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3
Assets/Samples/XR Hands/1.1.0/HandVisualizer/README.md
Normal file
3
Assets/Samples/XR Hands/1.1.0/HandVisualizer/README.md
Normal file
|
@ -0,0 +1,3 @@
|
|||
# Hand Visualizer Sample
|
||||
|
||||
Demonstrates driving meshes and free-floating debug-draw objects on an XR Origin by using `XRHandSubsystem`.
|
|
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@ -0,0 +1,548 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Unity.XR.CoreUtils;
|
||||
|
||||
namespace UnityEngine.XR.Hands.Samples.VisualizerSample
|
||||
{
|
||||
public class HandVisualizer : MonoBehaviour
|
||||
{
|
||||
public enum VelocityType
|
||||
{
|
||||
Linear,
|
||||
Angular,
|
||||
None,
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("If this is enabled, this component will enable the Input System internal feature flag 'USE_OPTIMIZED_CONTROLS'. You must have at least version 1.5.0 of the Input System and have its backend enabled for this to take effect.")]
|
||||
bool m_UseOptimizedControls;
|
||||
|
||||
[SerializeField]
|
||||
XROrigin m_Origin;
|
||||
|
||||
[SerializeField]
|
||||
GameObject m_LeftHandMesh;
|
||||
|
||||
[SerializeField]
|
||||
GameObject m_RightHandMesh;
|
||||
|
||||
[SerializeField]
|
||||
Material m_HandMeshMaterial;
|
||||
|
||||
public bool drawMeshes
|
||||
{
|
||||
get => m_DrawMeshes;
|
||||
set => m_DrawMeshes = value;
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
bool m_DrawMeshes;
|
||||
bool m_PreviousDrawMeshes;
|
||||
|
||||
[SerializeField]
|
||||
GameObject m_DebugDrawPrefab;
|
||||
|
||||
public bool debugDrawJoints
|
||||
{
|
||||
get => m_DebugDrawJoints;
|
||||
set => m_DebugDrawJoints = value;
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
bool m_DebugDrawJoints;
|
||||
bool m_PreviousDebugDrawJoints;
|
||||
|
||||
[SerializeField]
|
||||
GameObject m_VelocityPrefab;
|
||||
|
||||
public VelocityType velocityType
|
||||
{
|
||||
get => m_VelocityType;
|
||||
set => m_VelocityType = value;
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
VelocityType m_VelocityType;
|
||||
VelocityType m_PreviousVelocityType;
|
||||
|
||||
XRHandSubsystem m_Subsystem;
|
||||
HandGameObjects m_LeftHandGameObjects;
|
||||
HandGameObjects m_RightHandGameObjects;
|
||||
|
||||
static readonly List<XRHandSubsystem> s_SubsystemsReuse = new List<XRHandSubsystem>();
|
||||
|
||||
protected void Awake()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
if (m_UseOptimizedControls)
|
||||
InputSystem.InputSystem.settings.SetInternalFeatureFlag("USE_OPTIMIZED_CONTROLS", true);
|
||||
#endif // ENABLE_INPUT_SYSTEM
|
||||
}
|
||||
|
||||
protected void OnEnable()
|
||||
{
|
||||
if (m_Subsystem == null)
|
||||
return;
|
||||
|
||||
UpdateRenderingVisibility(m_LeftHandGameObjects, m_Subsystem.leftHand.isTracked);
|
||||
UpdateRenderingVisibility(m_RightHandGameObjects, m_Subsystem.rightHand.isTracked);
|
||||
}
|
||||
|
||||
protected void OnDisable()
|
||||
{
|
||||
if (m_Subsystem != null)
|
||||
{
|
||||
m_Subsystem.trackingAcquired -= OnTrackingAcquired;
|
||||
m_Subsystem.trackingLost -= OnTrackingLost;
|
||||
m_Subsystem.updatedHands -= OnUpdatedHands;
|
||||
m_Subsystem = null;
|
||||
}
|
||||
|
||||
UpdateRenderingVisibility(m_LeftHandGameObjects, false);
|
||||
UpdateRenderingVisibility(m_RightHandGameObjects, false);
|
||||
}
|
||||
|
||||
protected void OnDestroy()
|
||||
{
|
||||
if (m_LeftHandGameObjects != null)
|
||||
{
|
||||
m_LeftHandGameObjects.OnDestroy();
|
||||
m_LeftHandGameObjects = null;
|
||||
}
|
||||
|
||||
if (m_RightHandGameObjects != null)
|
||||
{
|
||||
m_RightHandGameObjects.OnDestroy();
|
||||
m_RightHandGameObjects = null;
|
||||
}
|
||||
}
|
||||
|
||||
protected void Update()
|
||||
{
|
||||
if (m_Subsystem != null)
|
||||
return;
|
||||
|
||||
SubsystemManager.GetSubsystems(s_SubsystemsReuse);
|
||||
if (s_SubsystemsReuse.Count == 0)
|
||||
return;
|
||||
|
||||
m_Subsystem = s_SubsystemsReuse[0];
|
||||
|
||||
if (m_LeftHandGameObjects == null)
|
||||
{
|
||||
m_LeftHandGameObjects = new HandGameObjects(
|
||||
Handedness.Left,
|
||||
transform,
|
||||
m_LeftHandMesh,
|
||||
m_HandMeshMaterial,
|
||||
m_DebugDrawPrefab,
|
||||
m_VelocityPrefab);
|
||||
}
|
||||
|
||||
if (m_RightHandGameObjects == null)
|
||||
{
|
||||
m_RightHandGameObjects = new HandGameObjects(
|
||||
Handedness.Right,
|
||||
transform,
|
||||
m_RightHandMesh,
|
||||
m_HandMeshMaterial,
|
||||
m_DebugDrawPrefab,
|
||||
m_VelocityPrefab);
|
||||
}
|
||||
|
||||
UpdateRenderingVisibility(m_LeftHandGameObjects, m_Subsystem.leftHand.isTracked);
|
||||
UpdateRenderingVisibility(m_RightHandGameObjects, m_Subsystem.rightHand.isTracked);
|
||||
|
||||
m_PreviousDrawMeshes = m_DrawMeshes;
|
||||
m_PreviousDebugDrawJoints = m_DebugDrawJoints;
|
||||
m_PreviousVelocityType = m_VelocityType;
|
||||
|
||||
m_Subsystem.trackingAcquired += OnTrackingAcquired;
|
||||
m_Subsystem.trackingLost += OnTrackingLost;
|
||||
m_Subsystem.updatedHands += OnUpdatedHands;
|
||||
}
|
||||
|
||||
void UpdateRenderingVisibility(HandGameObjects handGameObjects, bool isTracked)
|
||||
{
|
||||
if (handGameObjects == null)
|
||||
return;
|
||||
|
||||
handGameObjects.ToggleDrawMesh(m_DrawMeshes && isTracked);
|
||||
handGameObjects.ToggleDebugDrawJoints(m_DebugDrawJoints && isTracked);
|
||||
handGameObjects.SetVelocityType(isTracked ? m_VelocityType : VelocityType.None);
|
||||
}
|
||||
|
||||
void OnTrackingAcquired(XRHand hand)
|
||||
{
|
||||
switch (hand.handedness)
|
||||
{
|
||||
case Handedness.Left:
|
||||
UpdateRenderingVisibility(m_LeftHandGameObjects, true);
|
||||
break;
|
||||
|
||||
case Handedness.Right:
|
||||
UpdateRenderingVisibility(m_RightHandGameObjects, true);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void OnTrackingLost(XRHand hand)
|
||||
{
|
||||
switch (hand.handedness)
|
||||
{
|
||||
case Handedness.Left:
|
||||
UpdateRenderingVisibility(m_LeftHandGameObjects, false);
|
||||
break;
|
||||
|
||||
case Handedness.Right:
|
||||
UpdateRenderingVisibility(m_RightHandGameObjects, false);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void OnUpdatedHands(XRHandSubsystem subsystem, XRHandSubsystem.UpdateSuccessFlags updateSuccessFlags, XRHandSubsystem.UpdateType updateType)
|
||||
{
|
||||
// We have no game logic depending on the Transforms, so early out here
|
||||
// (add game logic before this return here, directly querying from
|
||||
// subsystem.leftHand and subsystem.rightHand using GetJoint on each hand)
|
||||
if (updateType == XRHandSubsystem.UpdateType.Dynamic)
|
||||
return;
|
||||
|
||||
bool leftHandTracked = subsystem.leftHand.isTracked;
|
||||
bool rightHandTracked = subsystem.rightHand.isTracked;
|
||||
|
||||
if (m_PreviousDrawMeshes != m_DrawMeshes)
|
||||
{
|
||||
m_LeftHandGameObjects.ToggleDrawMesh(m_DrawMeshes && leftHandTracked);
|
||||
m_RightHandGameObjects.ToggleDrawMesh(m_DrawMeshes && rightHandTracked);
|
||||
m_PreviousDrawMeshes = m_DrawMeshes;
|
||||
}
|
||||
|
||||
if (m_PreviousDebugDrawJoints != m_DebugDrawJoints)
|
||||
{
|
||||
m_LeftHandGameObjects.ToggleDebugDrawJoints(m_DebugDrawJoints && leftHandTracked);
|
||||
m_RightHandGameObjects.ToggleDebugDrawJoints(m_DebugDrawJoints && rightHandTracked);
|
||||
m_PreviousDebugDrawJoints = m_DebugDrawJoints;
|
||||
}
|
||||
|
||||
if (m_PreviousVelocityType != m_VelocityType)
|
||||
{
|
||||
m_LeftHandGameObjects.SetVelocityType(leftHandTracked ? m_VelocityType : VelocityType.None);
|
||||
m_RightHandGameObjects.SetVelocityType(rightHandTracked ? m_VelocityType : VelocityType.None);
|
||||
m_PreviousVelocityType = m_VelocityType;
|
||||
}
|
||||
|
||||
m_LeftHandGameObjects.UpdateJoints(
|
||||
m_Origin,
|
||||
subsystem.leftHand,
|
||||
(updateSuccessFlags & XRHandSubsystem.UpdateSuccessFlags.LeftHandJoints) != 0,
|
||||
m_DrawMeshes,
|
||||
m_DebugDrawJoints,
|
||||
m_VelocityType);
|
||||
|
||||
if ((updateSuccessFlags & XRHandSubsystem.UpdateSuccessFlags.LeftHandRootPose) != 0)
|
||||
m_LeftHandGameObjects.UpdateRootPose(subsystem.leftHand);
|
||||
|
||||
m_RightHandGameObjects.UpdateJoints(
|
||||
m_Origin,
|
||||
subsystem.rightHand,
|
||||
(updateSuccessFlags & XRHandSubsystem.UpdateSuccessFlags.RightHandJoints) != 0,
|
||||
m_DrawMeshes,
|
||||
m_DebugDrawJoints,
|
||||
m_VelocityType);
|
||||
|
||||
if ((updateSuccessFlags & XRHandSubsystem.UpdateSuccessFlags.RightHandRootPose) != 0)
|
||||
m_RightHandGameObjects.UpdateRootPose(subsystem.rightHand);
|
||||
}
|
||||
|
||||
class HandGameObjects
|
||||
{
|
||||
GameObject m_HandRoot;
|
||||
GameObject m_DrawJointsParent;
|
||||
|
||||
Transform[] m_JointXforms = new Transform[XRHandJointID.EndMarker.ToIndex()];
|
||||
GameObject[] m_DrawJoints = new GameObject[XRHandJointID.EndMarker.ToIndex()];
|
||||
GameObject[] m_VelocityParents = new GameObject[XRHandJointID.EndMarker.ToIndex()];
|
||||
LineRenderer[] m_Lines = new LineRenderer[XRHandJointID.EndMarker.ToIndex()];
|
||||
bool m_IsTracked;
|
||||
|
||||
static Vector3[] s_LinePointsReuse = new Vector3[2];
|
||||
const float k_LineWidth = 0.005f;
|
||||
|
||||
public HandGameObjects(
|
||||
Handedness handedness,
|
||||
Transform parent,
|
||||
GameObject meshPrefab,
|
||||
Material meshMaterial,
|
||||
GameObject debugDrawPrefab,
|
||||
GameObject velocityPrefab)
|
||||
{
|
||||
void AssignJoint(
|
||||
XRHandJointID jointId,
|
||||
Transform jointXform,
|
||||
Transform drawJointsParent)
|
||||
{
|
||||
int jointIndex = jointId.ToIndex();
|
||||
m_JointXforms[jointIndex] = jointXform;
|
||||
|
||||
m_DrawJoints[jointIndex] = Instantiate(debugDrawPrefab);
|
||||
m_DrawJoints[jointIndex].transform.parent = drawJointsParent;
|
||||
m_DrawJoints[jointIndex].name = jointId.ToString();
|
||||
|
||||
m_VelocityParents[jointIndex] = Instantiate(velocityPrefab);
|
||||
m_VelocityParents[jointIndex].transform.parent = jointXform;
|
||||
|
||||
m_Lines[jointIndex] = m_DrawJoints[jointIndex].GetComponent<LineRenderer>();
|
||||
m_Lines[jointIndex].startWidth = m_Lines[jointIndex].endWidth = k_LineWidth;
|
||||
s_LinePointsReuse[0] = s_LinePointsReuse[1] = jointXform.position;
|
||||
m_Lines[jointIndex].SetPositions(s_LinePointsReuse);
|
||||
}
|
||||
|
||||
m_HandRoot = Instantiate(meshPrefab, parent);
|
||||
m_HandRoot.transform.localPosition = Vector3.zero;
|
||||
m_HandRoot.transform.localRotation = Quaternion.identity;
|
||||
|
||||
Transform wristRootXform = null;
|
||||
for (int childIndex = 0; childIndex < m_HandRoot.transform.childCount; ++childIndex)
|
||||
{
|
||||
var child = m_HandRoot.transform.GetChild(childIndex);
|
||||
if (child.gameObject.name.EndsWith(XRHandJointID.Wrist.ToString()))
|
||||
wristRootXform = child;
|
||||
else if (child.gameObject.name.EndsWith("Hand") && meshMaterial != null && child.TryGetComponent<SkinnedMeshRenderer>(out var renderer))
|
||||
renderer.sharedMaterial = meshMaterial;
|
||||
}
|
||||
|
||||
m_DrawJointsParent = new GameObject();
|
||||
m_DrawJointsParent.transform.parent = parent;
|
||||
m_DrawJointsParent.transform.localPosition = Vector3.zero;
|
||||
m_DrawJointsParent.transform.localRotation = Quaternion.identity;
|
||||
m_DrawJointsParent.name = handedness + " Hand Debug Draw Joints";
|
||||
|
||||
if (wristRootXform == null)
|
||||
{
|
||||
Debug.LogWarning("Hand transform hierarchy not set correctly - couldn't find Wrist joint!");
|
||||
}
|
||||
else
|
||||
{
|
||||
AssignJoint(XRHandJointID.Wrist, wristRootXform, m_DrawJointsParent.transform);
|
||||
for (int childIndex = 0; childIndex < wristRootXform.childCount; ++childIndex)
|
||||
{
|
||||
var child = wristRootXform.GetChild(childIndex);
|
||||
|
||||
if (child.name.EndsWith(XRHandJointID.Palm.ToString()))
|
||||
{
|
||||
AssignJoint(XRHandJointID.Palm, child, m_DrawJointsParent.transform);
|
||||
continue;
|
||||
}
|
||||
|
||||
for (int fingerIndex = (int)XRHandFingerID.Thumb;
|
||||
fingerIndex <= (int)XRHandFingerID.Little;
|
||||
++fingerIndex)
|
||||
{
|
||||
var fingerId = (XRHandFingerID)fingerIndex;
|
||||
|
||||
var jointIdFront = fingerId.GetFrontJointID();
|
||||
if (!child.name.EndsWith(jointIdFront.ToString()))
|
||||
continue;
|
||||
|
||||
AssignJoint(jointIdFront, child, m_DrawJointsParent.transform);
|
||||
var lastChild = child;
|
||||
|
||||
int jointIndexBack = fingerId.GetBackJointID().ToIndex();
|
||||
for (int jointIndex = jointIdFront.ToIndex() + 1;
|
||||
jointIndex <= jointIndexBack;
|
||||
++jointIndex)
|
||||
{
|
||||
for (int nextChildIndex = 0; nextChildIndex < lastChild.childCount; ++nextChildIndex)
|
||||
{
|
||||
var nextChild = lastChild.GetChild(nextChildIndex);
|
||||
if (nextChild.name.EndsWith(XRHandJointIDUtility.FromIndex(jointIndex).ToString()))
|
||||
{
|
||||
lastChild = nextChild;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!lastChild.name.EndsWith(XRHandJointIDUtility.FromIndex(jointIndex).ToString()))
|
||||
throw new InvalidOperationException("Hand transform hierarchy not set correctly - couldn't find " + XRHandJointIDUtility.FromIndex(jointIndex) + " joint!");
|
||||
|
||||
var jointId = XRHandJointIDUtility.FromIndex(jointIndex);
|
||||
AssignJoint(jointId, lastChild, m_DrawJointsParent.transform);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int fingerIndex = (int)XRHandFingerID.Thumb;
|
||||
fingerIndex <= (int)XRHandFingerID.Little;
|
||||
++fingerIndex)
|
||||
{
|
||||
var fingerId = (XRHandFingerID)fingerIndex;
|
||||
|
||||
var jointId = fingerId.GetFrontJointID();
|
||||
if (m_JointXforms[jointId.ToIndex()] == null)
|
||||
Debug.LogWarning("Hand transform hierarchy not set correctly - couldn't find " + jointId + " joint!");
|
||||
}
|
||||
}
|
||||
|
||||
public void OnDestroy()
|
||||
{
|
||||
Destroy(m_HandRoot);
|
||||
m_HandRoot = null;
|
||||
|
||||
for (int jointIndex = 0; jointIndex < m_DrawJoints.Length; ++jointIndex)
|
||||
{
|
||||
Destroy(m_DrawJoints[jointIndex]);
|
||||
m_DrawJoints[jointIndex] = null;
|
||||
}
|
||||
|
||||
for (int jointIndex = 0; jointIndex < m_VelocityParents.Length; ++jointIndex)
|
||||
{
|
||||
Destroy(m_VelocityParents[jointIndex]);
|
||||
m_VelocityParents[jointIndex] = null;
|
||||
}
|
||||
|
||||
Destroy(m_DrawJointsParent);
|
||||
m_DrawJointsParent = null;
|
||||
}
|
||||
|
||||
public void ToggleDrawMesh(bool drawMesh)
|
||||
{
|
||||
for (int childIndex = 0; childIndex < m_HandRoot.transform.childCount; ++childIndex)
|
||||
{
|
||||
var xform = m_HandRoot.transform.GetChild(childIndex);
|
||||
if (xform.TryGetComponent<SkinnedMeshRenderer>(out var renderer))
|
||||
renderer.enabled = drawMesh;
|
||||
}
|
||||
}
|
||||
|
||||
public void ToggleDebugDrawJoints(bool debugDrawJoints)
|
||||
{
|
||||
for (int jointIndex = 0; jointIndex < m_DrawJoints.Length; ++jointIndex)
|
||||
{
|
||||
ToggleRenderers<MeshRenderer>(debugDrawJoints, m_DrawJoints[jointIndex].transform);
|
||||
m_Lines[jointIndex].enabled = debugDrawJoints;
|
||||
}
|
||||
|
||||
m_Lines[0].enabled = false;
|
||||
}
|
||||
|
||||
public void SetVelocityType(VelocityType velocityType)
|
||||
{
|
||||
for (int jointIndex = 0; jointIndex < m_VelocityParents.Length; ++jointIndex)
|
||||
ToggleRenderers<LineRenderer>(velocityType != VelocityType.None, m_VelocityParents[jointIndex].transform);
|
||||
}
|
||||
|
||||
public void UpdateRootPose(XRHand hand)
|
||||
{
|
||||
var xform = m_JointXforms[XRHandJointID.Wrist.ToIndex()];
|
||||
xform.localPosition = hand.rootPose.position;
|
||||
xform.localRotation = hand.rootPose.rotation;
|
||||
}
|
||||
|
||||
public void UpdateJoints(
|
||||
XROrigin xrOrigin,
|
||||
XRHand hand,
|
||||
bool areJointsTracked,
|
||||
bool drawMeshes,
|
||||
bool debugDrawJoints,
|
||||
VelocityType velocityType)
|
||||
{
|
||||
if (m_IsTracked != areJointsTracked)
|
||||
{
|
||||
ToggleDrawMesh(areJointsTracked && drawMeshes);
|
||||
ToggleDebugDrawJoints(areJointsTracked && debugDrawJoints);
|
||||
SetVelocityType(areJointsTracked ? velocityType : VelocityType.None);
|
||||
m_IsTracked = areJointsTracked;
|
||||
}
|
||||
|
||||
if (!m_IsTracked)
|
||||
return;
|
||||
|
||||
var originTransform = xrOrigin.Origin.transform;
|
||||
var originPose = new Pose(originTransform.position, originTransform.rotation);
|
||||
|
||||
var wristPose = Pose.identity;
|
||||
UpdateJoint(debugDrawJoints, velocityType, originPose, hand.GetJoint(XRHandJointID.Wrist), ref wristPose);
|
||||
UpdateJoint(debugDrawJoints, velocityType, originPose, hand.GetJoint(XRHandJointID.Palm), ref wristPose, false);
|
||||
|
||||
for (int fingerIndex = (int)XRHandFingerID.Thumb;
|
||||
fingerIndex <= (int)XRHandFingerID.Little;
|
||||
++fingerIndex)
|
||||
{
|
||||
var parentPose = wristPose;
|
||||
var fingerId = (XRHandFingerID)fingerIndex;
|
||||
|
||||
int jointIndexBack = fingerId.GetBackJointID().ToIndex();
|
||||
for (int jointIndex = fingerId.GetFrontJointID().ToIndex();
|
||||
jointIndex <= jointIndexBack;
|
||||
++jointIndex)
|
||||
{
|
||||
if (m_JointXforms[jointIndex] != null)
|
||||
UpdateJoint(debugDrawJoints, velocityType, originPose, hand.GetJoint(XRHandJointIDUtility.FromIndex(jointIndex)), ref parentPose);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateJoint(
|
||||
bool debugDrawJoints,
|
||||
VelocityType velocityType,
|
||||
Pose originPose,
|
||||
XRHandJoint joint,
|
||||
ref Pose parentPose,
|
||||
bool cacheParentPose = true)
|
||||
{
|
||||
int jointIndex = joint.id.ToIndex();
|
||||
var xform = m_JointXforms[jointIndex];
|
||||
if (xform == null || !joint.TryGetPose(out var pose))
|
||||
return;
|
||||
|
||||
m_DrawJoints[jointIndex].transform.localPosition = pose.position;
|
||||
m_DrawJoints[jointIndex].transform.localRotation = pose.rotation;
|
||||
|
||||
if (debugDrawJoints && joint.id != XRHandJointID.Wrist)
|
||||
{
|
||||
s_LinePointsReuse[0] = parentPose.GetTransformedBy(originPose).position;
|
||||
s_LinePointsReuse[1] = pose.GetTransformedBy(originPose).position;
|
||||
m_Lines[jointIndex].SetPositions(s_LinePointsReuse);
|
||||
}
|
||||
|
||||
var inverseParentRotation = Quaternion.Inverse(parentPose.rotation);
|
||||
xform.localPosition = inverseParentRotation * (pose.position - parentPose.position);
|
||||
xform.localRotation = inverseParentRotation * pose.rotation;
|
||||
if (cacheParentPose)
|
||||
parentPose = pose;
|
||||
|
||||
if (velocityType != VelocityType.None && m_VelocityParents[jointIndex].TryGetComponent<LineRenderer>(out var renderer))
|
||||
{
|
||||
m_VelocityParents[jointIndex].transform.localPosition = Vector3.zero;
|
||||
m_VelocityParents[jointIndex].transform.localRotation = Quaternion.identity;
|
||||
|
||||
s_LinePointsReuse[0] = s_LinePointsReuse[1] = m_VelocityParents[jointIndex].transform.position;
|
||||
if (velocityType == VelocityType.Linear)
|
||||
{
|
||||
if (joint.TryGetLinearVelocity(out var velocity))
|
||||
s_LinePointsReuse[1] += velocity;
|
||||
}
|
||||
else if (velocityType == VelocityType.Angular)
|
||||
{
|
||||
if (joint.TryGetAngularVelocity(out var velocity))
|
||||
s_LinePointsReuse[1] += 0.05f * velocity.normalized;
|
||||
}
|
||||
|
||||
renderer.SetPositions(s_LinePointsReuse);
|
||||
}
|
||||
}
|
||||
|
||||
static void ToggleRenderers<TRenderer>(bool toggle, Transform xform)
|
||||
where TRenderer : Renderer
|
||||
{
|
||||
if (xform.TryGetComponent<TRenderer>(out var renderer))
|
||||
renderer.enabled = toggle;
|
||||
|
||||
for (int childIndex = 0; childIndex < xform.childCount; ++childIndex)
|
||||
ToggleRenderers<TRenderer>(toggle, xform.GetChild(childIndex));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 2e9813c68d7d6f44282ace8bd2d1fd46
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,18 @@
|
|||
{
|
||||
"name": "Unity.XR.Hands.Samples.VisualizerSample",
|
||||
"rootNamespace": "",
|
||||
"references": [
|
||||
"GUID:75469ad4d38634e559750d17036d5f7c",
|
||||
"GUID:dc960734dc080426fa6612f1c5fe95f3",
|
||||
"GUID:ce522b6ed64c8be4c989a1d26d0e3275"
|
||||
],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": false,
|
||||
"overrideReferences": false,
|
||||
"precompiledReferences": [],
|
||||
"autoReferenced": true,
|
||||
"defineConstraints": [],
|
||||
"versionDefines": [],
|
||||
"noEngineReferences": false
|
||||
}
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 60e576d96416ac94182fe26f63acf9ff
|
||||
AssemblyDefinitionImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Add table
Add a link
Reference in a new issue