Initialer Upload neues Unity-Projekt
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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 System;
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using Oculus.Interaction.Input;
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using UnityEngine;
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using System.Collections.Generic;
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namespace Oculus.Interaction.PoseDetection
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{
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public class JointRotationActiveState : MonoBehaviour, IActiveState
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{
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public enum RelativeTo
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{
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Hand = 0,
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World = 1,
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}
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public enum WorldAxis
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{
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PositiveX = 0,
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NegativeX = 1,
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PositiveY = 2,
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NegativeY = 3,
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PositiveZ = 4,
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NegativeZ = 5,
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}
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public enum HandAxis
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{
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Pronation = 0,
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Supination = 1,
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RadialDeviation = 2,
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UlnarDeviation = 3,
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Extension = 4,
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Flexion = 5,
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}
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[Serializable]
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public struct JointRotationFeatureState
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{
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/// <summary>
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/// The world target euler angles for a
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/// <see cref="JointRotationFeatureConfig"/>
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/// </summary>
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public readonly Vector3 TargetAxis;
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/// <summary>
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/// The normalized joint rotation along the target
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/// axis relative to <see cref="_degreesPerSecond"/>
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/// </summary>
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public readonly float Amount;
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public JointRotationFeatureState(Vector3 targetAxis, float amount)
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{
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TargetAxis = targetAxis;
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Amount = amount;
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}
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}
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[Serializable]
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public class JointRotationFeatureConfigList
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{
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[SerializeField]
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private List<JointRotationFeatureConfig> _values;
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public List<JointRotationFeatureConfig> Values => _values;
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}
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[Serializable]
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public class JointRotationFeatureConfig : FeatureConfigBase<HandJointId>
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{
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[Tooltip("The detection axis will be in this coordinate space.")]
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[SerializeField]
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private RelativeTo _relativeTo = RelativeTo.Hand;
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[Tooltip("The world axis used for detection.")]
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[SerializeField]
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private WorldAxis _worldAxis = WorldAxis.PositiveZ;
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[Tooltip("The axis of the hand root pose used for detection.")]
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[SerializeField]
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private HandAxis _handAxis = HandAxis.RadialDeviation;
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public RelativeTo RelativeTo => _relativeTo;
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public WorldAxis WorldAxis => _worldAxis;
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public HandAxis HandAxis => _handAxis;
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}
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[Tooltip("Provided joints will be sourced from this IHand.")]
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[SerializeField, Interface(typeof(IHand))]
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private UnityEngine.Object _hand;
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public IHand Hand { get; private set; }
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[Tooltip("JointDeltaProvider caches joint deltas to avoid " +
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"unnecessary recomputing of deltas.")]
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[SerializeField, Interface(typeof(IJointDeltaProvider))]
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private UnityEngine.Object _jointDeltaProvider;
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[SerializeField]
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private JointRotationFeatureConfigList _featureConfigs;
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[Tooltip("The angular velocity used for the detection " +
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"threshold, in degrees per second.")]
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[SerializeField, Min(0)]
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private float _degreesPerSecond = 120f;
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[Tooltip("The degrees per second value will be modified by this width " +
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"to create differing enter/exit thresholds. Used to prevent " +
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"chattering at the threshold edge.")]
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[SerializeField, Min(0)]
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private float _thresholdWidth = 30f;
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[Tooltip("A new state must be maintaned for at least this " +
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"many seconds before the Active property changes.")]
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[SerializeField, Min(0)]
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private float _minTimeInState = 0.05f;
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public bool Active
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{
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get
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{
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if (!isActiveAndEnabled)
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{
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return false;
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}
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UpdateActiveState();
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return _activeState;
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}
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}
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public IReadOnlyList<JointRotationFeatureConfig> FeatureConfigs =>
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_featureConfigs.Values;
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public IReadOnlyDictionary<JointRotationFeatureConfig, JointRotationFeatureState> FeatureStates =>
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_featureStates;
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private Dictionary<JointRotationFeatureConfig, JointRotationFeatureState> _featureStates =
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new Dictionary<JointRotationFeatureConfig, JointRotationFeatureState>();
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private JointDeltaConfig _jointDeltaConfig;
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private IJointDeltaProvider JointDeltaProvider;
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private Func<float> _timeProvider;
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private int _lastStateUpdateFrame;
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private float _lastStateChangeTime;
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private float _lastUpdateTime;
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private bool _internalState;
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private bool _activeState;
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protected bool _started = false;
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protected virtual void Awake()
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{
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Hand = _hand as IHand;
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JointDeltaProvider = _jointDeltaProvider as IJointDeltaProvider;
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_timeProvider = () => Time.time;
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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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this.AssertField(JointDeltaProvider, nameof(JointDeltaProvider));
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this.AssertCollectionField(FeatureConfigs, nameof(FeatureConfigs));
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this.AssertField(_timeProvider, nameof(_timeProvider));
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IList<HandJointId> allTrackedJoints = new List<HandJointId>();
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foreach (var config in FeatureConfigs)
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{
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allTrackedJoints.Add(config.Feature);
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_featureStates.Add(config, new JointRotationFeatureState());
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}
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_jointDeltaConfig = new JointDeltaConfig(GetInstanceID(), allTrackedJoints);
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_lastUpdateTime = _timeProvider();
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this.EndStart(ref _started);
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}
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private bool CheckAllJointRotations()
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{
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bool result = true;
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float deltaTime = _timeProvider() - _lastUpdateTime;
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float threshold = _internalState ?
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_degreesPerSecond + _thresholdWidth * 0.5f :
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_degreesPerSecond - _thresholdWidth * 0.5f;
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threshold *= deltaTime;
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foreach (var config in FeatureConfigs)
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{
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if (Hand.GetRootPose(out Pose rootPose) &&
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Hand.GetJointPose(config.Feature, out Pose curPose) &&
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JointDeltaProvider.GetRotationDelta(
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config.Feature, out Quaternion worldDeltaRotation))
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{
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Vector3 rotDeltaEuler = worldDeltaRotation.eulerAngles;
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for (int i = 0; i < 3; ++i)
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{
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while (rotDeltaEuler[i] > 180)
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{
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rotDeltaEuler[i] -= 360;
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}
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while (rotDeltaEuler[i] < -180)
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{
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rotDeltaEuler[i] += 360;
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}
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}
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Vector3 worldTargetRotation =
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GetWorldTargetRotation(rootPose, config);
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float rotationOnTargetAxis =
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Vector3.Dot(rotDeltaEuler, worldTargetRotation);
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_featureStates[config] = new JointRotationFeatureState(
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worldTargetRotation,
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threshold > 0 ?
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Mathf.Clamp01(rotationOnTargetAxis / threshold) :
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1);
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bool rotationExceedsThreshold = rotationOnTargetAxis > threshold;
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result &= rotationExceedsThreshold;
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}
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else
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{
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result = false;
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}
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}
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return result;
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}
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protected virtual void Update()
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{
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UpdateActiveState();
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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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JointDeltaProvider.RegisterConfig(_jointDeltaConfig);
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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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JointDeltaProvider.UnRegisterConfig(_jointDeltaConfig);
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}
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}
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private void UpdateActiveState()
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{
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if (Time.frameCount <= _lastStateUpdateFrame)
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{
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return;
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}
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_lastStateUpdateFrame = Time.frameCount;
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bool newState = CheckAllJointRotations();
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if (newState != _internalState)
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{
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_internalState = newState;
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_lastStateChangeTime = _timeProvider();
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}
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if (_timeProvider() - _lastStateChangeTime >= _minTimeInState)
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{
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_activeState = _internalState;
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}
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_lastUpdateTime = _timeProvider();
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}
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private Vector3 GetWorldTargetRotation(Pose rootPose, JointRotationFeatureConfig config)
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{
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switch (config.RelativeTo)
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{
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default:
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case RelativeTo.Hand:
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return GetHandAxisVector(config.HandAxis, rootPose);
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case RelativeTo.World:
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return GetWorldAxisVector(config.WorldAxis);
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}
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}
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private Vector3 GetWorldAxisVector(WorldAxis axis)
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{
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switch (axis)
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{
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default:
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case WorldAxis.PositiveX:
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return Vector3.right;
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case WorldAxis.NegativeX:
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return Vector3.left;
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case WorldAxis.PositiveY:
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return Vector3.up;
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case WorldAxis.NegativeY:
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return Vector3.down;
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case WorldAxis.PositiveZ:
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return Vector3.forward;
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case WorldAxis.NegativeZ:
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return Vector3.back;
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}
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}
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private Vector3 GetHandAxisVector(HandAxis axis, Pose rootPose)
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{
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switch (axis)
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{
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case HandAxis.Pronation:
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return rootPose.rotation * Vector3.left;
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case HandAxis.Supination:
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return rootPose.rotation * Vector3.right;
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case HandAxis.RadialDeviation:
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return rootPose.rotation * Vector3.down;
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case HandAxis.UlnarDeviation:
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return rootPose.rotation * Vector3.up;
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case HandAxis.Extension:
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return rootPose.rotation * Vector3.back;
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case HandAxis.Flexion:
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return rootPose.rotation * Vector3.forward;
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default:
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return Vector3.zero;
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}
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}
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#region Inject
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public void InjectAllJointRotationActiveState(JointRotationFeatureConfigList featureConfigs,
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IHand hand, IJointDeltaProvider jointDeltaProvider)
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{
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InjectFeatureConfigList(featureConfigs);
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InjectHand(hand);
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InjectJointDeltaProvider(jointDeltaProvider);
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}
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public void InjectFeatureConfigList(JointRotationFeatureConfigList featureConfigs)
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{
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_featureConfigs = featureConfigs;
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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 InjectJointDeltaProvider(IJointDeltaProvider jointDeltaProvider)
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{
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JointDeltaProvider = jointDeltaProvider;
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_jointDeltaProvider = jointDeltaProvider as UnityEngine.Object;
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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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