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- 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, data, settings);
- }
- }
- }
- }
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