Beispiel #1
0
        /// <summary>
        /// Toggles hand joint visualization
        /// </summary>
        public void OnToggleHandJoint()
        {
            MixedRealityHandTrackingProfile handTrackingProfile = CoreServices.InputSystem?.InputSystemProfile?.HandTrackingProfile;

            if (handTrackingProfile != null)
            {
                handTrackingProfile.EnableHandJointVisualization = !handTrackingProfile.EnableHandJointVisualization;
            }
        }
Beispiel #2
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        public void InitializeHand(OVRHand ovrHand, OculusXRSDKDeviceManagerProfile deviceManagerSettings)
        {
            settingsProfile     = deviceManagerSettings;
            handTrackingProfile = CoreServices.InputSystem?.InputSystemProfile.HandTrackingProfile;

            handRenderer = ovrHand.GetComponent <Renderer>();
            UpdateHandMaterial(settingsProfile.CustomHandMaterial);
            pinchStrengthProp = Shader.PropertyToID(settingsProfile.PinchStrengthMaterialProperty);
        }
        void updateHandVisibility()
        {
            MixedRealityHandTrackingProfile handTrackingProfile = InputSystem?.InputSystemProfile?.HandTrackingProfile;

            if (handTrackingProfile != null)
            {
                handTrackingProfile.EnableHandMeshVisualization  = isHandMeshVisible;
                handTrackingProfile.EnableHandJointVisualization = isHandJointVisible;
            }
        }
        void updateHandVisibility()
        {
            MixedRealityHandTrackingProfile handTrackingProfile = MixedRealityToolkit.Instance.ActiveProfile.InputSystemProfile.HandTrackingProfile;

            if (handTrackingProfile != null)
            {
                handTrackingProfile.EnableHandMeshVisualization  = isHandMeshVisible;
                handTrackingProfile.EnableHandJointVisualization = isHandJointVisible;
            }
        }
Beispiel #5
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        // Start is called before the first frame update
        void Start()
        {
            profilerButton.IsToggled = (CoreServices.DiagnosticsSystem?.ShowProfiler).GetValueOrDefault(false);
            handRayButton.IsToggled  = PointerUtils.GetPointerBehavior <ShellHandRayPointer>(Handedness.Any, InputSourceType.Hand) != PointerBehavior.AlwaysOff;

            MixedRealityHandTrackingProfile handProfile = null;

            if (CoreServices.InputSystem?.InputSystemProfile != null)
            {
                handProfile = CoreServices.InputSystem.InputSystemProfile.HandTrackingProfile;
            }
            handMeshButton.IsToggled   = (handProfile != null) ? handProfile.EnableHandMeshVisualization : false;
            handJointsButton.IsToggled = (handProfile != null) ? handProfile.EnableHandJointVisualization : false;
        }
        public void TestEditorOnlyChanges()
        {
            MixedRealityHandTrackingProfile profile = ScriptableObject.CreateInstance <MixedRealityHandTrackingProfile>();

            profile.HandJointVisualizationModes = SupportedApplicationModes.Editor | SupportedApplicationModes.Player;
            profile.HandMeshVisualizationModes  = SupportedApplicationModes.Editor | SupportedApplicationModes.Player;

            // Since these tests run in the Unity editor, setting these to false should only clear the
            // SupportedApplicationModes.Editor from each of the Hand*VisualizationModes properties.
            profile.EnableHandJointVisualization = false;
            profile.EnableHandMeshVisualization  = false;

            Assert.AreEqual(SupportedApplicationModes.Player, profile.HandJointVisualizationModes);
            Assert.AreEqual(SupportedApplicationModes.Player, profile.HandMeshVisualizationModes);
        }
Beispiel #7
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        /// <summary>
        /// Toggles hand mesh visualization
        /// </summary>
        public void OnToggleHandMesh()
        {
            MixedRealityInputSystemProfile inputSystemProfile = CoreServices.InputSystem?.InputSystemProfile;

            if (inputSystemProfile == null)
            {
                return;
            }

            MixedRealityHandTrackingProfile handTrackingProfile = inputSystemProfile.HandTrackingProfile;

            if (handTrackingProfile != null)
            {
                handTrackingProfile.EnableHandMeshVisualization = !handTrackingProfile.EnableHandMeshVisualization;
            }
        }
Beispiel #8
0
        /// <summary>
        /// Turns the MRTK hand visualization off when the scene is loaded, to defer to the sample scene's representation.
        /// </summary>
        private void Start()
        {
            MixedRealityInputSystemProfile inputSystemProfile = CoreServices.InputSystem?.InputSystemProfile;

            if (inputSystemProfile == null)
            {
                return;
            }

            handTrackingProfile = inputSystemProfile.HandTrackingProfile;
            if (handTrackingProfile != null)
            {
                originalHandMeshVisualization  = handTrackingProfile.EnableHandMeshVisualization;
                originalHandJointVisualization = handTrackingProfile.EnableHandJointVisualization;
                handTrackingProfile.EnableHandMeshVisualization  = false;
                handTrackingProfile.EnableHandJointVisualization = false;
            }
        }
        public void UpdateHandMesh(SpatialInteractionSourceState sourceState)
        {
            using (UpdateHandMeshPerfMarker.Auto())
            {
                MixedRealityHandTrackingProfile handTrackingProfile = null;
                MixedRealityInputSystemProfile  inputSystemProfile  = CoreServices.InputSystem?.InputSystemProfile;
                if (inputSystemProfile != null)
                {
                    handTrackingProfile = inputSystemProfile.HandTrackingProfile;
                }

                if (handTrackingProfile == null || !handTrackingProfile.EnableHandMeshVisualization)
                {
                    // If hand mesh visualization is disabled make sure to destroy our hand mesh observer if it has already been created
                    if (handMeshObserver != null)
                    {
                        // Notify that hand mesh has been updated (cleared)
                        HandMeshInfo handMeshInfo = new HandMeshInfo();
                        CoreServices.InputSystem?.RaiseHandMeshUpdated(InputSource, Handedness, handMeshInfo);
                        hasRequestedHandMeshObserver = false;
                        handMeshObserver             = null;
                    }
                    return;
                }

                HandPose handPose = sourceState.TryGetHandPose();

                // Accessing the hand mesh data involves copying quite a bit of data, so only do it if application requests it.
                if (handMeshObserver == null && !hasRequestedHandMeshObserver)
                {
                    SetHandMeshObserver(sourceState);
                    hasRequestedHandMeshObserver = true;
                }

                if (handMeshObserver != null && handPose != null)
                {
                    if (handMeshTriangleIndices == null)
                    {
                        handMeshTriangleIndices      = new ushort[handMeshObserver.TriangleIndexCount];
                        handMeshTriangleIndicesUnity = new int[handMeshObserver.TriangleIndexCount];
                        handMeshObserver.GetTriangleIndices(handMeshTriangleIndices);

                        Array.Copy(handMeshTriangleIndices, handMeshTriangleIndicesUnity, (int)handMeshObserver.TriangleIndexCount);

                        // Compute neutral pose
                        Vector3[]           neutralPoseVertices     = new Vector3[handMeshObserver.VertexCount];
                        HandPose            neutralPose             = handMeshObserver.NeutralPose;
                        var                 neutralVertexAndNormals = new HandMeshVertex[handMeshObserver.VertexCount];
                        HandMeshVertexState handMeshVertexState     = handMeshObserver.GetVertexStateForPose(neutralPose);
                        handMeshVertexState.GetVertices(neutralVertexAndNormals);

                        Parallel.For(0, handMeshObserver.VertexCount, i =>
                        {
                            neutralVertexAndNormals[i].Position.ConvertToUnityVector3(ref neutralPoseVertices[i]);
                        });

                        // Compute UV mapping
                        InitializeUVs(neutralPoseVertices);
                    }

                    if (vertexAndNormals == null)
                    {
                        vertexAndNormals      = new HandMeshVertex[handMeshObserver.VertexCount];
                        handMeshVerticesUnity = new Vector3[handMeshObserver.VertexCount];
                        handMeshNormalsUnity  = new Vector3[handMeshObserver.VertexCount];
                    }

                    if (vertexAndNormals != null && handMeshTriangleIndices != null)
                    {
                        var handMeshVertexState = handMeshObserver.GetVertexStateForPose(handPose);
                        handMeshVertexState.GetVertices(vertexAndNormals);

                        var meshTransform = handMeshVertexState.CoordinateSystem.TryGetTransformTo(WindowsMixedRealityUtilities.SpatialCoordinateSystem);
                        if (meshTransform.HasValue)
                        {
                            System.Numerics.Matrix4x4.Decompose(meshTransform.Value,
                                                                out System.Numerics.Vector3 scale,
                                                                out System.Numerics.Quaternion rotation,
                                                                out System.Numerics.Vector3 translation);

                            Parallel.For(0, handMeshObserver.VertexCount, i =>
                            {
                                vertexAndNormals[i].Position.ConvertToUnityVector3(ref handMeshVerticesUnity[i]);
                                vertexAndNormals[i].Normal.ConvertToUnityVector3(ref handMeshNormalsUnity[i]);
                            });

                            /// Hands should follow the Playspace to accommodate teleporting, so fold in the Playspace transform.
                            Vector3    positionUnity = MixedRealityPlayspace.TransformPoint(translation.ToUnityVector3());
                            Quaternion rotationUnity = MixedRealityPlayspace.Rotation * rotation.ToUnityQuaternion();

                            HandMeshInfo handMeshInfo = new HandMeshInfo
                            {
                                vertices  = handMeshVerticesUnity,
                                normals   = handMeshNormalsUnity,
                                triangles = handMeshTriangleIndicesUnity,
                                uvs       = handMeshUVsUnity,
                                position  = positionUnity,
                                rotation  = rotationUnity
                            };

                            CoreServices.InputSystem?.RaiseHandMeshUpdated(InputSource, Handedness, handMeshInfo);
                        }
                    }
                }
            }
        }
 public void InitializeHand(OVRHand ovrHand, OculusXRSDKDeviceManagerProfile deviceManagerSettings)
 {
     settingsProfile     = deviceManagerSettings;
     handTrackingProfile = CoreServices.InputSystem?.InputSystemProfile.HandTrackingProfile;
 }
        /// <summary>
        /// Updates the current hand mesh based on the passed in state of the hand.
        /// </summary>
        /// <param name="sourceState">The current hand state.</param>
        public void UpdateHandMesh(SpatialInteractionSourceState sourceState)
        {
            MixedRealityHandTrackingProfile handTrackingProfile = null;
            MixedRealityInputSystemProfile  inputSystemProfile  = CoreServices.InputSystem?.InputSystemProfile;

            if (inputSystemProfile != null)
            {
                handTrackingProfile = inputSystemProfile.HandTrackingProfile;
            }

            if (handTrackingProfile == null || !handTrackingProfile.EnableHandMeshVisualization)
            {
                // If hand mesh visualization is disabled make sure to destroy our hand mesh observer if it has already been created
                if (handMeshObserver != null)
                {
                    // Notify that hand mesh has been updated (cleared)
                    HandMeshInfo handMeshInfo = new HandMeshInfo();
                    CoreServices.InputSystem?.RaiseHandMeshUpdated(inputSource, handedness, handMeshInfo);
                    hasRequestedHandMeshObserver = false;
                    handMeshObserver             = null;
                }
                return;
            }

            HandPose handPose = sourceState.TryGetHandPose();

            // Accessing the hand mesh data involves copying quite a bit of data, so only do it if application requests it.
            if (handMeshObserver == null && !hasRequestedHandMeshObserver)
            {
                SetHandMeshObserver(sourceState);
                hasRequestedHandMeshObserver = true;
            }

            if (handMeshObserver != null && handMeshTriangleIndices == null)
            {
                uint     indexCount = handMeshObserver.TriangleIndexCount;
                ushort[] indices    = new ushort[indexCount];
                handMeshObserver.GetTriangleIndices(indices);
                handMeshTriangleIndices = new int[indexCount];
                Array.Copy(indices, handMeshTriangleIndices, (int)handMeshObserver.TriangleIndexCount);

                // Compute neutral pose
                Vector3[]           neutralPoseVertices = new Vector3[handMeshObserver.VertexCount];
                HandPose            neutralPose         = handMeshObserver.NeutralPose;
                var                 vertexAndNormals    = new HandMeshVertex[handMeshObserver.VertexCount];
                HandMeshVertexState handMeshVertexState = handMeshObserver.GetVertexStateForPose(neutralPose);
                handMeshVertexState.GetVertices(vertexAndNormals);

                for (int i = 0; i < handMeshObserver.VertexCount; i++)
                {
                    neutralPoseVertices[i] = vertexAndNormals[i].Position.ToUnityVector3();
                }

                // Compute UV mapping
                InitializeUVs(neutralPoseVertices);
            }

            if (handPose != null && handMeshObserver != null && handMeshTriangleIndices != null)
            {
                var vertexAndNormals    = new HandMeshVertex[handMeshObserver.VertexCount];
                var handMeshVertexState = handMeshObserver.GetVertexStateForPose(handPose);
                handMeshVertexState.GetVertices(vertexAndNormals);

                var meshTransform = handMeshVertexState.CoordinateSystem.TryGetTransformTo(WindowsMixedRealityUtilities.SpatialCoordinateSystem);
                if (meshTransform.HasValue)
                {
                    System.Numerics.Vector3    scale;
                    System.Numerics.Quaternion rotation;
                    System.Numerics.Vector3    translation;
                    System.Numerics.Matrix4x4.Decompose(meshTransform.Value, out scale, out rotation, out translation);

                    var handMeshVertices = new Vector3[handMeshObserver.VertexCount];
                    var handMeshNormals  = new Vector3[handMeshObserver.VertexCount];

                    for (int i = 0; i < handMeshObserver.VertexCount; i++)
                    {
                        handMeshVertices[i] = vertexAndNormals[i].Position.ToUnityVector3();
                        handMeshNormals[i]  = vertexAndNormals[i].Normal.ToUnityVector3();
                    }

                    HandMeshInfo handMeshInfo = new HandMeshInfo
                    {
                        vertices  = handMeshVertices,
                        normals   = handMeshNormals,
                        triangles = handMeshTriangleIndices,
                        uvs       = handMeshUVs,
                        position  = translation.ToUnityVector3(),
                        rotation  = rotation.ToUnityQuaternion()
                    };

                    CoreServices.InputSystem?.RaiseHandMeshUpdated(inputSource, handedness, handMeshInfo);
                }
            }
        }