Files
Bachelor-Arbeit-Thomas-Wichert/Assets/Oculus/Interaction/Runtime/Scripts/PoseDetection/FingerFeatureStateProvider.cs
2025-07-21 09:11:14 +02:00

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