Beispiel #1
0
    public Transform GetHandTransform(HandType hand, HandJoint joint)
    {
        if (hand >= HandType.Max || joint >= HandJoint.Max)
        {
            return(null);
        }

        var HandObject = hand == HandType.Left ? HandLeft : HandRight;

        if (HandObject != null)
        {
            var AvatarComponent = HandObject.GetComponent <OvrAvatarComponent>();
            if (AvatarComponent != null && AvatarComponent.RenderParts.Count > 0)
            {
                var SkinnedMesh = AvatarComponent.RenderParts[0];
                return(SkinnedMesh.transform.Find(HandJoints[(int)hand, (int)joint]));
            }
        }

        return(null);
    }
            private static void ColorJointObject(GameObject jointObject, HandJoint finger, int?index)
            {
                Color  jointColor = Color.magenta;
                string fingerName = finger.ToString();

                const string Thumb  = "Thumb";
                const string Index  = "Index";
                const string Middle = "Middle";
                const string Ring   = "Ring";
                const string Little = "Little";

                if (fingerName.StartsWith(Thumb))
                {
                    jointColor = Color.red;
                }
                else if (fingerName.StartsWith(Index))
                {
                    jointColor = new Color(1.0f, 0.647f, 0.0f); // Orange
                }
                else if (fingerName.StartsWith(Middle))
                {
                    jointColor = Color.yellow;
                }
                else if (fingerName.StartsWith(Ring))
                {
                    jointColor = Color.green;
                }
                else if (fingerName.StartsWith(Little))
                {
                    jointColor = Color.blue;
                }

                // Lighten the colors as we go up the finger.
                int   i          = index ?? 0;
                float saturation = 1.0f - (i * 0.15f);

                Color.RGBToHSV(jointColor, out float h, out float _, out float v);
                jointObject.GetComponent <Renderer>().material.color = Color.HSVToRGB(h, saturation, v);
            }
Beispiel #3
0
    /// :End:

    public static void DrawHandSize()
    {
        for (int h = 0; h < (int)Handed.Max; h++)
        {
            Hand hand = Input.Hand((Handed)h);
            if (!hand.IsTracked)
            {
                continue;
            }

            HandJoint at  = hand[FingerId.Middle, JointId.Tip];
            Vec3      pos = at.position + at.Pose.Forward * at.radius;
            Quat      rot = at.orientation * Quat.FromAngles(-90, 0, 0);
            if (!HandFacingHead((Handed)h))
            {
                rot = rot * Quat.FromAngles(0, 180, 0);
            }

            Text.Add(
                (hand.size * 100).ToString(".0") + "cm",
                Matrix.TRS(pos, rot, 0.3f),
                TextAlign.XCenter | TextAlign.YBottom);
        }
    }
Beispiel #4
0
 public Transform GetJoint(HandJoint joint)
 {
     return(jointMap[joint]);
 }
Beispiel #5
0
 private bool TryGetJoint(HandJoint joint, out IvJointPos pose)
 {
     return(jointPoses.TryGetValue(joint, out pose));
 }
Beispiel #6
0
        public static void GetJointFromGameobjectName(string name, out HandType hand, out HandJoint joint)
        {
            if (name.Contains("_r_"))
            {
                hand = HandType.Right;
            }
            else if (name.Contains("_l_"))
            {
                hand = HandType.Left;
            }
            else
            {
                hand = HandType.Max;
            }

            if (name.Contains("thumb"))
            {
                joint = HandJoint.ThumbTip;
            }
            else if (name.Contains("index"))
            {
                joint = HandJoint.IndexTip;
            }
            else if (name.Contains("middle"))
            {
                joint = HandJoint.MiddleTip;
            }
            else if (name.Contains("ring"))
            {
                joint = HandJoint.RingTip;
            }
            else if (name.Contains("pinky"))
            {
                joint = HandJoint.PinkyTip;
            }
            else
            {
                joint = HandJoint.Max;
            }
        }
Beispiel #7
0
        // Only works when the input joint is a fingertip
        // returns FingerState.Max otherwise
        private static FingerShape _GetFingerShapeFromPosition(HandType hand, HandJoint joint, Vector3[,] userFingertipPosition)
        {
            var thumbVector  = HAND_FRAME_VECTORS[(int)hand, (int)HandFrame.Thumb];
            var fingerVector = HAND_FRAME_VECTORS[(int)hand, (int)HandFrame.Fingers];
            var palmVector   = HAND_FRAME_VECTORS[(int)hand, (int)HandFrame.Palm];

            var fingerIdx = JointFingerMap(joint);

            if (fingerIdx >= 0)
            {
                joint = fingertips[fingerIdx];
            }
            else
            {
                joint = HandJoint.Max;
            }
            if (joint == HandJoint.ThumbTip)
            {
                var pos = userFingertipPosition[(int)hand, 0];
                if (Vector3.Dot(pos, thumbVector) > 0.1)
                {
                    return(FingerShape.Extended);
                }
                else if (Vector3.Dot(pos, thumbVector) > 0.02)
                {
                    return(FingerShape.Midway);
                }
                else
                {
                    return(FingerShape.Closed);
                }
            }
            else if (joint == HandJoint.IndexTip)
            {
                var pos = userFingertipPosition[(int)hand, fingerIdx];
                if (Vector3.Dot(pos, fingerVector) > 0.13 && Vector3.Dot(pos, palmVector) < 0.01)
                {
                    return(FingerShape.Extended);
                }
                else if (Vector3.Dot(pos, fingerVector) > 0.112)
                {
                    return(FingerShape.Bent);
                }
                else if (Vector3.Dot(pos, palmVector) > 0.05)
                {
                    return(FingerShape.Midway);
                }
                else
                {
                    return(FingerShape.Closed);
                }
            }
            else if (joint != HandJoint.Max)
            {
                var pos = userFingertipPosition[(int)hand, fingerIdx];
                if (Vector3.Dot(pos, fingerVector) > 0.13 && Vector3.Dot(pos, palmVector) < 0.01)
                {
                    return(FingerShape.Extended);
                }
                else if (Vector3.Dot(pos, fingerVector) > 0.1 && Vector3.Dot(pos, palmVector) < 0.05)
                {
                    return(FingerShape.Bent);
                }
                else if (Vector3.Dot(pos, palmVector) > 0.05)
                {
                    return(FingerShape.Midway);
                }
                else
                {
                    return(FingerShape.Closed);
                }
            }
            else
            {
                return(FingerShape.Max);
            }
        }
Beispiel #8
0
 // Only works when the input joint is a fingertip
 // returns FingerState.Max otherwise
 public static FingerShape GetFingerShape(HandType hand, HandJoint joint)
 {
     return(_GetFingerShapeFromPosition(hand, joint, cachedPoseData.LatestFrame().FingerPosition));
 }
Beispiel #9
0
        private int ConvertToArrayIndex(HandJoint handJoint)
        {
            TrackedHandJoint trackedHandJoint;

            switch (handJoint)
            {
            case HandJoint.Palm: trackedHandJoint = TrackedHandJoint.Palm; break;

            case HandJoint.Wrist: trackedHandJoint = TrackedHandJoint.Wrist; break;

            case HandJoint.ThumbMetacarpal: trackedHandJoint = TrackedHandJoint.ThumbMetacarpalJoint; break;

            case HandJoint.ThumbProximal: trackedHandJoint = TrackedHandJoint.ThumbProximalJoint; break;

            case HandJoint.ThumbDistal: trackedHandJoint = TrackedHandJoint.ThumbDistalJoint; break;

            case HandJoint.ThumbTip: trackedHandJoint = TrackedHandJoint.ThumbTip; break;

            case HandJoint.IndexMetacarpal: trackedHandJoint = TrackedHandJoint.IndexMetacarpal; break;

            case HandJoint.IndexProximal: trackedHandJoint = TrackedHandJoint.IndexKnuckle; break;

            case HandJoint.IndexIntermediate: trackedHandJoint = TrackedHandJoint.IndexMiddleJoint; break;

            case HandJoint.IndexDistal: trackedHandJoint = TrackedHandJoint.IndexDistalJoint; break;

            case HandJoint.IndexTip: trackedHandJoint = TrackedHandJoint.IndexTip; break;

            case HandJoint.MiddleMetacarpal: trackedHandJoint = TrackedHandJoint.MiddleMetacarpal; break;

            case HandJoint.MiddleProximal: trackedHandJoint = TrackedHandJoint.MiddleKnuckle; break;

            case HandJoint.MiddleIntermediate: trackedHandJoint = TrackedHandJoint.MiddleMiddleJoint; break;

            case HandJoint.MiddleDistal: trackedHandJoint = TrackedHandJoint.MiddleDistalJoint; break;

            case HandJoint.MiddleTip: trackedHandJoint = TrackedHandJoint.MiddleTip; break;

            case HandJoint.RingMetacarpal: trackedHandJoint = TrackedHandJoint.RingMetacarpal; break;

            case HandJoint.RingProximal: trackedHandJoint = TrackedHandJoint.RingKnuckle; break;

            case HandJoint.RingIntermediate: trackedHandJoint = TrackedHandJoint.RingMiddleJoint; break;

            case HandJoint.RingDistal: trackedHandJoint = TrackedHandJoint.RingDistalJoint; break;

            case HandJoint.RingTip: trackedHandJoint = TrackedHandJoint.RingTip; break;

            case HandJoint.LittleMetacarpal: trackedHandJoint = TrackedHandJoint.PinkyMetacarpal; break;

            case HandJoint.LittleProximal: trackedHandJoint = TrackedHandJoint.PinkyKnuckle; break;

            case HandJoint.LittleIntermediate: trackedHandJoint = TrackedHandJoint.PinkyMiddleJoint; break;

            case HandJoint.LittleDistal: trackedHandJoint = TrackedHandJoint.PinkyDistalJoint; break;

            case HandJoint.LittleTip: trackedHandJoint = TrackedHandJoint.PinkyTip; break;

            default: trackedHandJoint = TrackedHandJoint.None; break;
            }

            return((int)trackedHandJoint);
        }