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/*
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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 Oculus.Interaction.Input;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Assertions;
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using UnityEngine.Serialization;
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namespace Oculus.Interaction.PoseDetection
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{
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internal class FingerFeatureStateDictionary
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{
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struct HandFingerState
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{
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public FeatureStateProvider<FingerFeature, string> StateProvider;
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}
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private readonly HandFingerState[] _fingerState = new HandFingerState[Constants.NUM_FINGERS];
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public void InitializeFinger(HandFinger finger,
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FeatureStateProvider<FingerFeature, string> stateProvider)
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{
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_fingerState[(int)finger] = new HandFingerState
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{
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StateProvider = stateProvider
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};
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}
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public FeatureStateProvider<FingerFeature, string> GetStateProvider(HandFinger finger)
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{
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return _fingerState[(int)finger].StateProvider;
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}
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}
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public interface IFingerFeatureStateProvider
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{
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bool GetCurrentState(HandFinger finger, FingerFeature fingerFeature, out string currentState);
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bool IsStateActive(HandFinger finger, FingerFeature feature, FeatureStateActiveMode mode, string stateId);
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float? GetFeatureValue(HandFinger finger, FingerFeature fingerFeature);
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}
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/// <summary>
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/// Interprets finger feature values using <see cref="FingerShapes"/> and uses
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/// the given <see cref="FingerFeatureStateThresholds"/> to quantize these values into states.
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/// To avoid rapid fluctuations at the edges of two states, this class uses the calculated
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/// feature state from the previous frame and the given state thresholds to apply a buffer
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/// between state transition edges.
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/// </summary>
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public class FingerFeatureStateProvider : MonoBehaviour, IFingerFeatureStateProvider
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{
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[SerializeField, Interface(typeof(IHand))]
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[Tooltip("Data source used to retrieve finger bone rotations.")]
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private UnityEngine.Object _hand;
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public IHand Hand { get; private set; }
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[Serializable]
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public struct FingerStateThresholds
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{
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[Tooltip("Which finger the state thresholds apply to.")]
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public HandFinger Finger;
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[Tooltip("State threshold configuration")]
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public FingerFeatureStateThresholds StateThresholds;
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}
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[SerializeField]
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[Tooltip("Contains state transition threasholds for each finger. " +
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"Must contain 5 entries (one for each finger). " +
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"Each finger must exist in the list exactly once.")]
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private List<FingerStateThresholds> _fingerStateThresholds;
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[Header("Advanced Settings")]
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[SerializeField]
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[Tooltip("If true, disables proactive evaluation of any FingerFeature that has been " +
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"queried at least once. This will force lazy-evaluation of state within calls " +
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"to IsStateActive, which means you must call IsStateActive for each feature manually " +
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"each frame to avoid missing transitions between states.")]
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private bool _disableProactiveEvaluation;
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protected bool _started = false;
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private FingerFeatureStateDictionary _state;
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Func<float> _timeProvider;
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public static FingerShapes DefaultFingerShapes { get; } = new FingerShapes();
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private FingerShapes _fingerShapes = DefaultFingerShapes;
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private ReadOnlyHandJointPoses _handJointPoses;
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#region Unity Lifecycle Methods
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protected virtual void Awake()
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{
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Hand = _hand as IHand;
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_state = new FingerFeatureStateDictionary();
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_handJointPoses = ReadOnlyHandJointPoses.Empty;
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}
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protected virtual void Start()
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{
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this.BeginStart(ref _started);
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this.AssertField(Hand, nameof(Hand));
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if (_timeProvider == null)
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{
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_timeProvider = () => Time.time;
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}
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this.EndStart(ref _started);
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}
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protected virtual void OnEnable()
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{
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if (_started)
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{
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Hand.WhenHandUpdated += HandDataAvailable;
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ReadStateThresholds();
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}
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}
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protected virtual void OnDisable()
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{
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if (_started)
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{
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Hand.WhenHandUpdated -= HandDataAvailable;
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_handJointPoses = ReadOnlyHandJointPoses.Empty;
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}
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}
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#endregion
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private void ReadStateThresholds()
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{
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this.AssertCollectionField(_fingerStateThresholds, nameof(_fingerStateThresholds));
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this.AssertField(_timeProvider, nameof(_timeProvider));
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this.AssertIsTrue(Constants.NUM_FINGERS == _fingerStateThresholds.Count,
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$"The{AssertUtils.Nicify(nameof(_fingerStateThresholds))} count must be equal to {Constants.NUM_FINGERS}.");
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HandFingerFlags seenFingers = HandFingerFlags.None;
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foreach (FingerStateThresholds fingerStateThresholds in _fingerStateThresholds)
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{
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seenFingers |= HandFingerUtils.ToFlags(fingerStateThresholds.Finger);
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HandFinger finger = fingerStateThresholds.Finger;
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var featureStateProvider = _state.GetStateProvider(finger);
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if (featureStateProvider == null)
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{
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featureStateProvider =
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new FeatureStateProvider<FingerFeature, string>(
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feature => GetFeatureValue(finger, feature),
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feature => (int)feature,
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_timeProvider);
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_state.InitializeFinger(fingerStateThresholds.Finger,
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featureStateProvider);
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}
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featureStateProvider.InitializeThresholds(fingerStateThresholds.StateThresholds);
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}
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this.AssertIsTrue(seenFingers == HandFingerFlags.All,
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$"The {AssertUtils.Nicify(nameof(_fingerStateThresholds))} is missing some fingers.");
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}
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private void HandDataAvailable()
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{
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int frameId = Hand.CurrentDataVersion;
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if (!Hand.GetJointPosesFromWrist(out _handJointPoses))
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{
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return;
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}
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// Update the frameId of all state providers to mark data as dirty. If
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// proactiveEvaluation is enabled, also read the state of any feature that has been
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// touched, which will force it to evaluate.
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if (!_disableProactiveEvaluation)
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{
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for (var fingerIdx = 0; fingerIdx < Constants.NUM_FINGERS; ++fingerIdx)
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{
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var featureStateProvider = _state.GetStateProvider((HandFinger)fingerIdx);
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featureStateProvider.LastUpdatedFrameId = frameId;
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featureStateProvider.ReadTouchedFeatureStates();
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}
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}
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else
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{
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for (var fingerIdx = 0; fingerIdx < Constants.NUM_FINGERS; ++fingerIdx)
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{
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_state.GetStateProvider((HandFinger)fingerIdx).LastUpdatedFrameId =
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frameId;
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}
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}
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}
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public bool GetCurrentState(HandFinger finger, FingerFeature fingerFeature, out string currentState)
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{
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if (!IsDataValid())
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{
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currentState = default;
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return false;
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}
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else
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{
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currentState = GetCurrentFingerFeatureState(finger, fingerFeature);
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return currentState != default;
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}
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}
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private string GetCurrentFingerFeatureState(HandFinger finger, FingerFeature fingerFeature)
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{
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return _state.GetStateProvider(finger).GetCurrentFeatureState(fingerFeature);
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}
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/// <summary>
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/// Returns the current value of the feature. If the finger joints are not populated with
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/// valid data (for instance, due to a disconnected hand), the method will return NaN.
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/// </summary>
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public float? GetFeatureValue(HandFinger finger, FingerFeature fingerFeature)
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{
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if (!IsDataValid())
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{
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return null;
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}
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return _fingerShapes.GetValue(finger, fingerFeature, Hand);
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}
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private bool IsDataValid()
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{
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return _handJointPoses.Count > 0;
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}
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public FingerShapes GetValueProvider(HandFinger finger)
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{
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return _fingerShapes;
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}
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public bool IsStateActive(HandFinger finger, FingerFeature feature, FeatureStateActiveMode mode, string stateId)
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{
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var currentState = GetCurrentFingerFeatureState(finger, feature);
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switch (mode)
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{
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case FeatureStateActiveMode.Is:
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return currentState == stateId;
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case FeatureStateActiveMode.IsNot:
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return currentState != stateId;
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default:
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return false;
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}
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}
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#region Inject
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public void InjectAllFingerFeatureStateProvider(IHand hand, List<FingerStateThresholds> fingerStateThresholds, FingerShapes fingerShapes,
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bool disableProactiveEvaluation)
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{
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InjectHand(hand);
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InjectFingerStateThresholds(fingerStateThresholds);
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InjectFingerShapes(fingerShapes);
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InjectDisableProactiveEvaluation(disableProactiveEvaluation);
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}
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public void InjectHand(IHand hand)
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{
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_hand = hand as UnityEngine.Object;
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Hand = hand;
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}
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public void InjectFingerStateThresholds(List<FingerStateThresholds> fingerStateThresholds)
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{
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_fingerStateThresholds = fingerStateThresholds;
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}
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public void InjectFingerShapes(FingerShapes fingerShapes)
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{
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_fingerShapes = fingerShapes;
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}
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public void InjectDisableProactiveEvaluation(bool disableProactiveEvaluation)
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{
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_disableProactiveEvaluation = disableProactiveEvaluation;
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}
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public void InjectOptionalTimeProvider(Func<float> timeProvider)
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{
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_timeProvider = timeProvider;
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}
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#endregion
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}
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}
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