/* * // adds current pose of poseModel to the saved poses list * private void AddCurrentPoseToSaved(float fCurrentTime, bool isMirrored) * { * * PoseModelData pose = new PoseModelData(); * pose.fTime = fCurrentTime; * pose.avBoneDirs = new Vector3[poseJoints.Count]; * * // save model rotation * Quaternion poseModelRotation = poseModel.transform.rotation; * * * for (int i = 0; i < poseJoints.Count; i++) * { * HumanBodyBones joint = poseJoints[i]; * HumanBodyBones nextJoint = HumanBodyBones.GetNextJoint(joint); * * if (nextJoint != joint && (int)nextJoint >= 0 && (int)nextJoint < jointCount) * { * Transform poseTransform1 = poseModel.GetBoneTransform(poseModel.GetBoneIndexByJoint(joint, isMirrored)); * Transform poseTransform2 = poseModel.GetBoneTransfsorm(poseModel.GetBoneIndexByJoint(nextJoint, isMirrored)); * * if (poseTransform1 != null && poseTransform2 != null) * { * pose.avBoneDirs[i] = (poseTransform2.position - poseTransform1.position).normalized; * } * } * } * * // add pose to the list * alSavedPoses.Add(pose); * * // restore model rotation * poseModel.transform.rotation = poseModelRotation; * }*/ private Transform[] GetBoneData(PoseModelHelper ModelData) { for (int j = 0; j < ModelData.GetBoneTransformCount(); j++) { bone_data[j] = ModelData.GetBoneTransform(j); Debug.Log(bone_data[j].position); } return(bone_data); }