Files
2025-05-10 12:49:47 +08:00

69 lines
3.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using RootMotion.FinalIK;
namespace RootMotion.Demos
{
public class VRIKCalibrationBasic : MonoBehaviour
{
[Tooltip("The VRIK component.")] public VRIK ik;
[Header("Head")]
[Tooltip("HMD.")] public Transform centerEyeAnchor;
[Tooltip("Position offset of the camera from the head bone (root space).")] public Vector3 headAnchorPositionOffset;
[Tooltip("Rotation offset of the camera from the head bone (root space).")] public Vector3 headAnchorRotationOffset;
[Header("Hands")]
[Tooltip("Left Hand Controller")] public Transform leftHandAnchor;
[Tooltip("Right Hand Controller")] public Transform rightHandAnchor;
[Tooltip("Position offset of the hand controller from the hand bone (controller space).")] public Vector3 handAnchorPositionOffset;
[Tooltip("Rotation offset of the hand controller from the hand bone (controller space).")] public Vector3 handAnchorRotationOffset;
[Header("Scale")]
[Tooltip("Multiplies the scale of the root.")] public float scaleMlp = 1f;
[Header("Data stored by Calibration")]
public VRIKCalibrator.CalibrationData data = new VRIKCalibrator.CalibrationData();
private void LateUpdate()
{
if (Input.GetKeyDown(KeyCode.C))
{
// Calibrate the character, store data of the calibration
data = VRIKCalibrator.Calibrate(ik, centerEyeAnchor, leftHandAnchor, rightHandAnchor, headAnchorPositionOffset, headAnchorRotationOffset, handAnchorPositionOffset, handAnchorRotationOffset, scaleMlp);
}
/*
* 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 'C' first.");
}
else
{
VRIKCalibrator.Calibrate(ik, data, centerEyeAnchor, null, leftHandAnchor, rightHandAnchor);
}
}
// 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, scaleMlp);
}
}
}
}