SteamVR_Skeleton_Poser.cs
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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();
};
}