mixedreality/com.microsoft.mixedreality..../Providers/OpenXR/Scripts/OpenXRHandJointProvider.cs

177 lines
8.6 KiB
C#

// Copyright (c) Microsoft Corporation.
// Licensed under the MIT License.
using Microsoft.MixedReality.Toolkit.Utilities;
using System;
using UnityEngine;
using UnityEngine.XR;
#if MSFT_OPENXR && (UNITY_STANDALONE_WIN || UNITY_WSA)
using Microsoft.MixedReality.OpenXR;
#else
using System.Collections.Generic;
#endif
namespace Microsoft.MixedReality.Toolkit.XRSDK.OpenXR
{
internal class OpenXRHandJointProvider
{
public OpenXRHandJointProvider(Utilities.Handedness handedness)
{
#if MSFT_OPENXR && (UNITY_STANDALONE_WIN || UNITY_WSA)
handTracker = handedness == Utilities.Handedness.Left ? HandTracker.Left : HandTracker.Right;
#endif // MSFT_OPENXR && (UNITY_STANDALONE_WIN || UNITY_WSA)
}
#if MSFT_OPENXR && (UNITY_STANDALONE_WIN || UNITY_WSA)
private static readonly HandJoint[] HandJoints = Enum.GetValues(typeof(HandJoint)) as HandJoint[];
private readonly HandTracker handTracker = null;
private readonly HandJointLocation[] locations = new HandJointLocation[HandTracker.JointCount];
#else
private static readonly HandFinger[] HandFingers = Enum.GetValues(typeof(HandFinger)) as HandFinger[];
private readonly List<Bone> fingerBones = new List<Bone>();
#endif // MSFT_OPENXR && (UNITY_STANDALONE_WIN || UNITY_WSA)
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)
}
}
#if MSFT_OPENXR && (UNITY_STANDALONE_WIN || UNITY_WSA)
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;
}
#else
private bool TryReadHandJoint(Bone bone, out MixedRealityPose pose)
{
bool positionAvailable = bone.TryGetPosition(out Vector3 position);
bool rotationAvailable = bone.TryGetRotation(out Quaternion rotation);
if (positionAvailable && rotationAvailable)
{
// We want input sources to follow the playspace, so fold in the playspace transform here to
// put the pose into world space.
position = MixedRealityPlayspace.TransformPoint(position);
rotation = MixedRealityPlayspace.Rotation * rotation;
pose = new MixedRealityPose(position, rotation);
return true;
}
pose = MixedRealityPose.ZeroIdentity;
return false;
}
/// <summary>
/// Converts a Unity finger bone into an MRTK hand joint.
/// </summary>
/// <remarks>
/// For HoloLens 2, Unity provides four joints for the thumb and five joints for other fingers, in index order of metacarpal (0) to tip (4).
/// The wrist joint is provided as the hand root bone.
/// </remarks>
/// <param name="finger">The Unity classification of the current finger.</param>
/// <param name="index">The Unity index of the current finger bone.</param>
/// <returns>The current Unity finger bone converted into an MRTK joint.</returns>
private int ConvertToArrayIndex(HandFinger finger, int index)
{
TrackedHandJoint trackedHandJoint;
switch (finger)
{
case HandFinger.Thumb: trackedHandJoint = (index == 0) ? TrackedHandJoint.Wrist : TrackedHandJoint.ThumbMetacarpalJoint + index - 1; break;
case HandFinger.Index: trackedHandJoint = TrackedHandJoint.IndexMetacarpal + index; break;
case HandFinger.Middle: trackedHandJoint = TrackedHandJoint.MiddleMetacarpal + index; break;
case HandFinger.Ring: trackedHandJoint = TrackedHandJoint.RingMetacarpal + index; break;
case HandFinger.Pinky: trackedHandJoint = TrackedHandJoint.PinkyMetacarpal + index; break;
default: trackedHandJoint = TrackedHandJoint.None; break;
}
return (int)trackedHandJoint;
}
#endif // MSFT_OPENXR && (UNITY_STANDALONE_WIN || UNITY_WSA)
}
}