
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return _localPoses[(int)jointid];
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}
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public Pose PoseFromWrist(HandJointId jointid)
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{
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Pose pose = _posesFromWrist[(int)jointid];
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UpdateWristJoint(jointid, ref pose);
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return pose;
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}
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public Pose WorldJointPose(HandJointId jointid, Pose rootPose, float handScale)
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{
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int jointIndex = (int)jointid;
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if ((_dirtyWorldJoints & (1 << jointIndex)) != 0) //its dirty
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{
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Pose wristPose = Pose.identity;
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UpdateWristJoint(jointid, ref wristPose);
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PoseUtils.Multiply(_localPoses[0], wristPose, ref _worldPoses[jointIndex]);
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_worldPoses[jointIndex].position *= handScale;
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_worldPoses[jointIndex].Postmultiply(rootPose);
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_dirtyWorldJoints = _dirtyWorldJoints & ~(1 << jointIndex); //set clean
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}
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return _worldPoses[jointIndex];
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}
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private void UpdateAllLocalPoses(HandDataAsset data)
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{
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for (int i = 0; i < Constants.NUM_HAND_JOINTS; ++i)
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{
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HandSkeletonJoint originalJoint = _originalJoints[i];
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_localPoses[i].position = originalJoint.pose.position;
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_localPoses[i].rotation = data.Joints[i];
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}
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}
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private void UpdateAllPosesFromWrist()
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{
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if (_dirtyWristJoints == 0) //its completely clean
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{
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return;
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}
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for (int jointIndex = 0; jointIndex < Constants.NUM_HAND_JOINTS; ++jointIndex)
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{
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if ((_dirtyWristJoints & (1 << jointIndex)) == 0) //its clean
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{
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continue;
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}
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HandSkeletonJoint originalJoint = _originalJoints[jointIndex];
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if (originalJoint.parent >= 0)
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{
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PoseUtils.Multiply(_posesFromWrist[originalJoint.parent],
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_localPoses[jointIndex], ref _posesFromWrist[jointIndex]);
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}
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}
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_dirtyWristJoints = 0; //set all clean
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}
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private void UpdateWristJoint(HandJointId jointid, ref Pose pose)
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{
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int jointIndex = (int)jointid;
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if ((_dirtyWristJoints & (1 << jointIndex)) != 0)// its dirty
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{
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if (jointid > HandJointId.HandWristRoot)
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{
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UpdateWristJoint((HandJointId)_originalJoints[jointIndex].parent, ref pose);
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PoseUtils.Multiply(pose, _localPoses[jointIndex], ref _posesFromWrist[jointIndex]);
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}
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_dirtyWristJoints = _dirtyWristJoints & ~(1 << jointIndex); //set clean
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}
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pose.CopyFrom(_posesFromWrist[jointIndex]);
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}
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}
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}
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