public static LookAtRight ( OpenTK.Vector3 source, OpenTK.Vector3 target, OpenTK.Vector3 x ) : Quaternion | ||
source | OpenTK.Vector3 | Position vector to look from |
target | OpenTK.Vector3 | Position vector to look at |
x | OpenTK.Vector3 | |
return | Quaternion |
private void GetAnkleRight(Bone b) { b.Pos = AnkleRight; if (markers[m.rightInnerAnkle].IsNaN()) { Vector3 up = KneeRight - AnkleRight; b.Orientation = QuaternionHelper2.LookAtUp(AnkleRight, FootBaseRight, up); } else { Vector3 right = markers[m.rightOuterAnkle] - markers[m.rightInnerAnkle]; b.Orientation = QuaternionHelper2.LookAtRight(AnkleRight, FootBaseRight, right); } }
private void LowerLegLeft(Bone b) { b.Pos = KneeLeft; b.Orientation = QuaternionHelper2.LookAtRight(KneeLeft, AnkleLeft, KneeForwardLeft); }
private void UpperLegRight(Bone b) { b.Pos = HipJointRight; b.Orientation = QuaternionHelper2.LookAtRight(HipJointRight, KneeRight, HipJointRight - HipJointLeft); }
private void MidSpine(Bone b) { b.Pos = Spine1; b.Orientation = QuaternionHelper2.LookAtRight(Spine1, SternumClavicle, HipJointLeft - HipJointRight); }
private void GetUpperArmRight(Bone b) { b.Pos = ShoulderRight; b.Orientation = QuaternionHelper2.LookAtRight(ShoulderRight, ElbowRight, markers[m.rightOuterElbow] - markers[m.rightInnerElbow]); }
private void GetUpperArmLeft(Bone b) { b.Pos = ShoulderLeft; b.Orientation = QuaternionHelper2.LookAtRight(ShoulderLeft, ElbowLeft, markers[m.leftInnerElbow] - markers[m.leftOuterElbow]); }