Esempio n. 1
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        private void OnLowerBodyAnglesChanged(HumanoidAngles <Vector3> absoluteAngles)
        {
            var headsetRotation    = Quaternion.identity;
            var initialWaistYaw    = WaistBaseOrientation.z;
            var initialWaistAngles = Quaternion.AngleAxis(initialWaistYaw, Vector3.up);

            _yawAdjustedWaistAngles[0] = absoluteAngles.Waist.x;
            _yawAdjustedWaistAngles[1] = absoluteAngles.Waist.y;
            _yawAdjustedWaistAngles[2] = absoluteAngles.Waist.z;

            _yawAdjustedLeftUpperLegAngles[0] = absoluteAngles.LeftUpperLeg.x;
            _yawAdjustedLeftUpperLegAngles[1] = absoluteAngles.LeftUpperLeg.y;
            _yawAdjustedLeftUpperLegAngles[2] = absoluteAngles.LeftUpperLeg.z;

            _yawAdjustedLeftLowerLegAngles[0] = absoluteAngles.LeftLowerLeg.x;
            _yawAdjustedLeftLowerLegAngles[1] = absoluteAngles.LeftLowerLeg.y;
            _yawAdjustedLeftLowerLegAngles[2] = absoluteAngles.LeftLowerLeg.z;

            _yawAdjustedRightUpperLegAngles[0] = absoluteAngles.RightUpperLeg.x;
            _yawAdjustedRightUpperLegAngles[1] = absoluteAngles.RightUpperLeg.y;
            _yawAdjustedRightUpperLegAngles[2] = absoluteAngles.RightUpperLeg.z;

            _yawAdjustedRightLowerLegAngles[0] = absoluteAngles.RightLowerLeg.x;
            _yawAdjustedRightLowerLegAngles[1] = absoluteAngles.RightLowerLeg.y;
            _yawAdjustedRightLowerLegAngles[2] = absoluteAngles.RightLowerLeg.z;

            // Transform absolute lower body angles into relative ones
            var localAngleWaist = _jointRotations.rotateWaist(
                _yawAdjustedWaistAngles,
                initialWaistAngles,
                headsetRotation
                );
            var localAngleLeftUpperLeg = _jointRotations.rotateLeftLeg(
                _yawAdjustedLeftUpperLegAngles,
                localAngleWaist,
                initialWaistAngles
                );
            var localAngleLeftLowerLeg = _jointRotations.rotateLeftShin(
                _yawAdjustedLeftLowerLegAngles,
                localAngleWaist,
                localAngleLeftUpperLeg,
                initialWaistAngles
                );
            var localAngleRightUpperLeg = _jointRotations.rotateRightLeg(
                _yawAdjustedRightUpperLegAngles,
                localAngleWaist,
                initialWaistAngles
                );
            var localAngleRightLowerLeg = _jointRotations.rotateRightShin(
                _yawAdjustedRightLowerLegAngles,
                localAngleWaist,
                localAngleRightUpperLeg,
                initialWaistAngles
                );

            LocalAngles.SetLowerBodyAngles(localAngleWaist, localAngleLeftUpperLeg, localAngleLeftLowerLeg,
                                           localAngleRightUpperLeg, localAngleRightLowerLeg);
        }
Esempio n. 2
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        /// <summary>
        /// Applies angles to the lower body all at once.
        /// </summary>
        /// <param name="lowerBodyAngles"></param>
        public void SetLowerBodyAngles(HumanoidAngles <T> lowerBodyAngles)
        {
            _waist         = lowerBodyAngles._waist;
            _leftUpperLeg  = lowerBodyAngles._leftUpperLeg;
            _leftLowerLeg  = lowerBodyAngles._leftLowerLeg;
            _rightUpperLeg = lowerBodyAngles._rightUpperLeg;
            _rightLowerLeg = lowerBodyAngles._rightLowerLeg;

            RaiseLowerBodyAnglesChangedEvent();
        }
Esempio n. 3
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        /// <summary>
        /// Applies angles to the upper body all at once.
        /// </summary>
        /// <param name="upperBodyAngles"></param>
        public void SetUpperBodyAngles(HumanoidAngles <T> upperBodyAngles)
        {
            _chest         = upperBodyAngles._chest;
            _leftUpperArm  = upperBodyAngles._leftUpperArm;
            _leftLowerArm  = upperBodyAngles._leftLowerArm;
            _rightUpperArm = upperBodyAngles._rightUpperArm;
            _rightLowerArm = upperBodyAngles._rightLowerArm;

            RaiseUpperBodyAnglesChangedEvent();
        }
Esempio n. 4
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        private void OnUpperBodyAnglesChanged(HumanoidAngles <Vector3> absoluteAngles)
        {
            var headsetRotation = Quaternion.identity;

            // Pack absolute angles into arrays for calculations
            var baseChestYaw = ChestBaseOrientation.z;

            _baseChestAngles[0] = ChestBaseOrientation.x;
            _baseChestAngles[1] = ChestBaseOrientation.y;
            _baseChestAngles[2] = ChestBaseOrientation.z;

            _yawAdjustedChestAngles[0] = absoluteAngles.Chest.x;
            _yawAdjustedChestAngles[1] = absoluteAngles.Chest.y;
            _yawAdjustedChestAngles[2] = absoluteAngles.Chest.z - baseChestYaw;

            _yawAdjustedLeftUpperArmAngles[0] = absoluteAngles.LeftUpperArm.x;
            _yawAdjustedLeftUpperArmAngles[1] = absoluteAngles.LeftUpperArm.y;
            _yawAdjustedLeftUpperArmAngles[2] = absoluteAngles.LeftUpperArm.z - baseChestYaw;

            _yawAdjustedLeftLowerArmAngles[0] = absoluteAngles.LeftLowerArm.x;
            _yawAdjustedLeftLowerArmAngles[1] = absoluteAngles.LeftLowerArm.y;
            _yawAdjustedLeftLowerArmAngles[2] = absoluteAngles.LeftLowerArm.z - baseChestYaw;

            _yawAdjustedRightUpperArmAngles[0] = absoluteAngles.RightUpperArm.x;
            _yawAdjustedRightUpperArmAngles[1] = absoluteAngles.RightUpperArm.y;
            _yawAdjustedRightUpperArmAngles[2] = absoluteAngles.RightUpperArm.z - baseChestYaw;

            _yawAdjustedRightLowerArmAngles[0] = absoluteAngles.RightLowerArm.x;
            _yawAdjustedRightLowerArmAngles[1] = absoluteAngles.RightLowerArm.y;
            _yawAdjustedRightLowerArmAngles[2] = absoluteAngles.RightLowerArm.z - baseChestYaw;

            // Transform absolute upper body angles into local ones
            var localAngleChest = _jointRotations.rotateCore(
                _yawAdjustedChestAngles,
                _baseChestAngles,
                headsetRotation
                );
            var localAngleLeftUpperArm = _jointRotations.rotateLeftArm(
                _yawAdjustedLeftUpperArmAngles,
                localAngleChest,
                headsetRotation
                );
            var localAngleLeftLowerArm = _jointRotations.rotateLeftForearm(
                _yawAdjustedLeftLowerArmAngles,
                localAngleChest,
                localAngleLeftUpperArm,
                headsetRotation
                );
            var localAngleRightUpperArm = _jointRotations.rotateRightArm(
                _yawAdjustedRightUpperArmAngles,
                localAngleChest,
                headsetRotation
                );
            var localAngleRightLowerArm = _jointRotations.rotateRightForearm(
                _yawAdjustedRightLowerArmAngles,
                localAngleChest,
                localAngleRightUpperArm,
                headsetRotation
                );

            LocalAngles.SetUpperBodyAngles(localAngleChest, localAngleLeftUpperArm, localAngleLeftLowerArm,
                                           localAngleRightUpperArm, localAngleRightLowerArm);
        }
Esempio n. 5
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 /// <summary>
 /// Applies angles to the entire body all at once.
 /// </summary>
 /// <param name="fullBodyAngles"></param>
 public void SetFullBodyAngles(HumanoidAngles <T> fullBodyAngles)
 {
     SetUpperBodyAngles(fullBodyAngles);
     SetLowerBodyAngles(fullBodyAngles);
 }