holopy3/Assets/Plugins/RootMotion/FinalIK/_DEMOS/VRIK/Scripts/VRIKCalibrationController.cs

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2020-12-10 14:25:12 +00:00
using UnityEngine;
using System.Collections;
using RootMotion.FinalIK;
namespace RootMotion.Demos
{
public class VRIKCalibrationController : MonoBehaviour
{
[Tooltip("Reference to the VRIK component on the avatar.")] public VRIK ik;
[Tooltip("The settings for VRIK calibration.")] public VRIKCalibrator.Settings settings;
[Tooltip("The HMD.")] public Transform headTracker;
[Tooltip("(Optional) A tracker placed anywhere on the body of the player, preferrably close to the pelvis, on the belt area.")] public Transform bodyTracker;
[Tooltip("(Optional) A tracker or hand controller device placed anywhere on or in the player's left hand.")] public Transform leftHandTracker;
[Tooltip("(Optional) A tracker or hand controller device placed anywhere on or in the player's right hand.")] public Transform rightHandTracker;
[Tooltip("(Optional) A tracker placed anywhere on the ankle or toes of the player's left leg.")] public Transform leftFootTracker;
[Tooltip("(Optional) A tracker placed anywhere on the ankle or toes of the player's right leg.")] public Transform rightFootTracker;
[Header("Data stored by Calibration")]
public VRIKCalibrator.CalibrationData data = new VRIKCalibrator.CalibrationData();
void LateUpdate()
{
if (Input.GetKeyDown(KeyCode.C))
{
// Calibrate the character, store data of the calibration
data = VRIKCalibrator.Calibrate(ik, settings, headTracker, bodyTracker, leftHandTracker, rightHandTracker, leftFootTracker, rightFootTracker);
}
/*
* calling Calibrate with settings will return a VRIKCalibrator.CalibrationData, which can be used to calibrate that same character again exactly the same in another scene (just pass data instead of settings),
* without being dependent on the pose of the player at calibration time.
* Calibration data still depends on bone orientations though, so the data is valid only for the character that it was calibrated to or characters with identical bone structures.
* If you wish to use more than one character, it would be best to calibrate them all at once and store the CalibrationData for each one.
* */
if (Input.GetKeyDown(KeyCode.D))
{
if (data.scale == 0f)
{
Debug.LogError("No Calibration Data to calibrate to, please calibrate with settings first.");
}
else
{
// Use data from a previous calibration to calibrate that same character again.
VRIKCalibrator.Calibrate(ik, data, headTracker, bodyTracker, leftHandTracker, rightHandTracker, leftFootTracker, rightFootTracker);
}
}
// Recalibrates avatar scale only. Can be called only if the avatar has been calibrated already.
if (Input.GetKeyDown(KeyCode.S))
{
if (data.scale == 0f)
{
Debug.LogError("Avatar needs to be calibrated before RecalibrateScale is called.");
}
VRIKCalibrator.RecalibrateScale(ik, settings);
}
}
}
}