public static SkeletonState operator +(SkeletonState a, SkeletonState b) { SkeletonState val = new SkeletonState(); val.UserId = a.UserId; val.BodyLocation = a.BodyLocation + b.BodyLocation; val.BodyRotation = a.BodyRotation + b.BodyRotation; val.Head = a.Head + b.Head; val.Neck = a.Neck + b.Neck; val.Spine = a.Spine + b.Spine; val.Hips = a.Hips + b.Hips; val.LeftShoulder = a.LeftShoulder + b.LeftShoulder; val.LeftArm = a.LeftArm + b.LeftArm; val.LeftHand = a.LeftHand + b.LeftHand; val.RightShoulder = a.RightShoulder + b.RightShoulder; val.RightArm = a.RightArm + b.RightArm; val.RightHand = a.RightHand + b.RightHand; val.LeftKnee = a.LeftKnee + b.LeftKnee; val.LeftFoot = a.LeftFoot + b.LeftFoot; val.RightKnee = a.RightKnee + b.RightKnee; val.RightFoot = a.RightFoot + b.RightFoot; return(val); }
public static SkeletonState Interpolate(SkeletonState from, SkeletonState to, float percent) { SkeletonState s = new SkeletonState(); s.UserId = from.UserId; s.BodyLocation = Vector3.Lerp(from.BodyLocation, to.BodyLocation, percent); s.BodyRotation = Vector3.Lerp(from.BodyRotation, to.BodyRotation, percent); s.Head = Vector3.Lerp(from.Head, to.Head, percent); s.Neck = Vector3.Lerp(from.Neck, to.Neck, percent); s.Spine = Vector3.Lerp(from.Spine, to.Spine, percent); s.Hips = Vector3.Lerp(from.Hips, to.Hips, percent); s.LeftShoulder = Vector3.Lerp(from.LeftShoulder, to.LeftShoulder, percent); s.LeftArm = Vector3.Lerp(from.LeftArm, to.LeftArm, percent); s.LeftHand = Vector3.Lerp(from.LeftHand, to.LeftHand, percent); s.RightShoulder = Vector3.Lerp(from.RightShoulder, to.RightShoulder, percent); s.RightArm = Vector3.Lerp(from.RightArm, to.RightArm, percent); s.RightHand = Vector3.Lerp(from.RightHand, to.RightHand, percent); s.LeftKnee = Vector3.Lerp(from.LeftKnee, to.LeftKnee, percent); s.LeftFoot = Vector3.Lerp(from.LeftFoot, to.LeftFoot, percent); s.RightKnee = Vector3.Lerp(from.RightKnee, to.RightKnee, percent); s.RightFoot = Vector3.Lerp(from.RightFoot, to.RightFoot, percent); return(s); }
public void SetSkeleton(SkeletonState skeleton) { _defaultController.SetSkeleton(skeleton); }