mirror of
https://github.com/hanetzer/sdraw_mods_cvr.git
synced 2025-09-05 03:19:23 +00:00
Update to game build 2024r174ex3
Bones oriented fingers tracking
This commit is contained in:
parent
60259c94c4
commit
b547512b69
12 changed files with 1677 additions and 1395 deletions
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@ -1,11 +1,14 @@
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using ABI_RC.Core.Player;
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using ABI_RC.Systems.IK;
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using RootMotion.FinalIK;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace ml_lme
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{
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[DisallowMultipleComponent]
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[DefaultExecutionOrder(999999)]
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class LeapTracked : MonoBehaviour
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{
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struct IKInfo
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@ -18,17 +21,64 @@ namespace ml_lme
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public Transform m_rightElbowTarget;
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}
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struct FingerBoneInfo
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{
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public LeapHand.FingerBone m_bone;
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public Transform m_targetBone;
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public Transform m_sourceBone;
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public Quaternion m_offset;
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}
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static readonly Quaternion ms_offsetLeft = Quaternion.Euler(0f, 90f, 0f);
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static readonly Quaternion ms_offsetRight = Quaternion.Euler(0f, 270f, 0f);
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static readonly (HumanBodyBones, LeapHand.FingerBone, bool)[] ms_fingerBonesLinks =
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{
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(HumanBodyBones.LeftThumbProximal, LeapHand.FingerBone.ThumbProximal, true),
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(HumanBodyBones.LeftThumbIntermediate, LeapHand.FingerBone.ThumbIntermediate, true),
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(HumanBodyBones.LeftThumbDistal, LeapHand.FingerBone.ThumbDistal, true),
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(HumanBodyBones.LeftIndexProximal, LeapHand.FingerBone.IndexProximal, true),
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(HumanBodyBones.LeftIndexIntermediate, LeapHand.FingerBone.IndexIntermediate, true),
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(HumanBodyBones.LeftIndexDistal, LeapHand.FingerBone.IndexDistal, true),
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(HumanBodyBones.LeftMiddleProximal, LeapHand.FingerBone.MiddleProximal, true),
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(HumanBodyBones.LeftMiddleIntermediate, LeapHand.FingerBone.MiddleIntermediate, true),
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(HumanBodyBones.LeftMiddleDistal, LeapHand.FingerBone.MiddleDistal, true),
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(HumanBodyBones.LeftRingProximal, LeapHand.FingerBone.RingProximal, true),
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(HumanBodyBones.LeftRingIntermediate, LeapHand.FingerBone.RingIntermediate, true),
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(HumanBodyBones.LeftRingDistal, LeapHand.FingerBone.RingDistal, true),
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(HumanBodyBones.LeftLittleProximal, LeapHand.FingerBone.PinkyProximal, true),
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(HumanBodyBones.LeftLittleIntermediate, LeapHand.FingerBone.PinkyIntermediate, true),
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(HumanBodyBones.LeftLittleDistal, LeapHand.FingerBone.PinkyDistal, true),
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(HumanBodyBones.RightThumbProximal, LeapHand.FingerBone.ThumbProximal, false),
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(HumanBodyBones.RightThumbIntermediate, LeapHand.FingerBone.ThumbIntermediate, false),
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(HumanBodyBones.RightThumbDistal, LeapHand.FingerBone.ThumbDistal, false),
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(HumanBodyBones.RightIndexProximal, LeapHand.FingerBone.IndexProximal, false),
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(HumanBodyBones.RightIndexIntermediate, LeapHand.FingerBone.IndexIntermediate, false),
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(HumanBodyBones.RightIndexDistal, LeapHand.FingerBone.IndexDistal, false),
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(HumanBodyBones.RightMiddleProximal, LeapHand.FingerBone.MiddleProximal, false),
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(HumanBodyBones.RightMiddleIntermediate, LeapHand.FingerBone.MiddleIntermediate, false),
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(HumanBodyBones.RightMiddleDistal, LeapHand.FingerBone.MiddleDistal, false),
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(HumanBodyBones.RightRingProximal, LeapHand.FingerBone.RingProximal, false),
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(HumanBodyBones.RightRingIntermediate, LeapHand.FingerBone.RingIntermediate, false),
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(HumanBodyBones.RightRingDistal, LeapHand.FingerBone.RingDistal, false),
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(HumanBodyBones.RightLittleProximal, LeapHand.FingerBone.PinkyProximal, false),
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(HumanBodyBones.RightLittleIntermediate, LeapHand.FingerBone.PinkyIntermediate, false),
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(HumanBodyBones.RightLittleDistal, LeapHand.FingerBone.PinkyDistal, false),
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};
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public static readonly float[] ms_lastLeftFingerBones = new float[20];
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public static readonly float[] ms_lastRightFingerBones = new float[20];
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bool m_inVR = false;
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VRIK m_vrIK = null;
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Transform m_hips = null;
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bool m_enabled = true;
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bool m_fingersOnly = false;
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bool m_trackElbows = true;
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Transform m_leftHand = null;
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Transform m_rightHand = null;
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IKInfo m_vrIKInfo;
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ArmIK m_leftArmIK = null;
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ArmIK m_rightArmIK = null;
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@ -39,18 +89,30 @@ namespace ml_lme
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bool m_leftTargetActive = false; // VRIK only
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bool m_rightTargetActive = false; // VRIK only
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readonly List<FingerBoneInfo> m_leftFingerBones = null;
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readonly List<FingerBoneInfo> m_rightFingerBones = null;
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Quaternion m_leftWristOffset;
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Quaternion m_rightWristOffset;
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internal LeapTracked()
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{
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m_leftFingerBones = new List<FingerBoneInfo>();
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m_rightFingerBones = new List<FingerBoneInfo>();
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}
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// Unity events
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void Start()
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{
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m_inVR = Utils.IsInVR();
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m_leftHandTarget = new GameObject("RotationTarget").transform;
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m_leftHandTarget.parent = LeapTracking.Instance.GetLeftHand();
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m_leftHandTarget.parent = LeapTracking.Instance.GetLeftHand().GetRoot();
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m_leftHandTarget.localPosition = Vector3.zero;
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m_leftHandTarget.localRotation = Quaternion.identity;
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m_rightHandTarget = new GameObject("RotationTarget").transform;
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m_rightHandTarget.parent = LeapTracking.Instance.GetRightHand();
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m_rightHandTarget.parent = LeapTracking.Instance.GetRightHand().GetRoot();
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m_rightHandTarget.localPosition = Vector3.zero;
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m_rightHandTarget.localRotation = Quaternion.identity;
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@ -114,19 +176,47 @@ namespace ml_lme
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void LateUpdate()
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{
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if(m_enabled && (m_vrIK == null) && (m_poseHandler != null))
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if(m_enabled && (m_poseHandler != null))
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{
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LeapParser.LeapData l_data = LeapManager.Instance.GetLatestData();
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Vector3 l_hipsLocalPos = m_hips.localPosition;
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Quaternion l_hipsLocalRot = m_hips.localRotation;
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if(l_data.m_leftHand.m_present)
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{
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Transform l_leapWrist = LeapTracking.Instance.GetLeftHand().GetWrist();
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Quaternion l_turnBack = (m_leftHand.rotation * m_leftWristOffset) * Quaternion.Inverse(l_leapWrist.rotation);
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foreach(var l_info in m_leftFingerBones)
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l_info.m_targetBone.rotation = l_turnBack * (l_info.m_sourceBone.rotation * l_info.m_offset);
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}
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if(l_data.m_rightHand.m_present)
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{
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Transform l_leapWrist = LeapTracking.Instance.GetRightHand().GetWrist();
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Quaternion l_turnBack = (m_rightHand.rotation * m_rightWristOffset) * Quaternion.Inverse(l_leapWrist.rotation);
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foreach(var l_info in m_rightFingerBones)
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l_info.m_targetBone.rotation = l_turnBack * (l_info.m_sourceBone.rotation * l_info.m_offset);
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}
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m_poseHandler.GetHumanPose(ref m_pose);
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UpdateFingers(l_data);
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m_poseHandler.SetHumanPose(ref m_pose);
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m_hips.localPosition = l_hipsLocalPos;
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m_hips.localRotation = l_hipsLocalRot;
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if(l_data.m_leftHand.m_present)
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{
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for(int i = 0; i < 5; i++)
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{
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int l_offset = i * 4;
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ms_lastLeftFingerBones[l_offset] = m_pose.muscles[(int)MuscleIndex.LeftThumb1Stretched + l_offset];
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ms_lastLeftFingerBones[l_offset + 1] = m_pose.muscles[(int)MuscleIndex.LeftThumb2Stretched + l_offset];
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ms_lastLeftFingerBones[l_offset + 2] = m_pose.muscles[(int)MuscleIndex.LeftThumb3Stretched + l_offset];
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ms_lastLeftFingerBones[l_offset + 3] = m_pose.muscles[(int)MuscleIndex.LeftThumbSpread + l_offset];
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}
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}
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if(l_data.m_rightHand.m_present)
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{
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for(int i = 0; i < 5; i++)
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{
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int l_offset = i * 4;
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ms_lastRightFingerBones[l_offset] = m_pose.muscles[(int)MuscleIndex.RightThumb1Stretched + l_offset];
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ms_lastRightFingerBones[l_offset + 1] = m_pose.muscles[(int)MuscleIndex.RightThumb2Stretched + l_offset];
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ms_lastRightFingerBones[l_offset + 2] = m_pose.muscles[(int)MuscleIndex.RightThumb3Stretched + l_offset];
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ms_lastRightFingerBones[l_offset + 3] = m_pose.muscles[(int)MuscleIndex.RightThumbSpread + l_offset];
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}
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}
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}
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}
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internal void OnAvatarClear()
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{
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m_vrIK = null;
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m_hips = null;
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m_leftArmIK = null;
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m_rightArmIK = null;
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m_leftTargetActive = false;
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m_leftHandTarget.localRotation = Quaternion.identity;
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m_rightHandTarget.localPosition = Vector3.zero;
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m_rightHandTarget.localRotation = Quaternion.identity;
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m_leftFingerBones.Clear();
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m_rightFingerBones.Clear();
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m_leftHand = null;
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m_rightHand = null;
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m_leftWristOffset = Quaternion.identity;
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m_rightWristOffset = Quaternion.identity;
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}
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internal void OnAvatarSetup()
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if(PlayerSetup.Instance._animator.isHuman)
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{
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m_hips = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.Hips);
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m_poseHandler = new HumanPoseHandler(PlayerSetup.Instance._animator.avatar, PlayerSetup.Instance._animator.transform);
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m_poseHandler.GetHumanPose(ref m_pose);
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if(!m_inVR)
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if(m_inVR)
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{
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PlayerSetup.Instance._avatar.transform.localPosition = Vector3.zero;
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PlayerSetup.Instance._avatar.transform.localRotation = Quaternion.identity;
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}
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else
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PoseHelper.ForceTPose(PlayerSetup.Instance._animator);
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Transform l_hand = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.LeftHand);
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if(l_hand != null)
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m_leftHandTarget.localRotation = ms_offsetLeft * (PlayerSetup.Instance._avatar.transform.GetMatrix().inverse * l_hand.GetMatrix()).rotation;
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m_leftHand = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.LeftHand);
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m_leftHandTarget.localRotation = ms_offsetLeft * (Quaternion.Inverse(PlayerSetup.Instance._avatar.transform.rotation) * m_leftHand.rotation);
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l_hand = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.RightHand);
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if(l_hand != null)
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m_rightHandTarget.localRotation = ms_offsetRight * (PlayerSetup.Instance._avatar.transform.GetMatrix().inverse * l_hand.GetMatrix()).rotation;
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m_rightHand = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.RightHand);
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m_rightHandTarget.localRotation = ms_offsetRight * (Quaternion.Inverse(PlayerSetup.Instance._avatar.transform.rotation) * m_rightHand.rotation);
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ParseFingersBones();
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if(m_vrIK != null)
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{
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m_vrIK.onPreSolverUpdate.AddListener(this.OnIKPreUpdate);
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m_vrIK.onPostSolverUpdate.AddListener(this.OnIKPostUpdate);
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}
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else if(!m_inVR)
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else
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SetupArmIK();
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}
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}
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m_vrIK.onPreSolverUpdate.AddListener(this.OnIKPreUpdate);
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m_vrIK.onPostSolverUpdate.AddListener(this.OnIKPostUpdate);
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}
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else if(!m_inVR)
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else
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{
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PoseHelper.ForceTPose(PlayerSetup.Instance._animator);
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SetupArmIK();
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}
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}
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void UpdateFingers(LeapParser.LeapData p_data)
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void ParseFingersBones()
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{
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if(p_data.m_leftHand.m_present)
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LeapTracking.Instance.GetLeftHand().Reset();
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LeapTracking.Instance.GetLeftHand().GetWrist().rotation = PlayerSetup.Instance.transform.rotation * ms_offsetRight; // Weird, but that's how it works
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m_leftWristOffset = Quaternion.Inverse(m_leftHand.rotation) * LeapTracking.Instance.GetLeftHand().GetWrist().rotation;
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LeapTracking.Instance.GetRightHand().Reset();
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LeapTracking.Instance.GetRightHand().GetWrist().rotation = PlayerSetup.Instance.transform.rotation * ms_offsetLeft; // Weird, but that's how it works
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m_rightWristOffset = Quaternion.Inverse(m_rightHand.rotation) * LeapTracking.Instance.GetRightHand().GetWrist().rotation;
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foreach(var l_link in ms_fingerBonesLinks)
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{
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftThumb1Stretched, -0.5f - p_data.m_leftHand.m_bends[0]);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftThumb2Stretched, 0.7f - p_data.m_leftHand.m_bends[0] * 2f);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftThumb3Stretched, 0.7f - p_data.m_leftHand.m_bends[0] * 2f);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftThumbSpread, -p_data.m_leftHand.m_spreads[0]);
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Transform l_transform = PlayerSetup.Instance._animator.GetBoneTransform(l_link.Item1);
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if(l_transform != null)
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{
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FingerBoneInfo l_info = new FingerBoneInfo();
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l_info.m_bone = l_link.Item2;
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l_info.m_targetBone = l_transform;
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l_info.m_sourceBone = (l_link.Item3 ? LeapTracking.Instance.GetLeftHand().GetFingersBone(l_link.Item2) : LeapTracking.Instance.GetRightHand().GetFingersBone(l_link.Item2));
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l_info.m_offset = Quaternion.Inverse(l_info.m_sourceBone.rotation) * l_info.m_targetBone.rotation;
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftIndex1Stretched, 0.5f - p_data.m_leftHand.m_bends[1]);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftIndex2Stretched, 0.7f - p_data.m_leftHand.m_bends[1] * 2f);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftIndex3Stretched, 0.7f - p_data.m_leftHand.m_bends[1] * 2f);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftIndexSpread, p_data.m_leftHand.m_spreads[1]);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftMiddle1Stretched, 0.5f - p_data.m_leftHand.m_bends[2]);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftMiddle2Stretched, 0.7f - p_data.m_leftHand.m_bends[2] * 2f);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftMiddle3Stretched, 0.7f - p_data.m_leftHand.m_bends[2] * 2f);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftMiddleSpread, p_data.m_leftHand.m_spreads[2]);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftRing1Stretched, 0.5f - p_data.m_leftHand.m_bends[3]);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftRing2Stretched, 0.7f - p_data.m_leftHand.m_bends[3] * 2f);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftRing3Stretched, 0.7f - p_data.m_leftHand.m_bends[3] * 2f);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftRingSpread, -p_data.m_leftHand.m_spreads[3]);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftLittle1Stretched, 0.5f - p_data.m_leftHand.m_bends[4]);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftLittle2Stretched, 0.7f - p_data.m_leftHand.m_bends[4] * 2f);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftLittle3Stretched, 0.7f - p_data.m_leftHand.m_bends[4] * 2f);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftLittleSpread, -p_data.m_leftHand.m_spreads[4]);
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if(l_link.Item3)
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m_leftFingerBones.Add(l_info);
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else
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m_rightFingerBones.Add(l_info);
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}
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}
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if(p_data.m_rightHand.m_present)
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{
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightThumb1Stretched, -0.5f - p_data.m_rightHand.m_bends[0]);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightThumb2Stretched, 0.7f - p_data.m_rightHand.m_bends[0] * 2f);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightThumb3Stretched, 0.7f - p_data.m_rightHand.m_bends[0] * 2f);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightThumbSpread, -p_data.m_rightHand.m_spreads[0]);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightIndex1Stretched, 0.5f - p_data.m_rightHand.m_bends[1]);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightIndex2Stretched, 0.7f - p_data.m_rightHand.m_bends[1] * 2f);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightIndex3Stretched, 0.7f - p_data.m_rightHand.m_bends[1] * 2f);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightIndexSpread, p_data.m_rightHand.m_spreads[1]);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightMiddle1Stretched, 0.5f - p_data.m_rightHand.m_bends[2]);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightMiddle2Stretched, 0.7f - p_data.m_rightHand.m_bends[2] * 2f);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightMiddle3Stretched, 0.7f - p_data.m_rightHand.m_bends[2] * 2f);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightMiddleSpread, p_data.m_rightHand.m_spreads[2]);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightRing1Stretched, 0.5f - p_data.m_rightHand.m_bends[3]);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightRing2Stretched, 0.7f - p_data.m_rightHand.m_bends[3] * 2f);
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UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightRing3Stretched, 0.7f - p_data.m_rightHand.m_bends[3] * 2f);
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightRingSpread, -p_data.m_rightHand.m_spreads[3]);
|
||||
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightLittle1Stretched, 0.5f - p_data.m_rightHand.m_bends[4]);
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightLittle2Stretched, 0.7f - p_data.m_rightHand.m_bends[4] * 2f);
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightLittle3Stretched, 0.7f - p_data.m_rightHand.m_bends[4] * 2f);
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightLittleSpread, -p_data.m_rightHand.m_spreads[4]);
|
||||
}
|
||||
}
|
||||
|
||||
static void UpdatePoseMuscle(ref HumanPose p_pose, int p_index, float p_value)
|
||||
{
|
||||
if(p_pose.muscles.Length > p_index)
|
||||
p_pose.muscles[p_index] = p_value;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue