private MixedRealityPose GetPoseData(ref MlHandTracking.MLKeyPointState keyPoint, ref MlSnapshot.MLSnapshot snapshot) { var pose = poseIdentity; if (keyPoint.is_valid) { if (MlSnapshot.MLSnapshotGetTransform(snapshot, keyPoint.frame_id, ref tempTransform).IsOk) { pose.Position = tempTransform.position; } else { pose = poseIdentity; Debug.LogError($"{nameof(MlSnapshot.MLSnapshotGetTransform)} Failed!"); } } else { pose = poseIdentity; } return(pose); }
private void UpdateControllerData(MlInput.MLInputControllerState inputState, MlController.MLControllerState controllerState) { var lastState = TrackingState; lastControllerPose = currentControllerPose; var bestStream = controllerState.stream[0]; for (int i = 0; i < controllerState.stream.Length; i++) { if (!controllerState.stream[i].is_active) { continue; } if (bestStream.mode <= controllerState.stream[i].mode) { bestStream = controllerState.stream[i]; } } if (!MlPerception.MLPerceptionGetSnapshot(out var snapshot).IsOk) { Debug.LogError("Failed to get perception snapshot!"); } if (bestStream.is_active) { if (!MlSnapshot.MLSnapshotGetTransform(snapshot, bestStream.coord_frame_controller, ref controllerTransform).IsOk) { Debug.LogError($"Failed to get snapshot transform for controller {controllerState.controller_id}:{bestStream}"); } } if (!MlPerception.MLPerceptionReleaseSnapshot(snapshot).IsOk) { Debug.LogError("Failed to release perception snapshot!"); } if (inputState.type == MlInput.MLInputControllerType.Device) { // The source is either a hand or a controller that supports pointing. // We can now check for position and rotation. IsPositionAvailable = bestStream.mode > MlController.MLControllerMode.Imu3Dof; if (IsPositionAvailable) { IsPositionApproximate = controllerState.accuracy <= MlController.MLControllerCalibAccuracy.Medium; } else { IsPositionApproximate = false; } IsRotationAvailable = bestStream.is_active; // Devices are considered tracked if we receive position OR rotation data from the sensors. TrackingState = (IsPositionAvailable || IsRotationAvailable) ? TrackingState.Tracked : TrackingState.NotTracked; } else { // The input source does not support tracking. TrackingState = TrackingState.NotApplicable; } currentControllerPose.Position = controllerTransform.position; currentControllerPose.Rotation = controllerTransform.rotation; // Raise input system events if it is enabled. if (lastState != TrackingState) { InputSystem?.RaiseSourceTrackingStateChanged(InputSource, this, TrackingState); } if (TrackingState == TrackingState.Tracked && lastControllerPose != currentControllerPose) { if (IsPositionAvailable && IsRotationAvailable) { InputSystem?.RaiseSourcePoseChanged(InputSource, this, currentControllerPose); } else if (IsPositionAvailable && !IsRotationAvailable) { InputSystem?.RaiseSourcePositionChanged(InputSource, this, currentControllerPose.Position); } else if (!IsPositionAvailable && IsRotationAvailable) { InputSystem?.RaiseSourceRotationChanged(InputSource, this, currentControllerPose.Rotation); } } }