holopy3/Assets/Plugins/RootMotion/FinalIK/_DEMOS/VRIK/Steam VR/VRIKAvatarScaleCalibrationSteamVR.cs

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2020-12-10 14:25:12 +00:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using RootMotion.FinalIK;
using Valve.VR;
namespace RootMotion.Demos
{
// Simple avatar scale calibration.
public class VRIKAvatarScaleCalibrationSteamVR : MonoBehaviour
{
public VRIK ik;
public float scaleMlp = 1f;
public SteamVR_Action_Boolean grabPinch;
public SteamVR_Input_Sources inputSource = SteamVR_Input_Sources.Any;
private bool calibrateFlag;
void OnEnable()
{
if (grabPinch != null)
{
grabPinch.AddOnChangeListener(OnTriggerPressedOrReleased, inputSource);
}
}
private void OnDisable()
{
if (grabPinch != null)
{
grabPinch.RemoveOnChangeListener(OnTriggerPressedOrReleased, inputSource);
}
}
private void OnTriggerPressedOrReleased(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource, bool newState)
{
// Return if trigger released
if (!newState) return;
// You can calibrate directly here only if you have "Input Update Mode" set to "OnLateUpdate" in the SteamVR_Settings file.
calibrateFlag = true;
}
private void LateUpdate()
{
// Making sure calibration is done in LateUpdate
if (!calibrateFlag) return;
calibrateFlag = false;
// Compare the height of the head target to the height of the head bone, multiply scale by that value.
float sizeF = (ik.solver.spine.headTarget.position.y - ik.references.root.position.y) / (ik.references.head.position.y - ik.references.root.position.y);
ik.references.root.localScale *= sizeF * scaleMlp;
}
}
}