//protected virtual void UpdateIKTargetPosFromCalibrationPose(QuickVRNode node, HumanBodyBones boneID) //{ // UpdateIKTargetPosFromCalibrationPose(node, boneID, Vector3.one); //} //protected virtual void UpdateIKTargetPosFromCalibrationPose(QuickVRNode node, HumanBodyBones boneID, Vector3 offsetScale) //{ // Transform t = GetIKSolver(boneID)._targetLimb; // Transform calibrationPose = node.GetCalibrationPose(); // if (!t || !calibrationPose) return; // t.localPosition = GetIKSolver(boneID).GetInitialLocalPosTargetLimb(); // Vector3 offset = Vector3.Scale(node.GetTrackedObject().transform.position - calibrationPose.position, offsetScale); // t.position += offset; //} //protected virtual void UpdateIKTargetRotFromCalibrationPose(QuickVRNode node, HumanBodyBones boneID) //{ // Transform t = GetIKSolver(boneID)._targetLimb; // Transform calibrationPose = node.GetCalibrationPose(); // if (!t || !calibrationPose) return; // t.localRotation = GetIKSolver(boneID).GetInitialLocalRotTargetLimb(); // Quaternion rotOffset = node.GetTrackedObject().transform.rotation * Quaternion.Inverse(calibrationPose.rotation); // t.rotation = rotOffset * t.rotation; //} protected virtual void UpdateVRCursors() { QuickUICursor.GetVRCursor(QuickUICursor.Role.LeftHand).transform.position = _animator.GetBoneTransform(HumanBodyBones.LeftIndexDistal).position; QuickUICursor.GetVRCursor(QuickUICursor.Role.RightHand).transform.position = _animator.GetBoneTransform(HumanBodyBones.RightIndexDistal).position; }
protected virtual QuickUICursor GetCursor() { return(QuickUICursor.GetVRCursor(_vrCursorType)); }