//Apply the hinge rotation limit

    private Quat LimitHinge(Quat rotation)
    {
        // If limit is zero return rotation fixed to axis
        if (min == 0 && max == 0 && useLimits)
        {
            return(Quat.AngleAxis(0, axis));
        }

        // Get 1 degree of freedom rotation along axis
        Quat free1DOF = Limit1DOF(rotation, axis);

        if (!useLimits)
        {
            return(free1DOF);
        }

        // Get offset from last rotation in angle-axis representation
        Quat addR = free1DOF * Quat.Inverse(lastRotation);

        float addA = Quat.Angle(Quat.identity, addR);

        Vec3 secondaryAxis = new Vec3(axis.z, axis.x, axis.y);
        Vec3 cross         = secondaryAxis.CrossProduct(axis);

        if (cross.DotProduct(addR * secondaryAxis) > 0f)
        {
            addA = -addA;
        }

        // Clamp to limits
        lastAngle = Mathf.Clamp(lastAngle + addA, min, max);

        return(Quat.AngleAxis(lastAngle, axis));
    }
Пример #2
0
        public static Vec3 SlerpUnclamped(Vec3 from, Vec3 to, float t)
        {
            float scale0, scale1;

            float len2 = to.Magnitude();
            float len1 = from.Magnitude();
            Vec3  v2   = to / len2;
            Vec3  v1   = from / len1;

            float len   = (len2 - len1) * t + len1;
            float cosom = Dot(v1, v2);

            if (cosom > 1 - 1e-6)
            {
                scale0 = 1 - t;
                scale1 = t;
            }
            else if (cosom < -1 + 1e-6)
            {
                Vec3 axis = OrthoNormalVector(from);
                Quat q    = Quat.AngleAxis(180.0f * t, axis);
                Vec3 v    = q * from * len;
                return(v);
            }
            else
            {
                float omega = MathUtils.Acos(cosom);
                float sinom = MathUtils.Sin(omega);
                scale0 = MathUtils.Sin((1 - t) * omega) / sinom;
                scale1 = MathUtils.Sin(t * omega) / sinom;
            }

            v2 = (v2 * scale1 + v1 * scale0) * len;
            return(v2);
        }
Пример #3
0
        public static Vec3 RotateTowards(Vec3 current, Vec3 target, float maxRadiansDelta, float maxMagnitudeDelta)
        {
            float len1 = current.Magnitude();
            float len2 = target.Magnitude();

            if (len1 > 1e-6 && len2 > 1e-6)
            {
                Vec3  from  = current / len1;
                Vec3  to    = target / len2;
                float cosom = Dot(from, to);

                if (cosom > 1 - 1e-6)
                {
                    return(MoveTowards(current, target, maxMagnitudeDelta));
                }
                if (cosom < -1 + 1e-6)
                {
                    Quat q = Quat.AngleAxis(maxRadiansDelta * MathUtils.RAD_TO_DEG, OrthoNormalVector(from));
                    return(q * from * ClampedMove(len1, len2, maxMagnitudeDelta));
                }
                else
                {
                    float angle = MathUtils.Acos(cosom);
                    Quat  q     = Quat.AngleAxis(MathUtils.Min(maxRadiansDelta, angle) * MathUtils.RAD_TO_DEG,
                                                 Normalize(Cross(from, to)));
                    return(q * from * ClampedMove(len1, len2, maxMagnitudeDelta));
                }
            }

            return(MoveTowards(current, target, maxMagnitudeDelta));
        }
        /* Simulates the forward kinematics,
         * given a solution. */


        public PositionRotation ForwardKinematics(float[] Solution)
        {
            Vec3 prevPoint = (Vec3)Joints[0].transform.position;
            //Quaternion rotation = Quaternion.identity;

            // Takes object initial rotation into account
            Quat rotation = (Quat)transform.rotation;

            for (int i = 1; i < Joints.Length; i++)
            {
                // Rotates around a new axis
                rotation *= Quat.AngleAxis(Solution[i - 1], (Vec3)Joints[i - 1].Axis);
                Vec3 nextPoint = prevPoint + rotation * Joints[i].StartOffset;

                if (DebugDraw)
                {
                    Debug.DrawLine((Vector3)prevPoint, (Vector3)nextPoint, Color.blue);
                }

                prevPoint = nextPoint;
            }

            // The end of the effector
            return(new PositionRotation(prevPoint, rotation));
        }
Пример #5
0
        /// <summary>
        /// Rotate the frame around a pivot point and axis
        /// </summary>
        /// <param name="point">pivot point</param>
        /// <param name="axis">rotation axis</param>
        /// <param name="angle">rotation angle</param>
        public void RotateAround(Vec3 point, Vec3 axis, double angle)
        {
            var rotation = Quat.AngleAxis(axis, angle);
            var position = ((Transformation)rotation) * (this.LocalPosition - point);

            this.LocalPosition = position + point;
            Rotate(rotation);
        }
Пример #6
0
        public void TestRotation()
        {
            var F1 = new Frame(Quat.Identity, Vec3.Zero);
            var F2 = new Frame(Quat.AngleAxis(Vec3.K, -Math.PI / 2), Vec3.Zero); // rotated 90deg

            var v1 = Vec3.One;
            var v2 = F1.LocalToFramePoint(v1, F2);

            Assert.AreEqual(new Vec3(-1, 1, 1).ToString(), v2.ToString());
        }
Пример #7
0
        public void TestNestedRotation()
        {
            var F1 = new Frame(Quat.AngleAxis(Vec3.K, -Math.PI / 2), Vec3.Zero);    // rotated 90deg

            F1.Parent = new Frame(Quat.AngleAxis(Vec3.K, -Math.PI / 2), Vec3.Zero); // rotated 90deg

            var v1 = Vec3.One;
            var v2 = F1.LocalToGlobalPoint(v1);

            Assert.AreEqual(new Vec3(-1, -1, 1).ToString(), v2.ToString());
        }
Пример #8
0
        public Vec3 RotateAround(float angle, Vec3 axis)
        {
            // rotate into world space
            Quat quaternion = Quat.AngleAxis(0, axis);

            quaternion = quaternion.Conjugate();
            Vec3 worldSpaceVector = quaternion.Transform(this);

            // rotate back to vector space
            quaternion       = Quat.AngleAxis(angle, axis);
            worldSpaceVector = quaternion.Transform(worldSpaceVector);
            return(worldSpaceVector);
        }
Пример #9
0
        public Mat3 RotateAround(float angle, Vec3 axis)
        {
            // rotate into world space
            Quat quaternion       = Quat.AngleAxis(0, axis).Conjugate();
            Mat3 worldSpaceMatrix = FromQuaternion(quaternion) * this;

            // rotate back to matrix space
            quaternion = Quat.AngleAxis(angle, axis);
            Mat3 qMat = FromQuaternion(quaternion);

            worldSpaceMatrix = qMat * worldSpaceMatrix;
            return(worldSpaceMatrix);
        }
    //Before rendering a frame
    void Update()
    {
        if (this.transform.position.y < -50)
        {
            CheckPoint();
        }
        switch (state)
        {
        case State.DIRECTION:
            VisualDebug.DisableRenderer(VisualDebug.Vectors.GREEN, transform);
            VisualDebug.DisableRenderer(VisualDebug.Vectors.RED, transform);

            redArrow.gameObject.SetActive(true);
            text.text = "Angle: " + Mathf.Round(ang).ToString();

            // TIMER - ang
            if (increaseAngle)
            {
                ang += Time.deltaTime * turnSpeed;
                if (ang >= maxAngle)
                {
                    increaseAngle = false;
                }
            }
            else if (!increaseAngle)
            {
                ang -= Time.deltaTime * turnSpeed;
                if (ang <= -maxAngle)
                {
                    increaseAngle = true;
                }
            }
            if (InputManager.Space())
            {
                Quat rotate = Quat.AngleAxis(ang, (Vec3)this.transform.up);
                this.transform.rotation = (Quaternion)(rotate * (Quat)this.transform.rotation);
                redArrow.gameObject.SetActive(false);
                velocity    = minForce;
                state       = State.PROPULSION;
                previousPos = (Vec3)transform.position;
            }

            float angArrow    = ang;
            Quat  rotateArrow = Quat.AngleAxis(ang - 90, (Vec3)this.transform.forward * -1);
            redArrow.transform.rotation = (Quaternion)(rotateArrow * (Quat)this.transform.rotation);

            break;

        case State.PROPULSION:
            powerBar.gameObject.SetActive(true);
            text.text = "Force: " + Mathf.Round(velocity).ToString();

            // TIMER - FORCE
            if (increase)
            {
                velocity += Time.deltaTime * powerSpeed;
                if (velocity >= maxForce)
                {
                    increase = false;
                }
            }
            else if (!increase)
            {
                velocity -= Time.deltaTime * powerSpeed;
                if (velocity <= minForce)
                {
                    increase = true;
                }
            }
            powerBar.value = velocity;

            // INPUT
            if (InputManager.Space())
            {
                state    = State.STRINGS;
                grounded = false;
                powerBar.gameObject.SetActive(false);
                direction += (Vec3)transform.forward;
            }

            break;

        case State.STRINGS:
            direction = Physics_functions.Molla(direction, transform);
            state     = State.JUMP;
            break;

        case State.JUMP:
            if (!grounded)
            {
                transform.position = (Vector3)Physics_functions.TirParabolic(direction, this.transform);
                direction.y       -= 9.81f * Time.deltaTime;
            }
            VisualDebug.DrawVector(direction, VisualDebug.Vectors.GREEN, transform);
            break;

        case State.LANDING:

            Vec3 friction = Physics_functions.FrictionJump(direction, drag);
            VisualDebug.DrawVector(friction, VisualDebug.Vectors.RED, transform);
            //x = x0 + (v0 + Ft) * t
            direction += Physics_functions.TirParabolic(friction, transform) * Time.deltaTime;
            float aux = (direction * Time.deltaTime).Module();
            if (aux >= 0.0001f && (direction.z * Time.deltaTime) >= 0)
            {
                transform.position += transform.forward * aux;
            }
            else
            {
                state = State.DIRECTION;
                transform.rotation = (Quaternion)inicialRotation;
                direction          = auxVel;
            }
            break;

        default:
            break;
        }
    }
Пример #11
0
    //Before rendering a frame
    void Update()
    {
        if (this.transform.position.y < -100)
        {
            CheckPoint();
        }
        switch (state)
        {
        case State.DIRECTION:
            VisualDebug.DisableRenderer(VisualDebug.Vectors.GREEN, transform);

            redArrow.gameObject.SetActive(true);
            text.text = "Angle: " + Mathf.Round(ang).ToString();

            // TIMER - ang
            if (increaseAngle)
            {
                ang += Time.deltaTime * turnSpeed;
                if (ang >= maxAngle)
                {
                    increaseAngle = false;
                }
            }
            else if (!increaseAngle)
            {
                ang -= Time.deltaTime * turnSpeed;
                if (ang <= -maxAngle)
                {
                    increaseAngle = true;
                }
            }
            if (InputManager.Space())
            {
                Quat rotate = Quat.AngleAxis(ang, (Vec3)this.transform.up);
                this.transform.rotation = (Quaternion)(rotate * (Quat)this.transform.rotation);
                redArrow.gameObject.SetActive(false);
                velocity    = minForce;
                state       = State.PROPULSION;
                previousPos = (Vec3)transform.position;
            }

            float angArrow    = ang;
            Quat  rotateArrow = Quat.AngleAxis(ang - 90, (Vec3)this.transform.forward * -1);
            redArrow.transform.rotation = (Quaternion)(rotateArrow * (Quat)this.transform.rotation);

            break;

        case State.PROPULSION:
            powerBar.gameObject.SetActive(true);
            text.text = "Force: " + Mathf.Round(velocity).ToString();

            // TIMER - FORCE
            if (increase)
            {
                velocity += Time.deltaTime * powerSpeed;
                if (velocity >= maxForce)
                {
                    increase = false;
                }
            }
            else if (!increase)
            {
                velocity -= Time.deltaTime * powerSpeed;
                if (velocity <= minForce)
                {
                    increase = true;
                }
            }
            powerBar.value = velocity;

            // INPUT
            if (InputManager.Space())
            {
                state    = State.STRINGS;
                grounded = false;
                powerBar.gameObject.SetActive(false);
                direction += (Vec3)transform.forward;
                //Vec3 endPos = Physics_functions.TrobarPosicioFinalTir((direction + (Vec3)this.transform.forward) * velocity, this.transform);
                //GameObject.Find("base").GetComponent<ENTICourse.IK.InverseKinematics>().target = endPos;
            }

            break;

        case State.STRINGS:
            direction = Physics_functions.Molla(direction, transform);
            state     = State.JUMP;
            break;

        case State.JUMP:
            if (!grounded)
            {
                transform.position = (Vector3)Physics_functions.TirParabolic(direction, this.transform);
                direction.y       -= 9.81f * Time.deltaTime;
                //endPos = Physics_functions.TrobarPosicioFinalTir(direction, (Vec3)this.transform.position);
            }
            VisualDebug.DrawVector(direction, VisualDebug.Vectors.GREEN, transform);
            break;

        case State.LANDING:
            Vec3 friction = Physics_functions.FrictionJump(direction, drag);
            VisualDebug.DrawVector(friction, VisualDebug.Vectors.RED, transform);
            direction += friction * Time.deltaTime;
            if (direction.x > 0.1f && direction.z > 0.1f)
            {
                transform.position += (Vector3)direction;
            }
            else
            {
                state = State.DIRECTION;
            }
            break;

        default:
            break;
        }
    }
Пример #12
0
        public void Quat4()
        {
            FQuat fq  = FQuat.Euler(( Fix64 )45, ( Fix64 )(-23), ( Fix64 )(-48.88));
            FQuat fq2 = FQuat.Euler(( Fix64 )23, ( Fix64 )(-78), ( Fix64 )(-132.43f));
            Quat  q   = Quat.Euler(45, -23, -48.88f);
            Quat  q2  = Quat.Euler(23, -78, -132.43f);
            FVec3 fv  = new FVec3(12.5f, 9, 8);
            FVec3 fv2 = new FVec3(1, 0, 0);
            Vec3  v   = new Vec3(12.5f, 9, 8);
            Vec3  v2  = new Vec3(1, 0, 0);

            this._output.WriteLine(fq.ToString());
            this._output.WriteLine(q.ToString());
            this._output.WriteLine(fq2.ToString());
            this._output.WriteLine(q2.ToString());
            Fix64 fa = FQuat.Angle(fq, fq2);
            float a  = Quat.Angle(q, q2);

            this._output.WriteLine(fa.ToString());
            this._output.WriteLine(a.ToString());
            fq = FQuat.AngleAxis(( Fix64 )(-123.324), fv);
            q  = Quat.AngleAxis(-123.324f, v);
            this._output.WriteLine(fq.ToString());
            this._output.WriteLine(q.ToString());
            fa = FQuat.Dot(fq, fq2);
            a  = Quat.Dot(q, q2);
            this._output.WriteLine(fa.ToString());
            this._output.WriteLine(a.ToString());
            fq = FQuat.FromToRotation(FVec3.Normalize(fv), fv2);
            q  = Quat.FromToRotation(Vec3.Normalize(v), v2);
            this._output.WriteLine(fq.ToString());
            this._output.WriteLine(q.ToString());
            fq = FQuat.Lerp(fq, fq2, ( Fix64 )0.66);
            q  = Quat.Lerp(q, q2, 0.66f);
            this._output.WriteLine(fq.ToString());
            this._output.WriteLine(q.ToString());
            fq = FQuat.Normalize(fq);
            q.Normalize();
            this._output.WriteLine(fq.ToString());
            this._output.WriteLine(q.ToString());
            fq.Inverse();
            q = Quat.Inverse(q);
            this._output.WriteLine(fq.ToString());
            this._output.WriteLine(q.ToString());
            fv = FQuat.Orthogonal(fv);
            v  = Quat.Orthogonal(v);
            this._output.WriteLine(fv.ToString());
            this._output.WriteLine(v.ToString());
            fq = FQuat.Slerp(fq, fq2, ( Fix64 )0.66);
            q  = Quat.Slerp(q, q2, 0.66f);
            this._output.WriteLine(fq.ToString());
            this._output.WriteLine(q.ToString());
            fq = FQuat.LookRotation(FVec3.Normalize(fv), fv2);
            q  = Quat.LookRotation(Vec3.Normalize(v), v2);
            this._output.WriteLine(fq.ToString());
            this._output.WriteLine(q.ToString());
            fq.ToAngleAxis(out fa, out fv);
            q.ToAngleAxis(out a, out v);
            this._output.WriteLine(fa.ToString());
            this._output.WriteLine(a.ToString());
            this._output.WriteLine(fv.ToString());
            this._output.WriteLine(v.ToString());
            fq = fq.Conjugate();
            q  = q.Conjugate();
            this._output.WriteLine(fq.ToString());
            this._output.WriteLine(q.ToString());
            fq.SetLookRotation(FVec3.Normalize(fv), fv2);
            q.SetLookRotation(Vec3.Normalize(v), v2);
            this._output.WriteLine(fq.ToString());
            this._output.WriteLine(q.ToString());
        }
Пример #13
0
    // Running the solver - all the joints are iterated through once every frame
    void Update()
    {
        // if the target hasn't been reached
        if (!done)
        {
            // if the Max number of tries hasn't been reached
            if (tries <= Mtries)
            {
                // starting from the second last joint (the last being the end effector)
                // going back up to the root
                for (int i = joints.Length - 2; i >= 0; i--)
                {
                    // The vector from the ith joint to the end effector
                    Vec3 r1 = joints[joints.Length - 1].transform.position - joints[i].transform.position;
                    // The vector from the ith joint to the target
                    //Vector3 r2 = TODO2
                    Vec3 r2 = tpos - new Vec3(joints[i].transform.position);

                    // to avoid dividing by tiny numbers
                    if (r1.Module() * r2.Module() <= 0.001f)
                    {
                        // cos will be 1 and sin will be 0
                        cos[i] = 1;
                        sin[i] = 0;
                    }
                    else
                    {
                        // find the components (cos i sin) using dot and cross product
                        cos[i] = r1.DotProduct(r2) / (r1.Module() * r2.Module());
                        sin[i] = r1.CrossProduct(r2).Module() / (r1.Module() * r2.Module());
                    }

                    // The axis of rotation
                    Vec3 axis = r1.CrossProduct(r2).Normalize();

                    // find the angle between r1 and r2 (and clamp values if needed avoid errors)
                    theta[i] = Mathf.Acos(Mathf.Max(-1, Mathf.Min(1, cos[i])));


                    //Optional. correct angles if needed, depending on angles invert angle if sin component is negative
                    if (sin[i] < 0)
                    {
                        theta[i] = -theta[i];
                    }

                    // obtain an angle value between -pi and pi, and then convert to degrees
                    //theta[i] = TODO8
                    theta[i] = (float)SimpleAngle(theta[i]) * Mathf.Rad2Deg;

                    // rotate the ith joint along the axis by theta degrees in the world space.
                    // TODO9
                    joints[i].transform.rotation = Quat.AngleAxis(theta[i], axis) * new Quat(joints[i].transform.rotation);

                    rotationLimit[i].Apply();
                }

                // increment tries
                tries++;
            }
        }

        // find the difference in the positions of the end effector and the target
        // TODO10
        //float f = (tpos - new Vec3(joints[joints.Length - 1].transform.position)).Module();
        float x = Mathf.Abs(joints[joints.Length - 1].transform.position.x - targ.transform.position.x);
        float y = Mathf.Abs(joints[joints.Length - 1].transform.position.y - targ.transform.position.y);
        float z = Mathf.Abs(joints[joints.Length - 1].transform.position.z - targ.transform.position.z);

        // if target is within reach (within epsilon) then the process is done
        if (x < epsilon && y < epsilon && z < epsilon)
        {
            done = true;
        }
        // if it isn't, then the process should be repeated
        else
        {
            done = false;
        }

        // the target has moved, reset tries to 0 and change tpos
        if (targ.transform.position != tpos)
        {
            tries = 0;
            tpos  = targ.transform.position;
        }
    }
Пример #14
0
        public static Mat3 FromRotationAxis(float angle, Vec3 axis)
        {
            Quat quaternion = Quat.AngleAxis(angle, axis);

            return(FromQuaternion(quaternion));
        }
Пример #15
0
    // ApplyBoneOrientationConstraints and constrain rotations.
    public void Constrain(ref Matrix4x4[] jointOrientations, ref bool[] jointTracked)
    {
        // Constraints are defined as a vector with respect to the parent bone vector, and a constraint angle,
        // which is the maximum angle with respect to the constraint axis that the bone can move through.

        // Calculate constraint values. 0.0-1.0 means the bone is within the constraint cone. Greater than 1.0 means
        // it lies outside the constraint cone.
        for (int i = 0; i < this.jointConstraints.Count; i++)
        {
            BoneOrientationConstraint jc = this.jointConstraints[i];

            if (!jointTracked[i] || jc.joint == (int)NuiSkeletonPositionIndex.HipCenter)
            {
                // End joint is not tracked or Hip Center has no parent to perform this calculation with.
                continue;
            }

            // If the joint has a parent, constrain the bone direction to be within the constraint cone
            int parentIdx = GetSkeletonJointParent(jc.joint);

            // Local bone orientation relative to parent
            Matrix4x4 localOrientationMatrix = Invert(jointOrientations[parentIdx]) * jointOrientations[jc.joint];

            Vector3 localOrientationZ = (Vector3)localOrientationMatrix.GetColumn(2);
            Vector3 localOrientationY = (Vector3)localOrientationMatrix.GetColumn(1);
            if (localOrientationZ == Vector3.zero || localOrientationY == Vector3.zero)
            {
                continue;
            }

            Quat    localRotation = Quat.LookRotation(localOrientationZ, localOrientationY);
            Vector3 eulerAngles   = localRotation.eulerAngles;
            bool    isConstrained = false;

            //Matrix4x4 globalOrientationMatrix = jointOrientations[jc.joint];
            //Quaternion globalRotation = Quaternion.LookRotation(globalOrientationMatrix.GetColumn(2), globalOrientationMatrix.GetColumn(1));

            for (int a = 0; a < jc.axisConstrainrs.Count; a++)
            {
                AxisOrientationConstraint ac = jc.axisConstrainrs[a];

                Quat axisRotation = Quat.AngleAxis(localRotation.eulerAngles[ac.axis], ac.rotateAround);
                //Quaternion axisRotation = Quaternion.AngleAxis(globalRotation.eulerAngles[ac.axis], ac.rotateAround);
                float angleFromMin = Quat.Angle(axisRotation, quatToQuat2(ac.minQuaternion));
                float angleFromMax = Quat.Angle(axisRotation, quatToQuat2(ac.maxQuaternion));

                if (!(angleFromMin <= ac.angleRange && angleFromMax <= ac.angleRange))
                {
                    // Keep the current rotations around other axes and only
                    // correct the axis that has fallen out of range.
                    //Vector3 euler = globalRotation.eulerAngles;

                    if (angleFromMin > angleFromMax)
                    {
                        eulerAngles[ac.axis] = ac.angleMax;
                    }
                    else
                    {
                        eulerAngles[ac.axis] = ac.angleMin;
                    }

                    isConstrained = true;
                }
            }

            if (isConstrained)
            {
                Quat constrainedRotation = Quat.Euler(eulerAngles);

                // Put it back into the bone orientations
                localOrientationMatrix      = Transform(localOrientationMatrix, quatToQuat(constrainedRotation));
                jointOrientations[jc.joint] = jointOrientations[parentIdx] * localOrientationMatrix;
                //globalOrientationMatrix.SetTRS(Vector3.zero, constrainedRotation, Vector3.one);
                //jointOrientations[jc.joint] = globalOrientationMatrix;

                switch (jc.joint)
                {
                case (int)NuiSkeletonPositionIndex.ShoulderCenter:
                    jointOrientations[(int)NuiSkeletonPositionIndex.Head] = jointOrientations[jc.joint];
                    break;

                case (int)NuiSkeletonPositionIndex.WristLeft:
                    jointOrientations[(int)NuiSkeletonPositionIndex.HandLeft] = jointOrientations[jc.joint];
                    break;

                case (int)NuiSkeletonPositionIndex.WristRight:
                    jointOrientations[(int)NuiSkeletonPositionIndex.HandRight] = jointOrientations[jc.joint];
                    break;

                case (int)NuiSkeletonPositionIndex.AnkleLeft:
                    jointOrientations[(int)NuiSkeletonPositionIndex.FootLeft] = jointOrientations[jc.joint];
                    break;

                case (int)NuiSkeletonPositionIndex.AnkleRight:
                    jointOrientations[(int)NuiSkeletonPositionIndex.FootRight] = jointOrientations[jc.joint];
                    break;
                }
            }

//			globalRotation = Quaternion.LookRotation(globalOrientationMatrix.GetColumn(2), globalOrientationMatrix.GetColumn(1));
//			string stringToDebug = string.Format("{0}, {2}", (KinectWrapper.NuiSkeletonPositionIndex)jc.joint,
//				globalRotation.eulerAngles, localRotation.eulerAngles);
//			Debug.Log(stringToDebug);
//
//			if(debugText != null)
//				debugText.guiText.text = stringToDebug;
        }
    }