// Update the avatar each frame. public void Update() { if (!transform.gameObject.activeInHierarchy) { return; } // Get the KinectManager instance if (c == null) { c = client.Instance; } else if (c.reset) { Debug.Log("RESETIRAAAM"); c.reset = false; ResetToInitialPosition(); } // move the avatar to its Kinect position MoveAvatar(); for (var boneIndex = 0; boneIndex < bones.Length; boneIndex++) { if (!bones[boneIndex]) { continue; } if (boneIndex2JointMap.ContainsKey(boneIndex)) { client.SkeletonPositionIndex joint = boneIndex2JointMap[boneIndex]; TransformBone(joint, boneIndex); } /* else if (specIndex2JointMap.ContainsKey(boneIndex)) * { * // special bones (clavicles) * List<client.SkeletonPositionIndex> alJoints = specIndex2JointMap[boneIndex]; * * if (alJoints.Count >= 2) * { * //Vector3 baseDir = alJoints[0].ToString().EndsWith("Left") ? Vector3.left : Vector3.right; * //TransformSpecialBone(UserID, alJoints[0], alJoints[1], boneIndex, baseDir, !mirroredMovement); * } * }*/ } }
// Apply the rotations tracked by kinect to the joints. protected bool TransformBone(client.SkeletonPositionIndex joint, int boneIndex) { Transform boneTransform = bones[boneIndex]; if (boneTransform == null || c == null) { return(false); } int iJoint = (int)joint; if (iJoint < 0) { return(false); } // Get Kinect joint orientation Quaternion jointRotation = c.GetJointOrientation(iJoint); if (jointRotation == Quaternion.identity) { return(false); } // Smoothly transition to the new rotation Quaternion newRotation = Kinect2AvatarRot(jointRotation, boneIndex); if (smoothFactor != 0f) { boneTransform.rotation = Quaternion.Slerp(boneTransform.rotation, newRotation, smoothFactor * Time.deltaTime); } else { boneTransform.rotation = newRotation; } return(true); }
public void Update() { if (!transform.gameObject.activeInHierarchy) { return; } // Get the KinectManager instance if (c == null) { c = client.Instance; } else if (c.reset) { UnityEngine.Debug.Log("RESETIRAAAM"); c.reset = false; ResetToInitialPosition(); } MoveAvatar(); for (var boneIndex = 0; boneIndex < bones.Length; boneIndex++) { if (!bones[boneIndex]) { continue; } if (boneIndex2JointMap.ContainsKey(boneIndex)) { client.SkeletonPositionIndex joint = boneIndex2JointMap[boneIndex]; TransformBone(joint, boneIndex); } } }