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using System.Collections.Generic;
using UnityEngine;
namespace UniVRM10
{
/// <summary>
/// XR_FB_body_tracking の joint を VRM-1.0 の TPose に当てはめたときの方向を定義します。
///
/// * https://developer.oculus.com/documentation/native/android/move-ref-body-joints/
///
/// OpenXR は右手系なのに対して Unityは左手系です。
/// この Rig が期待するボーンの値は、XR_FB_body_tracking の Joint の値を Z軸反転で座標変換したものです。
/// </summary>
public static class XR_FB_body_tracking
{
/// <summary>
/// up vector と forward vector の外積により空間を算出して、回転を得ます。
/// </summary>
/// <param name="yAxis"></param>
/// <param name="zAxis"></param>
/// <returns></returns>
public static Quaternion GetRotation(Vector3 yAxis, Vector3 zAxis)
{
var xAxis = Vector3.Cross(yAxis, zAxis).normalized;
var m = new Matrix4x4(xAxis, yAxis, zAxis, new Vector4(0, 0, 0, 1));
return m.rotation;
}
public static Quaternion Spine = GetRotation(Vector3.forward, Vector3.left);
public static Quaternion Left = GetRotation(Vector3.forward, Vector3.down);
public static Quaternion LeftThumb = GetRotation((Vector3.left + Vector3.back).normalized, Vector3.up);
public static Quaternion LeftHand = GetRotation(Vector3.down, Vector3.back);
public static Quaternion Right = GetRotation(Vector3.back, Vector3.up);
public static Quaternion RightThumb = GetRotation((Vector3.left + Vector3.forward).normalized, Vector3.down);
public static Quaternion RightHand = GetRotation(Vector3.up, Vector3.forward);
public static IReadOnlyDictionary<HumanBodyBones, Quaternion> InitialRotations => new Dictionary<HumanBodyBones, Quaternion>()
{
{HumanBodyBones.Hips, Spine},
{HumanBodyBones.Spine, Spine},
{HumanBodyBones.Chest, Spine},
{HumanBodyBones.UpperChest, Spine},
{HumanBodyBones.Neck, Spine},
{HumanBodyBones.Head, Spine},
{HumanBodyBones.LeftShoulder, Left},
{HumanBodyBones.LeftUpperArm, Left},
{HumanBodyBones.LeftLowerArm, Left},
{HumanBodyBones.RightShoulder, Right},
{HumanBodyBones.RightUpperArm, Right},
{HumanBodyBones.RightLowerArm, Right},
// left
{HumanBodyBones.LeftHand, LeftHand},
{HumanBodyBones.LeftThumbProximal, LeftThumb},
{HumanBodyBones.LeftThumbIntermediate, LeftThumb},
{HumanBodyBones.LeftThumbDistal, LeftThumb},
{HumanBodyBones.LeftIndexProximal, LeftHand},
{HumanBodyBones.LeftIndexIntermediate, LeftHand},
{HumanBodyBones.LeftIndexDistal, LeftHand},
{HumanBodyBones.LeftMiddleProximal, LeftHand},
{HumanBodyBones.LeftMiddleIntermediate, LeftHand},
{HumanBodyBones.LeftMiddleDistal, LeftHand},
{HumanBodyBones.LeftRingProximal, LeftHand},
{HumanBodyBones.LeftRingIntermediate, LeftHand},
{HumanBodyBones.LeftRingDistal, LeftHand},
{HumanBodyBones.LeftLittleProximal, LeftHand},
{HumanBodyBones.LeftLittleIntermediate, LeftHand},
{HumanBodyBones.LeftLittleDistal, LeftHand},
// right
{HumanBodyBones.RightHand, RightHand},
{HumanBodyBones.RightThumbProximal, RightThumb},
{HumanBodyBones.RightThumbIntermediate, RightThumb},
{HumanBodyBones.RightThumbDistal, RightThumb},
{HumanBodyBones.RightIndexProximal, RightHand},
{HumanBodyBones.RightIndexIntermediate, RightHand},
{HumanBodyBones.RightIndexDistal, RightHand},
{HumanBodyBones.RightMiddleProximal, RightHand},
{HumanBodyBones.RightMiddleIntermediate, RightHand},
{HumanBodyBones.RightMiddleDistal, RightHand},
{HumanBodyBones.RightRingProximal, RightHand},
{HumanBodyBones.RightRingIntermediate, RightHand},
{HumanBodyBones.RightRingDistal, RightHand},
{HumanBodyBones.RightLittleProximal, RightHand},
{HumanBodyBones.RightLittleIntermediate, RightHand},
{HumanBodyBones.RightLittleDistal, RightHand},
};
}
}