private void RecordKeyframe() { Vec3ListWrapper newKeyFrame = new Vec3ListWrapper(); // Iterate through each joint and output code to console with initialized vector3 list foreach (KeyValuePair <JointType, GameObject> jointData in m_jointObjects) { Vec3Wrapper vec3 = new Vec3Wrapper(); vec3.vector = jointData.Value.transform.position; newKeyFrame.vec3List.Add(vec3); } m_keyframeData.KeyFrames.Add(newKeyFrame); Debug.Log("Added new keyframe!"); }
private void RecordKeyframe() { Vec3ListWrapper newKeyFrame = new Vec3ListWrapper(); // Iterate through each joint and save the position of each joint to the specified keyframe. foreach (KeyValuePair <JointType, GameObject> jointData in m_jointObjects) { Vec3Wrapper vec3 = new Vec3Wrapper(); vec3.vector = jointData.Value.transform.position; vec3.jointType = jointData.Key; vec3.handState = jointData.Value.GetComponent <JointTracker>().handState; newKeyFrame.vec3List.Add(vec3); } m_keyframeData.KeyFrames.Add(newKeyFrame); }