565 lines
22 KiB
C#
565 lines
22 KiB
C#
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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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using System;
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using System.Collections;
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using UnityEngine;
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using Valve.VR;
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using System.Collections.Generic;
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using System.Linq;
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namespace Valve.VR
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{
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public class SteamVR_Skeleton_Poser : MonoBehaviour
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{
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#region Editor Storage
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public bool poseEditorExpanded = true;
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public bool blendEditorExpanded = true;
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public string[] poseNames;
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#endregion
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public GameObject overridePreviewLeftHandPrefab;
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public GameObject overridePreviewRightHandPrefab;
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public SteamVR_Skeleton_Pose skeletonMainPose;
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public List<SteamVR_Skeleton_Pose> skeletonAdditionalPoses = new List<SteamVR_Skeleton_Pose>();
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[SerializeField]
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protected bool showLeftPreview = false;
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[SerializeField]
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protected bool showRightPreview = true; //show the right hand by default
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[SerializeField]
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protected GameObject previewLeftInstance;
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[SerializeField]
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protected GameObject previewRightInstance;
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[SerializeField]
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protected int previewPoseSelection = 0;
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public int blendPoseCount { get { return blendPoses.Length; } }
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public List<PoseBlendingBehaviour> blendingBehaviours = new List<PoseBlendingBehaviour>();
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public SteamVR_Skeleton_PoseSnapshot blendedSnapshotL;
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public SteamVR_Skeleton_PoseSnapshot blendedSnapshotR;
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private SkeletonBlendablePose[] blendPoses;
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private int boneCount;
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private bool poseUpdatedThisFrame;
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public float scale;
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protected void Awake()
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{
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if (previewLeftInstance != null)
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DestroyImmediate(previewLeftInstance);
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if (previewRightInstance != null)
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DestroyImmediate(previewRightInstance);
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blendPoses = new SkeletonBlendablePose[skeletonAdditionalPoses.Count + 1];
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for (int i = 0; i < blendPoseCount; i++)
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{
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blendPoses[i] = new SkeletonBlendablePose(GetPoseByIndex(i));
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blendPoses[i].PoseToSnapshots();
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}
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boneCount = skeletonMainPose.leftHand.bonePositions.Length;
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// NOTE: Is there a better way to get the bone count? idk
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blendedSnapshotL = new SteamVR_Skeleton_PoseSnapshot(boneCount, SteamVR_Input_Sources.LeftHand);
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blendedSnapshotR = new SteamVR_Skeleton_PoseSnapshot(boneCount, SteamVR_Input_Sources.RightHand);
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}
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/// <summary>
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/// Set the blending value of a blendingBehaviour. Works best on Manual type behaviours.
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/// </summary>
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public void SetBlendingBehaviourValue(string behaviourName, float value)
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{
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PoseBlendingBehaviour behaviour = FindBlendingBehaviour(behaviourName);
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if (behaviour != null)
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{
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behaviour.value = value;
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if (behaviour.type != PoseBlendingBehaviour.BlenderTypes.Manual)
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{
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Debug.LogWarning("[SteamVR] Blending Behaviour: " + behaviourName + " is not a manual behaviour. Its value will likely be overriden.", this);
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}
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}
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}
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/// <summary>
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/// Get the blending value of a blendingBehaviour.
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/// </summary>
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public float GetBlendingBehaviourValue(string behaviourName)
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{
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PoseBlendingBehaviour behaviour = FindBlendingBehaviour(behaviourName);
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if (behaviour != null)
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{
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return behaviour.value;
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}
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return 0;
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}
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/// <summary>
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/// Enable or disable a blending behaviour.
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/// </summary>
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public void SetBlendingBehaviourEnabled(string behaviourName, bool value)
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{
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PoseBlendingBehaviour behaviour = FindBlendingBehaviour(behaviourName);
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if (behaviour != null)
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{
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behaviour.enabled = value;
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}
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}
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/// <summary>
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/// Check if a blending behaviour is enabled.
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/// </summary>
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/// <param name="behaviourName"></param>
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/// <returns></returns>
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public bool GetBlendingBehaviourEnabled(string behaviourName)
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{
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PoseBlendingBehaviour behaviour = FindBlendingBehaviour(behaviourName);
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if (behaviour != null)
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{
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return behaviour.enabled;
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}
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return false;
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}
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/// <summary>
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/// Get a blending behaviour by name.
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/// </summary>
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public PoseBlendingBehaviour GetBlendingBehaviour(string behaviourName)
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{
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return FindBlendingBehaviour(behaviourName);
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}
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protected PoseBlendingBehaviour FindBlendingBehaviour(string behaviourName, bool throwErrors = true)
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{
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PoseBlendingBehaviour behaviour = blendingBehaviours.Find(b => b.name == behaviourName);
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if (behaviour == null)
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{
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if (throwErrors)
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Debug.LogError("[SteamVR] Blending Behaviour: " + behaviourName + " not found on Skeleton Poser: " + gameObject.name, this);
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return null;
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}
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return behaviour;
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}
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public SteamVR_Skeleton_Pose GetPoseByIndex(int index)
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{
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if (index == 0) { return skeletonMainPose; }
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else { return skeletonAdditionalPoses[index - 1]; }
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}
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private SteamVR_Skeleton_PoseSnapshot GetHandSnapshot(SteamVR_Input_Sources inputSource)
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{
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if (inputSource == SteamVR_Input_Sources.LeftHand)
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return blendedSnapshotL;
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else
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return blendedSnapshotR;
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}
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/// <summary>
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/// Retrieve the final animated pose, to be applied to a hand skeleton
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/// </summary>
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/// <param name="forAction">The skeleton action you want to blend between</param>
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/// <param name="handType">If this is for the left or right hand</param>
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public SteamVR_Skeleton_PoseSnapshot GetBlendedPose(SteamVR_Action_Skeleton skeletonAction, SteamVR_Input_Sources handType)
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{
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UpdatePose(skeletonAction, handType);
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return GetHandSnapshot(handType);
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}
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/// <summary>
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/// Retrieve the final animated pose, to be applied to a hand skeleton
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/// </summary>
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/// <param name="skeletonBehaviour">The skeleton behaviour you want to get the action/input source from to blend between</param>
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public SteamVR_Skeleton_PoseSnapshot GetBlendedPose(SteamVR_Behaviour_Skeleton skeletonBehaviour)
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{
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return GetBlendedPose(skeletonBehaviour.skeletonAction, skeletonBehaviour.inputSource);
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}
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/// <summary>
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/// Updates all pose animation and blending. Can be called from different places without performance concerns, as it will only let itself run once per frame.
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/// </summary>
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public void UpdatePose(SteamVR_Action_Skeleton skeletonAction, SteamVR_Input_Sources inputSource)
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{
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// only allow this function to run once per frame
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if (poseUpdatedThisFrame) return;
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poseUpdatedThisFrame = true;
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if (skeletonAction.activeBinding)
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{
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// always do additive animation on main pose
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blendPoses[0].UpdateAdditiveAnimation(skeletonAction, inputSource);
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}
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//copy from main pose as a base
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SteamVR_Skeleton_PoseSnapshot snap = GetHandSnapshot(inputSource);
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snap.CopyFrom(blendPoses[0].GetHandSnapshot(inputSource));
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ApplyBlenderBehaviours(skeletonAction, inputSource, snap);
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if (inputSource == SteamVR_Input_Sources.RightHand)
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blendedSnapshotR = snap;
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if (inputSource == SteamVR_Input_Sources.LeftHand)
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blendedSnapshotL = snap;
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}
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protected void ApplyBlenderBehaviours(SteamVR_Action_Skeleton skeletonAction, SteamVR_Input_Sources inputSource, SteamVR_Skeleton_PoseSnapshot snapshot)
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{
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// apply blending for each behaviour
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for (int behaviourIndex = 0; behaviourIndex < blendingBehaviours.Count; behaviourIndex++)
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{
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blendingBehaviours[behaviourIndex].Update(Time.deltaTime, inputSource);
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// if disabled or very low influence, skip for perf
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if (blendingBehaviours[behaviourIndex].enabled && blendingBehaviours[behaviourIndex].influence * blendingBehaviours[behaviourIndex].value > 0.01f)
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{
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if (blendingBehaviours[behaviourIndex].pose != 0 && skeletonAction.activeBinding)
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{
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// update additive animation only as needed
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blendPoses[blendingBehaviours[behaviourIndex].pose].UpdateAdditiveAnimation(skeletonAction, inputSource);
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}
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blendingBehaviours[behaviourIndex].ApplyBlending(snapshot, blendPoses, inputSource);
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}
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}
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}
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protected void LateUpdate()
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{
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// let the pose be updated again the next frame
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poseUpdatedThisFrame = false;
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}
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/// <summary>Weighted average of n vector3s</summary>
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protected Vector3 BlendVectors(Vector3[] vectors, float[] weights)
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{
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Vector3 blendedVector = Vector3.zero;
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for (int i = 0; i < vectors.Length; i++)
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{
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blendedVector += vectors[i] * weights[i];
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}
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return blendedVector;
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}
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/// <summary>Weighted average of n quaternions</summary>
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protected Quaternion BlendQuaternions(Quaternion[] quaternions, float[] weights)
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{
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Quaternion outquat = Quaternion.identity;
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for (int i = 0; i < quaternions.Length; i++)
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{
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outquat *= Quaternion.Slerp(Quaternion.identity, quaternions[i], weights[i]);
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}
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return outquat;
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}
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/// <summary>
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/// A SkeletonBlendablePose holds a reference to a Skeleton_Pose scriptableObject, and also contains some helper functions.
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/// Also handles pose-specific animation like additive finger motion.
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/// </summary>
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public class SkeletonBlendablePose
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{
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public SteamVR_Skeleton_Pose pose;
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public SteamVR_Skeleton_PoseSnapshot snapshotR;
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public SteamVR_Skeleton_PoseSnapshot snapshotL;
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/// <summary>
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/// Get the snapshot of this pose with effects such as additive finger animation applied.
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/// </summary>
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public SteamVR_Skeleton_PoseSnapshot GetHandSnapshot(SteamVR_Input_Sources inputSource)
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{
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if (inputSource == SteamVR_Input_Sources.LeftHand)
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{
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return snapshotL;
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}
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else
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{
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return snapshotR;
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}
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}
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public void UpdateAdditiveAnimation(SteamVR_Action_Skeleton skeletonAction, SteamVR_Input_Sources inputSource)
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{
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if (skeletonAction.GetSkeletalTrackingLevel() == EVRSkeletalTrackingLevel.VRSkeletalTracking_Estimated)
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{
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//do not apply additive animation on low fidelity controllers, eg. Vive Wands and Touch
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return;
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}
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SteamVR_Skeleton_PoseSnapshot snapshot = GetHandSnapshot(inputSource);
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SteamVR_Skeleton_Pose_Hand poseHand = pose.GetHand(inputSource);
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for (int boneIndex = 0; boneIndex < snapshotL.bonePositions.Length; boneIndex++)
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{
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int fingerIndex = SteamVR_Skeleton_JointIndexes.GetFingerForBone(boneIndex);
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SteamVR_Skeleton_FingerExtensionTypes extensionType = poseHand.GetMovementTypeForBone(boneIndex);
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if (extensionType == SteamVR_Skeleton_FingerExtensionTypes.Free)
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{
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snapshot.bonePositions[boneIndex] = skeletonAction.bonePositions[boneIndex];
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snapshot.boneRotations[boneIndex] = skeletonAction.boneRotations[boneIndex];
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}
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if (extensionType == SteamVR_Skeleton_FingerExtensionTypes.Extend)
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{
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// lerp to open pose by fingercurl
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snapshot.bonePositions[boneIndex] = Vector3.Lerp(poseHand.bonePositions[boneIndex], skeletonAction.bonePositions[boneIndex], 1 - skeletonAction.fingerCurls[fingerIndex]);
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snapshot.boneRotations[boneIndex] = Quaternion.Lerp(poseHand.boneRotations[boneIndex], skeletonAction.boneRotations[boneIndex], 1 - skeletonAction.fingerCurls[fingerIndex]);
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}
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if (extensionType == SteamVR_Skeleton_FingerExtensionTypes.Contract)
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{
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// lerp to closed pose by fingercurl
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snapshot.bonePositions[boneIndex] = Vector3.Lerp(poseHand.bonePositions[boneIndex], skeletonAction.bonePositions[boneIndex], skeletonAction.fingerCurls[fingerIndex]);
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snapshot.boneRotations[boneIndex] = Quaternion.Lerp(poseHand.boneRotations[boneIndex], skeletonAction.boneRotations[boneIndex], skeletonAction.fingerCurls[fingerIndex]);
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}
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}
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}
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/// <summary>
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/// Init based on an existing Skeleton_Pose
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/// </summary>
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public SkeletonBlendablePose(SteamVR_Skeleton_Pose p)
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{
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pose = p;
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snapshotR = new SteamVR_Skeleton_PoseSnapshot(p.rightHand.bonePositions.Length, SteamVR_Input_Sources.RightHand);
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snapshotL = new SteamVR_Skeleton_PoseSnapshot(p.leftHand.bonePositions.Length, SteamVR_Input_Sources.LeftHand);
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}
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/// <summary>
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/// Copy the base pose into the snapshots.
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/// </summary>
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public void PoseToSnapshots()
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{
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snapshotR.position = pose.rightHand.position;
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snapshotR.rotation = pose.rightHand.rotation;
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pose.rightHand.bonePositions.CopyTo(snapshotR.bonePositions, 0);
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pose.rightHand.boneRotations.CopyTo(snapshotR.boneRotations, 0);
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snapshotL.position = pose.leftHand.position;
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snapshotL.rotation = pose.leftHand.rotation;
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pose.leftHand.bonePositions.CopyTo(snapshotL.bonePositions, 0);
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pose.leftHand.boneRotations.CopyTo(snapshotL.boneRotations, 0);
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}
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public SkeletonBlendablePose() { }
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}
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/// <summary>
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/// A filter applied to the base pose. Blends to a secondary pose by a certain weight. Can be masked per-finger
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/// </summary>
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[System.Serializable]
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public class PoseBlendingBehaviour
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{
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public string name;
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public bool enabled = true;
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public float influence = 1;
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public int pose = 1;
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public float value = 0;
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public SteamVR_Action_Single action_single;
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public SteamVR_Action_Boolean action_bool;
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public float smoothingSpeed = 0;
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public BlenderTypes type;
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public bool useMask;
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public SteamVR_Skeleton_HandMask mask = new SteamVR_Skeleton_HandMask();
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public bool previewEnabled;
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/// <summary>
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/// Performs smoothing based on deltaTime parameter.
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/// </summary>
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public void Update(float deltaTime, SteamVR_Input_Sources inputSource)
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{
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if (type == BlenderTypes.AnalogAction)
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{
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if (smoothingSpeed == 0)
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value = action_single.GetAxis(inputSource);
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else
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value = Mathf.Lerp(value, action_single.GetAxis(inputSource), deltaTime * smoothingSpeed);
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}
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if (type == BlenderTypes.BooleanAction)
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{
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if (smoothingSpeed == 0)
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value = action_bool.GetState(inputSource) ? 1 : 0;
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else
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value = Mathf.Lerp(value, action_bool.GetState(inputSource) ? 1 : 0, deltaTime * smoothingSpeed);
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}
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}
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/// <summary>
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/// Apply blending to this behaviour's pose to an existing snapshot.
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/// </summary>
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/// <param name="snapshot">Snapshot to modify</param>
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/// <param name="blendPoses">List of blend poses to get the target pose</param>
|
|||
|
/// <param name="inputSource">Which hand to receive input from</param>
|
|||
|
public void ApplyBlending(SteamVR_Skeleton_PoseSnapshot snapshot, SkeletonBlendablePose[] blendPoses, SteamVR_Input_Sources inputSource)
|
|||
|
{
|
|||
|
SteamVR_Skeleton_PoseSnapshot targetSnapshot = blendPoses[pose].GetHandSnapshot(inputSource);
|
|||
|
if (mask.GetFinger(0) || useMask == false)
|
|||
|
{
|
|||
|
snapshot.position = Vector3.Lerp(snapshot.position, targetSnapshot.position, influence * value);
|
|||
|
snapshot.rotation = Quaternion.Slerp(snapshot.rotation, targetSnapshot.rotation, influence * value);
|
|||
|
}
|
|||
|
|
|||
|
for (int boneIndex = 0; boneIndex < snapshot.bonePositions.Length; boneIndex++)
|
|||
|
{
|
|||
|
// verify the current finger is enabled in the mask, or if no mask is used.
|
|||
|
if (mask.GetFinger(SteamVR_Skeleton_JointIndexes.GetFingerForBone(boneIndex) + 1) || useMask == false)
|
|||
|
{
|
|||
|
snapshot.bonePositions[boneIndex] = Vector3.Lerp(snapshot.bonePositions[boneIndex], targetSnapshot.bonePositions[boneIndex], influence * value);
|
|||
|
snapshot.boneRotations[boneIndex] = Quaternion.Slerp(snapshot.boneRotations[boneIndex], targetSnapshot.boneRotations[boneIndex], influence * value);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
public PoseBlendingBehaviour()
|
|||
|
{
|
|||
|
enabled = true;
|
|||
|
influence = 1;
|
|||
|
}
|
|||
|
|
|||
|
public enum BlenderTypes
|
|||
|
{
|
|||
|
Manual, AnalogAction, BooleanAction
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
//this is broken
|
|||
|
public Vector3 GetTargetHandPosition(SteamVR_Behaviour_Skeleton hand, Transform origin)
|
|||
|
{
|
|||
|
Vector3 oldOrigin = origin.position;
|
|||
|
Quaternion oldHand = hand.transform.rotation;
|
|||
|
hand.transform.rotation = GetBlendedPose(hand).rotation;
|
|||
|
origin.position = hand.transform.TransformPoint(GetBlendedPose(hand).position);
|
|||
|
Vector3 offset = origin.InverseTransformPoint(hand.transform.position);
|
|||
|
origin.position = oldOrigin;
|
|||
|
hand.transform.rotation = oldHand;
|
|||
|
return origin.TransformPoint(offset);
|
|||
|
}
|
|||
|
|
|||
|
public Quaternion GetTargetHandRotation(SteamVR_Behaviour_Skeleton hand, Transform origin)
|
|||
|
{
|
|||
|
Quaternion oldOrigin = origin.rotation;
|
|||
|
origin.rotation = hand.transform.rotation * GetBlendedPose(hand).rotation;
|
|||
|
Quaternion offsetRot = Quaternion.Inverse(origin.rotation) * hand.transform.rotation;
|
|||
|
origin.rotation = oldOrigin;
|
|||
|
return origin.rotation * offsetRot;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// PoseSnapshots hold a skeleton pose for one hand, as well as storing which hand they contain.
|
|||
|
/// They have several functions for combining BlendablePoses.
|
|||
|
/// </summary>
|
|||
|
public class SteamVR_Skeleton_PoseSnapshot
|
|||
|
{
|
|||
|
public SteamVR_Input_Sources inputSource;
|
|||
|
|
|||
|
public Vector3 position;
|
|||
|
public Quaternion rotation;
|
|||
|
|
|||
|
public Vector3[] bonePositions;
|
|||
|
public Quaternion[] boneRotations;
|
|||
|
|
|||
|
public SteamVR_Skeleton_PoseSnapshot(int boneCount, SteamVR_Input_Sources source)
|
|||
|
{
|
|||
|
inputSource = source;
|
|||
|
bonePositions = new Vector3[boneCount];
|
|||
|
boneRotations = new Quaternion[boneCount];
|
|||
|
position = Vector3.zero;
|
|||
|
rotation = Quaternion.identity;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Perform a deep copy from one poseSnapshot to another.
|
|||
|
/// </summary>
|
|||
|
public void CopyFrom(SteamVR_Skeleton_PoseSnapshot source)
|
|||
|
{
|
|||
|
inputSource = source.inputSource;
|
|||
|
position = source.position;
|
|||
|
rotation = source.rotation;
|
|||
|
for (int i = 0; i < bonePositions.Length; i++)
|
|||
|
{
|
|||
|
bonePositions[i] = source.bonePositions[i];
|
|||
|
boneRotations[i] = source.boneRotations[i];
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Simple mask for fingers
|
|||
|
/// </summary>
|
|||
|
[System.Serializable]
|
|||
|
public class SteamVR_Skeleton_HandMask
|
|||
|
{
|
|||
|
public bool palm;
|
|||
|
public bool thumb;
|
|||
|
public bool index;
|
|||
|
public bool middle;
|
|||
|
public bool ring;
|
|||
|
public bool pinky;
|
|||
|
public bool[] values = new bool[6];
|
|||
|
|
|||
|
public void SetFinger(int i, bool value)
|
|||
|
{
|
|||
|
values[i] = value;
|
|||
|
Apply();
|
|||
|
}
|
|||
|
|
|||
|
public bool GetFinger(int i)
|
|||
|
{
|
|||
|
return values[i];
|
|||
|
}
|
|||
|
|
|||
|
public SteamVR_Skeleton_HandMask()
|
|||
|
{
|
|||
|
values = new bool[6];
|
|||
|
Reset();
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// All elements on
|
|||
|
/// </summary>
|
|||
|
public void Reset()
|
|||
|
{
|
|||
|
values = new bool[6];
|
|||
|
for (int i = 0; i < 6; i++)
|
|||
|
{
|
|||
|
values[i] = true;
|
|||
|
}
|
|||
|
Apply();
|
|||
|
}
|
|||
|
|
|||
|
protected void Apply()
|
|||
|
{
|
|||
|
palm = values[0];
|
|||
|
thumb = values[1];
|
|||
|
index = values[2];
|
|||
|
middle = values[3];
|
|||
|
ring = values[4];
|
|||
|
pinky = values[5];
|
|||
|
}
|
|||
|
|
|||
|
public static readonly SteamVR_Skeleton_HandMask fullMask = new SteamVR_Skeleton_HandMask();
|
|||
|
};
|
|||
|
|
|||
|
}
|