Exemplo n.º 1
0
 protected virtual void CheckSkeletonAction()
 {
     if (skeletonAction == null)
     {
         skeletonAction = SteamVR_Input.GetAction <SteamVR_Action_Skeleton0>("Skeleton" + inputSource.ToString());
     }
 }
            public void UpdateAdditiveAnimation(SteamVR_Action_Skeleton0 skeletonAction, SteamVR_Input_Sources inputSource)
            {
                SteamVR_Skeleton_PoseSnapshot0 snapshot = GetHandSnapshot(inputSource);
                SteamVR_Skeleton_Pose_Hand0    poseHand = pose.GetHand(inputSource);

                for (int boneIndex = 0; boneIndex < snapshotL.bonePositions.Length; boneIndex++)
                {
                    int fingerIndex = SteamVR_Skeleton_JointIndexes0.GetFingerForBone(boneIndex);
                    SteamVR_Skeleton_FingerExtensionTypes extensionType = poseHand.GetMovementTypeForBone(boneIndex);

                    if (extensionType == SteamVR_Skeleton_FingerExtensionTypes.Free)
                    {
                        snapshot.bonePositions[boneIndex] = skeletonAction.bonePositions[boneIndex];
                        snapshot.boneRotations[boneIndex] = skeletonAction.boneRotations[boneIndex];
                    }
                    if (extensionType == SteamVR_Skeleton_FingerExtensionTypes.Extend)
                    {
                        // lerp to open pose by fingercurl
                        snapshot.bonePositions[boneIndex] = Vector3.Lerp(poseHand.bonePositions[boneIndex], skeletonAction.bonePositions[boneIndex], 1 - skeletonAction.fingerCurls[fingerIndex]);
                        snapshot.boneRotations[boneIndex] = Quaternion.Lerp(poseHand.boneRotations[boneIndex], skeletonAction.boneRotations[boneIndex], 1 - skeletonAction.fingerCurls[fingerIndex]);
                    }
                    if (extensionType == SteamVR_Skeleton_FingerExtensionTypes.Contract)
                    {
                        // lerp to closed pose by fingercurl
                        snapshot.bonePositions[boneIndex] = Vector3.Lerp(poseHand.bonePositions[boneIndex], skeletonAction.bonePositions[boneIndex], skeletonAction.fingerCurls[fingerIndex]);
                        snapshot.boneRotations[boneIndex] = Quaternion.Lerp(poseHand.boneRotations[boneIndex], skeletonAction.boneRotations[boneIndex], skeletonAction.fingerCurls[fingerIndex]);
                    }
                }
            }
        /// <summary>
        /// Updates all pose animation and blending. Can be called from different places without performance concerns, as it will only let itself run once per frame.
        /// </summary>
        public void UpdatePose(SteamVR_Action_Skeleton0 skeletonAction, SteamVR_Input_Sources inputSource)
        {
            // only allow this function to run once per frame
            if (poseUpdatedThisFrame)
            {
                return;
            }

            poseUpdatedThisFrame = true;

            // always do additive animation on main pose
            blendPoses[0].UpdateAdditiveAnimation(skeletonAction, inputSource);

            //copy from main pose as a base
            SteamVR_Skeleton_PoseSnapshot0 snap = GetHandSnapshot(inputSource);

            snap.CopyFrom(blendPoses[0].GetHandSnapshot(inputSource));

            ApplyBlenderBehaviours(skeletonAction, inputSource, snap);


            if (inputSource == SteamVR_Input_Sources.RightHand)
            {
                blendedSnapshotR = snap;
            }
            if (inputSource == SteamVR_Input_Sources.LeftHand)
            {
                blendedSnapshotL = snap;
            }
        }
Exemplo n.º 4
0
 private void OnTrackingChanged(SteamVR_Action_Skeleton0 fromAction, ETrackingResult trackingState)
 {
     if (onTrackingChanged != null)
     {
         onTrackingChanged.Invoke(this, inputSource, trackingState);
     }
     if (onTrackingChangedEvent != null)
     {
         onTrackingChangedEvent.Invoke(this, inputSource, trackingState);
     }
 }
Exemplo n.º 5
0
 private void OnDeviceConnectedChanged(SteamVR_Action_Skeleton0 fromAction, bool deviceConnected)
 {
     if (onConnectedChanged != null)
     {
         onConnectedChanged.Invoke(this, inputSource, deviceConnected);
     }
     if (onConnectedChangedEvent != null)
     {
         onConnectedChangedEvent.Invoke(this, inputSource, deviceConnected);
     }
 }
        protected void ApplyBlenderBehaviours(SteamVR_Action_Skeleton0 skeletonAction, SteamVR_Input_Sources inputSource, SteamVR_Skeleton_PoseSnapshot0 snapshot)
        {
            // apply blending for each behaviour
            for (int behaviourIndex = 0; behaviourIndex < blendingBehaviours.Count; behaviourIndex++)
            {
                blendingBehaviours[behaviourIndex].Update(Time.deltaTime, inputSource);
                // if disabled or very low influence, skip for perf
                if (blendingBehaviours[behaviourIndex].enabled && blendingBehaviours[behaviourIndex].influence * blendingBehaviours[behaviourIndex].value > 0.01f)
                {
                    if (blendingBehaviours[behaviourIndex].pose != 0)
                    {
                        // update additive animation only as needed
                        blendPoses[blendingBehaviours[behaviourIndex].pose].UpdateAdditiveAnimation(skeletonAction, inputSource);
                    }

                    blendingBehaviours[behaviourIndex].ApplyBlending(snapshot, blendPoses, inputSource);
                }
            }
        }
 /// <summary>
 /// Retrieve the final animated pose, to be applied to a hand skeleton
 /// </summary>
 /// <param name="forAction">The skeleton action you want to blend between</param>
 /// <param name="handType">If this is for the left or right hand</param>
 public SteamVR_Skeleton_PoseSnapshot0 GetBlendedPose(SteamVR_Action_Skeleton0 skeletonAction, SteamVR_Input_Sources handType)
 {
     UpdatePose(skeletonAction, handType);
     return(GetHandSnapshot(handType));
 }