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