Esempio n. 1
0
        public void SetupTargetModel(Animator targetAnimator)
        {
            var dummyAnimator = _refs.dummy;

            // すべてのスキンメッシュの updateWhnOfscreen を true に
            foreach (var renderer in targetAnimator.GetComponentsInChildren <SkinnedMeshRenderer> (true))
            {
                renderer.updateWhenOffscreen = true;
            }

            // キャリブレーション後処理
            var vrikRootController = dummyVrik.GetComponent <VRIKRootController> ();

            if (vrikRootController != null)
            {
                vrikRootController.enabled = true;
            }

            // ダミーとターゲットのスケール合わせる
            if (enableScaleAdjust)
            {
                var scale = this.dummyAnimator.GetBoneTransform(HumanBodyBones.Head).position.y / targetAnimator.GetBoneTransform(HumanBodyBones.Head).position.y;
                targetAnimator.transform.localScale = Vector3.one * scale;
            }
        }
Esempio n. 2
0
        virtual protected void OnGUI()
        {
            GUILayout.Label("Welcome To The FinalIK hand poser for VRInteraction items", EditorStyles.boldLabel);
            EditorGUILayout.HelpBox("Reference the VRIK component of the target character you want to set hand poses for, then reference " +
                                    "the item you want the hand pose for.", MessageType.Info);
            var oldVRIK = _vrIK;

            _vrIK = (VRIK)EditorGUILayout.ObjectField("VRIK", _vrIK, typeof(VRIK), true);
            if (oldVRIK != null && _vrIK != oldVRIK)
            {
                ResetHands(oldVRIK);
                _handPoseController = null;
            }
            _item = (VRInteractableItem)EditorGUILayout.ObjectField("VR Interactable Item", _item, typeof(VRInteractableItem), true);

            if (_vrIK == null || _item == null || _item.item == null || IsPrefab(_item.item.gameObject))
            {
                return;
            }

            if (_handPoseController == null)
            {
                _handPoseController = _vrIK.GetComponent <HandPoseController>();
                if (_handPoseController == null)
                {
                    _handPoseController = _vrIK.gameObject.AddComponent <HandPoseController>();
                }

                //Set pose name to default if set
                foreach (Transform pose in _handPoseController.poses)
                {
                    if (pose.name == _item.leftHandIKPoseName)
                    {
                        _leftPoseName = pose.name;
                    }
                    if (pose.name == _item.rightHandIkPoseName)
                    {
                        _rightPoseName = pose.name;
                    }
                }
            }

            GUILayout.BeginHorizontal();
            switch (_hand)
            {
            case Hand.LEFT:
                GUILayout.Box("Left Hand", GUILayout.ExpandWidth(true));
                if (GUILayout.Button("Right Hand"))
                {
                    _hand = Hand.RIGHT;
                }
                break;

            case Hand.RIGHT:
                if (GUILayout.Button("Left Hand"))
                {
                    _hand = Hand.LEFT;
                }
                GUILayout.Box("Right Hand", GUILayout.ExpandWidth(true));
                break;
            }
            GUILayout.EndHorizontal();

            Transform handTrans = _hand == Hand.LEFT ? _vrIK.references.leftHand : _vrIK.references.rightHand;

            if (handTrans == null)
            {
                EditorGUILayout.HelpBox("VRIK left or right hand reference is null", MessageType.Error);
                return;
            }

            DefaultPoses();

            bool changed = ShowExistingPoses();

            if (changed)
            {
                if (_hand == Hand.LEFT && _leftPoseIndex < _handPoseController.poses.Count &&
                    _handPoseController.poses[_leftPoseIndex] != null)
                {
                    _leftPoseName = _handPoseController.poses[_leftPoseIndex].name;
                }
                else if (_rightPoseIndex < _handPoseController.poses.Count &&
                         _handPoseController.poses[_rightPoseIndex] != null)
                {
                    _rightPoseName = _handPoseController.poses[_rightPoseIndex].name;
                }
            }

            if (_hand == Hand.LEFT)
            {
                _leftPoseName = EditorGUILayout.TextField("Pose Name", _leftPoseName);
            }
            else
            {
                _rightPoseName = EditorGUILayout.TextField("Pose Name", _rightPoseName);
            }
            if (GUILayout.Button("Move Hand To Item"))
            {
                MoveToItem();
            }
            if (GUILayout.Button("Reset Hand"))
            {
                ResetHands(_vrIK);
            }
            EditorGUI.BeginDisabledGroup((_hand == Hand.LEFT ? _vrIK.references.leftHand : _vrIK.references.rightHand) == null ||
                                         string.IsNullOrEmpty(_hand == Hand.LEFT ? _leftPoseName : _rightPoseName));
            if (GUILayout.Button("Select Hand Object"))
            {
                Selection.activeGameObject = _hand == Hand.LEFT ? _vrIK.references.leftHand.gameObject : _vrIK.references.rightHand.gameObject;
            }
            if (GUILayout.Button("Save Pose"))
            {
                SaveHand();
            }
            EditorGUI.EndDisabledGroup();
        }