Initialer Upload neues Unity-Projekt

This commit is contained in:
Daniel Ocks
2025-07-21 09:11:14 +02:00
commit eeca72985b
14558 changed files with 1508140 additions and 0 deletions

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using System;
using System.Collections.Generic;
using UnityEngine;
using Oculus.Interaction.Body.Input;
namespace Oculus.Interaction.Body.PoseDetection
{
/// <summary>
/// Compares a user-provided set of joints between two Body Poses.
/// </summary>
public class BodyPoseComparerActiveState :
MonoBehaviour, IActiveState
{
public struct BodyPoseComparerFeatureState
{
public readonly float Delta;
public readonly float MaxDelta;
public BodyPoseComparerFeatureState(float delta, float maxDelta)
{
Delta = delta;
MaxDelta = maxDelta;
}
}
[Serializable]
public class JointComparerConfig
{
[Tooltip("The joint to compare from each Body Pose")]
public BodyJointId Joint = BodyJointId.Body_Head;
[Min(0)]
[Tooltip("The maximum angle that two joint rotations " +
"can be from each other to be considered equal.")]
public float MaxDelta = 30f;
[Tooltip("The width of the threshold when transitioning " +
"states. " + nameof(Width) + " / 2 is added to " +
nameof(MaxDelta) + " when leaving Active state, and " +
"subtracted when entering.")]
[Min(0)]
public float Width = 4f;
}
[Tooltip("The first body pose to compare.")]
[SerializeField, Interface(typeof(IBodyPose))]
private UnityEngine.Object _poseA;
private IBodyPose PoseA;
[Tooltip("The second body pose to compare.")]
[SerializeField, Interface(typeof(IBodyPose))]
private UnityEngine.Object _poseB;
private IBodyPose PoseB;
[SerializeField]
private List<JointComparerConfig> _configs =
new List<JointComparerConfig>()
{
new JointComparerConfig()
};
[Tooltip("A new state must be maintaned for at least this " +
"many seconds before the Active property changes.")]
[SerializeField]
private float _minTimeInState = 0.05f;
public float MinTimeInState
{
get => _minTimeInState;
set => _minTimeInState = value;
}
public IReadOnlyDictionary<JointComparerConfig, BodyPoseComparerFeatureState> FeatureStates =>
_featureStates;
private Dictionary<JointComparerConfig, BodyPoseComparerFeatureState> _featureStates =
new Dictionary<JointComparerConfig, BodyPoseComparerFeatureState>();
private Func<float> _timeProvider;
private bool _isActive;
private bool _internalActive;
private float _lastStateChangeTime;
protected virtual void Awake()
{
PoseA = _poseA as IBodyPose;
PoseB = _poseB as IBodyPose;
_timeProvider = () => Time.time;
}
protected virtual void Start()
{
this.AssertField(PoseA, nameof(PoseA));
this.AssertField(PoseB, nameof(PoseB));
}
public bool Active
{
get
{
if (!isActiveAndEnabled)
{
return false;
}
bool wasActive = _internalActive;
_internalActive = true;
foreach (var config in _configs)
{
float maxDelta = wasActive ?
config.MaxDelta + config.Width / 2f :
config.MaxDelta - config.Width / 2f;
bool withinDelta = GetJointDelta(config.Joint, out float delta) &&
Mathf.Abs(delta) <= maxDelta;
_featureStates[config] = new BodyPoseComparerFeatureState(delta, maxDelta);
_internalActive &= withinDelta;
}
float time = _timeProvider();
if (wasActive != _internalActive)
{
_lastStateChangeTime = time;
}
if (time - _lastStateChangeTime >= _minTimeInState)
{
_isActive = _internalActive;
}
return _isActive;
}
}
private bool GetJointDelta(BodyJointId joint, out float delta)
{
if (!PoseA.GetJointPoseLocal(joint, out Pose localA) ||
!PoseB.GetJointPoseLocal(joint, out Pose localB))
{
delta = 0;
return false;
}
delta = Quaternion.Angle(localA.rotation, localB.rotation);
return true;
}
#region Inject
public void InjectAllBodyPoseComparerActiveState(
IBodyPose poseA, IBodyPose poseB,
IEnumerable<JointComparerConfig> configs)
{
InjectPoseA(poseA);
InjectPoseB(poseB);
InjectJoints(configs);
}
public void InjectPoseA(IBodyPose poseA)
{
_poseA = poseA as UnityEngine.Object;
PoseA = poseA;
}
public void InjectPoseB(IBodyPose poseB)
{
_poseB = poseB as UnityEngine.Object;
PoseB = poseB;
}
public void InjectJoints(IEnumerable<JointComparerConfig> configs)
{
_configs = new List<JointComparerConfig>(configs);
}
public void InjectOptionalTimeProvider(Func<float> timeProvider)
{
_timeProvider = timeProvider;
}
#endregion
}
}

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using Oculus.Interaction.Body.Input;
using UnityEngine;
namespace Oculus.Interaction.Body.PoseDetection
{
public class BodyPoseComparerActiveStateDebugVisual : MonoBehaviour
{
[Tooltip("The PoseComparer to debug.")]
[SerializeField]
private BodyPoseComparerActiveState _bodyPoseComparer;
[Tooltip("Gizmos will be drawn at joint positions of this body pose.")]
[SerializeField, Interface(typeof(IBodyPose))]
private UnityEngine.Object _bodyPose;
private IBodyPose BodyPose;
[Tooltip("The root transform of the body skeleton. Debug " +
"gizmos will be drawn in the local space of this transform.")]
[SerializeField]
private Transform _root;
[Tooltip("The radius of the debug spheres.")]
[SerializeField, Delayed]
private float _radius = 0.1f;
public float Radius
{
get => _radius;
set => _radius = value;
}
protected virtual void Awake()
{
BodyPose = _bodyPose as IBodyPose;
}
protected virtual void Start()
{
this.AssertField(_bodyPoseComparer, nameof(_bodyPoseComparer));
this.AssertField(BodyPose, nameof(BodyPose));
this.AssertField(_root, nameof(BodyPose));
}
protected virtual void Update()
{
DrawJointSpheres();
}
private void DrawJointSpheres()
{
var featureStates = _bodyPoseComparer.FeatureStates;
foreach (var kvp in featureStates)
{
BodyJointId joint = kvp.Key.Joint;
var state = kvp.Value;
if (BodyPose.GetJointPoseFromRoot(joint, out Pose pose))
{
Vector3 jointPos = _root.TransformPoint(pose.position);
Color color;
if (state.Delta <= state.MaxDelta)
{
color = Color.green;
}
else if (state.MaxDelta > 0)
{
float amt = (state.Delta / state.MaxDelta) / 2f;
color = Color.Lerp(Color.yellow, Color.red, amt);
}
else
{
color = Color.red;
}
DebugGizmos.LineWidth = _radius / 2f;
DebugGizmos.Color = color;
DebugGizmos.DrawPoint(jointPos);
}
}
}
#region Inject
public void InjectAllBodyPoseComparerActiveStateDebugVisual(
BodyPoseComparerActiveState bodyPoseComparer,
IBodyPose bodyPose, Transform root)
{
InjectBodyPoseComparer(bodyPoseComparer);
InjectBodyPose(bodyPose);
InjectRootTransform(root);
}
public void InjectRootTransform(Transform root)
{
_root = root;
}
public void InjectBodyPoseComparer(BodyPoseComparerActiveState bodyPoseComparer)
{
_bodyPoseComparer = bodyPoseComparer;
}
public void InjectBodyPose(IBodyPose bodyPose)
{
_bodyPose = bodyPose as UnityEngine.Object;
BodyPose = bodyPose;
}
#endregion
}
}

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using System.Collections.Generic;
using UnityEngine;
using Oculus.Interaction.Body.Input;
using System;
using Oculus.Interaction.Collections;
namespace Oculus.Interaction.Body.PoseDetection
{
[CreateAssetMenu(menuName = "Oculus/Interaction/SDK/Pose Detection/Body Pose")]
public class BodyPoseData : ScriptableObject,
IBodyPose, ISerializationCallbackReceiver
{
[System.Serializable]
private struct JointData
{
public BodyJointId JointId;
public BodyJointId ParentId;
public Pose PoseFromRoot;
public Pose LocalPose;
}
private class Mapping : ISkeletonMapping
{
public EnumerableHashSet<BodyJointId> Joints =
new EnumerableHashSet<BodyJointId>();
public Dictionary<BodyJointId, BodyJointId> JointToParent =
new Dictionary<BodyJointId, BodyJointId>();
IEnumerableHashSet<BodyJointId> ISkeletonMapping.Joints => Joints;
bool ISkeletonMapping.TryGetParentJointId(BodyJointId jointId, out BodyJointId parent) =>
JointToParent.TryGetValue(jointId, out parent);
}
public event Action WhenBodyPoseUpdated = delegate { };
[SerializeField, HideInInspector]
private List<JointData> _jointData = new List<JointData>();
private Dictionary<BodyJointId, Pose> _posesFromRoot =
new Dictionary<BodyJointId, Pose>();
private Dictionary<BodyJointId, Pose> _localPoses =
new Dictionary<BodyJointId, Pose>();
private Mapping _mapping = new Mapping();
public bool GetJointPoseFromRoot(BodyJointId bodyJointId, out Pose pose) =>
_posesFromRoot.TryGetValue(bodyJointId, out pose);
public bool GetJointPoseLocal(BodyJointId bodyJointId, out Pose pose) =>
_localPoses.TryGetValue(bodyJointId, out pose);
public ISkeletonMapping SkeletonMapping => _mapping;
public void SetBodyPose(IBody body)
{
_jointData.Clear();
foreach (var joint in body.SkeletonMapping.Joints)
{
if (body.GetJointPoseLocal(joint, out Pose local) &&
body.GetJointPoseFromRoot(joint, out Pose fromRoot) &&
body.SkeletonMapping.TryGetParentJointId(joint, out BodyJointId parent))
{
_jointData.Add(new JointData()
{
JointId = joint,
ParentId = parent,
PoseFromRoot = fromRoot,
LocalPose = local,
});
}
}
Rebuild();
WhenBodyPoseUpdated.Invoke();
}
public void OnBeforeSerialize()
{
}
public void OnAfterDeserialize()
{
Rebuild();
}
private void Rebuild()
{
_localPoses.Clear();
_posesFromRoot.Clear();
_mapping.Joints.Clear();
_mapping.JointToParent.Clear();
for (int i = 0; i < _jointData.Count; ++i)
{
_localPoses[_jointData[i].JointId] =
_jointData[i].LocalPose;
_posesFromRoot[_jointData[i].JointId] =
_jointData[i].PoseFromRoot;
_mapping.Joints.Add(
_jointData[i].JointId);
_mapping.JointToParent.Add(
_jointData[i].JointId, _jointData[i].ParentId);
}
}
}
}

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using UnityEngine;
using Oculus.Interaction.Body.Input;
using UnityEngine.Assertions;
namespace Oculus.Interaction.Body.PoseDetection
{
public class BodyPoseDebugGizmos : SkeletonDebugGizmos
{
[SerializeField, Interface(typeof(IBodyPose))]
private UnityEngine.Object _bodyPose;
private IBodyPose BodyPose;
protected virtual void Awake()
{
BodyPose = _bodyPose as IBodyPose;
}
protected virtual void Start()
{
Assert.IsNotNull(BodyPose);
}
protected virtual void Update()
{
foreach (BodyJointId joint in BodyPose.SkeletonMapping.Joints)
{
Draw(joint, GetVisibilityFlags());
}
}
private VisibilityFlags GetVisibilityFlags()
{
VisibilityFlags modifiedFlags = Visibility;
if (HasNegativeScale)
{
modifiedFlags &= ~VisibilityFlags.Axes;
}
return modifiedFlags;
}
protected override bool TryGetWorldJointPose(BodyJointId jointId, out Pose pose)
{
if (BodyPose.GetJointPoseFromRoot(jointId, out pose))
{
pose.position = transform.TransformPoint(pose.position);
pose.rotation = transform.rotation * pose.rotation;
return true;
}
return false;
}
protected override bool TryGetParentJointId(BodyJointId jointId, out BodyJointId parent)
{
return BodyPose.SkeletonMapping.TryGetParentJointId(jointId, out parent);
}
#region Inject
public void InjectAllBodyJointDebugGizmos(IBodyPose bodyPose)
{
InjectBodyPose(bodyPose);
}
public void InjectBodyPose(IBodyPose bodyPose)
{
_bodyPose = bodyPose as UnityEngine.Object;
BodyPose = bodyPose;
}
#endregion
}
}

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using System;
using UnityEngine;
using Oculus.Interaction.Body.Input;
namespace Oculus.Interaction.Body.PoseDetection
{
public interface IBodyPose
{
/// <summary>
/// Called each time the body pose is updated with new data
/// </summary>
event Action WhenBodyPoseUpdated;
/// <summary>
/// The mapping of the skeleton
/// </summary>
ISkeletonMapping SkeletonMapping { get; }
/// <summary>
/// Attempts to return the pose of the requested body joint,
/// in local space relative to its parent joint.
/// </summary>
bool GetJointPoseLocal(BodyJointId bodyJointId, out Pose pose);
/// <summary>
/// Attempts to return the pose of the requested body joint relative
/// to the root joint <see cref="BodyJointId.Body_Root"/>.
/// </summary>
bool GetJointPoseFromRoot(BodyJointId bodyJointId, out Pose pose);
}
}

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using System;
using UnityEngine;
using Oculus.Interaction.Body.Input;
using System.Collections.Generic;
namespace Oculus.Interaction.Body.PoseDetection
{
/// <summary>
/// Exposes an <see cref="IBodyPose"/> from an <see cref="IBody"/>
/// </summary>
public class PoseFromBody : MonoBehaviour, IBodyPose
{
public event Action WhenBodyPoseUpdated = delegate { };
[Tooltip("The IBodyPose will be derived from this IBody.")]
[SerializeField, Interface(typeof(IBody))]
private UnityEngine.Object _body;
private IBody Body;
[Tooltip("If true, this component will track the provided IBody as " +
"its data is updated. If false, you must call " +
nameof(UpdatePose) + " to update joint data.")]
[SerializeField]
private bool _autoUpdate = true;
/// <summary>
/// If true, this component will track the provided IBody as
/// its data is updated. If false, you must call
/// <see cref="UpdatePose"/> to update joint data.
/// </summary>
public bool AutoUpdate
{
get => _autoUpdate;
set => _autoUpdate = value;
}
protected bool _started = false;
private Dictionary<BodyJointId, Pose> _jointPosesLocal;
private Dictionary<BodyJointId, Pose> _jointPosesFromRoot;
public ISkeletonMapping SkeletonMapping => Body.SkeletonMapping;
public bool GetJointPoseLocal(BodyJointId bodyJointId, out Pose pose) =>
_jointPosesLocal.TryGetValue(bodyJointId, out pose);
public bool GetJointPoseFromRoot(BodyJointId bodyJointId, out Pose pose) =>
_jointPosesFromRoot.TryGetValue(bodyJointId, out pose);
protected virtual void Awake()
{
_jointPosesLocal = new Dictionary<BodyJointId, Pose>();
_jointPosesFromRoot = new Dictionary<BodyJointId, Pose>();
Body = _body as IBody;
}
protected virtual void Start()
{
this.BeginStart(ref _started);
this.AssertField(Body, nameof(Body));
this.EndStart(ref _started);
}
protected virtual void OnEnable()
{
if (_started)
{
Body.WhenBodyUpdated += Body_WhenBodyUpdated;
}
}
protected virtual void OnDisable()
{
if (_started)
{
Body.WhenBodyUpdated -= Body_WhenBodyUpdated;
}
}
private void Body_WhenBodyUpdated()
{
if (_autoUpdate)
{
UpdatePose();
}
}
public void UpdatePose()
{
_jointPosesLocal.Clear();
_jointPosesFromRoot.Clear();
foreach (var joint in Body.SkeletonMapping.Joints)
{
if (Body.GetJointPoseLocal(joint,
out Pose localPose))
{
_jointPosesLocal[joint] = localPose;
}
if (Body.GetJointPoseFromRoot(joint,
out Pose poseFromRoot))
{
_jointPosesFromRoot[joint] = poseFromRoot;
}
}
WhenBodyPoseUpdated.Invoke();
}
#region Inject
public void InjectAllPoseFromBody(IBody body)
{
InjectBody(body);
}
public void InjectBody(IBody body)
{
_body = body as UnityEngine.Object;
Body = body;
}
#endregion
}
}

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