internal void FillCurrentFrame(MixedRealityPose[] jointsOut) { ArticulatedHandPose gesturePose = SimulatedArticulatedHandPoses.GetGesturePose(gesture); if (gesturePose != null) { if (gestureBlending > poseBlending) { float range = Mathf.Clamp01(1.0f - poseBlending); float lerpFactor = range > 0.0f ? (gestureBlending - poseBlending) / range : 1.0f; pose.InterpolateOffsets(pose, gesturePose, lerpFactor); } } poseBlending = gestureBlending; Vector3 screenPosition = CameraCache.Main.ViewportToScreenPoint(ViewportPosition); Vector3 worldPosition = CameraCache.Main.ScreenToWorldPoint(screenPosition + JitterOffset); // Apply rotation relative to the wrist joint Quaternion rotationRef = pose.GetLocalJointPose(TrackedHandJoint.Wrist, handedness).Rotation; Quaternion localRotation = Quaternion.Euler(ViewportRotation) * Quaternion.Inverse(rotationRef); Quaternion worldRotation = CameraCache.Main.transform.rotation * localRotation; pose.ComputeJointPoses(handedness, worldRotation, worldPosition, jointsOut); }
public static SimulatedHandData.HandJointDataGenerator GenerateHandPose(ArticulatedHandPose.GestureId gesture, Handedness handedness, Vector3 worldPosition, Quaternion rotation) { return((jointsOut) => { ArticulatedHandPose gesturePose = ArticulatedHandPose.GetGesturePose(gesture); gesturePose.ComputeJointPoses(handedness, rotation, worldPosition, jointsOut); }); }
public static SimulatedHandData.HandJointDataGenerator GenerateHandPose(ArticulatedHandPose.GestureId gesture, Handedness handedness, Vector3 worldPosition, Quaternion rotation) { return((jointsOut) => { ArticulatedHandPose gesturePose = SimulatedArticulatedHandPoses.GetGesturePose(gesture); Quaternion worldRotation = rotation * CameraCache.Main.transform.rotation; gesturePose.ComputeJointPoses(handedness, worldRotation, worldPosition, jointsOut); }); }
public static SimulatedHandData.HandJointDataGenerator GenerateHandPose(ArticulatedHandPose.GestureId gesture, Handedness handedness, Vector3 screenPosition) { return((jointsOut) => { ArticulatedHandPose gesturePose = ArticulatedHandPose.GetGesturePose(gesture); Quaternion rotation = Quaternion.identity; Vector3 position = CameraCache.Main.ScreenToWorldPoint(screenPosition); gesturePose.ComputeJointPoses(handedness, rotation, position, jointsOut); }); }
internal void FillCurrentFrame(MixedRealityPose[] jointsOut) { ArticulatedHandPose gesturePose = ArticulatedHandPose.GetGesturePose(gesture); if (gesturePose != null) { if (gestureBlending > poseBlending) { float range = Mathf.Clamp01(1.0f - poseBlending); float lerpFactor = range > 0.0f ? (gestureBlending - poseBlending) / range : 1.0f; pose.InterpolateOffsets(pose, gesturePose, lerpFactor); } } poseBlending = gestureBlending; Quaternion rotation = Quaternion.Euler(HandRotateEulerAngles); Vector3 position = CameraCache.Main.ScreenToWorldPoint(ScreenPosition + JitterOffset); pose.ComputeJointPoses(handedness, rotation, position, jointsOut); }