init
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using System.Collections.Generic;
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using UnityEngine.Serialization;
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namespace UnityEngine.XR.Hands.Samples.VisualizerSample
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{
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// Hand rig setups can differ between platforms. In these cases, the HandVisualizer supports displaying unique hands on a per-platform basis.
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// If you would like to customize the hand meshes that are displayed by the HandVisualizer, based on the platform you are using,
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// you will need to replace the rigged hand mesh references assigned to the corresponding fields for that platform.
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// For Meta Quest devices, assign your rigged hand meshes to the "m_MetaQuestLeftHandMesh" & "m_MetaQuestRightHandMesh" fields.
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// For Android XR devices, assign your rigged hand meshes to the "m_AndroidXRLeftHandMesh" & "m_AndroidXRRightHandMesh" fields.
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// The rigged hand meshes that are assigned for a given platform will be displayed when that platform is detected,
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// and any other rigged hand meshes assigned for other undetected platforms will not be displayed.
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/// <summary>
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/// This component visualizes the hand joints and mesh for the left and right hands.
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/// </summary>
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public class HandVisualizer : MonoBehaviour
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{
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/// <summary>
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/// The type of velocity to visualize.
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/// </summary>
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public enum VelocityType
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{
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/// <summary>
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/// Visualize the linear velocity of the joint.
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/// </summary>
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Linear,
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/// <summary>
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/// Visualize the angular velocity of the joint.
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/// </summary>
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Angular,
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/// <summary>
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/// Do not visualize velocity.
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/// </summary>
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None,
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}
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[SerializeField]
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[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.")]
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bool m_UseOptimizedControls;
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[SerializeField, FormerlySerializedAs("m_LeftHandMesh")]
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[Tooltip("References either a prefab or a GameObject in the scene that will be used to visualize the left hand.")]
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GameObject m_MetaQuestLeftHandMesh;
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[SerializeField, FormerlySerializedAs("m_RightHandMesh")]
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[Tooltip("References either a prefab or a GameObject in the scene that will be used to visualize the right hand.")]
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GameObject m_MetaQuestRightHandMesh;
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[SerializeField]
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[Tooltip("References either a prefab or a GameObject in the scene that will be used to visualize the left hand on Android XR devices." +
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"<br><br><b>Instructions for how to setup and use these meshes can be found at the top of the <b>HandVisualizer.cs class</b>")]
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GameObject m_AndroidXRLeftHandMesh;
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[SerializeField]
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[Tooltip("References either a prefab or a GameObject in the scene that will be used to visualize the right hand on Android XR devices." +
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"<br><br><b>Instructions for how to setup and use these meshes can be found at the top of the <b>HandVisualizer.cs class</b>")]
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GameObject m_AndroidXRRightHandMesh;
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[SerializeField]
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[Tooltip("(Optional) If this is set, the hand meshes will be assigned this material.")]
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Material m_HandMeshMaterial;
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[SerializeField]
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[Tooltip("Tells the Hand Visualizer to draw the meshes for the hands.")]
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bool m_DrawMeshes;
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bool m_PreviousDrawMeshes;
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/// <summary>
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/// Tells the Hand Visualizer to draw the meshes for the hands.
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/// </summary>
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public bool drawMeshes
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{
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get => m_DrawMeshes;
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set => m_DrawMeshes = value;
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}
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[SerializeField]
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[Tooltip("The prefab that will be used to visualize the joints for debugging.")]
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GameObject m_DebugDrawPrefab;
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[SerializeField]
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[Tooltip("Tells the Hand Visualizer to draw the debug joints for the hands.")]
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bool m_DebugDrawJoints;
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bool m_PreviousDebugDrawJoints;
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/// <summary>
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/// Tells the Hand Visualizer to draw the debug joints for the hands.
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/// </summary>
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public bool debugDrawJoints
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{
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get => m_DebugDrawJoints;
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set => m_DebugDrawJoints = value;
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}
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[SerializeField]
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[Tooltip("Prefab to use for visualizing the velocity.")]
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GameObject m_VelocityPrefab;
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[SerializeField]
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[Tooltip("The type of velocity to visualize.")]
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VelocityType m_VelocityType;
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VelocityType m_PreviousVelocityType;
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/// <summary>
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/// The type of velocity to visualize.
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/// </summary>
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public VelocityType velocityType
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{
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get => m_VelocityType;
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set => m_VelocityType = value;
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}
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XRHandSubsystem m_Subsystem;
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HandGameObjects m_LeftHandGameObjects;
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HandGameObjects m_RightHandGameObjects;
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static readonly List<XRHandSubsystem> s_SubsystemsReuse = new List<XRHandSubsystem>();
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/// <summary>
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/// See <see cref="MonoBehaviour"/>.
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/// </summary>
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protected void Awake()
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{
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#if ENABLE_INPUT_SYSTEM
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if (m_UseOptimizedControls)
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InputSystem.InputSystem.settings.SetInternalFeatureFlag("USE_OPTIMIZED_CONTROLS", true);
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#endif // ENABLE_INPUT_SYSTEM
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}
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/// <summary>
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/// See <see cref="MonoBehaviour"/>.
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/// </summary>
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protected void OnEnable()
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{
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if (m_Subsystem == null)
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return;
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UpdateRenderingVisibility(m_LeftHandGameObjects, m_Subsystem.leftHand.isTracked);
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UpdateRenderingVisibility(m_RightHandGameObjects, m_Subsystem.rightHand.isTracked);
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}
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/// <summary>
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/// See <see cref="MonoBehaviour"/>.
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/// </summary>
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protected void OnDisable()
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{
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if (m_Subsystem != null)
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{
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m_Subsystem.trackingAcquired -= OnTrackingAcquired;
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m_Subsystem.trackingLost -= OnTrackingLost;
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m_Subsystem.updatedHands -= OnUpdatedHands;
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m_Subsystem = null;
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}
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UpdateRenderingVisibility(m_LeftHandGameObjects, false);
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UpdateRenderingVisibility(m_RightHandGameObjects, false);
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}
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/// <summary>
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/// See <see cref="MonoBehaviour"/>.
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/// </summary>
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protected void OnDestroy()
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{
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if (m_LeftHandGameObjects != null)
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{
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m_LeftHandGameObjects.OnDestroy();
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m_LeftHandGameObjects = null;
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}
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if (m_RightHandGameObjects != null)
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{
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m_RightHandGameObjects.OnDestroy();
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m_RightHandGameObjects = null;
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}
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}
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/// <summary>
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/// See <see cref="MonoBehaviour"/>.
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/// </summary>
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protected void Update()
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{
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if (m_Subsystem != null && m_Subsystem.running)
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return;
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SubsystemManager.GetSubsystems(s_SubsystemsReuse);
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var foundRunningHandSubsystem = false;
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for (var i = 0; i < s_SubsystemsReuse.Count; ++i)
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{
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var handSubsystem = s_SubsystemsReuse[i];
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if (handSubsystem.running)
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{
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UnsubscribeHandSubsystem();
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m_Subsystem = handSubsystem;
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foundRunningHandSubsystem = true;
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break;
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}
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}
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if (!foundRunningHandSubsystem)
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return;
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GameObject selectedLeftHandMesh = null, selectedRightHandMesh = null;
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if (m_Subsystem.detectedHandMeshLayout == XRDetectedHandMeshLayout.OpenXRAndroidXR)
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{
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selectedLeftHandMesh = m_AndroidXRLeftHandMesh;
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selectedRightHandMesh = m_AndroidXRRightHandMesh;
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}
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else
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{
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selectedLeftHandMesh = m_MetaQuestLeftHandMesh;
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selectedRightHandMesh = m_MetaQuestRightHandMesh;
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}
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if (m_LeftHandGameObjects == null)
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{
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m_LeftHandGameObjects = new HandGameObjects(
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Handedness.Left,
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transform,
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selectedLeftHandMesh,
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m_HandMeshMaterial,
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m_DebugDrawPrefab,
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m_VelocityPrefab);
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}
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if (m_RightHandGameObjects == null)
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{
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m_RightHandGameObjects = new HandGameObjects(
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Handedness.Right,
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transform,
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selectedRightHandMesh,
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m_HandMeshMaterial,
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m_DebugDrawPrefab,
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m_VelocityPrefab);
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}
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UpdateRenderingVisibility(m_LeftHandGameObjects, m_Subsystem.leftHand.isTracked);
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UpdateRenderingVisibility(m_RightHandGameObjects, m_Subsystem.rightHand.isTracked);
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m_PreviousDrawMeshes = m_DrawMeshes;
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m_PreviousDebugDrawJoints = m_DebugDrawJoints;
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m_PreviousVelocityType = m_VelocityType;
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SubscribeHandSubsystem();
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}
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void SubscribeHandSubsystem()
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{
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if (m_Subsystem == null)
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return;
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m_Subsystem.trackingAcquired += OnTrackingAcquired;
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m_Subsystem.trackingLost += OnTrackingLost;
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m_Subsystem.updatedHands += OnUpdatedHands;
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}
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void UnsubscribeHandSubsystem()
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{
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if (m_Subsystem == null)
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return;
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m_Subsystem.trackingAcquired -= OnTrackingAcquired;
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m_Subsystem.trackingLost -= OnTrackingLost;
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m_Subsystem.updatedHands -= OnUpdatedHands;
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}
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void UpdateRenderingVisibility(HandGameObjects handGameObjects, bool isTracked)
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{
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if (handGameObjects == null)
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return;
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handGameObjects.ToggleDrawMesh(m_DrawMeshes);
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handGameObjects.ToggleDebugDrawJoints(m_DebugDrawJoints && isTracked);
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handGameObjects.SetVelocityType(isTracked ? m_VelocityType : VelocityType.None);
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}
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void OnTrackingAcquired(XRHand hand)
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{
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switch (hand.handedness)
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{
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case Handedness.Left:
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UpdateRenderingVisibility(m_LeftHandGameObjects, true);
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break;
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case Handedness.Right:
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UpdateRenderingVisibility(m_RightHandGameObjects, true);
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break;
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}
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}
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void OnTrackingLost(XRHand hand)
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{
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switch (hand.handedness)
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{
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case Handedness.Left:
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UpdateRenderingVisibility(m_LeftHandGameObjects, false);
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break;
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case Handedness.Right:
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UpdateRenderingVisibility(m_RightHandGameObjects, false);
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break;
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}
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}
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void OnUpdatedHands(XRHandSubsystem subsystem, XRHandSubsystem.UpdateSuccessFlags updateSuccessFlags, XRHandSubsystem.UpdateType updateType)
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{
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// We have no game logic depending on the Transforms, so early out here
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// (add game logic before this return here, directly querying from
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// subsystem.leftHand and subsystem.rightHand using GetJoint on each hand)
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if (updateType == XRHandSubsystem.UpdateType.Dynamic)
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return;
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bool leftHandTracked = subsystem.leftHand.isTracked;
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bool rightHandTracked = subsystem.rightHand.isTracked;
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if (m_PreviousDrawMeshes != m_DrawMeshes)
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{
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m_LeftHandGameObjects.ToggleDrawMesh(m_DrawMeshes);
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m_RightHandGameObjects.ToggleDrawMesh(m_DrawMeshes);
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m_PreviousDrawMeshes = m_DrawMeshes;
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}
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if (m_PreviousDebugDrawJoints != m_DebugDrawJoints)
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{
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m_LeftHandGameObjects.ToggleDebugDrawJoints(m_DebugDrawJoints && leftHandTracked);
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m_RightHandGameObjects.ToggleDebugDrawJoints(m_DebugDrawJoints && rightHandTracked);
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m_PreviousDebugDrawJoints = m_DebugDrawJoints;
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}
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if (m_PreviousVelocityType != m_VelocityType)
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{
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m_LeftHandGameObjects.SetVelocityType(leftHandTracked ? m_VelocityType : VelocityType.None);
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m_RightHandGameObjects.SetVelocityType(rightHandTracked ? m_VelocityType : VelocityType.None);
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m_PreviousVelocityType = m_VelocityType;
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}
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m_LeftHandGameObjects.UpdateJoints(
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subsystem.leftHand,
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(updateSuccessFlags & XRHandSubsystem.UpdateSuccessFlags.LeftHandJoints) != 0,
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m_DebugDrawJoints,
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m_VelocityType);
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m_RightHandGameObjects.UpdateJoints(
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subsystem.rightHand,
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(updateSuccessFlags & XRHandSubsystem.UpdateSuccessFlags.RightHandJoints) != 0,
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m_DebugDrawJoints,
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m_VelocityType);
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}
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class HandGameObjects
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{
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GameObject m_HandRoot;
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GameObject m_DrawJointsParent;
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GameObject[] m_DrawJoints = new GameObject[XRHandJointID.EndMarker.ToIndex()];
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GameObject[] m_VelocityParents = new GameObject[XRHandJointID.EndMarker.ToIndex()];
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LineRenderer[] m_Lines = new LineRenderer[XRHandJointID.EndMarker.ToIndex()];
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JointVisualizer[] m_JointVisualizers = new JointVisualizer[XRHandJointID.EndMarker.ToIndex()];
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static Vector3[] s_LinePointsReuse = new Vector3[2];
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XRHandMeshController m_MeshController;
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const float k_LineWidth = 0.005f;
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public HandGameObjects(
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Handedness handedness,
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Transform parent,
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GameObject meshPrefab,
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Material meshMaterial,
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GameObject debugDrawPrefab,
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GameObject velocityPrefab)
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{
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void AssignJoint(
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XRHandJointID jointId,
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Transform jointDrivenTransform,
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Transform drawJointsParent)
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{
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var jointIndex = jointId.ToIndex();
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m_DrawJoints[jointIndex] = Instantiate(debugDrawPrefab);
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m_DrawJoints[jointIndex].transform.parent = drawJointsParent;
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m_DrawJoints[jointIndex].name = jointId.ToString();
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m_VelocityParents[jointIndex] = Instantiate(velocityPrefab);
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m_VelocityParents[jointIndex].transform.parent = jointDrivenTransform;
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m_Lines[jointIndex] = m_DrawJoints[jointIndex].GetComponent<LineRenderer>();
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m_Lines[jointIndex].startWidth = m_Lines[jointIndex].endWidth = k_LineWidth;
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s_LinePointsReuse[0] = s_LinePointsReuse[1] = jointDrivenTransform.position;
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m_Lines[jointIndex].SetPositions(s_LinePointsReuse);
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if (m_DrawJoints[jointIndex].TryGetComponent<JointVisualizer>(out var jointVisualizer))
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m_JointVisualizers[jointIndex] = jointVisualizer;
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}
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var isSceneObject = meshPrefab.scene.IsValid();
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m_HandRoot = isSceneObject ? meshPrefab : Instantiate(meshPrefab, parent);
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m_HandRoot.SetActive(false); // Deactivate so that added components do not run OnEnable before they are finished being set up
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m_HandRoot.transform.localPosition = Vector3.zero;
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m_HandRoot.transform.localRotation = Quaternion.identity;
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var handEvents = m_HandRoot.GetComponent<XRHandTrackingEvents>();
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if (handEvents == null)
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{
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handEvents = m_HandRoot.AddComponent<XRHandTrackingEvents>();
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handEvents.updateType = XRHandTrackingEvents.UpdateTypes.Dynamic;
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handEvents.handedness = handedness;
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}
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m_MeshController = m_HandRoot.GetComponent<XRHandMeshController>();
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if (m_MeshController == null)
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{
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m_MeshController = m_HandRoot.AddComponent<XRHandMeshController>();
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for (var childIndex = 0; childIndex < m_HandRoot.transform.childCount; ++childIndex)
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{
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var childTransform = m_HandRoot.transform.GetChild(childIndex);
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if (childTransform.TryGetComponent<SkinnedMeshRenderer>(out var renderer))
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m_MeshController.handMeshRenderer = renderer;
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}
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m_MeshController.handTrackingEvents = handEvents;
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}
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if (meshMaterial != null)
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{
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m_MeshController.handMeshRenderer.sharedMaterial = meshMaterial;
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}
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var skeletonDriver = m_HandRoot.GetComponent<XRHandSkeletonDriver>();
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if (skeletonDriver == null)
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{
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skeletonDriver = m_HandRoot.AddComponent<XRHandSkeletonDriver>();
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skeletonDriver.jointTransformReferences = new List<JointToTransformReference>();
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Transform root = null;
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for (var childIndex = 0; childIndex < m_HandRoot.transform.childCount; ++childIndex)
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{
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var child = m_HandRoot.transform.GetChild(childIndex);
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if (child.gameObject.name.EndsWith(XRHandJointID.Wrist.ToString()))
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root = child;
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}
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skeletonDriver.rootTransform = root;
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XRHandSkeletonDriverUtility.FindJointsFromRoot(skeletonDriver);
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skeletonDriver.InitializeFromSerializedReferences();
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skeletonDriver.handTrackingEvents = handEvents;
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}
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m_DrawJointsParent = new GameObject();
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m_DrawJointsParent.transform.parent = parent;
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m_DrawJointsParent.transform.localPosition = Vector3.zero;
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m_DrawJointsParent.transform.localRotation = Quaternion.identity;
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m_DrawJointsParent.name = handedness + "HandDebugDrawJoints";
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||||
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for (var i = 0; i < skeletonDriver.jointTransformReferences.Count; i++)
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||||
{
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var jointTransformReference = skeletonDriver.jointTransformReferences[i];
|
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var jointTransform = jointTransformReference.jointTransform;
|
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var jointID = jointTransformReference.xrHandJointID;
|
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AssignJoint(jointID, jointTransform, m_DrawJointsParent.transform);
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||||
}
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||||
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m_HandRoot.SetActive(true);
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||||
}
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||||
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||||
public void OnDestroy()
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||||
{
|
||||
Destroy(m_HandRoot);
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m_HandRoot = null;
|
||||
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||||
for (var jointIndex = 0; jointIndex < m_DrawJoints.Length; ++jointIndex)
|
||||
{
|
||||
Destroy(m_DrawJoints[jointIndex]);
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||||
m_DrawJoints[jointIndex] = null;
|
||||
}
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||||
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||||
for (var jointIndex = 0; jointIndex < m_VelocityParents.Length; ++jointIndex)
|
||||
{
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||||
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();
|
||||
m_JointVisualizers[jointIndex].NotifyTrackingState(joint.trackingState);
|
||||
|
||||
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));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user