Esempio n. 1
0
        /// <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 WINDOWS_UWP && WMR_ENABLED
                XRSDKSubsystemHelpers.InputSubsystem?.GetCurrentSourceStates(states);

                foreach (SpatialInteractionSourceState sourceState in states)
                {
                    if (sourceState.Source.Handedness.ToMRTKHandedness() == ControllerHandedness)
                    {
                        handDefinition?.UpdateHandMesh(sourceState);
                        break;
                    }
                }
#endif // WINDOWS_UWP && WMR_ENABLED

                Hand hand;
                if (inputDevice.TryGetFeatureValue(CommonUsages.handData, out hand))
                {
                    foreach (HandFinger finger in handFingers)
                    {
                        if (hand.TryGetFingerBones(finger, fingerBones))
                        {
                            for (int i = 0; i < fingerBones.Count; i++)
                            {
                                TrackedHandJoint trackedHandJoint = ConvertToTrackedHandJoint(finger, i);
                                Bone             bone             = fingerBones[i];

                                Vector3    position = Vector3.zero;
                                Quaternion rotation = Quaternion.identity;

                                bool positionAvailable = bone.TryGetPosition(out position);
                                bool rotationAvailable = bone.TryGetRotation(out rotation);

                                // If either position or rotation is available, use both pieces of data given.
                                // This might result in using a zeroed out position or rotation. Most likely,
                                // either both are available or both are unavailable.
                                if (positionAvailable || rotationAvailable)
                                {
                                    // We want input sources to follow the playspace, so fold in the playspace transform here to
                                    // put the controller pose into world space.
                                    position = MixedRealityPlayspace.TransformPoint(position);
                                    rotation = MixedRealityPlayspace.Rotation * rotation;

                                    unityJointPoses[trackedHandJoint] = new MixedRealityPose(position, rotation);
                                }
                            }

                            // Unity doesn't provide a palm joint, so we synthesize one here
                            MixedRealityPose palmPose = CurrentControllerPose;
                            palmPose.Rotation *= (ControllerHandedness == Handedness.Left ? leftPalmOffset : rightPalmOffset);
                            unityJointPoses[TrackedHandJoint.Palm] = palmPose;
                        }
                    }

                    handDefinition?.UpdateHandJoints(unityJointPoses);
                }
            }
        }
Esempio n. 2
0
        /// <summary>
        /// Update the hand data from the device.
        /// </summary>
        /// <param name="interactionSourceState">The InteractionSourceState retrieved from the platform.</param>
        private void UpdateHandData(InteractionSourceState interactionSourceState)
        {
#if WINDOWS_UWP || DOTNETWINRT_PRESENT
            // Articulated hand support is only present in the 18362 version and beyond Windows
            // SDK (which contains the V8 drop of the Universal API Contract). In particular,
            // the HandPose related APIs are only present on this version and above.
            if (!articulatedHandApiAvailable)
            {
                return;
            }

            Profiler.BeginSample("[MRTK] WindowsMixedRealityArticulatedHand.UpdateHandData");

            PerceptionTimestamp perceptionTimestamp = PerceptionTimestampHelper.FromHistoricalTargetTime(DateTimeOffset.Now);
            IReadOnlyList <SpatialInteractionSourceState> sources = SpatialInteractionManager?.GetDetectedSourcesAtTimestamp(perceptionTimestamp);
            foreach (SpatialInteractionSourceState sourceState in sources)
            {
                if (sourceState.Source.Id.Equals(interactionSourceState.source.id))
                {
#if WINDOWS_UWP
                    handDefinition?.UpdateHandMesh(sourceState);
#endif // WINDOWS_UWP

                    HandPose handPose = sourceState.TryGetHandPose();

                    if (handPose != null && handPose.TryGetJoints(WindowsMixedRealityUtilities.SpatialCoordinateSystem, jointIndices, jointPoses))
                    {
                        for (int i = 0; i < jointPoses.Length; i++)
                        {
                            Vector3    jointPosition    = jointPoses[i].Position.ToUnityVector3();
                            Quaternion jointOrientation = jointPoses[i].Orientation.ToUnityQuaternion();

                            // We want the joints to follow the playspace, so fold in the playspace transform here to
                            // put the joint pose into world space.
                            jointPosition    = MixedRealityPlayspace.TransformPoint(jointPosition);
                            jointOrientation = MixedRealityPlayspace.Rotation * jointOrientation;

                            TrackedHandJoint handJoint = ConvertHandJointKindToTrackedHandJoint(jointIndices[i]);

                            if (handJoint == TrackedHandJoint.IndexTip)
                            {
                                lastIndexTipRadius = jointPoses[i].Radius;
                            }

                            unityJointPoses[handJoint] = new MixedRealityPose(jointPosition, jointOrientation);
                        }

                        handDefinition?.UpdateHandJoints(unityJointPoses);
                    }
                    break;
                }
            }

            Profiler.EndSample(); // UpdateHandData
#endif // WINDOWS_UWP || DOTNETWINRT_PRESENT
        }
Esempio n. 3
0
        /// <summary>
        /// Update the hand data from the device.
        /// </summary>
        /// <param name="interactionSourceState">The InteractionSourceState retrieved from the platform.</param>
        private void UpdateHandData(InputDevice inputDevice)
        {
            Profiler.BeginSample("[MRTK] WindowsMixedRealityXRSDKArticulatdHand.UpdateHandData");

#if WINDOWS_UWP && WMR_ENABLED
            XRSDKSubsystemHelpers.InputSubsystem?.GetCurrentSourceStates(states);

            foreach (SpatialInteractionSourceState sourceState in states)
            {
                if (sourceState.Source.Handedness.ToMRTKHandedness() == ControllerHandedness)
                {
                    handDefinition?.UpdateHandMesh(sourceState);
                    break;
                }
            }
#endif // WINDOWS_UWP && WMR_ENABLED

            Hand hand;
            if (inputDevice.TryGetFeatureValue(CommonUsages.handData, out hand))
            {
                foreach (HandFinger finger in handFingers)
                {
                    if (hand.TryGetFingerBones(finger, fingerBones))
                    {
                        for (int i = 0; i < fingerBones.Count; i++)
                        {
                            TrackedHandJoint trackedHandJoint = ConvertToTrackedHandJoint(finger, i);
                            Bone             bone             = fingerBones[i];

                            Vector3    position = Vector3.zero;
                            Quaternion rotation = Quaternion.identity;

                            if (bone.TryGetPosition(out position) || bone.TryGetRotation(out rotation))
                            {
                                // We want input sources to follow the playspace, so fold in the playspace transform here to
                                // put the controller pose into world space.
                                position = MixedRealityPlayspace.TransformPoint(position);
                                rotation = MixedRealityPlayspace.Rotation * rotation;

                                unityJointPoses[trackedHandJoint] = new MixedRealityPose(position, rotation);
                            }
                        }

                        // Unity doesn't provide a palm joint, so we synthesize one here
                        MixedRealityPose palmPose = CurrentControllerPose;
                        palmPose.Rotation *= (ControllerHandedness == Handedness.Left ? leftPalmOffset : rightPalmOffset);
                        unityJointPoses[TrackedHandJoint.Palm] = palmPose;
                    }
                }

                handDefinition?.UpdateHandJoints(unityJointPoses);
            }

            Profiler.EndSample(); // UpdateHandData
        }