コード例 #1
0
ファイル: HandPuppet.cs プロジェクト: darktable/HandPosing
        /// <summary>
        /// Gets the current represented hand pose oriented in relation to a given object.
        /// </summary>
        /// <param name="relativeTo">The object from which to obtain the pose. Typically an object that is going to be grabbed.</param>
        /// <param name="includeBones">True for including all the bones data in the result (default False)</param>
        /// <returns>A new HandPose</returns>
        public HandPose TrackedPose(Transform relativeTo, bool includeBones = false)
        {
            HandPose pose = new HandPose();

            pose.relativeGrip = relativeTo.RelativeOffset(TrackedGripPose);
            pose.handeness    = this.handeness;

            if (includeBones)
            {
                foreach (var bone in BonesCache)
                {
                    BoneMap    boneMap  = bone.Value;
                    Quaternion rotation = boneMap.TrackedRotation;
                    pose.Bones.Add(new BonePose()
                    {
                        boneID = boneMap.id, rotation = rotation
                    });
                }
            }
            return(pose);
        }
コード例 #2
0
ファイル: HandPuppet.cs プロジェクト: darktable/HandPosing
 /// <summary>
 /// Moves the hand positing/rotation towards the given Grip pose using interpolation.
 /// The target pose is specified in local units from a reference transform.
 /// </summary>
 /// <param name="pose">The relative target position for the grip point of the hand</param>
 /// <param name="weight">Interpolation factor, 0 for not changing the hand, 1 for fully alligning the grip point with the given pose.</param>
 /// <param name="relativeTo">The reference transform in which the pose is provided.</param>
 public void LerpGripOffset(HandPose pose, float weight, Transform relativeTo)
 {
     LerpGripOffset(pose.relativeGrip, weight, relativeTo);
 }
コード例 #3
0
ファイル: HandPuppet.cs プロジェクト: cyhunter/HandPosing
 /// <summary>
 /// Moves the hand and its bones towards a given pose and bones using interpolation.
 /// The target pose is specified in local units from a reference transform.
 /// </summary>
 /// <param name="pose">The target position/rotation of the hand and its bones to move to</param>
 /// <param name="relativeTo">The relative transform from which the pose is given. Typically an object that is going to be grabbed.</param>
 /// <param name="bonesWeight">Interpolation factor for the bones. 0 for staying with the current values, 1 for fully overriding with the new ones.</param>
 /// <param name="positionWeight">Interpolation factor of the bone position/rotation. 0 for staying at the current pose, 1 for fully overriding with the provided one.</param>
 public void LerpToPose(HandPose pose, Transform relativeTo, float bonesWeight = 1f, float positionWeight = 1f)
 {
     LerpBones(pose.Bones, bonesWeight);
     LerpGripOffset(pose, positionWeight, relativeTo);
 }