public void UpdateAdditiveAnimation(SteamVR_Action_Skeleton skeletonAction, SteamVR_Input_Sources inputSource)
            {
                if (skeletonAction.GetSkeletalTrackingLevel() == EVRSkeletalTrackingLevel.VRSkeletalTracking_Estimated)
                {
                    //do not apply additive animation on low fidelity controllers, eg. Vive Wands and Touch
                    return;
                }

                SteamVR_Skeleton_PoseSnapshot snapshot = GetHandSnapshot(inputSource);
                SteamVR_Skeleton_Pose_Hand    poseHand = pose.GetHand(inputSource);

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

                    if (extensionType == SteamVR_Skeleton_FingerExtensionTypes.Free)
                    {
                        snapshot.bonePositions[boneIndex] = skeletonAction.bonePositions[boneIndex];
                        snapshot.boneRotations[boneIndex] = skeletonAction.boneRotations[boneIndex];
                    }
                    if (extensionType == SteamVR_Skeleton_FingerExtensionTypes.Extend)
                    {
                        // lerp to open pose by fingercurl
                        snapshot.bonePositions[boneIndex] = Vector3.Lerp(poseHand.bonePositions[boneIndex], skeletonAction.bonePositions[boneIndex], 1 - skeletonAction.fingerCurls[fingerIndex]);
                        snapshot.boneRotations[boneIndex] = Quaternion.Lerp(poseHand.boneRotations[boneIndex], skeletonAction.boneRotations[boneIndex], 1 - skeletonAction.fingerCurls[fingerIndex]);
                    }
                    if (extensionType == SteamVR_Skeleton_FingerExtensionTypes.Contract)
                    {
                        // lerp to closed pose by fingercurl
                        snapshot.bonePositions[boneIndex] = Vector3.Lerp(poseHand.bonePositions[boneIndex], skeletonAction.bonePositions[boneIndex], skeletonAction.fingerCurls[fingerIndex]);
                        snapshot.boneRotations[boneIndex] = Quaternion.Lerp(poseHand.boneRotations[boneIndex], skeletonAction.boneRotations[boneIndex], skeletonAction.fingerCurls[fingerIndex]);
                    }
                }
            }
Пример #2
0
            public void UpdateAdditiveAnimation(SteamVR_Action_Skeleton skeletonAction, SteamVR_Input_Sources inputSource)
            {
                SteamVR_Skeleton_PoseSnapshot snapshot = GetHandSnapshot(inputSource);
                SteamVR_Skeleton_Pose_Hand    poseHand = pose.GetHand(inputSource);

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

                    if (extensionType == SteamVR_Skeleton_FingerExtensionTypes.Free)
                    {
                        snapshot.bonePositions[boneIndex] = skeletonAction.bonePositions[boneIndex];
                        snapshot.boneRotations[boneIndex] = skeletonAction.boneRotations[boneIndex];
                    }
                    if (extensionType == SteamVR_Skeleton_FingerExtensionTypes.Extend)
                    {
                        // lerp to open pose by fingercurl
                        snapshot.bonePositions[boneIndex] = Vector3.Lerp(poseHand.bonePositions[boneIndex], skeletonAction.bonePositions[boneIndex], 1 - skeletonAction.fingerCurls[fingerIndex]);
                        snapshot.boneRotations[boneIndex] = Quaternion.Lerp(poseHand.boneRotations[boneIndex], skeletonAction.boneRotations[boneIndex], 1 - skeletonAction.fingerCurls[fingerIndex]);
                    }
                    if (extensionType == SteamVR_Skeleton_FingerExtensionTypes.Contract)
                    {
                        // lerp to closed pose by fingercurl
                        snapshot.bonePositions[boneIndex] = Vector3.Lerp(poseHand.bonePositions[boneIndex], skeletonAction.bonePositions[boneIndex], skeletonAction.fingerCurls[fingerIndex]);
                        snapshot.boneRotations[boneIndex] = Quaternion.Lerp(poseHand.boneRotations[boneIndex], skeletonAction.boneRotations[boneIndex], skeletonAction.fingerCurls[fingerIndex]);
                    }
                }
            }
            public void UpdateAdditiveAnimation(SteamVR_Action_Skeleton skeletonAction, SteamVR_Input_Sources inputSource)
            {
                SteamVR_Skeleton_PoseSnapshot snapshot = GetHandSnapshot(inputSource);
                SteamVR_Skeleton_Pose_Hand    poseHand = pose.GetHand(inputSource);

                //setup mirrored pose buffers
                if (additivePositionBuffer == null)
                {
                    additivePositionBuffer = new Vector3[skeletonAction.boneCount];
                }
                if (additiveRotationBuffer == null)
                {
                    additiveRotationBuffer = new Quaternion[skeletonAction.boneCount];
                }


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

                    //do target pose mirroring on left hand
                    if (inputSource == SteamVR_Input_Sources.LeftHand)
                    {
                        SteamVR_Behaviour_Skeleton.MirrorBonePosition(ref skeletonAction.bonePositions[boneIndex], ref additivePositionBuffer[boneIndex], boneIndex);
                        SteamVR_Behaviour_Skeleton.MirrorBoneRotation(ref skeletonAction.boneRotations[boneIndex], ref additiveRotationBuffer[boneIndex], boneIndex);
                    }
                    else
                    {
                        additivePositionBuffer[boneIndex] = skeletonAction.bonePositions[boneIndex];
                        additiveRotationBuffer[boneIndex] = skeletonAction.boneRotations[boneIndex];
                    }



                    if (extensionType == SteamVR_Skeleton_FingerExtensionTypes.Free)
                    {
                        snapshot.bonePositions[boneIndex] = additivePositionBuffer[boneIndex];
                        snapshot.boneRotations[boneIndex] = additiveRotationBuffer[boneIndex];
                    }
                    else if (extensionType == SteamVR_Skeleton_FingerExtensionTypes.Extend)
                    {
                        // lerp to open pose by fingercurl
                        snapshot.bonePositions[boneIndex] = Vector3.Lerp(poseHand.bonePositions[boneIndex], additivePositionBuffer[boneIndex], 1 - skeletonAction.fingerCurls[fingerIndex]);
                        snapshot.boneRotations[boneIndex] = Quaternion.Lerp(poseHand.boneRotations[boneIndex], additiveRotationBuffer[boneIndex], 1 - skeletonAction.fingerCurls[fingerIndex]);
                    }
                    else if (extensionType == SteamVR_Skeleton_FingerExtensionTypes.Contract)
                    {
                        // lerp to closed pose by fingercurl
                        snapshot.bonePositions[boneIndex] = Vector3.Lerp(poseHand.bonePositions[boneIndex], additivePositionBuffer[boneIndex], skeletonAction.fingerCurls[fingerIndex]);
                        snapshot.boneRotations[boneIndex] = Quaternion.Lerp(poseHand.boneRotations[boneIndex], additiveRotationBuffer[boneIndex], skeletonAction.fingerCurls[fingerIndex]);
                    }
                }
            }
Пример #4
0
 /// <summary>
 /// Blend from the current skeletonBlend amount to pose animation. (skeletonBlend = 0)
 /// Note: This will ignore the root position and rotation of the pose.
 /// </summary>
 /// <param name="overTime">How long you want the blend to take (in seconds)</param>
 /// <param name="attachToTransform">If you have a positiona and rotation offset for your pose you can attach it to a particular transform</param>
 public void BlendToPose(SteamVR_Skeleton_Pose pose, Transform attachToTransform, float overTime = 0.1f)
 {
     blendToPose = pose.GetHand(inputSource);
     BlendTo(0, overTime);
 }