/// <summary>
        /// Updates all pose animation and blending. Can be called from different places without performance concerns, as it will only let itself run once per frame.
        /// </summary>
        public void UpdatePose(SteamVR_Action_Skeleton skeletonAction, SteamVR_Input_Sources inputSource)
        {
            // only allow this function to run once per frame
            if (poseUpdatedThisFrame)
            {
                return;
            }

            poseUpdatedThisFrame = true;

            if (skeletonAction.activeBinding)
            {
                // always do additive animation on main pose
                blendPoses[0].UpdateAdditiveAnimation(skeletonAction, inputSource);
            }

            //copy from main pose as a base
            SteamVR_Skeleton_PoseSnapshot snap = GetHandSnapshot(inputSource);

            snap.CopyFrom(blendPoses[0].GetHandSnapshot(inputSource));

            ApplyBlenderBehaviours(skeletonAction, inputSource, snap);


            if (inputSource == SteamVR_Input_Sources.RightHand)
            {
                blendedSnapshotR = snap;
            }
            if (inputSource == SteamVR_Input_Sources.LeftHand)
            {
                blendedSnapshotL = snap;
            }
        }
            public void UpdateAdditiveAnimation(SteamVR_Action_Skeleton skeletonAction, SteamVR_Input_Sources inputSource)
            {
                if (skeletonAction.GetSkeletalTrackingLevel() == EVRSkeletalTrackingLevel.VRSkeletalTracking_Estimated)
                {
                    //do not apply additive animation on low fidelity controllers, eg. Vive Wands and Touch
                    return;
                }

                SteamVR_Skeleton_PoseSnapshot snapshot = GetHandSnapshot(inputSource);
                SteamVR_Skeleton_Pose_Hand    poseHand = pose.GetHand(inputSource);

                for (int boneIndex = 0; boneIndex < snapshotL.bonePositions.Length; boneIndex++)
                {
                    int fingerIndex = SteamVR_Skeleton_JointIndexes.GetFingerForBone(boneIndex);
                    SteamVR_Skeleton_FingerExtensionTypes extensionType = poseHand.GetMovementTypeForBone(boneIndex);

                    if (extensionType == SteamVR_Skeleton_FingerExtensionTypes.Free)
                    {
                        snapshot.bonePositions[boneIndex] = skeletonAction.bonePositions[boneIndex];
                        snapshot.boneRotations[boneIndex] = skeletonAction.boneRotations[boneIndex];
                    }
                    if (extensionType == SteamVR_Skeleton_FingerExtensionTypes.Extend)
                    {
                        // lerp to open pose by fingercurl
                        snapshot.bonePositions[boneIndex] = Vector3.Lerp(poseHand.bonePositions[boneIndex], skeletonAction.bonePositions[boneIndex], 1 - skeletonAction.fingerCurls[fingerIndex]);
                        snapshot.boneRotations[boneIndex] = Quaternion.Lerp(poseHand.boneRotations[boneIndex], skeletonAction.boneRotations[boneIndex], 1 - skeletonAction.fingerCurls[fingerIndex]);
                    }
                    if (extensionType == SteamVR_Skeleton_FingerExtensionTypes.Contract)
                    {
                        // lerp to closed pose by fingercurl
                        snapshot.bonePositions[boneIndex] = Vector3.Lerp(poseHand.bonePositions[boneIndex], skeletonAction.bonePositions[boneIndex], skeletonAction.fingerCurls[fingerIndex]);
                        snapshot.boneRotations[boneIndex] = Quaternion.Lerp(poseHand.boneRotations[boneIndex], skeletonAction.boneRotations[boneIndex], skeletonAction.fingerCurls[fingerIndex]);
                    }
                }
            }
Example #3
0
            public void UpdateAdditiveAnimation(SteamVR_Action_Skeleton skeletonAction, SteamVR_Input_Sources inputSource)
            {
                SteamVR_Skeleton_PoseSnapshot snapshot = GetHandSnapshot(inputSource);
                SteamVR_Skeleton_Pose_Hand    poseHand = pose.GetHand(inputSource);

                for (int boneIndex = 0; boneIndex < snapshotL.bonePositions.Length; boneIndex++)
                {
                    int fingerIndex = SteamVR_Skeleton_JointIndexes.GetFingerForBone(boneIndex);
                    SteamVR_Skeleton_FingerExtensionTypes extensionType = poseHand.GetMovementTypeForBone(boneIndex);

                    if (extensionType == SteamVR_Skeleton_FingerExtensionTypes.Free)
                    {
                        snapshot.bonePositions[boneIndex] = skeletonAction.bonePositions[boneIndex];
                        snapshot.boneRotations[boneIndex] = skeletonAction.boneRotations[boneIndex];
                    }
                    if (extensionType == SteamVR_Skeleton_FingerExtensionTypes.Extend)
                    {
                        // lerp to open pose by fingercurl
                        snapshot.bonePositions[boneIndex] = Vector3.Lerp(poseHand.bonePositions[boneIndex], skeletonAction.bonePositions[boneIndex], 1 - skeletonAction.fingerCurls[fingerIndex]);
                        snapshot.boneRotations[boneIndex] = Quaternion.Lerp(poseHand.boneRotations[boneIndex], skeletonAction.boneRotations[boneIndex], 1 - skeletonAction.fingerCurls[fingerIndex]);
                    }
                    if (extensionType == SteamVR_Skeleton_FingerExtensionTypes.Contract)
                    {
                        // lerp to closed pose by fingercurl
                        snapshot.bonePositions[boneIndex] = Vector3.Lerp(poseHand.bonePositions[boneIndex], skeletonAction.bonePositions[boneIndex], skeletonAction.fingerCurls[fingerIndex]);
                        snapshot.boneRotations[boneIndex] = Quaternion.Lerp(poseHand.boneRotations[boneIndex], skeletonAction.boneRotations[boneIndex], skeletonAction.fingerCurls[fingerIndex]);
                    }
                }
            }
Example #4
0
        protected virtual void UpdateSkeleton()
        {
            if (skeletonAction == null)
            {
                return;
            }

            if (updatePose)
            {
                UpdatePose();
            }

            if (blendPoser != null && skeletonBlend < 1)
            {
                if (blendSnapshot == null)
                {
                    blendSnapshot = blendPoser.GetBlendedPose(this);
                }
                blendSnapshot = blendPoser.GetBlendedPose(this);
            }

            if (rangeOfMotionBlendRoutine == null)
            {
                if (temporaryRangeOfMotion != null)
                {
                    skeletonAction.SetRangeOfMotion(temporaryRangeOfMotion.Value);
                }
                else
                {
                    skeletonAction.SetRangeOfMotion(rangeOfMotion); //this may be a frame behind
                }
                UpdateSkeletonTransforms();
            }
        }
Example #5
0
 /// <summary>
 /// Init based on an existing Skeleton_Pose
 /// </summary>
 public SkeletonBlendablePose(SteamVR_Skeleton_Pose p)
 {
     pose      = p;
     snapshotR = new SteamVR_Skeleton_PoseSnapshot(p.rightHand.bonePositions.Length,
                                                   SteamVR_Input_Sources.RightHand);
     snapshotL = new SteamVR_Skeleton_PoseSnapshot(p.leftHand.bonePositions.Length,
                                                   SteamVR_Input_Sources.LeftHand);
 }
Example #6
0
 /// <summary>
 /// Blend from the current skeletonBlend amount to full bone data. (skeletonBlend = 1)
 /// </summary>
 /// <param name="overTime">How long you want the blend to take (in seconds)</param>
 public void BlendToSkeleton(float overTime = 0.1f)
 {
     if (blendPoser != null)
     {
         blendSnapshot = blendPoser.GetBlendedPose(this);
     }
     blendPoser = null;
     BlendTo(1, overTime);
 }
 /// <summary>
 /// Perform a deep copy from one poseSnapshot to another.
 /// </summary>
 public void CopyFrom(SteamVR_Skeleton_PoseSnapshot source)
 {
     inputSource = source.inputSource;
     position    = source.position;
     rotation    = source.rotation;
     for (int i = 0; i < bonePositions.Length; i++)
     {
         bonePositions[i] = source.bonePositions[i];
         boneRotations[i] = source.boneRotations[i];
     }
 }
            public void UpdateAdditiveAnimation(SteamVR_Action_Skeleton skeletonAction, SteamVR_Input_Sources inputSource)
            {
                SteamVR_Skeleton_PoseSnapshot snapshot = GetHandSnapshot(inputSource);
                SteamVR_Skeleton_Pose_Hand    poseHand = pose.GetHand(inputSource);

                //setup mirrored pose buffers
                if (additivePositionBuffer == null)
                {
                    additivePositionBuffer = new Vector3[skeletonAction.boneCount];
                }
                if (additiveRotationBuffer == null)
                {
                    additiveRotationBuffer = new Quaternion[skeletonAction.boneCount];
                }


                for (int boneIndex = 0; boneIndex < snapshotL.bonePositions.Length; boneIndex++)
                {
                    int fingerIndex = SteamVR_Skeleton_JointIndexes.GetFingerForBone(boneIndex);
                    SteamVR_Skeleton_FingerExtensionTypes extensionType = poseHand.GetMovementTypeForBone(boneIndex);

                    //do target pose mirroring on left hand
                    if (inputSource == SteamVR_Input_Sources.LeftHand)
                    {
                        SteamVR_Behaviour_Skeleton.MirrorBonePosition(ref skeletonAction.bonePositions[boneIndex], ref additivePositionBuffer[boneIndex], boneIndex);
                        SteamVR_Behaviour_Skeleton.MirrorBoneRotation(ref skeletonAction.boneRotations[boneIndex], ref additiveRotationBuffer[boneIndex], boneIndex);
                    }
                    else
                    {
                        additivePositionBuffer[boneIndex] = skeletonAction.bonePositions[boneIndex];
                        additiveRotationBuffer[boneIndex] = skeletonAction.boneRotations[boneIndex];
                    }



                    if (extensionType == SteamVR_Skeleton_FingerExtensionTypes.Free)
                    {
                        snapshot.bonePositions[boneIndex] = additivePositionBuffer[boneIndex];
                        snapshot.boneRotations[boneIndex] = additiveRotationBuffer[boneIndex];
                    }
                    else if (extensionType == SteamVR_Skeleton_FingerExtensionTypes.Extend)
                    {
                        // lerp to open pose by fingercurl
                        snapshot.bonePositions[boneIndex] = Vector3.Lerp(poseHand.bonePositions[boneIndex], additivePositionBuffer[boneIndex], 1 - skeletonAction.fingerCurls[fingerIndex]);
                        snapshot.boneRotations[boneIndex] = Quaternion.Lerp(poseHand.boneRotations[boneIndex], additiveRotationBuffer[boneIndex], 1 - skeletonAction.fingerCurls[fingerIndex]);
                    }
                    else if (extensionType == SteamVR_Skeleton_FingerExtensionTypes.Contract)
                    {
                        // lerp to closed pose by fingercurl
                        snapshot.bonePositions[boneIndex] = Vector3.Lerp(poseHand.bonePositions[boneIndex], additivePositionBuffer[boneIndex], skeletonAction.fingerCurls[fingerIndex]);
                        snapshot.boneRotations[boneIndex] = Quaternion.Lerp(poseHand.boneRotations[boneIndex], additiveRotationBuffer[boneIndex], skeletonAction.fingerCurls[fingerIndex]);
                    }
                }
            }
        /// <summary>
        /// Perform a deep copy from one poseSnapshot to another.
        /// </summary>
        public void CopyFrom(SteamVR_Skeleton_PoseSnapshot source)
        {
            inputSource = source.inputSource;
            position    = source.position;
            rotation    = source.rotation;

            for (int boneIndex = 0; boneIndex < bonePositions.Length; boneIndex++)
            {
                bonePositions[boneIndex] = source.bonePositions[boneIndex];
                boneRotations[boneIndex] = source.boneRotations[boneIndex];
            }
        }
            /// <summary>
            /// Apply blending to this behaviour's pose to an existing snapshot.
            /// </summary>
            /// <param name="snapshot">Snapshot to modify</param>
            /// <param name="blendPoses">List of blend poses to get the target pose</param>
            /// <param name="inputSource">Which hand to receive input from</param>
            public void ApplyBlending(SteamVR_Skeleton_PoseSnapshot snapshot, SkeletonBlendablePose[] blendPoses, SteamVR_Input_Sources inputSource)
            {
                SteamVR_Skeleton_PoseSnapshot targetSnapshot = blendPoses[pose].GetHandSnapshot(inputSource);

                if (mask.GetFinger(0) || useMask == false)
                {
                    snapshot.position = Vector3.Lerp(snapshot.position, targetSnapshot.position, influence * value);
                    snapshot.rotation = Quaternion.Slerp(snapshot.rotation, targetSnapshot.rotation, influence * value);
                }

                for (int boneIndex = 0; boneIndex < snapshot.bonePositions.Length; boneIndex++)
                {
                    // verify the current finger is enabled in the mask, or if no mask is used.
                    if (mask.GetFinger(SteamVR_Skeleton_JointIndexes.GetFingerForBone(boneIndex) + 1) || useMask == false)
                    {
                        snapshot.bonePositions[boneIndex] = Vector3.Lerp(snapshot.bonePositions[boneIndex], targetSnapshot.bonePositions[boneIndex], influence * value);
                        snapshot.boneRotations[boneIndex] = Quaternion.Slerp(snapshot.boneRotations[boneIndex], targetSnapshot.boneRotations[boneIndex], influence * value);
                    }
                }
            }
Example #11
0
        /// <summary>
        /// Updates all pose animation and blending. Can be called from different places without performance concerns, as it will only let itself run once per frame.
        /// </summary>
        public void UpdatePose(SteamVR_Action_Skeleton skeletonAction, SteamVR_Input_Sources inputSource)
        {
            // only allow this function to run once per frame
            if (poseUpdatedThisFrame)
            {
                return;
            }

            poseUpdatedThisFrame = true;

            if (skeletonAction.activeBinding)
            {
                // always do additive animation on main pose
                blendPoses[0].UpdateAdditiveAnimation(skeletonAction, inputSource);
            }

            //copy from main pose as a base
            SteamVR_Skeleton_PoseSnapshot snap = GetHandSnapshot(inputSource);

            snap.CopyFrom(blendPoses[0].GetHandSnapshot(inputSource));

            ApplyBlenderBehaviours(skeletonAction, inputSource, snap);


            if (inputSource == SteamVR_Input_Sources.RightHand)
            {
                blendedSnapshotR = snap;
            }
            if (inputSource == SteamVR_Input_Sources.LeftHand)
            {
                blendedSnapshotL = snap;
            }

            // ebaender - adjust rotation to cover angle
            if (coverMapping != null && pageMapping != null)
            {
                blendedSnapshotL.rotation *= Quaternion.Euler(0f, (177f / 180f - coverMapping.value) * 200f * pageMapping.value, 0f);
                // Debug.Log((177f / 180f - coverMapping.value) * 200f * pageMapping.value);
            }
        }
Example #12
0
        protected void ApplyBlenderBehaviours(SteamVR_Action_Skeleton skeletonAction, SteamVR_Input_Sources inputSource,
                                              SteamVR_Skeleton_PoseSnapshot snapshot)
        {
            // apply blending for each behaviour
            for (int behaviourIndex = 0; behaviourIndex < blendingBehaviours.Count; behaviourIndex++)
            {
                blendingBehaviours[behaviourIndex].Update(Time.deltaTime, inputSource);
                // if disabled or very low influence, skip for perf
                if (blendingBehaviours[behaviourIndex].enabled && blendingBehaviours[behaviourIndex].influence *
                    blendingBehaviours[behaviourIndex].value > 0.01f)
                {
                    if (blendingBehaviours[behaviourIndex].pose != 0)
                    {
                        // update additive animation only as needed
                        blendPoses[blendingBehaviours[behaviourIndex].pose]
                        .UpdateAdditiveAnimation(skeletonAction, inputSource);
                    }

                    blendingBehaviours[behaviourIndex].ApplyBlending(snapshot, blendPoses, inputSource);
                }
            }
        }
        protected void Awake()
        {
            if (previewLeftInstance != null)
            {
                DestroyImmediate(previewLeftInstance);
            }
            if (previewRightInstance != null)
            {
                DestroyImmediate(previewRightInstance);
            }

            blendPoses = new SkeletonBlendablePose[skeletonAdditionalPoses.Count + 1];
            for (int i = 0; i < blendPoseCount; i++)
            {
                blendPoses[i] = new SkeletonBlendablePose(GetPoseByIndex(i));
                blendPoses[i].PoseToSnapshots();
            }

            boneCount = skeletonMainPose.leftHand.bonePositions.Length;
            // NOTE: Is there a better way to get the bone count? idk
            blendedSnapshotL = new SteamVR_Skeleton_PoseSnapshot(boneCount, SteamVR_Input_Sources.LeftHand);
            blendedSnapshotR = new SteamVR_Skeleton_PoseSnapshot(boneCount, SteamVR_Input_Sources.RightHand);
        }
Example #14
0
        protected void Awake()
        {
            if (previewLeftInstance != null)
            {
                DestroyImmediate(previewLeftInstance);
            }
            if (previewRightInstance != null)
            {
                DestroyImmediate(previewRightInstance);
            }

            blendPoses = new SkeletonBlendablePose[skeletonAdditionalPoses.Count + 1];
            for (int i = 0; i < blendPoseCount; i++)
            {
                SteamVR_Skeleton_Pose iterPose = GetPoseByIndex(i);
                // ValheimVR Mod Edit: Potentially need to initialize here
                // to workaround serialized data not traveling with AssetBundle
                if (iterPose.leftHand.bonePositions == null)
                {
                    Debug.Log("Initializing Left Hand Pose Data for index : " + i);
                    HandResourceInitializer.Initialize_SteamVR_Skeleton_Pose_Hand(ref iterPose.leftHand, i, HandResourceInitializer.LEFT_HAND);
                }
                if (iterPose.rightHand.bonePositions == null)
                {
                    Debug.Log("Initializing Right Hand Pose Data for index : " + i);
                    HandResourceInitializer.Initialize_SteamVR_Skeleton_Pose_Hand(ref iterPose.rightHand, i, HandResourceInitializer.RIGHT_HAND);
                }
                blendPoses[i] = new SkeletonBlendablePose(iterPose);
                blendPoses[i].PoseToSnapshots();
            }

            boneCount = skeletonMainPose.leftHand.bonePositions.Length;
            // NOTE: Is there a better way to get the bone count? idk
            blendedSnapshotL = new SteamVR_Skeleton_PoseSnapshot(boneCount, SteamVR_Input_Sources.LeftHand);
            blendedSnapshotR = new SteamVR_Skeleton_PoseSnapshot(boneCount, SteamVR_Input_Sources.RightHand);
        }