Files
2025-07-21 09:11:14 +02:00

119 lines
4.5 KiB
C#

/*
* 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;
namespace Oculus.Interaction.PoseDetection
{
[Serializable]
public class FingerFeatureStateThreshold : IFeatureStateThreshold<string>
{
public FingerFeatureStateThreshold() { }
public FingerFeatureStateThreshold(float thresholdMidpoint,
float thresholdWidth,
string firstState,
string secondState)
{
_thresholdMidpoint = thresholdMidpoint;
_thresholdWidth = thresholdWidth;
_firstState = firstState;
_secondState = secondState;
}
[SerializeField]
[Tooltip(FingerFeatureProperties.FeatureStateThresholdMidpointHelpText)]
private float _thresholdMidpoint;
[SerializeField]
[Tooltip(FingerFeatureProperties.FeatureStateThresholdWidthHelpText)]
private float _thresholdWidth;
[SerializeField]
[Tooltip("State to transition to when value passes below the threshold")]
private string _firstState;
[SerializeField]
[Tooltip("State to transition to when value passes above the threshold")]
private string _secondState;
public float ThresholdMidpoint => _thresholdMidpoint;
public float ThresholdWidth => _thresholdWidth;
public float ToFirstWhenBelow => _thresholdMidpoint - _thresholdWidth * 0.5f;
public float ToSecondWhenAbove => _thresholdMidpoint + _thresholdWidth * 0.5f;
public string FirstState => _firstState;
public string SecondState => _secondState;
}
[Serializable]
public class FingerFeatureThresholds : IFeatureStateThresholds<FingerFeature, string>
{
public FingerFeatureThresholds() { }
public FingerFeatureThresholds(FingerFeature feature,
IEnumerable<FingerFeatureStateThreshold> thresholds)
{
_feature = feature;
_thresholds = new List<FingerFeatureStateThreshold>(thresholds);
}
[SerializeField]
[Tooltip("Which feature this collection of thresholds controls. " +
"Each feature should exist at most once.")]
private FingerFeature _feature;
[SerializeField]
[Tooltip("List of state transitions, with thresold settings. " +
"The entries in this list must be in ascending order, based on their 'midpoint' values.")]
private List<FingerFeatureStateThreshold> _thresholds;
public FingerFeature Feature => _feature;
public IReadOnlyList<IFeatureStateThreshold<string>> Thresholds => _thresholds;
}
/// <summary>
/// A configuration class that contains a list of threshold boundaries
/// </summary>
[CreateAssetMenu(menuName = "Oculus/Interaction/SDK/Pose Detection/Finger Thresholds")]
public class FingerFeatureStateThresholds : ScriptableObject,
IFeatureThresholds<FingerFeature, string>
{
[SerializeField]
[Tooltip("List of all supported finger features, along with the state entry/exit thresholds.")]
private List<FingerFeatureThresholds> _featureThresholds;
[SerializeField]
[Tooltip("Length of time that the finger must be in the new state before the feature " +
"state provider will use the new value.")]
private double _minTimeInState;
public void Construct(List<FingerFeatureThresholds> featureThresholds,
double minTimeInState)
{
_featureThresholds = featureThresholds;
_minTimeInState = minTimeInState;
}
public IReadOnlyList<IFeatureStateThresholds<FingerFeature, string>>
FeatureStateThresholds => _featureThresholds;
public double MinTimeInState => _minTimeInState;
}
}