Esempio n. 1
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        protected virtual void UpdateSkeleton()
        {
            if (skeletonAction == null || skeletonAction.active == false)
            {
                return;
            }

            if (updatePose)
            {
                UpdatePose();
            }

            if (blendPoser != null && skeletonBlend < 1)
            {
                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();
            }
        }
            public void UpdateAdditiveAnimation(SteamVR_Action_Skeleton0 skeletonAction, SteamVR_Input_Sources inputSource)
            {
                SteamVR_Skeleton_PoseSnapshot0 snapshot = GetHandSnapshot(inputSource);
                SteamVR_Skeleton_Pose_Hand0    poseHand = pose.GetHand(inputSource);

                for (int boneIndex = 0; boneIndex < snapshotL.bonePositions.Length; boneIndex++)
                {
                    int fingerIndex = SteamVR_Skeleton_JointIndexes0.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]);
                    }
                }
            }
        /// <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_Skeleton0 skeletonAction, SteamVR_Input_Sources inputSource)
        {
            // only allow this function to run once per frame
            if (poseUpdatedThisFrame)
            {
                return;
            }

            poseUpdatedThisFrame = true;

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

            //copy from main pose as a base
            SteamVR_Skeleton_PoseSnapshot0 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;
            }
        }
 /// <summary>
 /// Perform a deep copy from one poseSnapshot to another.
 /// </summary>
 public void CopyFrom(SteamVR_Skeleton_PoseSnapshot0 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];
     }
 }
            /// <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_PoseSnapshot0 snapshot, SkeletonBlendablePose0[] blendPoses, SteamVR_Input_Sources inputSource)
            {
                SteamVR_Skeleton_PoseSnapshot0 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_JointIndexes0.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);
                    }
                }
            }
        protected void Awake()
        {
            if (previewLeftInstance != null)
            {
                DestroyImmediate(previewLeftInstance);
            }
            if (previewRightInstance != null)
            {
                DestroyImmediate(previewRightInstance);
            }

            blendPoses = new SkeletonBlendablePose0[skeletonAdditionalPoses.Count + 1];
            for (int i = 0; i < blendPoseCount; i++)
            {
                blendPoses[i] = new SkeletonBlendablePose0(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_PoseSnapshot0(boneCount, SteamVR_Input_Sources.LeftHand);
            blendedSnapshotR = new SteamVR_Skeleton_PoseSnapshot0(boneCount, SteamVR_Input_Sources.RightHand);
        }
 /// <summary>
 /// Init based on an existing Skeleton_Pose
 /// </summary>
 public SkeletonBlendablePose0(SteamVR_Skeleton_Pose0 p)
 {
     pose      = p;
     snapshotR = new SteamVR_Skeleton_PoseSnapshot0(p.rightHand.bonePositions.Length, SteamVR_Input_Sources.RightHand);
     snapshotL = new SteamVR_Skeleton_PoseSnapshot0(p.leftHand.bonePositions.Length, SteamVR_Input_Sources.LeftHand);
 }
        protected void ApplyBlenderBehaviours(SteamVR_Action_Skeleton0 skeletonAction, SteamVR_Input_Sources inputSource, SteamVR_Skeleton_PoseSnapshot0 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);
                }
            }
        }