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ARPlusSystem/ARPlusSystem-250418/Library/PackageCache/com.unity.xr.arfoundation@4.../Runtime/AR/ARHumanBody.cs

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using System;
using System.Text;
using UnityEngine.XR.ARSubsystems;
using Unity.Collections;
using Object = UnityEngine.Object;
namespace UnityEngine.XR.ARFoundation
{
/// <summary>
/// Trackable human body containing the base pose for the body and the body skeleton.
/// </summary>
[DisallowMultipleComponent]
[DefaultExecutionOrder(ARUpdateOrder.k_HumanBody)]
[HelpURL(HelpUrls.ApiWithNamespace + nameof(ARHumanBody) + ".html")]
public class ARHumanBody : ARTrackable<XRHumanBody, ARHumanBody>, IDisposable
{
/// <summary>
/// The pose for the human body origin.
/// </summary>
/// <value>
/// The pose for the human body origin.
/// </value>
public Pose pose => sessionRelativeData.pose;
/// <summary>
/// The scale factor that relates the implementation's default body height to the estimated height.
/// </summary>
/// <value>
/// The scale factor that relates the implementation's default body height to the estimated height.
/// </value>
public float estimatedHeightScaleFactor => sessionRelativeData.estimatedHeightScaleFactor;
/// <summary>
/// The array of joints making up the human body skeleton.
/// </summary>
/// <value>
/// The array of joints making up the human body skeleton.
/// </value>
public NativeArray<XRHumanBodyJoint> joints => m_Joints;
NativeArray<XRHumanBodyJoint> m_Joints;
/// <summary>
/// Update the skeleton for the human body from the subsystem.
/// </summary>
/// <param name="bodySubsystem">The human body subsystem from which to query the skeleton.</param>
internal void UpdateSkeleton(XRHumanBodySubsystem bodySubsystem)
{
bodySubsystem.GetSkeleton(trackableId, Allocator.Persistent, ref m_Joints);
}
/// <summary>
/// Generates a string representation of this <see cref="ARHumanBody"/>. Floating point numbers
/// use 3 digits of precision after the decimal point.
/// </summary>
/// <returns>A string representation of this <see cref="ARHumanBody"/>.</returns>
public override string ToString() => ToString("0.000");
/// <summary>
/// Generates a string representation of this <see cref="ARHumanBody"/>.
/// </summary>
/// <param name="floatingPointFormat">The floating point format specifier used for floating point properties.</param>
/// <returns>A string representation of this <see cref="ARHumanBody"/>.</returns>
public string ToString(string floatingPointFormat)
{
StringBuilder sb = new StringBuilder();
sb.AppendFormat("{0} [trackableId:{1} pose:{2} numJoints:{3} state:{4}]", name, trackableId.ToString(),
pose.ToString(floatingPointFormat), joints.Length, trackingState.ToString());
foreach (var joint in m_Joints)
{
sb.AppendFormat("\n {0}", joint.ToString(floatingPointFormat));
}
return sb.ToString();
}
/// <summary>
/// Disposes the <see cref="joints"/> array, if it was created.
/// </summary>
public void Dispose()
{
if (m_Joints.IsCreated)
{
m_Joints.Dispose();
}
}
void OnDestroy() => Dispose();
}
}