Esempio n. 1
0
        /// <summary>
        /// Put a bone dataset into the pipeline
        /// and extract the delayed dataset.
        /// </summary>
        /// <param name="bone">the bone data to add into the queue</param>
        /// <returns>the delayed dataset</returns>
        ///
        public MoCapData Process(Bone bone)
        {
            if (firstPush)
            {
                // first piece of data > fill the whole pipeline with it
                for (int i = 0; i < pipeline.Length; i++)
                {
                    pipeline[i].Store(bone);
                }
                firstPush = false;
            }
            else
            {
                pipeline[index].Store(bone);
            }
            index = (index + 1) % pipeline.Length;

            // manipulate data before returning
            MoCapData retValue = pipeline[index];

            foreach (IModifier m in modifiers)
            {
                m.Process(ref retValue);
            }

            return(retValue);
        }
Esempio n. 2
0
        public void Process(ref MoCapData data)
        {
            if (!enabled)
            {
                return;
            }

            switch (axis)
            {
            case Axis.X_Axis:
                data.pos.x = -data.pos.x;
                data.rot.x = -data.rot.x;
                data.rot.w = -data.rot.w;
                break;

            case Axis.Y_Axis:
                data.pos.y = -data.pos.y;
                // TODO: not fully functional with rotation. Why?
                //data.rot.y = -data.rot.y;
                //data.rot.w = -data.rot.w;
                break;

            case Axis.Z_Axis:
                data.pos.z = -data.pos.z;
                data.rot.z = -data.rot.z;
                data.rot.w = -data.rot.w;
                break;
            }
        }
Esempio n. 3
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        public void Process(ref MoCapData data)
        {
            // if (!enabled) return;

            // The actual delay happens in the MoCapDataBuffer class
            // by storing the data in a FIFO the length of which
            // is determined by the "delay" value of this component
        }
 public void Process(ref MoCapData data)
 {
     if (!enabled)
     {
         return;
     }
     data.pos    *= scaleFactor;
     data.length *= scaleFactor;
 }
Esempio n. 5
0
 public void Process(ref MoCapData data)
 {
     if (!enabled)
     {
         return;
     }
     switch (influence)
     {
     case Influence.Position:                     // TODO: Not very nice implementation so far
         data.pos.x += amount * Mathf.PerlinNoise(data.pos.y, data.pos.z);
         data.pos.y += amount * Mathf.PerlinNoise(data.pos.x, data.pos.z);
         data.pos.z += amount * Mathf.PerlinNoise(data.pos.x, data.pos.y);
         break;
     }
 }
        public void Process(ref MoCapData data)
        {
            if (!enabled)
            {
                return;
            }

            foreach (string name in names)
            {
                if (data.buffer.Name.Equals(namePrefix + name))
                {
                    data.tracked = false;
                    break;
                }
            }
        }
        public void Process(ref MoCapData data)
        {
            if (!enabled)
            {
                return;
            }

            foreach (string name in names)
            {
                if (data.buffer.Name.Equals(namePrefix + name))
                {
                    data.pos    *= scaleFactor;
                    data.length *= scaleFactor;
                    break;
                }
            }
        }
        //// <summary>
        /// Called once per frame.
        /// </summary>
        ///
        void Update()
        {
            if (controllingBone == null)
            {
                return;
            }

            // update bones
            foreach (KeyValuePair <Bone, MoCapDataBuffer> entry in dataBuffers)
            {
                Bone            bone   = entry.Key;
                MoCapDataBuffer buffer = entry.Value;
                GameObject      obj    = buffer.GameObject;

                // pump data through buffer
                MoCapData data = buffer.Process(bone);

                // update hierarchy object
                if (data.tracked)
                {
                    if ((trackingUsage == TrackingUsage.RotationOnly) ||
                        (trackingUsage == TrackingUsage.PositionAndRotation))
                    {
                        obj.transform.localRotation = data.rot;
                    }
                    if ((trackingUsage == TrackingUsage.PositionOnly) ||
                        (trackingUsage == TrackingUsage.PositionAndRotation))
                    {
                        obj.transform.localPosition = data.pos;
                    }
                    obj.SetActive(true);
                }
                else
                {
                    // bone not tracked anymore, freeze or disable
                    if (trackingLostBehaviour == TrackingLostBehaviour.Disable)
                    {
                        obj.SetActive(false);
                    }
                }
            }
        }
Esempio n. 9
0
        /// <summary>
        /// Creates a new MoCap data buffer object.
        /// </summary>
        /// <param name="name">name of this buffer</param>
        /// <param name="owner">game object that owns this buffer</param>
        /// <param name="obj">game object to associate with this buffer</param>
        /// <param name="data">arbitrary object to associate with this buffer</param>
        ///
        public MoCapDataBuffer(string name, GameObject owner, GameObject obj, System.Object data = null)
        {
            // find any manipulators and store them
            modifiers = owner.GetComponents <IModifier>();

            // specifically find the delay manipulator and set the FIFO size accordingly
            DelayModifier delayComponent = owner.GetComponent <DelayModifier>();
            float         delay          = (delayComponent != null) ? delayComponent.delay : 0;
            int           delayInFrames  = Mathf.Max(1, 1 + (int)(delay * 60));    // TODO: Find out or define framerate somewhere central

            pipeline = new MoCapData[delayInFrames];
            for (int i = 0; i < pipeline.Length; i++)
            {
                pipeline[i] = new MoCapData(this);
            }
            index = 0;

            firstPush       = true;
            this.Name       = name;
            this.GameObject = obj;
            this.DataObject = data;
        }