Skip to content
This repository has been archived by the owner on Aug 11, 2024. It is now read-only.

updated base hand visualizer to use the controller data provider reference #148

Merged

Conversation

StephenHodgson
Copy link
Contributor

@StephenHodgson StephenHodgson requested a review from FejZa April 6, 2020 04:43
@StephenHodgson StephenHodgson merged commit bc3c7f3 into feature/hand-tracking Apr 6, 2020
@StephenHodgson StephenHodgson deleted the change-requests/hand-tracking branch April 6, 2020 06:30
StephenHodgson added a commit that referenced this pull request Apr 7, 2020
* Add standard UX prefabs for hand tracking

* Add and configure default hand tracking profile

* Assign default hand tracking profile to input system profile

* Create articulated hand mash prefab and assign material

* Add base hand visualizer component

* Add new default (empty) simulation data providers profile

* Assign default input simulations data providers profile to default input system profile

* Add camera simulation default profile and add it to default providers profile

* Add hand tracking default profile

* Fix hand tracking simulation provider not assigned

* Define hand toucable / grabbable

* Clean up using

* Add pointer definitions

* Fix SpherePointer issues

* Make pointer action accessible to implementations

* Make default profiles editable during development

* Remove GGVPointer definition

* Sort out hand prefabs for hand visulization

* Remove hand tracking specific pointers

Let's try withotu custom pointers first

* Add default simulated hand gestures definitions / assets

* Remove unused code in BaseHandVisualizer

* Lock input system profile

* Create default hand visualization profile

* Update base hand visualizer references to profile

* Assign default hand visualizatin profile to default controller visual. profile

* Add default hand controller mapping profile

* Enable simulation on more platforms

* Split hand visualization responsibilities and init in default controller visualizer

* Refactor / cleanup default hand visuailzers

* Replace hand simulation provider with actual hand provider

* Create and set default hand data provider profile

* Add Lumin, WMR, Leap Motion to default hand data providers profile

* Add editor hand controller data provider to defalult config

* Remove camera simulation profile

* Update joint and mesh handler registrations

* Lock default editor hand data provider profile

* Update default profiles

* Fix hand related profiles

* Remove obsolete platform hand controller data providers

* Update / cleanup profiles to new structure

* Adjust default asset naming and strucutre for editor hand poses

* Cleanup simulation

* Update visualizer implementations

* Implement base hand visualizer

* Fix editor hand profile after field rename

* Resolve merge

* Remove need for hand controller data provider profile

* Disable mouse controller in editor while working on hand simulation

* Fix simulation poses keycode mappings

* Create default Lumin hand controller data provider profile

* Remove WMR and leap motion data providers (will be completed in separate PR)

* Rebrand UnityEditor to Simulation

* Update default profile simulatedUpdateFrequency value

* Do not visualize NONE joint

* Lock profiles and remove dead settings

* Fix lost IDs in hand pose assets when renaming field

* Create deafult implementations for hands visulizations

* Make hand visualier type a configurable setting in profile

* Namespace cleanup

* Define hand controllers in visualization profile

* Implement new base hand visualizer

* Implement DefaultHandControllerVisualizer

* Fix missing doc comment

* Resolve merge issue

* Add quest provider to default profile

* Create and set default oculus hand profile

* Add confidence setting to profile

* Update default profiles

* Update controller pose synchronizher with new API

* Do not visualize joint pose if identity

* Fix hand joint gizmo prefab scale

* Update hand visualizer and prefabs

* Update default visualizer

* Fix handmesh prefab location

* Rename oculus controller data provider profile

* Separate simulation and hands

* Update default profiles

* Create new defeault oculus controller dp profile

* Use extension method for conversion

* Update profiles

* Create and assign all currently supported hand configuration

* Assign visualizations

* Tweak hand visualization a bit

* Create hand pointer

* Configure pointer for simulated hand

* Update hand palm prefab

* Fix DestroyImmediate being called in editor playmode causing Unity events to not fire

* Update default mapping profiles

* Register MixedRealityHandController with relevant profiles

* Update profiles for hands

* Update profile (namespace change)

* Update profile (namespace change)

* Use DestroyImmediate in editor for consistency with other implementations

* Update default profiles (removed old Lumin mapping profile)

* Update hand mesh prefab

* Lock lumin data provider default profile

* Add option to render gizmos to hand visualizer for bounds debugging

* Create colliders for each available TrackedHandsBounds type

* Configure rigidbody for hand if needed

* Remove BaseHandControllerVisualizer since most likely not needed

* Implement PhysicsProxy for pyhsics based interactions

* Make use of new physics settings in visualizer

* Update defaulta profiles

* Pool joint transforms instead of deleting them

* Sort serialized fields in visualizer

* Assign default cursor to hand pointer

* Introduce "Hand Tracking System Profile"

* Implement hand ray configuration

* Init configured IMixedRealityHandRay in HandPointer

* Delete obsolete profile assets

* Separate mesh and joint visualization

* Use DefaultControllerPointer prefab for sim hand and MR Hand

* User PointerPose for hand visualizers pose action

* Set alternate pose action to None for hand viszalization

* Change requests/hand tracking (#143)

* Removed hand pointer and added references to correct hand data provider profiles

* removed hand tracking profile from input system profile

* removed unused profile

* reserialized simulated hand data controller provider

* Fix type reference for Simulated Hand Controller Data Provider

* Added the default windows hand controller profile

* Update hand mappings

* Fix platform configuration for data providers

* Return of the global hand tracking profile

* Update controller data providers profile

* bumped minor version

* Re-register Oculus hand controller data providers and default profile

* Restore wmr hand data provider registration

* fixed typo

* Remove hand pointer

* updated references

* Remove pose action assignment

* Update default profile settings

* Update mappings

* Fix tracking state not updated in visualizer

* Change TrackingState from field to property

* updated service property accessor

* Register Lumin Hand Provider by default

* removed mouse controller data provider

* Recreate hand controller mappings

* Define spatial pointer mapping for hand controller

* Update global profile

* Update simulation profile

* updated base hand visualizer to use the controller data provider reference (#148)

* Fix positioning of hands

* Do not create pointers for hands

* Guids created for visuailzation profile

* Rename Oculus Touch OpenVR default profile asset

* Fix missing controller mapping for native Oculus Touch

* Enable editor for Oculus hands in editor playtime

* Revert "Rename Oculus Touch OpenVR default profile asset"

This reverts commit 9ea114b.

* Fix WMR missing editor platform, fix Oculus hands should not run on standalone

* Register native Oculus Touch mappings again

* bit or organization

* Fix controller gizmos issue

Co-authored-by: Stephen Hodgson <StephenHodgson@users.noreply.github.com>
Co-authored-by: Stephen Hodgson <hodgson.designs@gmail.com>
XRTK-Build-Bot pushed a commit that referenced this pull request Dec 25, 2020
* Add standard UX prefabs for hand tracking

* Add and configure default hand tracking profile

* Assign default hand tracking profile to input system profile

* Create articulated hand mash prefab and assign material

* Add base hand visualizer component

* Add new default (empty) simulation data providers profile

* Assign default input simulations data providers profile to default input system profile

* Add camera simulation default profile and add it to default providers profile

* Add hand tracking default profile

* Fix hand tracking simulation provider not assigned

* Define hand toucable / grabbable

* Clean up using

* Add pointer definitions

* Fix SpherePointer issues

* Make pointer action accessible to implementations

* Make default profiles editable during development

* Remove GGVPointer definition

* Sort out hand prefabs for hand visulization

* Remove hand tracking specific pointers

Let's try withotu custom pointers first

* Add default simulated hand gestures definitions / assets

* Remove unused code in BaseHandVisualizer

* Lock input system profile

* Create default hand visualization profile

* Update base hand visualizer references to profile

* Assign default hand visualizatin profile to default controller visual. profile

* Add default hand controller mapping profile

* Enable simulation on more platforms

* Split hand visualization responsibilities and init in default controller visualizer

* Refactor / cleanup default hand visuailzers

* Replace hand simulation provider with actual hand provider

* Create and set default hand data provider profile

* Add Lumin, WMR, Leap Motion to default hand data providers profile

* Add editor hand controller data provider to defalult config

* Remove camera simulation profile

* Update joint and mesh handler registrations

* Lock default editor hand data provider profile

* Update default profiles

* Fix hand related profiles

* Remove obsolete platform hand controller data providers

* Update / cleanup profiles to new structure

* Adjust default asset naming and strucutre for editor hand poses

* Cleanup simulation

* Update visualizer implementations

* Implement base hand visualizer

* Fix editor hand profile after field rename

* Resolve merge

* Remove need for hand controller data provider profile

* Disable mouse controller in editor while working on hand simulation

* Fix simulation poses keycode mappings

* Create default Lumin hand controller data provider profile

* Remove WMR and leap motion data providers (will be completed in separate PR)

* Rebrand UnityEditor to Simulation

* Update default profile simulatedUpdateFrequency value

* Do not visualize NONE joint

* Lock profiles and remove dead settings

* Fix lost IDs in hand pose assets when renaming field

* Create deafult implementations for hands visulizations

* Make hand visualier type a configurable setting in profile

* Namespace cleanup

* Define hand controllers in visualization profile

* Implement new base hand visualizer

* Implement DefaultHandControllerVisualizer

* Fix missing doc comment

* Resolve merge issue

* Add quest provider to default profile

* Create and set default oculus hand profile

* Add confidence setting to profile

* Update default profiles

* Update controller pose synchronizher with new API

* Do not visualize joint pose if identity

* Fix hand joint gizmo prefab scale

* Update hand visualizer and prefabs

* Update default visualizer

* Fix handmesh prefab location

* Rename oculus controller data provider profile

* Separate simulation and hands

* Update default profiles

* Create new defeault oculus controller dp profile

* Use extension method for conversion

* Update profiles

* Create and assign all currently supported hand configuration

* Assign visualizations

* Tweak hand visualization a bit

* Create hand pointer

* Configure pointer for simulated hand

* Update hand palm prefab

* Fix DestroyImmediate being called in editor playmode causing Unity events to not fire

* Update default mapping profiles

* Register MixedRealityHandController with relevant profiles

* Update profiles for hands

* Update profile (namespace change)

* Update profile (namespace change)

* Use DestroyImmediate in editor for consistency with other implementations

* Update default profiles (removed old Lumin mapping profile)

* Update hand mesh prefab

* Lock lumin data provider default profile

* Add option to render gizmos to hand visualizer for bounds debugging

* Create colliders for each available TrackedHandsBounds type

* Configure rigidbody for hand if needed

* Remove BaseHandControllerVisualizer since most likely not needed

* Implement PhysicsProxy for pyhsics based interactions

* Make use of new physics settings in visualizer

* Update defaulta profiles

* Pool joint transforms instead of deleting them

* Sort serialized fields in visualizer

* Assign default cursor to hand pointer

* Introduce "Hand Tracking System Profile"

* Implement hand ray configuration

* Init configured IMixedRealityHandRay in HandPointer

* Delete obsolete profile assets

* Separate mesh and joint visualization

* Use DefaultControllerPointer prefab for sim hand and MR Hand

* User PointerPose for hand visualizers pose action

* Set alternate pose action to None for hand viszalization

* Change requests/hand tracking (#143)

* Removed hand pointer and added references to correct hand data provider profiles

* removed hand tracking profile from input system profile

* removed unused profile

* reserialized simulated hand data controller provider

* Fix type reference for Simulated Hand Controller Data Provider

* Added the default windows hand controller profile

* Update hand mappings

* Fix platform configuration for data providers

* Return of the global hand tracking profile

* Update controller data providers profile

* bumped minor version

* Re-register Oculus hand controller data providers and default profile

* Restore wmr hand data provider registration

* fixed typo

* Remove hand pointer

* updated references

* Remove pose action assignment

* Update default profile settings

* Update mappings

* Fix tracking state not updated in visualizer

* Change TrackingState from field to property

* updated service property accessor

* Register Lumin Hand Provider by default

* removed mouse controller data provider

* Recreate hand controller mappings

* Define spatial pointer mapping for hand controller

* Update global profile

* Update simulation profile

* updated base hand visualizer to use the controller data provider reference (#148)

* Fix positioning of hands

* Do not create pointers for hands

* Guids created for visuailzation profile

* Rename Oculus Touch OpenVR default profile asset

* Fix missing controller mapping for native Oculus Touch

* Enable editor for Oculus hands in editor playtime

* Revert "Rename Oculus Touch OpenVR default profile asset"

This reverts commit 9ea114b.

* Fix WMR missing editor platform, fix Oculus hands should not run on standalone

* Register native Oculus Touch mappings again

* bit or organization

* Fix controller gizmos issue

Co-authored-by: Stephen Hodgson <StephenHodgson@users.noreply.github.com>
Co-authored-by: Stephen Hodgson <hodgson.designs@gmail.com>
Sign up for free to subscribe to this conversation on GitHub. Already have an account? Sign in.
Projects
None yet
Development

Successfully merging this pull request may close these issues.

1 participant