Beispiel #1
0
    void updateSkeleton()
    {
        float width = 0.025f;

        for (int j = 0; j < spheres.Length; j++)
        {
            if (ZEDSupportFunctions.IsVector3NaN(joint[sphereList[j]]))
            {
                spheres[j].transform.position = Vector3.zero;
                spheres[j].SetActive(false);
            }
            else
            {
                spheres[j].transform.position = joint[sphereList[j]];
                spheres[j].SetActive(true);
            }
        }

        for (int i = 0; i < bones.Length; i++)
        {
            Vector3 start = spheres[Array.IndexOf(sphereList, bonesList[2 * i])].transform.position;
            Vector3 end   = spheres[Array.IndexOf(sphereList, bonesList[2 * i + 1])].transform.position;

            if (start == Vector3.zero || end == Vector3.zero)
            {
                bones[i].SetActive(false);
                continue;
            }

            bones[i].SetActive(true);
            Vector3 offset   = end - start;
            Vector3 scale    = new Vector3(width, offset.magnitude / 2.0f, width);
            Vector3 position = start + (offset / 2.0f);

            bones[i].transform.position   = position;
            bones[i].transform.up         = offset;
            bones[i].transform.localScale = scale;
        }
    }
Beispiel #2
0
    /// <summary>
    /// For Debug only. Set the joint position as sphere.
    /// </summary>
    /// <param name="jt">Jt.</param>
    public void setJointSpherePoint(Vector3[] jt)
    {
        if (sphere.Count != 18)
        {
            for (int i = 0; i < jointCount; i++)
            {
                sphere.Add(GameObject.CreatePrimitive(PrimitiveType.Sphere));
            }
        }

        for (int i = 0; i < jointCount; i++)
        {
            if (ZEDSupportFunctions.IsVector3NaN(joint[i]))
            {
                continue;
            }

            joint[i] = new Vector3(jt[i].x, jt[i].y, jt[i].z);

            sphere[i].transform.localScale = new Vector3(0.05f, 0.05f, 0.05f);
            sphere[i].transform.position   = joint[i];
        }
    }
Beispiel #3
0
    /// <summary>
    /// Function that handles the humanoid position, rotation and bones movement
    /// </summary>
    /// <param name="position_center">Position center.</param>
    private void setHumanPoseControl(Vector3 position_center)
    {
        Vector3    waist;
        Quaternion waistrot     = oldwaistrot;
        Quaternion inv_waistrot = Quaternion.Inverse(waistrot);

        if (!ZEDSupportFunctions.IsVector3NaN(joint[JointType_HipRight]) && !ZEDSupportFunctions.IsVector3NaN(joint[JointType_HipLeft]))
        {
            waist        = joint[JointType_HipRight] - joint[JointType_HipLeft];
            waist        = new Vector3(waist.x, 0, waist.z);
            waistrot     = Quaternion.FromToRotation(Vector3.right, waist);
            inv_waistrot = Quaternion.Inverse(waistrot);
        }

        Vector3    shoulder;
        Quaternion shoulderrot     = oldshoulderrot;
        Quaternion inv_shoulderrot = Quaternion.Inverse(waistrot);

        if (!ZEDSupportFunctions.IsVector3NaN(joint[JointType_ShoulderRight]) && !ZEDSupportFunctions.IsVector3NaN(joint[JointType_ShoulderLeft]))
        {
            shoulder        = joint[JointType_ShoulderRight] - joint[JointType_ShoulderLeft];
            shoulder        = new Vector3(shoulder.x, 0, shoulder.z);
            shoulderrot     = Quaternion.FromToRotation(Vector3.right, shoulder);
            inv_shoulderrot = Quaternion.Inverse(shoulderrot);
        }

        if (Quaternion.Angle(waistrot, shoulderrot) > 45 || Quaternion.Angle(waistrot, shoulderrot) < -45)
        {
            shoulderrot = oldshoulderrot;
        }

        for (int i = 0; i < targetBone.Length; i++)
        {
            int s = jointSegment[2 * i], e = jointSegment[2 * i + 1];
            if (!ZEDSupportFunctions.IsVector3NaN(joint[e]) && !ZEDSupportFunctions.IsVector3NaN(joint[s]))
            {
                trackingSegment[targetBone[i]] = (joint[e] - joint[s]).normalized;
            }
        }

        foreach (HumanBodyBones bone in targetBone)
        {
            rigBoneTarget[bone] = waistrot * Quaternion.identity;
        }

        Vector3 eyesVector            = (joint[JointType_EyesLeft] + joint[JointType_HearLeft]) / 2 - (joint[JointType_EyesRight] + joint[JointType_HearRight]) / 2;
        Vector3 headVector            = joint[JointType_Head] - joint[JointType_Neck];
        Vector3 headOrientationVector = Vector3.Cross(headVector, eyesVector);

        if (headOrientationVector != Vector3.zero && headVector != Vector3.zero && !ZEDSupportFunctions.IsVector3NaN(headOrientationVector) && !ZEDSupportFunctions.IsVector3NaN(headVector))
        {
            rigBoneTarget[HumanBodyBones.Neck] = Quaternion.LookRotation(headOrientationVector, headVector);
        }
        else
        {
            rigBoneTarget[HumanBodyBones.Neck] = Quaternion.FromToRotation(shoulderrot * Vector3.up, trackingSegment[HumanBodyBones.Spine]) * shoulderrot;
        }

        rigBoneTarget[HumanBodyBones.Spine] = Quaternion.FromToRotation(waistrot * Vector3.up, trackingSegment[HumanBodyBones.Spine]) * waistrot;

        rigBoneTarget[HumanBodyBones.LeftUpperArm]  = Quaternion.FromToRotation(shoulderrot * Vector3.left, trackingSegment[HumanBodyBones.LeftUpperArm]) * shoulderrot;
        rigBoneTarget[HumanBodyBones.LeftLowerArm]  = Quaternion.FromToRotation(shoulderrot * Vector3.left, trackingSegment[HumanBodyBones.LeftLowerArm]) * shoulderrot;
        rigBoneTarget[HumanBodyBones.RightUpperArm] = Quaternion.FromToRotation(shoulderrot * Vector3.right, trackingSegment[HumanBodyBones.RightUpperArm]) * shoulderrot;
        rigBoneTarget[HumanBodyBones.RightLowerArm] = Quaternion.FromToRotation(shoulderrot * Vector3.right, trackingSegment[HumanBodyBones.RightLowerArm]) * shoulderrot;

        rigBoneTarget[HumanBodyBones.LeftUpperLeg]  = Quaternion.FromToRotation(waistrot * Vector3.down, trackingSegment[HumanBodyBones.LeftUpperLeg]) * waistrot;
        rigBoneTarget[HumanBodyBones.LeftLowerLeg]  = Quaternion.FromToRotation(waistrot * Vector3.down, trackingSegment[HumanBodyBones.LeftLowerLeg]) * waistrot;
        rigBoneTarget[HumanBodyBones.RightUpperLeg] = Quaternion.FromToRotation(waistrot * Vector3.down, trackingSegment[HumanBodyBones.RightUpperLeg]) * waistrot;
        rigBoneTarget[HumanBodyBones.RightLowerLeg] = Quaternion.FromToRotation(waistrot * Vector3.down, trackingSegment[HumanBodyBones.RightLowerLeg]) * waistrot;

        rigBone[HumanBodyBones.UpperChest].offset(inv_waistrot * shoulderrot);
        targetBodyOrientation = waistrot;

        targetBodyPosition = new Vector3(position_center.x, position_center.y, position_center.z);

        oldshoulderrot = shoulderrot;
        oldwaistrot    = waistrot;
    }