199 lines
8.9 KiB
C#
199 lines
8.9 KiB
C#
// Copyright (c) Microsoft Corporation.
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// Licensed under the MIT License.
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using Microsoft.MixedReality.Toolkit.Input;
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using Microsoft.MixedReality.Toolkit.Utilities;
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using System;
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#if WINDOWS_UWP
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using System.Threading.Tasks;
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using Unity.Profiling;
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using UnityEngine;
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using Windows.Perception.People;
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using Windows.UI.Input.Spatial;
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#endif // WINDOWS_UWP
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namespace Microsoft.MixedReality.Toolkit.WindowsMixedReality
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{
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/// <summary>
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/// Defines the additional data, like hand mesh, that an articulated hand on HoloLens 2 can provide.
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/// </summary>
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/// <remarks>This class is deprecated. Use WindowsMixedRealityHandMeshProvider instead.</remarks>
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[Obsolete("This class is deprecated. Use WindowsMixedRealityHandMeshProvider instead.")]
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public class WindowsMixedRealityArticulatedHandDefinition : ArticulatedHandDefinition
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{
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[Obsolete("This class is deprecated. Use WindowsMixedRealityHandMeshProvider instead.")]
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public WindowsMixedRealityArticulatedHandDefinition(IMixedRealityInputSource source, Handedness handedness) : base(source, handedness)
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{ }
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#if WINDOWS_UWP
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private HandMeshObserver handMeshObserver = null;
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private ushort[] handMeshTriangleIndices = null;
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private HandMeshVertex[] vertexAndNormals = null;
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private Vector3[] handMeshVerticesUnity = null;
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private Vector3[] handMeshNormalsUnity = null;
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private int[] handMeshTriangleIndicesUnity = null;
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private Vector2[] handMeshUVsUnity = null;
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private bool hasRequestedHandMeshObserver = false;
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private async void SetHandMeshObserver(SpatialInteractionSourceState sourceState)
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{
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handMeshObserver = await sourceState.Source.TryCreateHandMeshObserverAsync();
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}
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private void InitializeUVs(Vector3[] neutralPoseVertices)
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{
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if (neutralPoseVertices.Length == 0)
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{
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Debug.LogError("Loaded 0 verts for neutralPoseVertices");
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}
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float minY = neutralPoseVertices[0].y;
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float maxY = minY;
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for (int ix = 1; ix < neutralPoseVertices.Length; ix++)
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{
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Vector3 p = neutralPoseVertices[ix];
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if (p.y < minY)
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{
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minY = p.y;
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}
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else if (p.y > maxY)
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{
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maxY = p.y;
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}
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}
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float scale = 1.0f / (maxY - minY);
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handMeshUVsUnity = new Vector2[neutralPoseVertices.Length];
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for (int ix = 0; ix < neutralPoseVertices.Length; ix++)
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{
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Vector3 p = neutralPoseVertices[ix];
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handMeshUVsUnity[ix] = new Vector2(p.x * scale + 0.5f, (p.y - minY) * scale);
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}
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}
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private static readonly ProfilerMarker UpdateHandMeshPerfMarker = new ProfilerMarker("[MRTK] WindowsMixedRealityArticulatedHandDefinition.UpdateHandMesh");
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/// <summary>
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/// Updates the current hand mesh based on the passed in state of the hand.
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/// </summary>
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/// <param name="sourceState">The current hand state.</param>
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[Obsolete("This class is deprecated. Use WindowsMixedRealityHandMeshProvider.UpdateHandMesh instead.")]
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public void UpdateHandMesh(SpatialInteractionSourceState sourceState)
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{
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using (UpdateHandMeshPerfMarker.Auto())
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{
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MixedRealityHandTrackingProfile handTrackingProfile = null;
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MixedRealityInputSystemProfile inputSystemProfile = CoreServices.InputSystem?.InputSystemProfile;
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if (inputSystemProfile != null)
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{
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handTrackingProfile = inputSystemProfile.HandTrackingProfile;
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}
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if (handTrackingProfile == null || !handTrackingProfile.EnableHandMeshVisualization)
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{
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// If hand mesh visualization is disabled make sure to destroy our hand mesh observer if it has already been created
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if (handMeshObserver != null)
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{
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// Notify that hand mesh has been updated (cleared)
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HandMeshInfo handMeshInfo = new HandMeshInfo();
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CoreServices.InputSystem?.RaiseHandMeshUpdated(InputSource, Handedness, handMeshInfo);
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hasRequestedHandMeshObserver = false;
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handMeshObserver = null;
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}
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return;
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}
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HandPose handPose = sourceState.TryGetHandPose();
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// Accessing the hand mesh data involves copying quite a bit of data, so only do it if application requests it.
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if (handMeshObserver == null && !hasRequestedHandMeshObserver)
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{
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SetHandMeshObserver(sourceState);
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hasRequestedHandMeshObserver = true;
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}
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if (handMeshObserver != null && handPose != null)
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{
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if (handMeshTriangleIndices == null)
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{
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handMeshTriangleIndices = new ushort[handMeshObserver.TriangleIndexCount];
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handMeshTriangleIndicesUnity = new int[handMeshObserver.TriangleIndexCount];
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handMeshObserver.GetTriangleIndices(handMeshTriangleIndices);
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Array.Copy(handMeshTriangleIndices, handMeshTriangleIndicesUnity, (int)handMeshObserver.TriangleIndexCount);
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// Compute neutral pose
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Vector3[] neutralPoseVertices = new Vector3[handMeshObserver.VertexCount];
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HandPose neutralPose = handMeshObserver.NeutralPose;
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var neutralVertexAndNormals = new HandMeshVertex[handMeshObserver.VertexCount];
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HandMeshVertexState handMeshVertexState = handMeshObserver.GetVertexStateForPose(neutralPose);
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handMeshVertexState.GetVertices(neutralVertexAndNormals);
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Parallel.For(0, handMeshObserver.VertexCount, i =>
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{
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neutralVertexAndNormals[i].Position.ConvertToUnityVector3(ref neutralPoseVertices[i]);
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});
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// Compute UV mapping
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InitializeUVs(neutralPoseVertices);
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}
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if (vertexAndNormals == null)
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{
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vertexAndNormals = new HandMeshVertex[handMeshObserver.VertexCount];
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handMeshVerticesUnity = new Vector3[handMeshObserver.VertexCount];
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handMeshNormalsUnity = new Vector3[handMeshObserver.VertexCount];
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}
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if (vertexAndNormals != null && handMeshTriangleIndices != null)
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{
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var handMeshVertexState = handMeshObserver.GetVertexStateForPose(handPose);
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handMeshVertexState.GetVertices(vertexAndNormals);
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var meshTransform = handMeshVertexState.CoordinateSystem.TryGetTransformTo(WindowsMixedRealityUtilities.SpatialCoordinateSystem);
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if (meshTransform.HasValue)
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{
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System.Numerics.Matrix4x4.Decompose(meshTransform.Value,
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out System.Numerics.Vector3 scale,
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out System.Numerics.Quaternion rotation,
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out System.Numerics.Vector3 translation);
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Parallel.For(0, handMeshObserver.VertexCount, i =>
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{
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vertexAndNormals[i].Position.ConvertToUnityVector3(ref handMeshVerticesUnity[i]);
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vertexAndNormals[i].Normal.ConvertToUnityVector3(ref handMeshNormalsUnity[i]);
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});
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/// Hands should follow the Playspace to accommodate teleporting, so fold in the Playspace transform.
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Vector3 positionUnity = MixedRealityPlayspace.TransformPoint(translation.ToUnityVector3());
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Quaternion rotationUnity = MixedRealityPlayspace.Rotation * rotation.ToUnityQuaternion();
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HandMeshInfo handMeshInfo = new HandMeshInfo
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{
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vertices = handMeshVerticesUnity,
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normals = handMeshNormalsUnity,
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triangles = handMeshTriangleIndicesUnity,
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uvs = handMeshUVsUnity,
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position = positionUnity,
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rotation = rotationUnity
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};
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CoreServices.InputSystem?.RaiseHandMeshUpdated(InputSource, Handedness, handMeshInfo);
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}
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}
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}
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}
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}
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#endif // WINDOWS_UWP
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}
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}
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