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 Oculus.Interaction.Input;
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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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namespace Oculus.Interaction.PoseDetection
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{
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public class ShapeRecognizerActiveState : MonoBehaviour, IActiveState
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{
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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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[SerializeField, Interface(typeof(IFingerFeatureStateProvider))]
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private UnityEngine.Object _fingerFeatureStateProvider;
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protected IFingerFeatureStateProvider FingerFeatureStateProvider;
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[SerializeField]
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private ShapeRecognizer[] _shapes;
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public IReadOnlyList<ShapeRecognizer> Shapes => _shapes;
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public Handedness Handedness => Hand.Handedness;
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struct FingerFeatureStateUsage
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{
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public HandFinger handFinger;
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public ShapeRecognizer.FingerFeatureConfig config;
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}
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private List<FingerFeatureStateUsage> _allFingerStates = new List<FingerFeatureStateUsage>();
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// keeps track of native state
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private bool _nativeActive = 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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FingerFeatureStateProvider = _fingerFeatureStateProvider as IFingerFeatureStateProvider;
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}
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protected virtual void Start()
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{
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this.AssertField(Hand, nameof(Hand));
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this.AssertField(FingerFeatureStateProvider, nameof(FingerFeatureStateProvider));
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this.AssertCollectionField(_shapes, nameof(_shapes));
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_allFingerStates = FlattenUsedFeatures();
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// Warm up the proactive evaluation
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InitStateProvider();
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}
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private void InitStateProvider()
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{
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foreach (FingerFeatureStateUsage state in _allFingerStates)
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{
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FingerFeatureStateProvider.GetCurrentState(state.handFinger, state.config.Feature, out _);
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}
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}
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private List<FingerFeatureStateUsage> FlattenUsedFeatures()
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{
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var fingerFeatureStateUsages = new List<FingerFeatureStateUsage>();
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foreach (var sr in _shapes)
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{
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int configCount = 0;
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for (var fingerIdx = 0; fingerIdx < Constants.NUM_FINGERS; ++fingerIdx)
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{
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var handFinger = (HandFinger)fingerIdx;
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foreach (var config in sr.GetFingerFeatureConfigs(handFinger))
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{
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++configCount;
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fingerFeatureStateUsages.Add(new FingerFeatureStateUsage()
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{
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handFinger = handFinger, config = config
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});
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}
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}
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// If this assertion is hit, open the ScriptableObject in the Unity Inspector
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// and ensure that it has at least one valid condition.
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Assert.IsTrue(configCount > 0, $"Shape {sr.ShapeName} has no valid conditions.");
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}
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return fingerFeatureStateUsages;
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}
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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 || _allFingerStates.Count == 0)
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{
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return (_nativeActive = false);
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}
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foreach (FingerFeatureStateUsage stateUsage in _allFingerStates)
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{
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if (!FingerFeatureStateProvider.IsStateActive(stateUsage.handFinger,
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stateUsage.config.Feature, stateUsage.config.Mode, stateUsage.config.State))
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{
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return (_nativeActive = false);
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}
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}
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if (!_nativeActive)
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{
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// Activate native component
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int result = NativeMethods.isdk_NativeComponent_Activate(0x48506f7365446574);
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this.AssertIsTrue(result == NativeMethods.IsdkSuccess, "Unable to Activate native recognizer!");
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}
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return (_nativeActive = true);
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}
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}
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#region Inject
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public void InjectAllShapeRecognizerActiveState(IHand hand,
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IFingerFeatureStateProvider fingerFeatureStateProvider,
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ShapeRecognizer[] shapes)
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{
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InjectHand(hand);
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InjectFingerFeatureStateProvider(fingerFeatureStateProvider);
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InjectShapes(shapes);
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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 InjectFingerFeatureStateProvider(IFingerFeatureStateProvider fingerFeatureStateProvider)
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{
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_fingerFeatureStateProvider = fingerFeatureStateProvider as UnityEngine.Object;
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FingerFeatureStateProvider = fingerFeatureStateProvider;
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}
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public void InjectShapes(ShapeRecognizer[] shapes)
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{
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_shapes = shapes;
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}
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#endregion
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}
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}
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