bool SpawnInstance(NeuronActor actor)
    {
        if (actor == null || !ValidatePrefab())
        {
            return(false);
        }

        NeuronAnimatorInstance instance = null;

        if (reservedInstances.Count == 0)
        {
            GameObject obj = GameObject.Instantiate(replicaPrefab, Vector3.zero, Quaternion.identity) as GameObject;
            instance = obj.GetComponent <NeuronAnimatorInstance>();
            Debug.Log(string.Format("[NeuronInstancesManager] Bound instance {0} actor {1}", obj.name, actor.guid.ToString("N")));
            instance.SetBoundActor(actor);
        }
        else
        {
            instance = reservedInstances[reservedInstances.Count - 1];
            reservedInstances.RemoveAt(reservedInstances.Count - 1);
            Debug.Log(string.Format("[NeuronInstancesManager] Bound instance {0} actor {1}", instance.gameObject.name, actor.guid.ToString("N")));
            instance.SetBoundActor(actor);
        }

        if (instance != null)
        {
            instances.Add(actor, instance);
        }

        return(true);
    }
 void OnEnable()
 {
     // Connect to target machine
     source = NeuronConnection.Connect(address, port, commandServerPort, socketType);
     // Get first actor from source
     actor = source.AcquireActor(0);
 }
 public NeuronAnimatorInstance(Animator animator, NeuronActor actor)
     : base(actor)
 {
     //Debug.Log("3");
     boundAnimator = animator;
     UpdateOffset();
 }
Пример #4
0
    private string GenerateNeuronMasterInfo(int instanceIndex)
    {
        if (instanceIndex >= numOfInstances)
        {
            return(string.Empty);
        }

        NeuronAnimatorInstance instance = GetInstances()[instanceIndex];

        if (instance == null)
        {
            return(string.Empty);
        }

        string      line  = string.Empty;
        NeuronActor actor = instance.GetActor();

        if (actor != null)
        {
            line += string.Format("Data version: {0}.{1}.{2}.{3}\n", actor.version.Major, actor.version.Minor, actor.version.Revision, actor.version.BuildNumb);
            line += string.Format("Actor name: {0}\n", actor.name);
            line += string.Format("Actor index: {0}\n", actor.index);
            line += string.Format("With displacement: {0}\n", actor.withDisplacement);
            line += string.Format("With reference: {0}\n", actor.withReference);
            line += string.Format("Number of connections: {0}\n", NeuronConnection.numOfSources);
            line += string.Format("Number of active actors: {0}\n", actor.owner.numOfActiveActors);
            line += string.Format("Number of suspended actors: {0}\n", actor.owner.numOfSuspendedActors);
        }
        return(line);
    }
    public void OnDisconnect(NeuronSource source)
    {
        NeuronActor[] activeActors = source.GetActiveActors();

        for (int i = 0; i < activeActors.Length; ++i)
        {
            NeuronActor            actor    = activeActors[i];
            NeuronAnimatorInstance instance = null;
            instances.TryGetValue(actor, out instance);
            if (instance != null)
            {
                instancesToDestroy.Add(instance);
            }
        }
    }
    // apply transforms extracted from actor mocap data to bones
    public void ApplyMotion(NeuronActor actor, Vector3[] bonePositionOffsets, Vector3[] boneRotationOffsets)
    {
        // only rotation in vr mode on the hips
        if (allowHipRotation)
        {
            //SetPosition( NeuronBones.Hips, actor.GetReceivedPosition( NeuronBones.Hips ) );
            SetRotation(NeuronBones.Hips, actor.GetReceivedRotation(NeuronBones.Hips));
        }

        switch (ActiveMode)
        {
        case Modes.FULL_BODY:
            // Full body mode, apply to every bone
            for (int i = 1; i < (int)NeuronBones.NumOfBones && i < bones.Length; ++i)
            {
                SetRotation((NeuronBones)i, actor.GetReceivedRotation((NeuronBones)i));
            }
            break;

        case Modes.RIGHT_ARM_FOLLOW_HMD:
            // Mode when the root rotation and position follows the HMD
            // apply to only valid bones and also adjust position of detached right arm
            if (motionUpdateMethod == UpdateMethod.Normal && rightArmTarget != null)
            {
                RightArmHolder.position = rightArmTarget.position;
            }
            for (int i = 0; i < validBones.Count; ++i)
            {
                SetRotation(validBones[i], actor.GetReceivedRotation(validBones[i]));
            }
            break;

        case Modes.RIGHT_HAND_OPTICAL_ASSISTED:
            // Move right lower arm to the optical assisted object including rotation
            // Then rotate the remaining bones of the hand:
            if (OpticalAssistanceObject != null)
            {
                bones [(int)NeuronBones.RightForeArm].position = OpticalAssistanceObject.position;
                bones [(int)NeuronBones.RightForeArm].rotation = OpticalAssistanceObject.rotation;

                for (int i = 0; i < validBones.Count; ++i)
                {
                    SetRotation(validBones [i], actor.GetReceivedRotation(validBones [i]));
                }
            }
            break;
        }
    }
Пример #7
0
    private string GenerateNeuronMasterInfo(int instanceIndex)
    {
        if (instanceIndex >= numOfInstances)
        {
            return(string.Empty);
        }

        NeuronAnimatorInstance instance = GetInstances()[instanceIndex];

        if (instance == null)
        {
            return(string.Empty);
        }

        string      line  = string.Empty;
        NeuronActor actor = instance.GetActor();

        if (actor != null)
        {
            line += string.Format("Data version: {0}.{1}.{2}.{3}\n", actor.version.Major, actor.version.Minor, actor.version.Revision, actor.version.BuildNumb);
            line += string.Format("Actor name: {0}\n", actor.name);
            line += string.Format("Actor index: {0}\n", actor.index);
            line += string.Format("With displacement: {0}\n", actor.withDisplacement);
            line += string.Format("With reference: {0}\n", actor.withReference);
            line += string.Format("Data frequency: {0}\n", actor.frequency);

            string temp = string.Empty;
            if (actor.combinationMode == NeuronDataReaderWraper.SensorCombinationModes.SC_ArmOnly)
            {
                temp = "arm only";
            }
            else if (actor.combinationMode == NeuronDataReaderWraper.SensorCombinationModes.SC_UpperBody)
            {
                temp = "upper body";
            }
            else if (actor.combinationMode == NeuronDataReaderWraper.SensorCombinationModes.SC_FullBody)
            {
                temp = "full body";
            }

            line += string.Format("Combination mode: {0}\n", temp);
            line += string.Format("Number of connections: {0}\n", NeuronConnection.numOfSources);
            line += string.Format("Number of active actors: {0}\n", actor.owner.numOfActiveActors);
            line += string.Format("Number of suspended actors: {0}\n", actor.owner.numOfSuspendedActors);
        }
        return(line);
    }
    void OnSuspendActor(NeuronActor actor)
    {
        NeuronAnimatorInstance instance = null;

        instances.TryGetValue(actor, out instance);
        if (instance != null)
        {
            if (instances.Count > numOfReserveInstances)
            {
                instancesToDestroy.Add(instance);
            }
            else
            {
                reservedInstances.Add(instance);
                instances.Remove(actor);
            }
        }
    }
Пример #9
0
    // apply transforms extracted from actor mocap data to transforms of animator bones
    public static void ApplyMotion(NeuronActor actor, Animator animator, Vector3[] positionOffsets, Vector3[] rotationOffsets, bool hipsMove, float hipOffset)
    {
        if (actor == null || actor.timeStamp == 0)
        {
            return;
        }

        // apply Hips position
        if (hipsMove)
        {
            Vector3 hipPos = actor.GetReceivedPosition(NeuronBones.Hips);
            SetPosition(animator, HumanBodyBones.Hips, new Vector3(hipPos.x, hipPos.y + hipOffset, hipPos.z));               // + positionOffsets [(int)HumanBodyBones.Hips]);
            SetRotation(animator, HumanBodyBones.Hips, actor.GetReceivedRotation(NeuronBones.Hips));
        }

        // apply positions

        /*   if (actor.withDisplacement)
         * {
         *     // legs
         *                 SetPosition(animator, HumanBodyBones.RightUpperLeg, actor.GetReceivedPosition(NeuronBones.RightUpLeg));// + positionOffsets[(int)HumanBodyBones.RightUpperLeg]);
         *     SetPosition(animator, HumanBodyBones.RightLowerLeg, actor.GetReceivedPosition(NeuronBones.RightLeg));
         *     SetPosition(animator, HumanBodyBones.RightFoot, actor.GetReceivedPosition(NeuronBones.RightFoot));
         *                 SetPosition(animator, HumanBodyBones.LeftUpperLeg, actor.GetReceivedPosition(NeuronBones.LeftUpLeg));// + positionOffsets[(int)HumanBodyBones.LeftUpperLeg]);
         *     SetPosition(animator, HumanBodyBones.LeftLowerLeg, actor.GetReceivedPosition(NeuronBones.LeftLeg));
         *     SetPosition(animator, HumanBodyBones.LeftFoot, actor.GetReceivedPosition(NeuronBones.LeftFoot));
         *
         *     // spine
         *     SetPosition(animator, HumanBodyBones.Spine, actor.GetReceivedPosition(NeuronBones.Spine));
         *     SetPosition(animator, HumanBodyBones.Chest, actor.GetReceivedPosition(NeuronBones.Spine3));
         *     SetPosition(animator, HumanBodyBones.Neck, actor.GetReceivedPosition(NeuronBones.Neck));
         *     SetPosition(animator, HumanBodyBones.Head, actor.GetReceivedPosition(NeuronBones.Head));
         *
         *     // right arm
         *     SetPosition(animator, HumanBodyBones.RightShoulder, actor.GetReceivedPosition(NeuronBones.RightShoulder));
         *     SetPosition(animator, HumanBodyBones.RightUpperArm, actor.GetReceivedPosition(NeuronBones.RightArm));
         *     SetPosition(animator, HumanBodyBones.RightLowerArm, actor.GetReceivedPosition(NeuronBones.RightForeArm));
         *
         *     // right hand
         *     SetPosition(animator, HumanBodyBones.RightHand, actor.GetReceivedPosition(NeuronBones.RightHand));
         *     SetPosition(animator, HumanBodyBones.RightThumbProximal, actor.GetReceivedPosition(NeuronBones.RightHandThumb1));
         *     SetPosition(animator, HumanBodyBones.RightThumbIntermediate, actor.GetReceivedPosition(NeuronBones.RightHandThumb2));
         *     SetPosition(animator, HumanBodyBones.RightThumbDistal, actor.GetReceivedPosition(NeuronBones.RightHandThumb3));
         *
         *     SetPosition(animator, HumanBodyBones.RightIndexProximal, actor.GetReceivedPosition(NeuronBones.RightHandIndex1));
         *     SetPosition(animator, HumanBodyBones.RightIndexIntermediate, actor.GetReceivedPosition(NeuronBones.RightHandIndex2));
         *     SetPosition(animator, HumanBodyBones.RightIndexDistal, actor.GetReceivedPosition(NeuronBones.RightHandIndex3));
         *
         *     SetPosition(animator, HumanBodyBones.RightMiddleProximal, actor.GetReceivedPosition(NeuronBones.RightHandMiddle1));
         *     SetPosition(animator, HumanBodyBones.RightMiddleIntermediate, actor.GetReceivedPosition(NeuronBones.RightHandMiddle2));
         *     SetPosition(animator, HumanBodyBones.RightMiddleDistal, actor.GetReceivedPosition(NeuronBones.RightHandMiddle3));
         *
         *     SetPosition(animator, HumanBodyBones.RightRingProximal, actor.GetReceivedPosition(NeuronBones.RightHandRing1));
         *     SetPosition(animator, HumanBodyBones.RightRingIntermediate, actor.GetReceivedPosition(NeuronBones.RightHandRing2));
         *     SetPosition(animator, HumanBodyBones.RightRingDistal, actor.GetReceivedPosition(NeuronBones.RightHandRing3));
         *
         *     SetPosition(animator, HumanBodyBones.RightLittleProximal, actor.GetReceivedPosition(NeuronBones.RightHandPinky1));
         *     SetPosition(animator, HumanBodyBones.RightLittleIntermediate, actor.GetReceivedPosition(NeuronBones.RightHandPinky2));
         *     SetPosition(animator, HumanBodyBones.RightLittleDistal, actor.GetReceivedPosition(NeuronBones.RightHandPinky3));
         *
         *     // left arm
         *     SetPosition(animator, HumanBodyBones.LeftShoulder, actor.GetReceivedPosition(NeuronBones.LeftShoulder));
         *     SetPosition(animator, HumanBodyBones.LeftUpperArm, actor.GetReceivedPosition(NeuronBones.LeftArm));
         *     SetPosition(animator, HumanBodyBones.LeftLowerArm, actor.GetReceivedPosition(NeuronBones.LeftForeArm));
         *
         *     // left hand
         *     SetPosition(animator, HumanBodyBones.LeftHand, actor.GetReceivedPosition(NeuronBones.LeftHand));
         *     SetPosition(animator, HumanBodyBones.LeftThumbProximal, actor.GetReceivedPosition(NeuronBones.LeftHandThumb1));
         *     SetPosition(animator, HumanBodyBones.LeftThumbIntermediate, actor.GetReceivedPosition(NeuronBones.LeftHandThumb2));
         *     SetPosition(animator, HumanBodyBones.LeftThumbDistal, actor.GetReceivedPosition(NeuronBones.LeftHandThumb3));
         *
         *     SetPosition(animator, HumanBodyBones.LeftIndexProximal, actor.GetReceivedPosition(NeuronBones.LeftHandIndex1));
         *     SetPosition(animator, HumanBodyBones.LeftIndexIntermediate, actor.GetReceivedPosition(NeuronBones.LeftHandIndex2));
         *     SetPosition(animator, HumanBodyBones.LeftIndexDistal, actor.GetReceivedPosition(NeuronBones.LeftHandIndex3));
         *
         *     SetPosition(animator, HumanBodyBones.LeftMiddleProximal, actor.GetReceivedPosition(NeuronBones.LeftHandMiddle1));
         *     SetPosition(animator, HumanBodyBones.LeftMiddleIntermediate, actor.GetReceivedPosition(NeuronBones.LeftHandMiddle2));
         *     SetPosition(animator, HumanBodyBones.LeftMiddleDistal, actor.GetReceivedPosition(NeuronBones.LeftHandMiddle3));
         *
         *     SetPosition(animator, HumanBodyBones.LeftRingProximal, actor.GetReceivedPosition(NeuronBones.LeftHandRing1));
         *     SetPosition(animator, HumanBodyBones.LeftRingIntermediate, actor.GetReceivedPosition(NeuronBones.LeftHandRing2));
         *     SetPosition(animator, HumanBodyBones.LeftRingDistal, actor.GetReceivedPosition(NeuronBones.LeftHandRing3));
         *
         *     SetPosition(animator, HumanBodyBones.LeftLittleProximal, actor.GetReceivedPosition(NeuronBones.LeftHandPinky1));
         *     SetPosition(animator, HumanBodyBones.LeftLittleIntermediate, actor.GetReceivedPosition(NeuronBones.LeftHandPinky2));
         *     SetPosition(animator, HumanBodyBones.LeftLittleDistal, actor.GetReceivedPosition(NeuronBones.LeftHandPinky3));
         * }*/

        // apply rotations

        // legs
        SetRotation(animator, HumanBodyBones.RightUpperLeg, actor.GetReceivedRotation(NeuronBones.RightUpLeg));
        SetRotation(animator, HumanBodyBones.RightLowerLeg, actor.GetReceivedRotation(NeuronBones.RightLeg));
        SetRotation(animator, HumanBodyBones.RightFoot, actor.GetReceivedRotation(NeuronBones.RightFoot));
        SetRotation(animator, HumanBodyBones.LeftUpperLeg, actor.GetReceivedRotation(NeuronBones.LeftUpLeg));
        SetRotation(animator, HumanBodyBones.LeftLowerLeg, actor.GetReceivedRotation(NeuronBones.LeftLeg));
        SetRotation(animator, HumanBodyBones.LeftFoot, actor.GetReceivedRotation(NeuronBones.LeftFoot));

        // spine
        SetRotation(animator, HumanBodyBones.Spine, actor.GetReceivedRotation(NeuronBones.Spine));
        SetRotation(animator, HumanBodyBones.Chest, actor.GetReceivedRotation(NeuronBones.Spine1) + actor.GetReceivedRotation(NeuronBones.Spine2) + actor.GetReceivedRotation(NeuronBones.Spine3));
        SetRotation(animator, HumanBodyBones.Neck, actor.GetReceivedRotation(NeuronBones.Neck));
        SetRotation(animator, HumanBodyBones.Head, actor.GetReceivedRotation(NeuronBones.Head));

        // right arm
        SetRotation(animator, HumanBodyBones.RightShoulder, actor.GetReceivedRotation(NeuronBones.RightShoulder));
        SetRotation(animator, HumanBodyBones.RightUpperArm, actor.GetReceivedRotation(NeuronBones.RightArm));
        SetRotation(animator, HumanBodyBones.RightLowerArm, actor.GetReceivedRotation(NeuronBones.RightForeArm));

        // right hand
        SetRotation(animator, HumanBodyBones.RightHand, actor.GetReceivedRotation(NeuronBones.RightHand));
        SetRotation(animator, HumanBodyBones.RightThumbProximal, actor.GetReceivedRotation(NeuronBones.RightHandThumb1));
        SetRotation(animator, HumanBodyBones.RightThumbIntermediate, actor.GetReceivedRotation(NeuronBones.RightHandThumb2));
        SetRotation(animator, HumanBodyBones.RightThumbDistal, actor.GetReceivedRotation(NeuronBones.RightHandThumb3));

        SetRotation(animator, HumanBodyBones.RightIndexProximal, actor.GetReceivedRotation(NeuronBones.RightHandIndex1) + actor.GetReceivedRotation(NeuronBones.RightInHandIndex));
        SetRotation(animator, HumanBodyBones.RightIndexIntermediate, actor.GetReceivedRotation(NeuronBones.RightHandIndex2));
        SetRotation(animator, HumanBodyBones.RightIndexDistal, actor.GetReceivedRotation(NeuronBones.RightHandIndex3));

        SetRotation(animator, HumanBodyBones.RightMiddleProximal, actor.GetReceivedRotation(NeuronBones.RightHandMiddle1) + actor.GetReceivedRotation(NeuronBones.RightInHandMiddle));
        SetRotation(animator, HumanBodyBones.RightMiddleIntermediate, actor.GetReceivedRotation(NeuronBones.RightHandMiddle2));
        SetRotation(animator, HumanBodyBones.RightMiddleDistal, actor.GetReceivedRotation(NeuronBones.RightHandMiddle3));

        SetRotation(animator, HumanBodyBones.RightRingProximal, actor.GetReceivedRotation(NeuronBones.RightHandRing1) + actor.GetReceivedRotation(NeuronBones.RightInHandRing));
        SetRotation(animator, HumanBodyBones.RightRingIntermediate, actor.GetReceivedRotation(NeuronBones.RightHandRing2));
        SetRotation(animator, HumanBodyBones.RightRingDistal, actor.GetReceivedRotation(NeuronBones.RightHandRing3));

        SetRotation(animator, HumanBodyBones.RightLittleProximal, actor.GetReceivedRotation(NeuronBones.RightHandPinky1) + actor.GetReceivedRotation(NeuronBones.RightInHandPinky));
        SetRotation(animator, HumanBodyBones.RightLittleIntermediate, actor.GetReceivedRotation(NeuronBones.RightHandPinky2));
        SetRotation(animator, HumanBodyBones.RightLittleDistal, actor.GetReceivedRotation(NeuronBones.RightHandPinky3));

        // left arm
        SetRotation(animator, HumanBodyBones.LeftShoulder, actor.GetReceivedRotation(NeuronBones.LeftShoulder));
        SetRotation(animator, HumanBodyBones.LeftUpperArm, actor.GetReceivedRotation(NeuronBones.LeftArm));
        SetRotation(animator, HumanBodyBones.LeftLowerArm, actor.GetReceivedRotation(NeuronBones.LeftForeArm));

        // left hand
        SetRotation(animator, HumanBodyBones.LeftHand, actor.GetReceivedRotation(NeuronBones.LeftHand));
        SetRotation(animator, HumanBodyBones.LeftThumbProximal, actor.GetReceivedRotation(NeuronBones.LeftHandThumb1));
        SetRotation(animator, HumanBodyBones.LeftThumbIntermediate, actor.GetReceivedRotation(NeuronBones.LeftHandThumb2));
        SetRotation(animator, HumanBodyBones.LeftThumbDistal, actor.GetReceivedRotation(NeuronBones.LeftHandThumb3));

        SetRotation(animator, HumanBodyBones.LeftIndexProximal, actor.GetReceivedRotation(NeuronBones.LeftHandIndex1) + actor.GetReceivedRotation(NeuronBones.LeftInHandIndex));
        SetRotation(animator, HumanBodyBones.LeftIndexIntermediate, actor.GetReceivedRotation(NeuronBones.LeftHandIndex2));
        SetRotation(animator, HumanBodyBones.LeftIndexDistal, actor.GetReceivedRotation(NeuronBones.LeftHandIndex3));

        SetRotation(animator, HumanBodyBones.LeftMiddleProximal, actor.GetReceivedRotation(NeuronBones.LeftHandMiddle1) + actor.GetReceivedRotation(NeuronBones.LeftInHandMiddle));
        SetRotation(animator, HumanBodyBones.LeftMiddleIntermediate, actor.GetReceivedRotation(NeuronBones.LeftHandMiddle2));
        SetRotation(animator, HumanBodyBones.LeftMiddleDistal, actor.GetReceivedRotation(NeuronBones.LeftHandMiddle3));

        SetRotation(animator, HumanBodyBones.LeftRingProximal, actor.GetReceivedRotation(NeuronBones.LeftHandRing1) + actor.GetReceivedRotation(NeuronBones.LeftInHandRing));
        SetRotation(animator, HumanBodyBones.LeftRingIntermediate, actor.GetReceivedRotation(NeuronBones.LeftHandRing2));
        SetRotation(animator, HumanBodyBones.LeftRingDistal, actor.GetReceivedRotation(NeuronBones.LeftHandRing3));

        SetRotation(animator, HumanBodyBones.LeftLittleProximal, actor.GetReceivedRotation(NeuronBones.LeftHandPinky1) + actor.GetReceivedRotation(NeuronBones.LeftInHandPinky));
        SetRotation(animator, HumanBodyBones.LeftLittleIntermediate, actor.GetReceivedRotation(NeuronBones.LeftHandPinky2));
        SetRotation(animator, HumanBodyBones.LeftLittleDistal, actor.GetReceivedRotation(NeuronBones.LeftHandPinky3));
    }
Пример #10
0
 public NeuronAnimatorInstance(NeuronActor actor)
     : base(actor)
 {
     //Debug.Log("4");
 }
 public NeuronAnimatorInstanceBVH(NeuronActor actor)
 {
 }
Пример #12
0
    // apply transforms extracted from actor mocap data to transforms of animator bones
    public static void ApplyMotion(NeuronActor actor, Animator animator, Vector3[] positionOffsets, Vector3[] rotationOffsets)
    {
        // apply Hips position
        SetPosition(animator, HumanBodyBones.Hips, actor.GetReceivedPosition(NeuronBones.Hips) + positionOffsets[(int)HumanBodyBones.Hips]);
        SetRotation(animator, HumanBodyBones.Hips, actor.GetReceivedRotation(NeuronBones.Hips));

        // apply positions
        if (actor.withDisplacement)
        {
            // legs
            SetPosition(animator, HumanBodyBones.RightUpperLeg, actor.GetReceivedPosition(NeuronBones.RightUpLeg) + positionOffsets[(int)HumanBodyBones.RightUpperLeg]);
            SetPosition(animator, HumanBodyBones.RightLowerLeg, actor.GetReceivedPosition(NeuronBones.RightLeg));
            SetPosition(animator, HumanBodyBones.RightFoot, actor.GetReceivedPosition(NeuronBones.RightFoot));
            SetPosition(animator, HumanBodyBones.LeftUpperLeg, actor.GetReceivedPosition(NeuronBones.LeftUpLeg) + positionOffsets[(int)HumanBodyBones.LeftUpperLeg]);
            SetPosition(animator, HumanBodyBones.LeftLowerLeg, actor.GetReceivedPosition(NeuronBones.LeftLeg));
            SetPosition(animator, HumanBodyBones.LeftFoot, actor.GetReceivedPosition(NeuronBones.LeftFoot));

            // spine
            SetPosition(animator, HumanBodyBones.Spine, actor.GetReceivedPosition(NeuronBones.Spine));
            SetPosition(animator, HumanBodyBones.Chest, actor.GetReceivedPosition(NeuronBones.Spine3));
            SetPosition(animator, HumanBodyBones.Neck, actor.GetReceivedPosition(NeuronBones.Neck));
            SetPosition(animator, HumanBodyBones.Head, actor.GetReceivedPosition(NeuronBones.Head));

            // right arm
            SetPosition(animator, HumanBodyBones.RightShoulder, actor.GetReceivedPosition(NeuronBones.RightShoulder));
            SetPosition(animator, HumanBodyBones.RightUpperArm, actor.GetReceivedPosition(NeuronBones.RightArm));
            SetPosition(animator, HumanBodyBones.RightLowerArm, actor.GetReceivedPosition(NeuronBones.RightForeArm));

            // right hand
            SetPosition(animator, HumanBodyBones.RightHand, actor.GetReceivedPosition(NeuronBones.RightHand));
            SetPosition(animator, HumanBodyBones.RightThumbProximal, actor.GetReceivedPosition(NeuronBones.RightHandThumb1));
            SetPosition(animator, HumanBodyBones.RightThumbIntermediate, actor.GetReceivedPosition(NeuronBones.RightHandThumb2));
            SetPosition(animator, HumanBodyBones.RightThumbDistal, actor.GetReceivedPosition(NeuronBones.RightHandThumb3));

            SetPosition(animator, HumanBodyBones.RightIndexProximal, actor.GetReceivedPosition(NeuronBones.RightHandIndex1));
            SetPosition(animator, HumanBodyBones.RightIndexIntermediate, actor.GetReceivedPosition(NeuronBones.RightHandIndex2));
            SetPosition(animator, HumanBodyBones.RightIndexDistal, actor.GetReceivedPosition(NeuronBones.RightHandIndex3));

            SetPosition(animator, HumanBodyBones.RightMiddleProximal, actor.GetReceivedPosition(NeuronBones.RightHandMiddle1));
            SetPosition(animator, HumanBodyBones.RightMiddleIntermediate, actor.GetReceivedPosition(NeuronBones.RightHandMiddle2));
            SetPosition(animator, HumanBodyBones.RightMiddleDistal, actor.GetReceivedPosition(NeuronBones.RightHandMiddle3));

            SetPosition(animator, HumanBodyBones.RightRingProximal, actor.GetReceivedPosition(NeuronBones.RightHandRing1));
            SetPosition(animator, HumanBodyBones.RightRingIntermediate, actor.GetReceivedPosition(NeuronBones.RightHandRing2));
            SetPosition(animator, HumanBodyBones.RightRingDistal, actor.GetReceivedPosition(NeuronBones.RightHandRing3));

            SetPosition(animator, HumanBodyBones.RightLittleProximal, actor.GetReceivedPosition(NeuronBones.RightHandPinky1));
            SetPosition(animator, HumanBodyBones.RightLittleIntermediate, actor.GetReceivedPosition(NeuronBones.RightHandPinky2));
            SetPosition(animator, HumanBodyBones.RightLittleDistal, actor.GetReceivedPosition(NeuronBones.RightHandPinky3));

            // left arm
            SetPosition(animator, HumanBodyBones.LeftShoulder, actor.GetReceivedPosition(NeuronBones.LeftShoulder));
            SetPosition(animator, HumanBodyBones.LeftUpperArm, actor.GetReceivedPosition(NeuronBones.LeftArm));
            SetPosition(animator, HumanBodyBones.LeftLowerArm, actor.GetReceivedPosition(NeuronBones.LeftForeArm));

            // left hand
            SetPosition(animator, HumanBodyBones.LeftHand, actor.GetReceivedPosition(NeuronBones.LeftHand));
            SetPosition(animator, HumanBodyBones.LeftThumbProximal, actor.GetReceivedPosition(NeuronBones.LeftHandThumb1));
            SetPosition(animator, HumanBodyBones.LeftThumbIntermediate, actor.GetReceivedPosition(NeuronBones.LeftHandThumb2));
            SetPosition(animator, HumanBodyBones.LeftThumbDistal, actor.GetReceivedPosition(NeuronBones.LeftHandThumb3));

            SetPosition(animator, HumanBodyBones.LeftIndexProximal, actor.GetReceivedPosition(NeuronBones.LeftHandIndex1));
            SetPosition(animator, HumanBodyBones.LeftIndexIntermediate, actor.GetReceivedPosition(NeuronBones.LeftHandIndex2));
            SetPosition(animator, HumanBodyBones.LeftIndexDistal, actor.GetReceivedPosition(NeuronBones.LeftHandIndex3));

            SetPosition(animator, HumanBodyBones.LeftMiddleProximal, actor.GetReceivedPosition(NeuronBones.LeftHandMiddle1));
            SetPosition(animator, HumanBodyBones.LeftMiddleIntermediate, actor.GetReceivedPosition(NeuronBones.LeftHandMiddle2));
            SetPosition(animator, HumanBodyBones.LeftMiddleDistal, actor.GetReceivedPosition(NeuronBones.LeftHandMiddle3));

            SetPosition(animator, HumanBodyBones.LeftRingProximal, actor.GetReceivedPosition(NeuronBones.LeftHandRing1));
            SetPosition(animator, HumanBodyBones.LeftRingIntermediate, actor.GetReceivedPosition(NeuronBones.LeftHandRing2));
            SetPosition(animator, HumanBodyBones.LeftRingDistal, actor.GetReceivedPosition(NeuronBones.LeftHandRing3));

            SetPosition(animator, HumanBodyBones.LeftLittleProximal, actor.GetReceivedPosition(NeuronBones.LeftHandPinky1));
            SetPosition(animator, HumanBodyBones.LeftLittleIntermediate, actor.GetReceivedPosition(NeuronBones.LeftHandPinky2));
            SetPosition(animator, HumanBodyBones.LeftLittleDistal, actor.GetReceivedPosition(NeuronBones.LeftHandPinky3));
        }

        // apply rotations

        // legs
        SetRotation(animator, HumanBodyBones.RightUpperLeg, actor.GetReceivedRotation(NeuronBones.RightUpLeg));
        SetRotation(animator, HumanBodyBones.RightLowerLeg, actor.GetReceivedRotation(NeuronBones.RightLeg));
        SetRotation(animator, HumanBodyBones.RightFoot, actor.GetReceivedRotation(NeuronBones.RightFoot));
        SetRotation(animator, HumanBodyBones.LeftUpperLeg, actor.GetReceivedRotation(NeuronBones.LeftUpLeg));
        SetRotation(animator, HumanBodyBones.LeftLowerLeg, actor.GetReceivedRotation(NeuronBones.LeftLeg));
        SetRotation(animator, HumanBodyBones.LeftFoot, actor.GetReceivedRotation(NeuronBones.LeftFoot));

        // spine
        SetRotation(animator, HumanBodyBones.Spine, actor.GetReceivedRotation(NeuronBones.Spine));
        SetRotation(animator, HumanBodyBones.Chest, actor.GetReceivedRotation(NeuronBones.Spine1) + actor.GetReceivedRotation(NeuronBones.Spine2) + actor.GetReceivedRotation(NeuronBones.Spine3));
        SetRotation(animator, HumanBodyBones.Neck, actor.GetReceivedRotation(NeuronBones.Neck));
        SetRotation(animator, HumanBodyBones.Head, actor.GetReceivedRotation(NeuronBones.Head));

        // right arm
        SetRotation(animator, HumanBodyBones.RightShoulder, actor.GetReceivedRotation(NeuronBones.RightShoulder));
        SetRotation(animator, HumanBodyBones.RightUpperArm, actor.GetReceivedRotation(NeuronBones.RightArm));
        SetRotation(animator, HumanBodyBones.RightLowerArm, actor.GetReceivedRotation(NeuronBones.RightForeArm));

        // right hand
        SetRotation(animator, HumanBodyBones.RightHand, actor.GetReceivedRotation(NeuronBones.RightHand));
        SetRotation(animator, HumanBodyBones.RightThumbProximal, actor.GetReceivedRotation(NeuronBones.RightHandThumb1));
        SetRotation(animator, HumanBodyBones.RightThumbIntermediate, actor.GetReceivedRotation(NeuronBones.RightHandThumb2));
        SetRotation(animator, HumanBodyBones.RightThumbDistal, actor.GetReceivedRotation(NeuronBones.RightHandThumb3));

        SetRotation(animator, HumanBodyBones.RightIndexProximal, actor.GetReceivedRotation(NeuronBones.RightHandIndex1) + actor.GetReceivedRotation(NeuronBones.RightInHandIndex));
        SetRotation(animator, HumanBodyBones.RightIndexIntermediate, actor.GetReceivedRotation(NeuronBones.RightHandIndex2));
        SetRotation(animator, HumanBodyBones.RightIndexDistal, actor.GetReceivedRotation(NeuronBones.RightHandIndex3));

        SetRotation(animator, HumanBodyBones.RightMiddleProximal, actor.GetReceivedRotation(NeuronBones.RightHandMiddle1) + actor.GetReceivedRotation(NeuronBones.RightInHandMiddle));
        SetRotation(animator, HumanBodyBones.RightMiddleIntermediate, actor.GetReceivedRotation(NeuronBones.RightHandMiddle2));
        SetRotation(animator, HumanBodyBones.RightMiddleDistal, actor.GetReceivedRotation(NeuronBones.RightHandMiddle3));

        SetRotation(animator, HumanBodyBones.RightRingProximal, actor.GetReceivedRotation(NeuronBones.RightHandRing1) + actor.GetReceivedRotation(NeuronBones.RightInHandRing));
        SetRotation(animator, HumanBodyBones.RightRingIntermediate, actor.GetReceivedRotation(NeuronBones.RightHandRing2));
        SetRotation(animator, HumanBodyBones.RightRingDistal, actor.GetReceivedRotation(NeuronBones.RightHandRing3));

        SetRotation(animator, HumanBodyBones.RightLittleProximal, actor.GetReceivedRotation(NeuronBones.RightHandPinky1) + actor.GetReceivedRotation(NeuronBones.RightInHandPinky));
        SetRotation(animator, HumanBodyBones.RightLittleIntermediate, actor.GetReceivedRotation(NeuronBones.RightHandPinky2));
        SetRotation(animator, HumanBodyBones.RightLittleDistal, actor.GetReceivedRotation(NeuronBones.RightHandPinky3));

        // left arm
        SetRotation(animator, HumanBodyBones.LeftShoulder, actor.GetReceivedRotation(NeuronBones.LeftShoulder));
        SetRotation(animator, HumanBodyBones.LeftUpperArm, actor.GetReceivedRotation(NeuronBones.LeftArm));
        SetRotation(animator, HumanBodyBones.LeftLowerArm, actor.GetReceivedRotation(NeuronBones.LeftForeArm));

        // left hand
        SetRotation(animator, HumanBodyBones.LeftHand, actor.GetReceivedRotation(NeuronBones.LeftHand));
        SetRotation(animator, HumanBodyBones.LeftThumbProximal, actor.GetReceivedRotation(NeuronBones.LeftHandThumb1));
        SetRotation(animator, HumanBodyBones.LeftThumbIntermediate, actor.GetReceivedRotation(NeuronBones.LeftHandThumb2));
        SetRotation(animator, HumanBodyBones.LeftThumbDistal, actor.GetReceivedRotation(NeuronBones.LeftHandThumb3));

        SetRotation(animator, HumanBodyBones.LeftIndexProximal, actor.GetReceivedRotation(NeuronBones.LeftHandIndex1) + actor.GetReceivedRotation(NeuronBones.LeftInHandIndex));
        SetRotation(animator, HumanBodyBones.LeftIndexIntermediate, actor.GetReceivedRotation(NeuronBones.LeftHandIndex2));
        SetRotation(animator, HumanBodyBones.LeftIndexDistal, actor.GetReceivedRotation(NeuronBones.LeftHandIndex3));

        SetRotation(animator, HumanBodyBones.LeftMiddleProximal, actor.GetReceivedRotation(NeuronBones.LeftHandMiddle1) + actor.GetReceivedRotation(NeuronBones.LeftInHandMiddle));
        SetRotation(animator, HumanBodyBones.LeftMiddleIntermediate, actor.GetReceivedRotation(NeuronBones.LeftHandMiddle2));
        SetRotation(animator, HumanBodyBones.LeftMiddleDistal, actor.GetReceivedRotation(NeuronBones.LeftHandMiddle3));

        SetRotation(animator, HumanBodyBones.LeftRingProximal, actor.GetReceivedRotation(NeuronBones.LeftHandRing1) + actor.GetReceivedRotation(NeuronBones.LeftInHandRing));
        SetRotation(animator, HumanBodyBones.LeftRingIntermediate, actor.GetReceivedRotation(NeuronBones.LeftHandRing2));
        SetRotation(animator, HumanBodyBones.LeftRingDistal, actor.GetReceivedRotation(NeuronBones.LeftHandRing3));

        SetRotation(animator, HumanBodyBones.LeftLittleProximal, actor.GetReceivedRotation(NeuronBones.LeftHandPinky1) + actor.GetReceivedRotation(NeuronBones.LeftInHandPinky));
        SetRotation(animator, HumanBodyBones.LeftLittleIntermediate, actor.GetReceivedRotation(NeuronBones.LeftHandPinky2));
        SetRotation(animator, HumanBodyBones.LeftLittleDistal, actor.GetReceivedRotation(NeuronBones.LeftHandPinky3));
    }
Пример #13
0
    // apply transforms extracted from actor mocap data to transforms of animator bones
    public static void ApplyMotion(NeuronActor actor, Animator animator, Vector3[] positionOffsets, Vector3[] rotationOffsets)
    {
        // apply Hips position
        SetPosition(animator, HumanBodyBones.Hips, actor.GetReceivedPosition(NeuronBones.Hips) + positionOffsets[(int)HumanBodyBones.Hips]);
        SetRotation(animator, HumanBodyBones.Hips, actor.GetReceivedRotation(NeuronBones.Hips));

        // apply positions
        if (actor.withDisplacement)
        {
            // legs
            SetPosition(animator, HumanBodyBones.RightUpperLeg, actor.GetReceivedPosition(NeuronBones.RightUpLeg) + positionOffsets[(int)HumanBodyBones.RightUpperLeg]);
            SetPosition(animator, HumanBodyBones.RightLowerLeg, actor.GetReceivedPosition(NeuronBones.RightLeg));
            SetPosition(animator, HumanBodyBones.RightFoot, actor.GetReceivedPosition(NeuronBones.RightFoot));
            SetPosition(animator, HumanBodyBones.LeftUpperLeg, actor.GetReceivedPosition(NeuronBones.LeftUpLeg) + positionOffsets[(int)HumanBodyBones.LeftUpperLeg]);
            SetPosition(animator, HumanBodyBones.LeftLowerLeg, actor.GetReceivedPosition(NeuronBones.LeftLeg));
            SetPosition(animator, HumanBodyBones.LeftFoot, actor.GetReceivedPosition(NeuronBones.LeftFoot));

            // spine
            SetPosition(animator, HumanBodyBones.Spine, actor.GetReceivedPosition(NeuronBones.Spine));
            SetPosition(animator, HumanBodyBones.Chest, actor.GetReceivedPosition(NeuronBones.Spine3));
            SetPosition(animator, HumanBodyBones.Neck, actor.GetReceivedPosition(NeuronBones.Neck));
            SetPosition(animator, HumanBodyBones.Head, actor.GetReceivedPosition(NeuronBones.Head));

            // right arm
            SetPosition(animator, HumanBodyBones.RightShoulder, actor.GetReceivedPosition(NeuronBones.RightShoulder));
            SetPosition(animator, HumanBodyBones.RightUpperArm, actor.GetReceivedPosition(NeuronBones.RightArm));
            SetPosition(animator, HumanBodyBones.RightLowerArm, actor.GetReceivedPosition(NeuronBones.RightForeArm));

            // right hand
            SetPosition(animator, HumanBodyBones.RightHand, actor.GetReceivedPosition(NeuronBones.RightHand));
            SetPosition(animator, HumanBodyBones.RightThumbProximal, actor.GetReceivedPosition(NeuronBones.RightHandThumb1));
            SetPosition(animator, HumanBodyBones.RightThumbIntermediate, actor.GetReceivedPosition(NeuronBones.RightHandThumb2));
            SetPosition(animator, HumanBodyBones.RightThumbDistal, actor.GetReceivedPosition(NeuronBones.RightHandThumb3));

            SetPosition(animator, HumanBodyBones.RightIndexProximal, actor.GetReceivedPosition(NeuronBones.RightHandIndex1));
            SetPosition(animator, HumanBodyBones.RightIndexIntermediate, actor.GetReceivedPosition(NeuronBones.RightHandIndex2));
            SetPosition(animator, HumanBodyBones.RightIndexDistal, actor.GetReceivedPosition(NeuronBones.RightHandIndex3));

            SetPosition(animator, HumanBodyBones.RightMiddleProximal, actor.GetReceivedPosition(NeuronBones.RightHandMiddle1));
            SetPosition(animator, HumanBodyBones.RightMiddleIntermediate, actor.GetReceivedPosition(NeuronBones.RightHandMiddle2));
            SetPosition(animator, HumanBodyBones.RightMiddleDistal, actor.GetReceivedPosition(NeuronBones.RightHandMiddle3));

            SetPosition(animator, HumanBodyBones.RightRingProximal, actor.GetReceivedPosition(NeuronBones.RightHandRing1));
            SetPosition(animator, HumanBodyBones.RightRingIntermediate, actor.GetReceivedPosition(NeuronBones.RightHandRing2));
            SetPosition(animator, HumanBodyBones.RightRingDistal, actor.GetReceivedPosition(NeuronBones.RightHandRing3));

            SetPosition(animator, HumanBodyBones.RightLittleProximal, actor.GetReceivedPosition(NeuronBones.RightHandPinky1));
            SetPosition(animator, HumanBodyBones.RightLittleIntermediate, actor.GetReceivedPosition(NeuronBones.RightHandPinky2));
            SetPosition(animator, HumanBodyBones.RightLittleDistal, actor.GetReceivedPosition(NeuronBones.RightHandPinky3));

            // left arm
            SetPosition(animator, HumanBodyBones.LeftShoulder, actor.GetReceivedPosition(NeuronBones.LeftShoulder));
            SetPosition(animator, HumanBodyBones.LeftUpperArm, actor.GetReceivedPosition(NeuronBones.LeftArm));
            SetPosition(animator, HumanBodyBones.LeftLowerArm, actor.GetReceivedPosition(NeuronBones.LeftForeArm));

            // left hand
            SetPosition(animator, HumanBodyBones.LeftHand, actor.GetReceivedPosition(NeuronBones.LeftHand));
            SetPosition(animator, HumanBodyBones.LeftThumbProximal, actor.GetReceivedPosition(NeuronBones.LeftHandThumb1));
            SetPosition(animator, HumanBodyBones.LeftThumbIntermediate, actor.GetReceivedPosition(NeuronBones.LeftHandThumb2));
            SetPosition(animator, HumanBodyBones.LeftThumbDistal, actor.GetReceivedPosition(NeuronBones.LeftHandThumb3));

            SetPosition(animator, HumanBodyBones.LeftIndexProximal, actor.GetReceivedPosition(NeuronBones.LeftHandIndex1));
            SetPosition(animator, HumanBodyBones.LeftIndexIntermediate, actor.GetReceivedPosition(NeuronBones.LeftHandIndex2));
            SetPosition(animator, HumanBodyBones.LeftIndexDistal, actor.GetReceivedPosition(NeuronBones.LeftHandIndex3));

            SetPosition(animator, HumanBodyBones.LeftMiddleProximal, actor.GetReceivedPosition(NeuronBones.LeftHandMiddle1));
            SetPosition(animator, HumanBodyBones.LeftMiddleIntermediate, actor.GetReceivedPosition(NeuronBones.LeftHandMiddle2));
            SetPosition(animator, HumanBodyBones.LeftMiddleDistal, actor.GetReceivedPosition(NeuronBones.LeftHandMiddle3));

            SetPosition(animator, HumanBodyBones.LeftRingProximal, actor.GetReceivedPosition(NeuronBones.LeftHandRing1));
            SetPosition(animator, HumanBodyBones.LeftRingIntermediate, actor.GetReceivedPosition(NeuronBones.LeftHandRing2));
            SetPosition(animator, HumanBodyBones.LeftRingDistal, actor.GetReceivedPosition(NeuronBones.LeftHandRing3));

            SetPosition(animator, HumanBodyBones.LeftLittleProximal, actor.GetReceivedPosition(NeuronBones.LeftHandPinky1));
            SetPosition(animator, HumanBodyBones.LeftLittleIntermediate, actor.GetReceivedPosition(NeuronBones.LeftHandPinky2));
            SetPosition(animator, HumanBodyBones.LeftLittleDistal, actor.GetReceivedPosition(NeuronBones.LeftHandPinky3));
        }

        // apply rotations

        // legs
        SetRotation(animator, HumanBodyBones.RightUpperLeg, actor.GetReceivedRotation(NeuronBones.RightUpLeg));
        SetRotation(animator, HumanBodyBones.RightLowerLeg, actor.GetReceivedRotation(NeuronBones.RightLeg));
        SetRotation(animator, HumanBodyBones.RightFoot, actor.GetReceivedRotation(NeuronBones.RightFoot));
        SetRotation(animator, HumanBodyBones.LeftUpperLeg, actor.GetReceivedRotation(NeuronBones.LeftUpLeg));
        SetRotation(animator, HumanBodyBones.LeftLowerLeg, actor.GetReceivedRotation(NeuronBones.LeftLeg));
        SetRotation(animator, HumanBodyBones.LeftFoot, actor.GetReceivedRotation(NeuronBones.LeftFoot));

        // spine
        SetRotation(animator, HumanBodyBones.Spine, actor.GetReceivedRotation(NeuronBones.Spine));
        SetRotation(animator, HumanBodyBones.Chest, actor.GetReceivedRotation(NeuronBones.Spine1) + actor.GetReceivedRotation(NeuronBones.Spine2) + actor.GetReceivedRotation(NeuronBones.Spine3));
        SetRotation(animator, HumanBodyBones.Neck, actor.GetReceivedRotation(NeuronBones.Neck));
        SetRotation(animator, HumanBodyBones.Head, actor.GetReceivedRotation(NeuronBones.Head));

        // right arm
        SetRotation(animator, HumanBodyBones.RightShoulder, actor.GetReceivedRotation(NeuronBones.RightShoulder));
        SetRotation(animator, HumanBodyBones.RightUpperArm, actor.GetReceivedRotation(NeuronBones.RightArm));
        SetRotation(animator, HumanBodyBones.RightLowerArm, actor.GetReceivedRotation(NeuronBones.RightForeArm));

        // right hand
        SetRotation(animator, HumanBodyBones.RightHand, actor.GetReceivedRotation(NeuronBones.RightHand));
        SetRotation(animator, HumanBodyBones.RightThumbProximal, actor.GetReceivedRotation(NeuronBones.RightHandThumb1));
        SetRotation(animator, HumanBodyBones.RightThumbIntermediate, actor.GetReceivedRotation(NeuronBones.RightHandThumb2));
        SetRotation(animator, HumanBodyBones.RightThumbDistal, actor.GetReceivedRotation(NeuronBones.RightHandThumb3));

        SetRotation(animator, HumanBodyBones.RightIndexProximal, actor.GetReceivedRotation(NeuronBones.RightHandIndex1) + actor.GetReceivedRotation(NeuronBones.RightInHandIndex));
        SetRotation(animator, HumanBodyBones.RightIndexIntermediate, actor.GetReceivedRotation(NeuronBones.RightHandIndex2));
        SetRotation(animator, HumanBodyBones.RightIndexDistal, actor.GetReceivedRotation(NeuronBones.RightHandIndex3));

        SetRotation(animator, HumanBodyBones.RightMiddleProximal, actor.GetReceivedRotation(NeuronBones.RightHandMiddle1) + actor.GetReceivedRotation(NeuronBones.RightInHandMiddle));
        SetRotation(animator, HumanBodyBones.RightMiddleIntermediate, actor.GetReceivedRotation(NeuronBones.RightHandMiddle2));
        SetRotation(animator, HumanBodyBones.RightMiddleDistal, actor.GetReceivedRotation(NeuronBones.RightHandMiddle3));

        SetRotation(animator, HumanBodyBones.RightRingProximal, actor.GetReceivedRotation(NeuronBones.RightHandRing1) + actor.GetReceivedRotation(NeuronBones.RightInHandRing));
        SetRotation(animator, HumanBodyBones.RightRingIntermediate, actor.GetReceivedRotation(NeuronBones.RightHandRing2));
        SetRotation(animator, HumanBodyBones.RightRingDistal, actor.GetReceivedRotation(NeuronBones.RightHandRing3));

        SetRotation(animator, HumanBodyBones.RightLittleProximal, actor.GetReceivedRotation(NeuronBones.RightHandPinky1) + actor.GetReceivedRotation(NeuronBones.RightInHandPinky));
        SetRotation(animator, HumanBodyBones.RightLittleIntermediate, actor.GetReceivedRotation(NeuronBones.RightHandPinky2));
        SetRotation(animator, HumanBodyBones.RightLittleDistal, actor.GetReceivedRotation(NeuronBones.RightHandPinky3));

        // left arm
        SetRotation(animator, HumanBodyBones.LeftShoulder, actor.GetReceivedRotation(NeuronBones.LeftShoulder));
        SetRotation(animator, HumanBodyBones.LeftUpperArm, actor.GetReceivedRotation(NeuronBones.LeftArm));
        SetRotation(animator, HumanBodyBones.LeftLowerArm, actor.GetReceivedRotation(NeuronBones.LeftForeArm));

        // left hand
        SetRotation(animator, HumanBodyBones.LeftHand, actor.GetReceivedRotation(NeuronBones.LeftHand));
        SetRotation(animator, HumanBodyBones.LeftThumbProximal, actor.GetReceivedRotation(NeuronBones.LeftHandThumb1));
        SetRotation(animator, HumanBodyBones.LeftThumbIntermediate, actor.GetReceivedRotation(NeuronBones.LeftHandThumb2));
        SetRotation(animator, HumanBodyBones.LeftThumbDistal, actor.GetReceivedRotation(NeuronBones.LeftHandThumb3));

        SetRotation(animator, HumanBodyBones.LeftIndexProximal, actor.GetReceivedRotation(NeuronBones.LeftHandIndex1) + actor.GetReceivedRotation(NeuronBones.LeftInHandIndex));
        SetRotation(animator, HumanBodyBones.LeftIndexIntermediate, actor.GetReceivedRotation(NeuronBones.LeftHandIndex2));
        SetRotation(animator, HumanBodyBones.LeftIndexDistal, actor.GetReceivedRotation(NeuronBones.LeftHandIndex3));

        SetRotation(animator, HumanBodyBones.LeftMiddleProximal, actor.GetReceivedRotation(NeuronBones.LeftHandMiddle1) + actor.GetReceivedRotation(NeuronBones.LeftInHandMiddle));
        SetRotation(animator, HumanBodyBones.LeftMiddleIntermediate, actor.GetReceivedRotation(NeuronBones.LeftHandMiddle2));
        SetRotation(animator, HumanBodyBones.LeftMiddleDistal, actor.GetReceivedRotation(NeuronBones.LeftHandMiddle3));

        SetRotation(animator, HumanBodyBones.LeftRingProximal, actor.GetReceivedRotation(NeuronBones.LeftHandRing1) + actor.GetReceivedRotation(NeuronBones.LeftInHandRing));
        SetRotation(animator, HumanBodyBones.LeftRingIntermediate, actor.GetReceivedRotation(NeuronBones.LeftHandRing2));
        SetRotation(animator, HumanBodyBones.LeftRingDistal, actor.GetReceivedRotation(NeuronBones.LeftHandRing3));

        SetRotation(animator, HumanBodyBones.LeftLittleProximal, actor.GetReceivedRotation(NeuronBones.LeftHandPinky1) + actor.GetReceivedRotation(NeuronBones.LeftInHandPinky));
        SetRotation(animator, HumanBodyBones.LeftLittleIntermediate, actor.GetReceivedRotation(NeuronBones.LeftHandPinky2));
        SetRotation(animator, HumanBodyBones.LeftLittleDistal, actor.GetReceivedRotation(NeuronBones.LeftHandPinky3));

        /*
         * String str;
         * if(!headerPrinted)
         * {
         *  headerPrinted = true;
         *
         *  Debug.Log("GettingPositionalData5674");
         *  str = "Data5674,";
         *  for (int i = 0; i < (int)HumanBodyBones.LastBone; i++)
         *  {
         *      str += ((HumanBodyBones)i).ToString() + ".x, " + ((HumanBodyBones)i).ToString() + ".y, " + ((HumanBodyBones)i).ToString() + ".z, ";
         *  }
         *  Debug.Log(str);
         * }
         * str = "Data5674,";
         * for (int i = 0; i < (int)HumanBodyBones.LastBone; i++)
         * {
         *  Transform t = animator.GetBoneTransform((HumanBodyBones)i);
         *  if( t != null)
         *      str += t.localPosition.x + ", " + t.localPosition.y + ", " + t.localPosition.z + ", ";
         *  else
         *      str += "0.0" + ", " + "0.0" + ", " + "0.0" + ", ";
         * }
         * Debug.Log(str);
         * */
    }
 void OnResumeActor(NeuronActor actor)
 {
     actorsToInstantiate.Add(actor);
 }
 public NeuronTransformsInstanceVR(Transform root, string prefix, NeuronActor actor)
     : base(actor)
 {
     Bind(root, prefix);
 }
Пример #16
0
    protected override void UpdateState()
    {
        if (_instance == null)
        {
        }
        else if (!Connect)
        {
            //NeuronConnection.Disconnect(_instance);
            //_instance = null;
        }

        if (_instance == null)
        {
            return;
        }

        if (_actor == null || _actor.actorID != ActorID)
        {
            _actor = _instance.AcquireActor(ActorID);
        }

        if (_actor == null)
        {
            return;
        }

        if (Body.GetPersistentEventCount() == 0)
        {
            return;
        }
        _instance.OnUpdate();


        _body.Head.Position              = _actor.GetReceivedPosition(NeuronBones.Head);
        _body.Head.Rotation              = Quaternion.Euler(_actor.GetReceivedRotation(NeuronBones.Head));
        _body.Neck.Position              = _actor.GetReceivedPosition(NeuronBones.Neck);
        _body.Neck.Rotation              = Quaternion.Euler(_actor.GetReceivedRotation(NeuronBones.Neck));
        _body.Chest.Position             = _actor.GetReceivedPosition(NeuronBones.Spine2);
        _body.Chest.Rotation             = Quaternion.Euler(_actor.GetReceivedRotation(NeuronBones.Spine1) + _actor.GetReceivedRotation(NeuronBones.Spine2) + _actor.GetReceivedRotation(NeuronBones.Spine3));
        _body.Waist.Position             = _actor.GetReceivedPosition(NeuronBones.Hips);
        _body.Waist.Rotation             = Quaternion.Euler(_actor.GetReceivedRotation(NeuronBones.Hips));
        _body.LeftArm.shoulder.Position  = _actor.GetReceivedPosition(NeuronBones.LeftShoulder);
        _body.LeftArm.shoulder.Rotation  = Quaternion.Euler(_actor.GetReceivedRotation(NeuronBones.LeftShoulder));
        _body.LeftArm.Clavicle.Position  = _actor.GetReceivedPosition(NeuronBones.LeftArm);
        _body.LeftArm.Clavicle.Rotation  = Quaternion.Euler(_actor.GetReceivedRotation(NeuronBones.LeftArm));
        _body.LeftArm.Elbow.Position     = _actor.GetReceivedPosition(NeuronBones.LeftForeArm);
        _body.LeftArm.Elbow.Rotation     = Quaternion.Euler(_actor.GetReceivedRotation(NeuronBones.LeftForeArm));
        _body.LeftArm.wrist.Position     = _actor.GetReceivedPosition(NeuronBones.LeftHand);
        _body.LeftArm.wrist.Rotation     = Quaternion.Euler(_actor.GetReceivedRotation(NeuronBones.LeftHand));
        _body.RightArm.shoulder.Position = _actor.GetReceivedPosition(NeuronBones.RightShoulder);
        _body.RightArm.shoulder.Rotation = Quaternion.Euler(_actor.GetReceivedRotation(NeuronBones.RightShoulder));
        _body.RightArm.Clavicle.Position = _actor.GetReceivedPosition(NeuronBones.RightArm);
        _body.RightArm.Clavicle.Rotation = Quaternion.Euler(_actor.GetReceivedRotation(NeuronBones.RightArm));
        _body.RightArm.Elbow.Position    = _actor.GetReceivedPosition(NeuronBones.RightForeArm);
        _body.RightArm.Elbow.Rotation    = Quaternion.Euler(_actor.GetReceivedRotation(NeuronBones.RightForeArm));
        _body.RightArm.wrist.Position    = _actor.GetReceivedPosition(NeuronBones.RightHand);
        _body.RightArm.wrist.Rotation    = Quaternion.Euler(_actor.GetReceivedRotation(NeuronBones.RightHand));
        _body.LeftLeg.Hip.Position       = _actor.GetReceivedPosition(NeuronBones.LeftUpLeg);
        _body.LeftLeg.Hip.Rotation       = Quaternion.Euler(_actor.GetReceivedRotation(NeuronBones.LeftUpLeg));
        _body.LeftLeg.knee.Position      = _actor.GetReceivedPosition(NeuronBones.LeftLeg);
        _body.LeftLeg.knee.Rotation      = Quaternion.Euler(_actor.GetReceivedRotation(NeuronBones.LeftLeg));
        _body.LeftLeg.foot.Position      = _actor.GetReceivedPosition(NeuronBones.LeftFoot);
        _body.LeftLeg.foot.Rotation      = Quaternion.Euler(_actor.GetReceivedRotation(NeuronBones.LeftFoot));
        _body.RightLeg.Hip.Position      = _actor.GetReceivedPosition(NeuronBones.RightUpLeg);
        _body.RightLeg.Hip.Rotation      = Quaternion.Euler(_actor.GetReceivedRotation(NeuronBones.RightUpLeg));
        _body.RightLeg.knee.Position     = _actor.GetReceivedPosition(NeuronBones.RightLeg);
        _body.RightLeg.knee.Rotation     = Quaternion.Euler(_actor.GetReceivedRotation(NeuronBones.RightLeg));
        _body.RightLeg.foot.Position     = _actor.GetReceivedPosition(NeuronBones.RightFoot);
        _body.RightLeg.foot.Rotation     = Quaternion.Euler(_actor.GetReceivedRotation(NeuronBones.RightFoot));

        Body.Invoke(_body);
    }
 public NeuronAnimatorInstanceBVH(Animator animator, NeuronActor actor)
 {
     BoundAnimator = animator;
     UpdateOffset();
 }
Пример #18
0
 public NeuronAnimatorInstance(Animator animator, NeuronActor actor)
     : base(actor)
 {
     boundAnimator = animator;
     UpdateOffset();
 }
Пример #19
0
    // apply transforms extracted from actor mocap data to transforms of animator bones
    public static void ApplyMotion(NeuronActor actor, Animator animator, Vector3[] positionOffsets, Vector3[] rotationOffsets, bool bFixedUpdateMode, float fLerpPosition, int iFPS, float fLerpDeltaTime)
    {
        // apply Hips position
        SetPosition(animator, HumanBodyBones.Hips, actor.GetReceivedPosition(NeuronBones.Hips) + positionOffsets[(int)HumanBodyBones.Hips], bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
        SetRotation(animator, HumanBodyBones.Hips, actor.GetReceivedRotation(NeuronBones.Hips), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);

        // apply positions
        if (actor.withDisplacement)
        {
            // legs
            SetPosition(animator, HumanBodyBones.RightUpperLeg, actor.GetReceivedPosition(NeuronBones.RightUpLeg) + positionOffsets[(int)HumanBodyBones.RightUpperLeg], bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
            SetPosition(animator, HumanBodyBones.RightLowerLeg, actor.GetReceivedPosition(NeuronBones.RightLeg), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
            SetPosition(animator, HumanBodyBones.RightFoot, actor.GetReceivedPosition(NeuronBones.RightFoot), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
            SetPosition(animator, HumanBodyBones.LeftUpperLeg, actor.GetReceivedPosition(NeuronBones.LeftUpLeg) + positionOffsets[(int)HumanBodyBones.LeftUpperLeg], bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
            SetPosition(animator, HumanBodyBones.LeftLowerLeg, actor.GetReceivedPosition(NeuronBones.LeftLeg), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
            SetPosition(animator, HumanBodyBones.LeftFoot, actor.GetReceivedPosition(NeuronBones.LeftFoot), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);

            // spine
            SetPosition(animator, HumanBodyBones.Spine, actor.GetReceivedPosition(NeuronBones.Spine), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
            SetPosition(animator, HumanBodyBones.Chest, actor.GetReceivedPosition(NeuronBones.Spine3), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
            SetPosition(animator, HumanBodyBones.Neck, actor.GetReceivedPosition(NeuronBones.Neck), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
            SetPosition(animator, HumanBodyBones.Head, actor.GetReceivedPosition(NeuronBones.Head), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);

            // right arm
            SetPosition(animator, HumanBodyBones.RightShoulder, actor.GetReceivedPosition(NeuronBones.RightShoulder), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
            SetPosition(animator, HumanBodyBones.RightUpperArm, actor.GetReceivedPosition(NeuronBones.RightArm), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
            SetPosition(animator, HumanBodyBones.RightLowerArm, actor.GetReceivedPosition(NeuronBones.RightForeArm), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);

            // right hand
            SetPosition(animator, HumanBodyBones.RightHand, actor.GetReceivedPosition(NeuronBones.RightHand), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
            //SetPosition( animator, HumanBodyBones.RightThumbProximal,		actor.GetReceivedPosition( NeuronBones.RightHandThumb1 ), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
            SetPosition(animator, HumanBodyBones.RightThumbIntermediate, actor.GetReceivedPosition(NeuronBones.RightHandThumb2), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
            SetPosition(animator, HumanBodyBones.RightThumbDistal, actor.GetReceivedPosition(NeuronBones.RightHandThumb3), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);

            SetPosition(animator, HumanBodyBones.RightIndexProximal, actor.GetReceivedPosition(NeuronBones.RightHandIndex1), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
            SetPosition(animator, HumanBodyBones.RightIndexIntermediate, actor.GetReceivedPosition(NeuronBones.RightHandIndex2), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
            SetPosition(animator, HumanBodyBones.RightIndexDistal, actor.GetReceivedPosition(NeuronBones.RightHandIndex3), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);

            SetPosition(animator, HumanBodyBones.RightMiddleProximal, actor.GetReceivedPosition(NeuronBones.RightHandMiddle1), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
            SetPosition(animator, HumanBodyBones.RightMiddleIntermediate, actor.GetReceivedPosition(NeuronBones.RightHandMiddle2), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
            SetPosition(animator, HumanBodyBones.RightMiddleDistal, actor.GetReceivedPosition(NeuronBones.RightHandMiddle3), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);

            SetPosition(animator, HumanBodyBones.RightRingProximal, actor.GetReceivedPosition(NeuronBones.RightHandRing1), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
            SetPosition(animator, HumanBodyBones.RightRingIntermediate, actor.GetReceivedPosition(NeuronBones.RightHandRing2), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
            SetPosition(animator, HumanBodyBones.RightRingDistal, actor.GetReceivedPosition(NeuronBones.RightHandRing3), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);

            SetPosition(animator, HumanBodyBones.RightLittleProximal, actor.GetReceivedPosition(NeuronBones.RightHandPinky1), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
            SetPosition(animator, HumanBodyBones.RightLittleIntermediate, actor.GetReceivedPosition(NeuronBones.RightHandPinky2), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
            SetPosition(animator, HumanBodyBones.RightLittleDistal, actor.GetReceivedPosition(NeuronBones.RightHandPinky3), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);

            // left arm
            SetPosition(animator, HumanBodyBones.LeftShoulder, actor.GetReceivedPosition(NeuronBones.LeftShoulder), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
            SetPosition(animator, HumanBodyBones.LeftUpperArm, actor.GetReceivedPosition(NeuronBones.LeftArm), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
            SetPosition(animator, HumanBodyBones.LeftLowerArm, actor.GetReceivedPosition(NeuronBones.LeftForeArm), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);

            // left hand
            SetPosition(animator, HumanBodyBones.LeftHand, actor.GetReceivedPosition(NeuronBones.LeftHand), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
            //SetPosition( animator, HumanBodyBones.LeftThumbProximal,        actor.GetReceivedPosition( NeuronBones.LeftHandThumb1 ), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
            SetPosition(animator, HumanBodyBones.LeftThumbIntermediate, actor.GetReceivedPosition(NeuronBones.LeftHandThumb2), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
            SetPosition(animator, HumanBodyBones.LeftThumbDistal, actor.GetReceivedPosition(NeuronBones.LeftHandThumb3), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);

            SetPosition(animator, HumanBodyBones.LeftIndexProximal, actor.GetReceivedPosition(NeuronBones.LeftHandIndex1), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
            SetPosition(animator, HumanBodyBones.LeftIndexIntermediate, actor.GetReceivedPosition(NeuronBones.LeftHandIndex2), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
            SetPosition(animator, HumanBodyBones.LeftIndexDistal, actor.GetReceivedPosition(NeuronBones.LeftHandIndex3), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);

            SetPosition(animator, HumanBodyBones.LeftMiddleProximal, actor.GetReceivedPosition(NeuronBones.LeftHandMiddle1), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
            SetPosition(animator, HumanBodyBones.LeftMiddleIntermediate, actor.GetReceivedPosition(NeuronBones.LeftHandMiddle2), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
            SetPosition(animator, HumanBodyBones.LeftMiddleDistal, actor.GetReceivedPosition(NeuronBones.LeftHandMiddle3), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);

            SetPosition(animator, HumanBodyBones.LeftRingProximal, actor.GetReceivedPosition(NeuronBones.LeftHandRing1), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
            SetPosition(animator, HumanBodyBones.LeftRingIntermediate, actor.GetReceivedPosition(NeuronBones.LeftHandRing2), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
            SetPosition(animator, HumanBodyBones.LeftRingDistal, actor.GetReceivedPosition(NeuronBones.LeftHandRing3), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);

            SetPosition(animator, HumanBodyBones.LeftLittleProximal, actor.GetReceivedPosition(NeuronBones.LeftHandPinky1), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
            SetPosition(animator, HumanBodyBones.LeftLittleIntermediate, actor.GetReceivedPosition(NeuronBones.LeftHandPinky2), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
            SetPosition(animator, HumanBodyBones.LeftLittleDistal, actor.GetReceivedPosition(NeuronBones.LeftHandPinky3), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
        }

        // apply rotations

        // legs
        SetRotation(animator, HumanBodyBones.RightUpperLeg, actor.GetReceivedRotation(NeuronBones.RightUpLeg), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
        SetRotation(animator, HumanBodyBones.RightLowerLeg, actor.GetReceivedRotation(NeuronBones.RightLeg), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
        SetRotation(animator, HumanBodyBones.RightFoot, actor.GetReceivedRotation(NeuronBones.RightFoot), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
        SetRotation(animator, HumanBodyBones.LeftUpperLeg, actor.GetReceivedRotation(NeuronBones.LeftUpLeg), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
        SetRotation(animator, HumanBodyBones.LeftLowerLeg, actor.GetReceivedRotation(NeuronBones.LeftLeg), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
        SetRotation(animator, HumanBodyBones.LeftFoot, actor.GetReceivedRotation(NeuronBones.LeftFoot), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);

        // spine
        SetRotation(animator, HumanBodyBones.Spine, actor.GetReceivedRotation(NeuronBones.Spine), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
        SetRotation(animator, HumanBodyBones.Chest, actor.GetReceivedRotation(NeuronBones.Spine1) + actor.GetReceivedRotation(NeuronBones.Spine2) + actor.GetReceivedRotation(NeuronBones.Spine3), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
        SetRotation(animator, HumanBodyBones.Neck, actor.GetReceivedRotation(NeuronBones.Neck), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
        SetRotation(animator, HumanBodyBones.Head, actor.GetReceivedRotation(NeuronBones.Head), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);

        // right arm
        SetRotation(animator, HumanBodyBones.RightShoulder, actor.GetReceivedRotation(NeuronBones.RightShoulder), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
        SetRotation(animator, HumanBodyBones.RightUpperArm, actor.GetReceivedRotation(NeuronBones.RightArm), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
        SetRotation(animator, HumanBodyBones.RightLowerArm, actor.GetReceivedRotation(NeuronBones.RightForeArm), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);

        // right hand
        SetRotation(animator, HumanBodyBones.RightHand, actor.GetReceivedRotation(NeuronBones.RightHand), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
        SetRotation(animator, HumanBodyBones.RightThumbProximal, actor.GetReceivedRotation(NeuronBones.RightHandThumb1) /* + new Vector3(0.0f, 50.0f, 0.0f)*/, bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
        SetRotation(animator, HumanBodyBones.RightThumbIntermediate, actor.GetReceivedRotation(NeuronBones.RightHandThumb2), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
        SetRotation(animator, HumanBodyBones.RightThumbDistal, actor.GetReceivedRotation(NeuronBones.RightHandThumb3), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);

        SetRotation(animator, HumanBodyBones.RightIndexProximal, actor.GetReceivedRotation(NeuronBones.RightHandIndex1) + actor.GetReceivedRotation(NeuronBones.RightInHandIndex), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
        SetRotation(animator, HumanBodyBones.RightIndexIntermediate, actor.GetReceivedRotation(NeuronBones.RightHandIndex2), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
        SetRotation(animator, HumanBodyBones.RightIndexDistal, actor.GetReceivedRotation(NeuronBones.RightHandIndex3), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);

        SetRotation(animator, HumanBodyBones.RightMiddleProximal, actor.GetReceivedRotation(NeuronBones.RightHandMiddle1) + actor.GetReceivedRotation(NeuronBones.RightInHandMiddle), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
        SetRotation(animator, HumanBodyBones.RightMiddleIntermediate, actor.GetReceivedRotation(NeuronBones.RightHandMiddle2), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
        SetRotation(animator, HumanBodyBones.RightMiddleDistal, actor.GetReceivedRotation(NeuronBones.RightHandMiddle3), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);

        SetRotation(animator, HumanBodyBones.RightRingProximal, actor.GetReceivedRotation(NeuronBones.RightHandRing1) + actor.GetReceivedRotation(NeuronBones.RightInHandRing), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
        SetRotation(animator, HumanBodyBones.RightRingIntermediate, actor.GetReceivedRotation(NeuronBones.RightHandRing2), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
        SetRotation(animator, HumanBodyBones.RightRingDistal, actor.GetReceivedRotation(NeuronBones.RightHandRing3), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);

        SetRotation(animator, HumanBodyBones.RightLittleProximal, actor.GetReceivedRotation(NeuronBones.RightHandPinky1) + actor.GetReceivedRotation(NeuronBones.RightInHandPinky), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
        SetRotation(animator, HumanBodyBones.RightLittleIntermediate, actor.GetReceivedRotation(NeuronBones.RightHandPinky2), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
        SetRotation(animator, HumanBodyBones.RightLittleDistal, actor.GetReceivedRotation(NeuronBones.RightHandPinky3), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);

        // left arm
        SetRotation(animator, HumanBodyBones.LeftShoulder, actor.GetReceivedRotation(NeuronBones.LeftShoulder), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
        SetRotation(animator, HumanBodyBones.LeftUpperArm, actor.GetReceivedRotation(NeuronBones.LeftArm), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
        SetRotation(animator, HumanBodyBones.LeftLowerArm, actor.GetReceivedRotation(NeuronBones.LeftForeArm), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);

        // left hand
        SetRotation(animator, HumanBodyBones.LeftHand, actor.GetReceivedRotation(NeuronBones.LeftHand), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
        SetRotation(animator, HumanBodyBones.LeftThumbProximal, actor.GetReceivedRotation(NeuronBones.LeftHandThumb1) /* + new Vector3(0.0f, -50.0f, 0.0f)*/, bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
        SetRotation(animator, HumanBodyBones.LeftThumbIntermediate, actor.GetReceivedRotation(NeuronBones.LeftHandThumb2), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
        SetRotation(animator, HumanBodyBones.LeftThumbDistal, actor.GetReceivedRotation(NeuronBones.LeftHandThumb3), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);

        SetRotation(animator, HumanBodyBones.LeftIndexProximal, actor.GetReceivedRotation(NeuronBones.LeftHandIndex1) + actor.GetReceivedRotation(NeuronBones.LeftInHandIndex), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
        SetRotation(animator, HumanBodyBones.LeftIndexIntermediate, actor.GetReceivedRotation(NeuronBones.LeftHandIndex2), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
        SetRotation(animator, HumanBodyBones.LeftIndexDistal, actor.GetReceivedRotation(NeuronBones.LeftHandIndex3), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);

        SetRotation(animator, HumanBodyBones.LeftMiddleProximal, actor.GetReceivedRotation(NeuronBones.LeftHandMiddle1) + actor.GetReceivedRotation(NeuronBones.LeftInHandMiddle), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
        SetRotation(animator, HumanBodyBones.LeftMiddleIntermediate, actor.GetReceivedRotation(NeuronBones.LeftHandMiddle2), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
        SetRotation(animator, HumanBodyBones.LeftMiddleDistal, actor.GetReceivedRotation(NeuronBones.LeftHandMiddle3), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);

        SetRotation(animator, HumanBodyBones.LeftRingProximal, actor.GetReceivedRotation(NeuronBones.LeftHandRing1) + actor.GetReceivedRotation(NeuronBones.LeftInHandRing), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
        SetRotation(animator, HumanBodyBones.LeftRingIntermediate, actor.GetReceivedRotation(NeuronBones.LeftHandRing2), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
        SetRotation(animator, HumanBodyBones.LeftRingDistal, actor.GetReceivedRotation(NeuronBones.LeftHandRing3), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);

        SetRotation(animator, HumanBodyBones.LeftLittleProximal, actor.GetReceivedRotation(NeuronBones.LeftHandPinky1) + actor.GetReceivedRotation(NeuronBones.LeftInHandPinky), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
        SetRotation(animator, HumanBodyBones.LeftLittleIntermediate, actor.GetReceivedRotation(NeuronBones.LeftHandPinky2), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
        SetRotation(animator, HumanBodyBones.LeftLittleDistal, actor.GetReceivedRotation(NeuronBones.LeftHandPinky3), bFixedUpdateMode, fLerpPosition, iFPS, fLerpDeltaTime);
    }
    // apply transforms extracted from actor mocap data to transforms of animator bones
    public void ApplyMotion(NeuronActor actor, Animator animator, Vector3[] positionOffsets, Vector3[] rotationOffsets)
    {
        // apply Hips position
        if (enableHipsMovement)
        {
            SetPosition(animator, HumanBodyBones.Hips, actor.GetReceivedPosition(NeuronBones.Hips) + positionOffsets [(int)HumanBodyBones.Hips]);
            SetRotation(animator, HumanBodyBones.Hips, actor.GetReceivedRotation(NeuronBones.Hips));
        }

        // apply positions
        if (actor.withDisplacement)
        {
            // legs
            SetPosition(animator, HumanBodyBones.RightUpperLeg, actor.GetReceivedPosition(NeuronBones.RightUpLeg) + positionOffsets[(int)HumanBodyBones.RightUpperLeg]);
            SetPosition(animator, HumanBodyBones.RightLowerLeg, actor.GetReceivedPosition(NeuronBones.RightLeg));
            SetPosition(animator, HumanBodyBones.RightFoot, actor.GetReceivedPosition(NeuronBones.RightFoot));
            SetPosition(animator, HumanBodyBones.LeftUpperLeg, actor.GetReceivedPosition(NeuronBones.LeftUpLeg) + positionOffsets[(int)HumanBodyBones.LeftUpperLeg]);
            SetPosition(animator, HumanBodyBones.LeftLowerLeg, actor.GetReceivedPosition(NeuronBones.LeftLeg));
            SetPosition(animator, HumanBodyBones.LeftFoot, actor.GetReceivedPosition(NeuronBones.LeftFoot));

            // spine
            SetPosition(animator, HumanBodyBones.Spine, actor.GetReceivedPosition(NeuronBones.Spine));
            if (useNewRig)
            {
                SetPosition(animator, HumanBodyBones.Chest,
                            actor.GetReceivedPosition(NeuronBones.Spine1)
                            );
#if UNITY_2018_2_OR_NEWER
                SetPosition(animator, HumanBodyBones.UpperChest,
                            actor.GetReceivedPosition(NeuronBones.Spine2)
                            );
#endif
                SetPosition(animator, HumanBodyBones.Neck,
                            actor.GetReceivedPosition((NeuronBones)NeuronBonesV2.Neck) +
                            (EulerToQuaternion(actor.GetReceivedRotation((NeuronBones)NeuronBonesV2.Neck)) * actor.GetReceivedPosition((NeuronBones)NeuronBonesV2.Neck1))
                            );
            }
            else
            {
                SetPosition(animator, HumanBodyBones.Chest, actor.GetReceivedPosition(NeuronBones.Spine3));
                SetPosition(animator, HumanBodyBones.Neck, actor.GetReceivedPosition(NeuronBones.Neck));
            }
            SetPosition(animator, HumanBodyBones.Head, actor.GetReceivedPosition(NeuronBones.Head));

            // right arm
            SetPosition(animator, HumanBodyBones.RightShoulder, actor.GetReceivedPosition(NeuronBones.RightShoulder));
            SetPosition(animator, HumanBodyBones.RightUpperArm, actor.GetReceivedPosition(NeuronBones.RightArm));
            SetPosition(animator, HumanBodyBones.RightLowerArm, actor.GetReceivedPosition(NeuronBones.RightForeArm));

            // right hand
            SetPosition(animator, HumanBodyBones.RightHand, actor.GetReceivedPosition(NeuronBones.RightHand));
            SetPosition(animator, HumanBodyBones.RightThumbProximal, actor.GetReceivedPosition(NeuronBones.RightHandThumb1));
            SetPosition(animator, HumanBodyBones.RightThumbIntermediate, actor.GetReceivedPosition(NeuronBones.RightHandThumb2));
            SetPosition(animator, HumanBodyBones.RightThumbDistal, actor.GetReceivedPosition(NeuronBones.RightHandThumb3));

            SetPosition(animator, HumanBodyBones.RightIndexProximal, actor.GetReceivedPosition(NeuronBones.RightHandIndex1));
            SetPosition(animator, HumanBodyBones.RightIndexIntermediate, actor.GetReceivedPosition(NeuronBones.RightHandIndex2));
            SetPosition(animator, HumanBodyBones.RightIndexDistal, actor.GetReceivedPosition(NeuronBones.RightHandIndex3));

            SetPosition(animator, HumanBodyBones.RightMiddleProximal, actor.GetReceivedPosition(NeuronBones.RightHandMiddle1));
            SetPosition(animator, HumanBodyBones.RightMiddleIntermediate, actor.GetReceivedPosition(NeuronBones.RightHandMiddle2));
            SetPosition(animator, HumanBodyBones.RightMiddleDistal, actor.GetReceivedPosition(NeuronBones.RightHandMiddle3));

            SetPosition(animator, HumanBodyBones.RightRingProximal, actor.GetReceivedPosition(NeuronBones.RightHandRing1));
            SetPosition(animator, HumanBodyBones.RightRingIntermediate, actor.GetReceivedPosition(NeuronBones.RightHandRing2));
            SetPosition(animator, HumanBodyBones.RightRingDistal, actor.GetReceivedPosition(NeuronBones.RightHandRing3));

            SetPosition(animator, HumanBodyBones.RightLittleProximal, actor.GetReceivedPosition(NeuronBones.RightHandPinky1));
            SetPosition(animator, HumanBodyBones.RightLittleIntermediate, actor.GetReceivedPosition(NeuronBones.RightHandPinky2));
            SetPosition(animator, HumanBodyBones.RightLittleDistal, actor.GetReceivedPosition(NeuronBones.RightHandPinky3));

            // left arm
            SetPosition(animator, HumanBodyBones.LeftShoulder, actor.GetReceivedPosition(NeuronBones.LeftShoulder));
            SetPosition(animator, HumanBodyBones.LeftUpperArm, actor.GetReceivedPosition(NeuronBones.LeftArm));
            SetPosition(animator, HumanBodyBones.LeftLowerArm, actor.GetReceivedPosition(NeuronBones.LeftForeArm));

            // left hand
            SetPosition(animator, HumanBodyBones.LeftHand, actor.GetReceivedPosition(NeuronBones.LeftHand));
            SetPosition(animator, HumanBodyBones.LeftThumbProximal, actor.GetReceivedPosition(NeuronBones.LeftHandThumb1));
            SetPosition(animator, HumanBodyBones.LeftThumbIntermediate, actor.GetReceivedPosition(NeuronBones.LeftHandThumb2));
            SetPosition(animator, HumanBodyBones.LeftThumbDistal, actor.GetReceivedPosition(NeuronBones.LeftHandThumb3));

            SetPosition(animator, HumanBodyBones.LeftIndexProximal, actor.GetReceivedPosition(NeuronBones.LeftHandIndex1));
            SetPosition(animator, HumanBodyBones.LeftIndexIntermediate, actor.GetReceivedPosition(NeuronBones.LeftHandIndex2));
            SetPosition(animator, HumanBodyBones.LeftIndexDistal, actor.GetReceivedPosition(NeuronBones.LeftHandIndex3));

            SetPosition(animator, HumanBodyBones.LeftMiddleProximal, actor.GetReceivedPosition(NeuronBones.LeftHandMiddle1));
            SetPosition(animator, HumanBodyBones.LeftMiddleIntermediate, actor.GetReceivedPosition(NeuronBones.LeftHandMiddle2));
            SetPosition(animator, HumanBodyBones.LeftMiddleDistal, actor.GetReceivedPosition(NeuronBones.LeftHandMiddle3));

            SetPosition(animator, HumanBodyBones.LeftRingProximal, actor.GetReceivedPosition(NeuronBones.LeftHandRing1));
            SetPosition(animator, HumanBodyBones.LeftRingIntermediate, actor.GetReceivedPosition(NeuronBones.LeftHandRing2));
            SetPosition(animator, HumanBodyBones.LeftRingDistal, actor.GetReceivedPosition(NeuronBones.LeftHandRing3));

            SetPosition(animator, HumanBodyBones.LeftLittleProximal, actor.GetReceivedPosition(NeuronBones.LeftHandPinky1));
            SetPosition(animator, HumanBodyBones.LeftLittleIntermediate, actor.GetReceivedPosition(NeuronBones.LeftHandPinky2));
            SetPosition(animator, HumanBodyBones.LeftLittleDistal, actor.GetReceivedPosition(NeuronBones.LeftHandPinky3));
        }

        // apply rotations

        // legs
        SetRotation(animator, HumanBodyBones.RightUpperLeg, actor.GetReceivedRotation(NeuronBones.RightUpLeg));
        SetRotation(animator, HumanBodyBones.RightLowerLeg, actor.GetReceivedRotation(NeuronBones.RightLeg));
        SetRotation(animator, HumanBodyBones.RightFoot, actor.GetReceivedRotation(NeuronBones.RightFoot));
        SetRotation(animator, HumanBodyBones.LeftUpperLeg, actor.GetReceivedRotation(NeuronBones.LeftUpLeg));
        SetRotation(animator, HumanBodyBones.LeftLowerLeg, actor.GetReceivedRotation(NeuronBones.LeftLeg));
        SetRotation(animator, HumanBodyBones.LeftFoot, actor.GetReceivedRotation(NeuronBones.LeftFoot));

        // spine
        SetRotation(animator, HumanBodyBones.Spine, actor.GetReceivedRotation(NeuronBones.Spine));
        //SetRotation( animator, HumanBodyBones.Chest,					actor.GetReceivedRotation( NeuronBones.Spine1 ) + actor.GetReceivedRotation( NeuronBones.Spine2 ) + actor.GetReceivedRotation( NeuronBones.Spine3 ) );
        if (useNewRig)
        {
            SetRotation(animator, HumanBodyBones.Chest,
                        (EulerToQuaternion(actor.GetReceivedRotation(NeuronBones.Spine1)) *
                         EulerToQuaternion(actor.GetReceivedRotation(NeuronBones.Spine2))).eulerAngles
                        );

            SetRotation(animator, HumanBodyBones.Neck,
                        (EulerToQuaternion(actor.GetReceivedRotation((NeuronBones)NeuronBonesV2.Neck)) *
                         EulerToQuaternion(actor.GetReceivedRotation((NeuronBones)NeuronBonesV2.Neck1))).eulerAngles
                        );
        }
        else
        {
            SetRotation(animator, HumanBodyBones.Chest,
                        (EulerToQuaternion(actor.GetReceivedRotation(NeuronBones.Spine1)) *
                         EulerToQuaternion(actor.GetReceivedRotation(NeuronBones.Spine2)) *
                         EulerToQuaternion(actor.GetReceivedRotation(NeuronBones.Spine3))).eulerAngles
                        );
            SetRotation(animator, HumanBodyBones.Neck, actor.GetReceivedRotation(NeuronBones.Neck));
        }

        SetRotation(animator, HumanBodyBones.Head, actor.GetReceivedRotation(NeuronBones.Head));

        // right arm
        SetRotation(animator, HumanBodyBones.RightShoulder, actor.GetReceivedRotation(NeuronBones.RightShoulder));
        SetRotation(animator, HumanBodyBones.RightUpperArm, actor.GetReceivedRotation(NeuronBones.RightArm));
        SetRotation(animator, HumanBodyBones.RightLowerArm, actor.GetReceivedRotation(NeuronBones.RightForeArm));

        // right hand
        SetRotation(animator, HumanBodyBones.RightHand, actor.GetReceivedRotation(NeuronBones.RightHand));
        SetRotation(animator, HumanBodyBones.RightThumbProximal, actor.GetReceivedRotation(NeuronBones.RightHandThumb1));
        SetRotation(animator, HumanBodyBones.RightThumbIntermediate, actor.GetReceivedRotation(NeuronBones.RightHandThumb2));
        SetRotation(animator, HumanBodyBones.RightThumbDistal, actor.GetReceivedRotation(NeuronBones.RightHandThumb3));

        //SetRotation( animator, HumanBodyBones.RightIndexProximal,		actor.GetReceivedRotation( NeuronBones.RightHandIndex1 ) + actor.GetReceivedRotation( NeuronBones.RightInHandIndex ) );
        SetRotation(animator, HumanBodyBones.RightIndexProximal,
                    (EulerToQuaternion(actor.GetReceivedRotation(NeuronBones.RightInHandIndex)) *
                     EulerToQuaternion(actor.GetReceivedRotation(NeuronBones.RightHandIndex1))).eulerAngles
                    );
        SetRotation(animator, HumanBodyBones.RightIndexIntermediate, actor.GetReceivedRotation(NeuronBones.RightHandIndex2));
        SetRotation(animator, HumanBodyBones.RightIndexDistal, actor.GetReceivedRotation(NeuronBones.RightHandIndex3));

        //SetRotation( animator, HumanBodyBones.RightMiddleProximal,		actor.GetReceivedRotation( NeuronBones.RightHandMiddle1 ) + actor.GetReceivedRotation( NeuronBones.RightInHandMiddle ) );
        SetRotation(animator, HumanBodyBones.RightMiddleProximal,
                    (EulerToQuaternion(actor.GetReceivedRotation(NeuronBones.RightInHandMiddle)) *
                     EulerToQuaternion(actor.GetReceivedRotation(NeuronBones.RightHandMiddle1))).eulerAngles
                    );
        SetRotation(animator, HumanBodyBones.RightMiddleIntermediate, actor.GetReceivedRotation(NeuronBones.RightHandMiddle2));
        SetRotation(animator, HumanBodyBones.RightMiddleDistal, actor.GetReceivedRotation(NeuronBones.RightHandMiddle3));

        //SetRotation( animator, HumanBodyBones.RightRingProximal,		actor.GetReceivedRotation( NeuronBones.RightHandRing1 ) + actor.GetReceivedRotation( NeuronBones.RightInHandRing ) );
        SetRotation(animator, HumanBodyBones.RightRingProximal,
                    (EulerToQuaternion(actor.GetReceivedRotation(NeuronBones.RightInHandRing)) *
                     EulerToQuaternion(actor.GetReceivedRotation(NeuronBones.RightHandRing1))).eulerAngles
                    );
        SetRotation(animator, HumanBodyBones.RightRingIntermediate, actor.GetReceivedRotation(NeuronBones.RightHandRing2));
        SetRotation(animator, HumanBodyBones.RightRingDistal, actor.GetReceivedRotation(NeuronBones.RightHandRing3));

        //SetRotation( animator, HumanBodyBones.RightLittleProximal,		actor.GetReceivedRotation( NeuronBones.RightHandPinky1 ) + actor.GetReceivedRotation( NeuronBones.RightInHandPinky ) );
        SetRotation(animator, HumanBodyBones.RightLittleProximal,
                    (EulerToQuaternion(actor.GetReceivedRotation(NeuronBones.RightInHandPinky)) *
                     EulerToQuaternion(actor.GetReceivedRotation(NeuronBones.RightHandPinky1))).eulerAngles
                    );
        SetRotation(animator, HumanBodyBones.RightLittleIntermediate, actor.GetReceivedRotation(NeuronBones.RightHandPinky2));
        SetRotation(animator, HumanBodyBones.RightLittleDistal, actor.GetReceivedRotation(NeuronBones.RightHandPinky3));

        // left arm
        SetRotation(animator, HumanBodyBones.LeftShoulder, actor.GetReceivedRotation(NeuronBones.LeftShoulder));
        SetRotation(animator, HumanBodyBones.LeftUpperArm, actor.GetReceivedRotation(NeuronBones.LeftArm));
        SetRotation(animator, HumanBodyBones.LeftLowerArm, actor.GetReceivedRotation(NeuronBones.LeftForeArm));

        // left hand
        SetRotation(animator, HumanBodyBones.LeftHand, actor.GetReceivedRotation(NeuronBones.LeftHand));
        SetRotation(animator, HumanBodyBones.LeftThumbProximal, actor.GetReceivedRotation(NeuronBones.LeftHandThumb1));
        SetRotation(animator, HumanBodyBones.LeftThumbIntermediate, actor.GetReceivedRotation(NeuronBones.LeftHandThumb2));
        SetRotation(animator, HumanBodyBones.LeftThumbDistal, actor.GetReceivedRotation(NeuronBones.LeftHandThumb3));

        //SetRotation( animator, HumanBodyBones.LeftIndexProximal,		actor.GetReceivedRotation( NeuronBones.LeftHandIndex1 ) + actor.GetReceivedRotation( NeuronBones.LeftInHandIndex ) );
        SetRotation(animator, HumanBodyBones.LeftIndexProximal,
                    (EulerToQuaternion(actor.GetReceivedRotation(NeuronBones.LeftInHandIndex)) *
                     EulerToQuaternion(actor.GetReceivedRotation(NeuronBones.LeftHandIndex1))).eulerAngles
                    );
        SetRotation(animator, HumanBodyBones.LeftIndexIntermediate, actor.GetReceivedRotation(NeuronBones.LeftHandIndex2));
        SetRotation(animator, HumanBodyBones.LeftIndexDistal, actor.GetReceivedRotation(NeuronBones.LeftHandIndex3));

        //SetRotation( animator, HumanBodyBones.LeftMiddleProximal,		actor.GetReceivedRotation( NeuronBones.LeftHandMiddle1 ) + actor.GetReceivedRotation( NeuronBones.LeftInHandMiddle ) );
        SetRotation(animator, HumanBodyBones.LeftMiddleProximal,
                    (EulerToQuaternion(actor.GetReceivedRotation(NeuronBones.LeftInHandMiddle)) *
                     EulerToQuaternion(actor.GetReceivedRotation(NeuronBones.LeftHandMiddle1))).eulerAngles
                    );
        SetRotation(animator, HumanBodyBones.LeftMiddleIntermediate, actor.GetReceivedRotation(NeuronBones.LeftHandMiddle2));
        SetRotation(animator, HumanBodyBones.LeftMiddleDistal, actor.GetReceivedRotation(NeuronBones.LeftHandMiddle3));

        //SetRotation( animator, HumanBodyBones.LeftRingProximal,			actor.GetReceivedRotation( NeuronBones.LeftHandRing1 ) + actor.GetReceivedRotation( NeuronBones.LeftInHandRing ) );
        SetRotation(animator, HumanBodyBones.LeftRingProximal,
                    (EulerToQuaternion(actor.GetReceivedRotation(NeuronBones.LeftInHandRing)) *
                     EulerToQuaternion(actor.GetReceivedRotation(NeuronBones.LeftHandRing1))).eulerAngles
                    );
        SetRotation(animator, HumanBodyBones.LeftRingIntermediate, actor.GetReceivedRotation(NeuronBones.LeftHandRing2));
        SetRotation(animator, HumanBodyBones.LeftRingDistal, actor.GetReceivedRotation(NeuronBones.LeftHandRing3));

        //SetRotation( animator, HumanBodyBones.LeftLittleProximal,		actor.GetReceivedRotation( NeuronBones.LeftHandPinky1 ) + actor.GetReceivedRotation( NeuronBones.LeftInHandPinky ) );
        SetRotation(animator, HumanBodyBones.LeftLittleProximal,
                    (EulerToQuaternion(actor.GetReceivedRotation(NeuronBones.LeftInHandPinky)) *
                     EulerToQuaternion(actor.GetReceivedRotation(NeuronBones.LeftHandPinky1))).eulerAngles
                    );
        SetRotation(animator, HumanBodyBones.LeftLittleIntermediate, actor.GetReceivedRotation(NeuronBones.LeftHandPinky2));
        SetRotation(animator, HumanBodyBones.LeftLittleDistal, actor.GetReceivedRotation(NeuronBones.LeftHandPinky3));
    }
 public NeuronTransformsInstanceVR(NeuronActor actor)
     : base(actor)
 {
 }
Пример #22
0
 public NeuronAnimatorInstance(NeuronActor actor)
     : base(actor)
 {
 }
Пример #23
0
    // apply transforms extracted from actor mocap data to transforms of animator bones
    public static void ApplyMotion(NeuronActor actor, Animator animator, ref int last_evaluate_time, Vector3[] positionOffsets, Vector3[] rotationOffsets)
    {
        float swap_ratio = CalculateSwapRatio(actor.timeStamp, ref last_evaluate_time);

        if (swap_ratio <= 0.0f)
        {
            return;
        }

        // apply Hips position
        SetPosition(animator, HumanBodyBones.Hips, actor.GetReceivedPosition(NeuronBones.Hips) + positionOffsets[(int)HumanBodyBones.Hips], swap_ratio);
        SetRotation(animator, HumanBodyBones.Hips, actor.GetReceivedRotation(NeuronBones.Hips), swap_ratio);

        // apply positions
        if (actor.withDisplacement)
        {
            // legs
            SetPosition(animator, HumanBodyBones.RightUpperLeg, actor.GetReceivedPosition(NeuronBones.RightUpLeg) + positionOffsets[(int)HumanBodyBones.RightUpperLeg], swap_ratio);
            SetPosition(animator, HumanBodyBones.RightLowerLeg, actor.GetReceivedPosition(NeuronBones.RightLeg), swap_ratio);
            SetPosition(animator, HumanBodyBones.RightFoot, actor.GetReceivedPosition(NeuronBones.RightFoot), swap_ratio);
            SetPosition(animator, HumanBodyBones.LeftUpperLeg, actor.GetReceivedPosition(NeuronBones.LeftUpLeg) + positionOffsets[(int)HumanBodyBones.LeftUpperLeg], swap_ratio);
            SetPosition(animator, HumanBodyBones.LeftLowerLeg, actor.GetReceivedPosition(NeuronBones.LeftLeg), swap_ratio);
            SetPosition(animator, HumanBodyBones.LeftFoot, actor.GetReceivedPosition(NeuronBones.LeftFoot), swap_ratio);

            // spine
            SetPosition(animator, HumanBodyBones.Spine, actor.GetReceivedPosition(NeuronBones.Spine), swap_ratio);
            SetPosition(animator, HumanBodyBones.Chest, actor.GetReceivedPosition(NeuronBones.Spine3), swap_ratio);
            SetPosition(animator, HumanBodyBones.Neck, actor.GetReceivedPosition(NeuronBones.Neck), swap_ratio);
            SetPosition(animator, HumanBodyBones.Head, actor.GetReceivedPosition(NeuronBones.Head), swap_ratio);

            // right arm
            SetPosition(animator, HumanBodyBones.RightShoulder, actor.GetReceivedPosition(NeuronBones.RightShoulder), swap_ratio);
            SetPosition(animator, HumanBodyBones.RightUpperArm, actor.GetReceivedPosition(NeuronBones.RightArm), swap_ratio);
            SetPosition(animator, HumanBodyBones.RightLowerArm, actor.GetReceivedPosition(NeuronBones.RightForeArm), swap_ratio);

            // right hand
            SetPosition(animator, HumanBodyBones.RightHand, actor.GetReceivedPosition(NeuronBones.RightHand), swap_ratio);
            SetPosition(animator, HumanBodyBones.RightThumbProximal, actor.GetReceivedPosition(NeuronBones.RightHandThumb1), swap_ratio);
            SetPosition(animator, HumanBodyBones.RightThumbIntermediate, actor.GetReceivedPosition(NeuronBones.RightHandThumb2), swap_ratio);
            SetPosition(animator, HumanBodyBones.RightThumbDistal, actor.GetReceivedPosition(NeuronBones.RightHandThumb3), swap_ratio);

            SetPosition(animator, HumanBodyBones.RightIndexProximal, actor.GetReceivedPosition(NeuronBones.RightHandIndex1), swap_ratio);
            SetPosition(animator, HumanBodyBones.RightIndexIntermediate, actor.GetReceivedPosition(NeuronBones.RightHandIndex2), swap_ratio);
            SetPosition(animator, HumanBodyBones.RightIndexDistal, actor.GetReceivedPosition(NeuronBones.RightHandIndex3), swap_ratio);

            SetPosition(animator, HumanBodyBones.RightMiddleProximal, actor.GetReceivedPosition(NeuronBones.RightHandMiddle1), swap_ratio);
            SetPosition(animator, HumanBodyBones.RightMiddleIntermediate, actor.GetReceivedPosition(NeuronBones.RightHandMiddle2), swap_ratio);
            SetPosition(animator, HumanBodyBones.RightMiddleDistal, actor.GetReceivedPosition(NeuronBones.RightHandMiddle3), swap_ratio);

            SetPosition(animator, HumanBodyBones.RightRingProximal, actor.GetReceivedPosition(NeuronBones.RightHandRing1), swap_ratio);
            SetPosition(animator, HumanBodyBones.RightRingIntermediate, actor.GetReceivedPosition(NeuronBones.RightHandRing2), swap_ratio);
            SetPosition(animator, HumanBodyBones.RightRingDistal, actor.GetReceivedPosition(NeuronBones.RightHandRing3), swap_ratio);

            SetPosition(animator, HumanBodyBones.RightLittleProximal, actor.GetReceivedPosition(NeuronBones.RightHandPinky1), swap_ratio);
            SetPosition(animator, HumanBodyBones.RightLittleIntermediate, actor.GetReceivedPosition(NeuronBones.RightHandPinky2), swap_ratio);
            SetPosition(animator, HumanBodyBones.RightLittleDistal, actor.GetReceivedPosition(NeuronBones.RightHandPinky3), swap_ratio);

            // left arm
            SetPosition(animator, HumanBodyBones.LeftShoulder, actor.GetReceivedPosition(NeuronBones.LeftShoulder), swap_ratio);
            SetPosition(animator, HumanBodyBones.LeftUpperArm, actor.GetReceivedPosition(NeuronBones.LeftArm), swap_ratio);
            SetPosition(animator, HumanBodyBones.LeftLowerArm, actor.GetReceivedPosition(NeuronBones.LeftForeArm), swap_ratio);

            // left hand
            SetPosition(animator, HumanBodyBones.LeftHand, actor.GetReceivedPosition(NeuronBones.LeftHand), swap_ratio);
            SetPosition(animator, HumanBodyBones.LeftThumbProximal, actor.GetReceivedPosition(NeuronBones.LeftHandThumb1), swap_ratio);
            SetPosition(animator, HumanBodyBones.LeftThumbIntermediate, actor.GetReceivedPosition(NeuronBones.LeftHandThumb2), swap_ratio);
            SetPosition(animator, HumanBodyBones.LeftThumbDistal, actor.GetReceivedPosition(NeuronBones.LeftHandThumb3), swap_ratio);

            SetPosition(animator, HumanBodyBones.LeftIndexProximal, actor.GetReceivedPosition(NeuronBones.LeftHandIndex1), swap_ratio);
            SetPosition(animator, HumanBodyBones.LeftIndexIntermediate, actor.GetReceivedPosition(NeuronBones.LeftHandIndex2), swap_ratio);
            SetPosition(animator, HumanBodyBones.LeftIndexDistal, actor.GetReceivedPosition(NeuronBones.LeftHandIndex3), swap_ratio);

            SetPosition(animator, HumanBodyBones.LeftMiddleProximal, actor.GetReceivedPosition(NeuronBones.LeftHandMiddle1), swap_ratio);
            SetPosition(animator, HumanBodyBones.LeftMiddleIntermediate, actor.GetReceivedPosition(NeuronBones.LeftHandMiddle2), swap_ratio);
            SetPosition(animator, HumanBodyBones.LeftMiddleDistal, actor.GetReceivedPosition(NeuronBones.LeftHandMiddle3), swap_ratio);

            SetPosition(animator, HumanBodyBones.LeftRingProximal, actor.GetReceivedPosition(NeuronBones.LeftHandRing1), swap_ratio);
            SetPosition(animator, HumanBodyBones.LeftRingIntermediate, actor.GetReceivedPosition(NeuronBones.LeftHandRing2), swap_ratio);
            SetPosition(animator, HumanBodyBones.LeftRingDistal, actor.GetReceivedPosition(NeuronBones.LeftHandRing3), swap_ratio);

            SetPosition(animator, HumanBodyBones.LeftLittleProximal, actor.GetReceivedPosition(NeuronBones.LeftHandPinky1), swap_ratio);
            SetPosition(animator, HumanBodyBones.LeftLittleIntermediate, actor.GetReceivedPosition(NeuronBones.LeftHandPinky2), swap_ratio);
            SetPosition(animator, HumanBodyBones.LeftLittleDistal, actor.GetReceivedPosition(NeuronBones.LeftHandPinky3), swap_ratio);
        }

        // apply rotations

        // legs
        SetRotation(animator, HumanBodyBones.RightUpperLeg, actor.GetReceivedRotation(NeuronBones.RightUpLeg), swap_ratio);
        SetRotation(animator, HumanBodyBones.RightLowerLeg, actor.GetReceivedRotation(NeuronBones.RightLeg), swap_ratio);
        SetRotation(animator, HumanBodyBones.RightFoot, actor.GetReceivedRotation(NeuronBones.RightFoot), swap_ratio);
        SetRotation(animator, HumanBodyBones.LeftUpperLeg, actor.GetReceivedRotation(NeuronBones.LeftUpLeg), swap_ratio);
        SetRotation(animator, HumanBodyBones.LeftLowerLeg, actor.GetReceivedRotation(NeuronBones.LeftLeg), swap_ratio);
        SetRotation(animator, HumanBodyBones.LeftFoot, actor.GetReceivedRotation(NeuronBones.LeftFoot), swap_ratio);

        // spine
        SetRotation(animator, HumanBodyBones.Spine, actor.GetReceivedRotation(NeuronBones.Spine), swap_ratio);
        SetRotation(animator, HumanBodyBones.Chest, actor.GetReceivedRotation(NeuronBones.Spine1) + actor.GetReceivedRotation(NeuronBones.Spine2) + actor.GetReceivedRotation(NeuronBones.Spine3), swap_ratio);
        SetRotation(animator, HumanBodyBones.Neck, actor.GetReceivedRotation(NeuronBones.Neck), swap_ratio);
        SetRotation(animator, HumanBodyBones.Head, actor.GetReceivedRotation(NeuronBones.Head), swap_ratio);

        // right arm
        SetRotation(animator, HumanBodyBones.RightShoulder, actor.GetReceivedRotation(NeuronBones.RightShoulder), swap_ratio);
        SetRotation(animator, HumanBodyBones.RightUpperArm, actor.GetReceivedRotation(NeuronBones.RightArm), swap_ratio);
        SetRotation(animator, HumanBodyBones.RightLowerArm, actor.GetReceivedRotation(NeuronBones.RightForeArm), swap_ratio);

        // right hand
        SetRotation(animator, HumanBodyBones.RightHand, actor.GetReceivedRotation(NeuronBones.RightHand), swap_ratio);
        SetRotation(animator, HumanBodyBones.RightThumbProximal, actor.GetReceivedRotation(NeuronBones.RightHandThumb1), swap_ratio);
        SetRotation(animator, HumanBodyBones.RightThumbIntermediate, actor.GetReceivedRotation(NeuronBones.RightHandThumb2), swap_ratio);
        SetRotation(animator, HumanBodyBones.RightThumbDistal, actor.GetReceivedRotation(NeuronBones.RightHandThumb3), swap_ratio);

        SetRotation(animator, HumanBodyBones.RightIndexProximal, actor.GetReceivedRotation(NeuronBones.RightHandIndex1) + actor.GetReceivedRotation(NeuronBones.RightInHandIndex), swap_ratio);
        SetRotation(animator, HumanBodyBones.RightIndexIntermediate, actor.GetReceivedRotation(NeuronBones.RightHandIndex2), swap_ratio);
        SetRotation(animator, HumanBodyBones.RightIndexDistal, actor.GetReceivedRotation(NeuronBones.RightHandIndex3), swap_ratio);

        SetRotation(animator, HumanBodyBones.RightMiddleProximal, actor.GetReceivedRotation(NeuronBones.RightHandMiddle1) + actor.GetReceivedRotation(NeuronBones.RightInHandMiddle), swap_ratio);
        SetRotation(animator, HumanBodyBones.RightMiddleIntermediate, actor.GetReceivedRotation(NeuronBones.RightHandMiddle2), swap_ratio);
        SetRotation(animator, HumanBodyBones.RightMiddleDistal, actor.GetReceivedRotation(NeuronBones.RightHandMiddle3), swap_ratio);

        SetRotation(animator, HumanBodyBones.RightRingProximal, actor.GetReceivedRotation(NeuronBones.RightHandRing1) + actor.GetReceivedRotation(NeuronBones.RightInHandRing), swap_ratio);
        SetRotation(animator, HumanBodyBones.RightRingIntermediate, actor.GetReceivedRotation(NeuronBones.RightHandRing2), swap_ratio);
        SetRotation(animator, HumanBodyBones.RightRingDistal, actor.GetReceivedRotation(NeuronBones.RightHandRing3), swap_ratio);

        SetRotation(animator, HumanBodyBones.RightLittleProximal, actor.GetReceivedRotation(NeuronBones.RightHandPinky1) + actor.GetReceivedRotation(NeuronBones.RightInHandPinky), swap_ratio);
        SetRotation(animator, HumanBodyBones.RightLittleIntermediate, actor.GetReceivedRotation(NeuronBones.RightHandPinky2), swap_ratio);
        SetRotation(animator, HumanBodyBones.RightLittleDistal, actor.GetReceivedRotation(NeuronBones.RightHandPinky3), swap_ratio);

        // left arm
        SetRotation(animator, HumanBodyBones.LeftShoulder, actor.GetReceivedRotation(NeuronBones.LeftShoulder), swap_ratio);
        SetRotation(animator, HumanBodyBones.LeftUpperArm, actor.GetReceivedRotation(NeuronBones.LeftArm), swap_ratio);
        SetRotation(animator, HumanBodyBones.LeftLowerArm, actor.GetReceivedRotation(NeuronBones.LeftForeArm), swap_ratio);

        // left hand
        SetRotation(animator, HumanBodyBones.LeftHand, actor.GetReceivedRotation(NeuronBones.LeftHand), swap_ratio);
        SetRotation(animator, HumanBodyBones.LeftThumbProximal, actor.GetReceivedRotation(NeuronBones.LeftHandThumb1), swap_ratio);
        SetRotation(animator, HumanBodyBones.LeftThumbIntermediate, actor.GetReceivedRotation(NeuronBones.LeftHandThumb2), swap_ratio);
        SetRotation(animator, HumanBodyBones.LeftThumbDistal, actor.GetReceivedRotation(NeuronBones.LeftHandThumb3), swap_ratio);

        SetRotation(animator, HumanBodyBones.LeftIndexProximal, actor.GetReceivedRotation(NeuronBones.LeftHandIndex1) + actor.GetReceivedRotation(NeuronBones.LeftInHandIndex), swap_ratio);
        SetRotation(animator, HumanBodyBones.LeftIndexIntermediate, actor.GetReceivedRotation(NeuronBones.LeftHandIndex2), swap_ratio);
        SetRotation(animator, HumanBodyBones.LeftIndexDistal, actor.GetReceivedRotation(NeuronBones.LeftHandIndex3), swap_ratio);

        SetRotation(animator, HumanBodyBones.LeftMiddleProximal, actor.GetReceivedRotation(NeuronBones.LeftHandMiddle1) + actor.GetReceivedRotation(NeuronBones.LeftInHandMiddle), swap_ratio);
        SetRotation(animator, HumanBodyBones.LeftMiddleIntermediate, actor.GetReceivedRotation(NeuronBones.LeftHandMiddle2), swap_ratio);
        SetRotation(animator, HumanBodyBones.LeftMiddleDistal, actor.GetReceivedRotation(NeuronBones.LeftHandMiddle3), swap_ratio);

        SetRotation(animator, HumanBodyBones.LeftRingProximal, actor.GetReceivedRotation(NeuronBones.LeftHandRing1) + actor.GetReceivedRotation(NeuronBones.LeftInHandRing), swap_ratio);
        SetRotation(animator, HumanBodyBones.LeftRingIntermediate, actor.GetReceivedRotation(NeuronBones.LeftHandRing2), swap_ratio);
        SetRotation(animator, HumanBodyBones.LeftRingDistal, actor.GetReceivedRotation(NeuronBones.LeftHandRing3), swap_ratio);

        SetRotation(animator, HumanBodyBones.LeftLittleProximal, actor.GetReceivedRotation(NeuronBones.LeftHandPinky1) + actor.GetReceivedRotation(NeuronBones.LeftInHandPinky), swap_ratio);
        SetRotation(animator, HumanBodyBones.LeftLittleIntermediate, actor.GetReceivedRotation(NeuronBones.LeftHandPinky2), swap_ratio);
        SetRotation(animator, HumanBodyBones.LeftLittleDistal, actor.GetReceivedRotation(NeuronBones.LeftHandPinky3), swap_ratio);
    }