/// <summary>
            /// Update this hand's internal state with the Mixed Reality OpenXR HandJointLocation array.
            /// </summary>
            /// <param name="locations">The locations from a <see cref="HandTracker"/>.</param>
            public void UpdateHandJoints(HandJointLocation[] locations)
            {
                // If the hand was previously disabled, this is the first new update and it should be re-enabled
                if (!handRoot.activeSelf)
                {
                    handRoot.SetActive(true);
                }

                foreach (HandJoint handJoint in HandJoints)
                {
                    if (!handJointGameObjects.ContainsKey(handJoint))
                    {
                        if (InstantiateJointPrefab(out GameObject jointObject))
                        {
                            ColorJointObject(jointObject, handJoint, GetIndexOnFinger(handJoint));
                        }
                        handJointGameObjects[handJoint] = jointObject;
                    }

                    GameObject        handJointGameObject = handJointGameObjects[handJoint];
                    HandJointLocation handJointLocation   = locations[(int)handJoint];
                    handJointGameObject.transform.SetPositionAndRotation(handJointLocation.Pose.position, handJointLocation.Pose.rotation);
                    handJointGameObject.transform.localScale = Vector3.one * handJointLocation.Radius;
                }
            }
Exemple #2
0
    private void Apply(Transform jointTransform, HandJoint joint)
    {
        if (jointTransform == null)
        {
            return;
        }
        HandJointLocation location = handJointLocations[(int)joint];
        Quaternion        rot      = location.Pose.rotation * Reorientation(handProxy);

        jointTransform.rotation = rot;
    }
Exemple #3
0
    private void ApplyWrist(Transform jointTransform, HandJoint joint)
    {
        if (jointTransform == null)
        {
            return;
        }
        HandJointLocation location = handJointLocations[(int)joint];
        Quaternion        rot      = location.Pose.rotation * Reorientation(handProxy);
        Vector3           pos      = location.Pose.position;

        jointTransform.SetPositionAndRotation(pos, rot);
    }
Exemple #4
0
        public void UpdateHandJoints(Hand hand, ref MixedRealityPose[] jointPoses)
        {
#if MSFT_OPENXR && (UNITY_STANDALONE_WIN || UNITY_WSA)
            if (handTracker != null && handTracker.TryLocateHandJoints(FrameTime.OnUpdate, locations))
            {
                if (jointPoses == null)
                {
                    jointPoses = new MixedRealityPose[ArticulatedHandPose.JointCount];
                }

                foreach (HandJoint handJoint in HandJoints)
                {
                    HandJointLocation handJointLocation = locations[(int)handJoint];

                    // We want input sources to follow the playspace, so fold in the playspace transform here to
                    // put the pose into world space.
                    Vector3    position = MixedRealityPlayspace.TransformPoint(handJointLocation.Pose.position);
                    Quaternion rotation = MixedRealityPlayspace.Rotation * handJointLocation.Pose.rotation;

                    jointPoses[ConvertToArrayIndex(handJoint)] = new MixedRealityPose(position, rotation);
                }
#else
            if (jointPoses == null)
            {
                jointPoses = new MixedRealityPose[ArticulatedHandPose.JointCount];
            }

            foreach (HandFinger finger in HandFingers)
            {
                if (hand.TryGetRootBone(out Bone rootBone) && TryReadHandJoint(rootBone, out MixedRealityPose rootPose))
                {
                    jointPoses[(int)TrackedHandJoint.Palm] = rootPose;
                }

                if (hand.TryGetFingerBones(finger, fingerBones))
                {
                    for (int i = 0; i < fingerBones.Count; i++)
                    {
                        if (TryReadHandJoint(fingerBones[i], out MixedRealityPose pose))
                        {
                            jointPoses[ConvertToArrayIndex(finger, i)] = pose;
                        }
                    }
                }
#endif // MSFT_OPENXR && (UNITY_STANDALONE_WIN || UNITY_WSA)
            }
        }
        /// <summary>
        /// Update the hand data from the device.
        /// </summary>
        /// <param name="interactionSourceState">The InteractionSourceState retrieved from the platform.</param>
        private void UpdateHandData(InputDevice inputDevice)
        {
            using (UpdateHandDataPerfMarker.Auto())
            {
#if MSFT_OPENXR
                if (handTracker != null && handTracker.TryLocateHandJoints(FrameTime.OnUpdate, locations))
                {
                    foreach (HandJoint handJoint in HandJoints)
                    {
                        HandJointLocation handJointLocation = locations[(int)handJoint];

                        // We want input sources to follow the playspace, so fold in the playspace transform here to
                        // put the pose into world space.
                        Vector3    position = MixedRealityPlayspace.TransformPoint(handJointLocation.Position);
                        Quaternion rotation = MixedRealityPlayspace.Rotation * handJointLocation.Rotation;

                        unityJointPoses[ConvertToTrackedHandJoint(handJoint)] = new MixedRealityPose(position, rotation);
                    }
#else
                if (inputDevice.TryGetFeatureValue(CommonUsages.handData, out Hand hand))
                {
                    foreach (HandFinger finger in handFingers)
                    {
                        if (hand.TryGetRootBone(out Bone rootBone))
                        {
                            ReadHandJoint(TrackedHandJoint.Wrist, rootBone);
                        }

                        if (hand.TryGetFingerBones(finger, fingerBones))
                        {
                            for (int i = 0; i < fingerBones.Count; i++)
                            {
                                ReadHandJoint(ConvertToTrackedHandJoint(finger, i), fingerBones[i]);
                            }
                        }
                    }
#endif // MSFT_OPENXR

                    handDefinition?.UpdateHandJoints(unityJointPoses);
                }
            }
        }
        public void UpdateHandJoints(InputDevice inputDevice, Dictionary <TrackedHandJoint, MixedRealityPose> jointPoses)
        {
#if MSFT_OPENXR && (UNITY_STANDALONE_WIN || UNITY_WSA)
            if (handTracker != null && handTracker.TryLocateHandJoints(FrameTime.OnUpdate, locations))
            {
                foreach (HandJoint handJoint in HandJoints)
                {
                    HandJointLocation handJointLocation = locations[(int)handJoint];

                    // We want input sources to follow the playspace, so fold in the playspace transform here to
                    // put the pose into world space.
                    Vector3    position = MixedRealityPlayspace.TransformPoint(handJointLocation.Pose.position);
                    Quaternion rotation = MixedRealityPlayspace.Rotation * handJointLocation.Pose.rotation;

                    jointPoses[ConvertToTrackedHandJoint(handJoint)] = new MixedRealityPose(position, rotation);
                }
#else
            if (inputDevice.TryGetFeatureValue(CommonUsages.handData, out Hand hand))
            {
                foreach (HandFinger finger in HandFingers)
                {
                    if (hand.TryGetRootBone(out Bone rootBone) && TryReadHandJoint(rootBone, out MixedRealityPose rootPose))
                    {
                        jointPoses[TrackedHandJoint.Palm] = rootPose;
                    }

                    if (hand.TryGetFingerBones(finger, fingerBones))
                    {
                        for (int i = 0; i < fingerBones.Count; i++)
                        {
                            if (TryReadHandJoint(fingerBones[i], out MixedRealityPose pose))
                            {
                                jointPoses[ConvertToTrackedHandJoint(finger, i)] = pose;
                            }
                        }
                    }
                }
#endif // MSFT_OPENXR && (UNITY_STANDALONE_WIN || UNITY_WSA)
            }
        }