Пример #1
0
 void handleMocap(Google.Protobuf.VRCom.MocapSubject msg)
 {
     // the data coming in from the websocket is OpenGL convention, X Right, Y UP, Z Backward
     // Unity is the same but with Z pointing forward. So we are mirroring about the XY plane.
     newpos.Set(msg.Pos.X / 1000, msg.Pos.Y / 1000, -msg.Pos.Z / 1000);
     newrot.Set(msg.Rot.X, msg.Rot.Y, -msg.Rot.Z, -msg.Rot.W);
 }
Пример #2
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 void handleWiiMocap(Google.Protobuf.VRCom.MocapSubject wii)
 {
     wandpos.Set(wii.Pos.X / 1000, wii.Pos.Y / 1000, -wii.Pos.Z / 1000);
     wandrot.Set(wii.Rot.X, wii.Rot.Y, -wii.Rot.Z, -wii.Rot.W);
     transform.localPosition = wandpos;
     transform.localRotation = wandrot;
     wordpos = transform.position + transform.forward * .30f;
 }
Пример #3
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 void handleMocap(Google.Protobuf.VRCom.MocapSubject head)
 {
     //Debug.Log ("mocap data");
     // the data coming in is OpenGL convention, X Right, Y UP, Z Backward
     // Unity is the same but with Z pointing forward.
     havemocap = true;
     // position is in mm for Vicon. In Unity we usually model with metres.
     newpos.Set(head.Pos.X / 1000, head.Pos.Y / 1000, -head.Pos.Z / 1000);
     newrot.Set(head.Rot.X, head.Rot.Y, -head.Rot.Z, -head.Rot.W);
 }