public void SceneDefinitionChanged(Scene scene) { // re-match bone names with the next update boneList = null; actor = scene.FindActor(actorName); if (actor != null) { Debug.Log("MoCapModel '" + this.name + "' controlled by MoCap actor '" + actorName + "'."); } else { Debug.LogWarning("MoCapModel '" + this.name + "' cannot find MoCap actor '" + actorName + "'."); } }
public void SceneDefinitionChanged(Scene scene) { // actor has changed > rebuild hierarchy on next update if (rootNode != null) { // if necessary, destroy old container this.transform.parent = rootNode.transform.parent; GameObject.Destroy(rootNode); rootNode = null; } Actor actor = scene.FindActor(actorName); if (actor != null) { if (boneName.Length > 0) { controllingBone = actor.FindBone(boneName); } if (controllingBone == null) { // not found, or not defined > use root bone Debug.Log("MoCap Object '" + this.name + "' controlled by MoCap actor '" + actor.name + "'."); controllingBone = actor.bones[0]; } else { Debug.Log("MoCap Object '" + this.name + "' controlled by MoCap actor/bone '" + actor.name + "/" + controllingBone.name + "'."); } this.gameObject.SetActive(true); } else { if (!notFoundWarningIssued) { Debug.LogWarning("Mocap Object '" + this.name + "' cannot find MoCap actor '" + actorName + "'."); notFoundWarningIssued = true; // shut up now } if (trackingLostBehaviour == TrackingLostBehaviour.Disable) { // MoCap Actor not found at all > time to disable object? this.gameObject.SetActive(false); } } }
public void SceneDefinitionChanged(Scene scene) { // actor has changed > rebuild skeleton on next update if (skeletonNode != null) { // if necessary, destroy old container GameObject.Destroy(skeletonNode); skeletonNode = null; } actor = scene.FindActor(actorName); if (actor != null) { Debug.Log("Skeleton Renderer '" + this.name + "' controlled by MoCap actor '" + actorName + "'."); } else { Debug.LogWarning("Skeleton Renderer '" + this.name + "' cannot find MoCap actor '" + actorName + "'."); } }
public void SceneChanged(Scene scene) { // re-match bone names with the next update dataBuffers = null; actor = scene.FindActor(actorName); if (actor != null) { Debug.Log("MoCapModel '" + this.name + "' controlled by MoCap actor '" + actorName + "'."); } else { Debug.LogWarning("MoCapModel '" + this.name + "' cannot find MoCap actor '" + actorName + "'."); } }
public void SceneChanged(Scene scene) { // actor has changed > rebuild skeleton on next update if (skeletonNode != null) { // if necessary, destroy old container GameObject.Destroy(skeletonNode); skeletonNode = null; } actor = scene.FindActor(actorName); if (actor != null) { Debug.Log("Skeleton Renderer '" + this.name + "' controlled by MoCap actor '" + actorName + "'."); } else { Debug.LogWarning("Skeleton Renderer '" + this.name + "' cannot find MoCap actor '" + actorName + "'."); } }
public void SceneChanged(Scene scene) { // actor has changed > rebuild hierarchy on next update if (rootNode != null) { // if necessary, destroy old container this.transform.parent = rootNode.transform.parent; GameObject.Destroy(rootNode); rootNode = null; } Actor actor = scene.FindActor(actorName); if (actor != null) { if (boneName.Length > 0) { controllingBone = actor.FindBone(boneName); } if (controllingBone == null) { // not found, or not defined > use root bone Debug.Log("MoCap Object '" + this.name + "' controlled by MoCap actor '" + actorName + "'."); controllingBone = actor.bones[0]; } else { Debug.Log("MoCap Object '" + this.name + "' controlled by MoCap actor/bone '" + actorName + "/" + controllingBone.name + "'."); } } else { Debug.LogWarning("Mocap Object '" + this.name + "' cannot find MoCap actor '" + actorName + "'."); if (trackingLostBehaviour == TrackingLostBehaviour.Disable) { // MoCap Actor not found at all > time to disable object? this.gameObject.SetActive(false); } } }