// Hip Tracking|Presence|70050
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namespace VRTK
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{
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using UnityEngine;
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/// <summary>
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/// Attempts to provide the relative position of a hip without the need for additional hardware sensors.
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/// </summary>
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/// <remarks>
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/// **Script Usage:**
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/// * Place the `VRTK_HipTracking` script on any active scene GameObject and this GameObject will then track to the estimated hip position.
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/// </remarks>
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[AddComponentMenu("VRTK/Scripts/Presence/VRTK_HipTracking")]
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public class VRTK_HipTracking : MonoBehaviour
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{
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[Tooltip("Distance underneath Player Head for hips to reside.")]
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public float HeadOffset = -0.35f;
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[Header("Optional")]
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[Tooltip("Optional Transform to use as the Head Object for calculating hip position. If none is given one will try to be found in the scene.")]
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public Transform headOverride;
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[Tooltip("Optional Transform to use for calculating which way is 'Up' relative to the player for hip positioning.")]
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public Transform ReferenceUp;
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protected Transform playerHead;
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protected virtual void Awake()
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{
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VRTK_SDKManager.AttemptAddBehaviourToToggleOnLoadedSetupChange(this);
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}
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protected virtual void OnEnable()
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{
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playerHead = (headOverride != null ? headOverride : VRTK_DeviceFinder.HeadsetTransform());
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}
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protected virtual void OnDestroy()
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{
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VRTK_SDKManager.AttemptRemoveBehaviourToToggleOnLoadedSetupChange(this);
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}
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protected virtual void LateUpdate()
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{
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if (playerHead == null)
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{
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return;
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}
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Vector3 up = Vector3.up;
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if (ReferenceUp != null)
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{
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up = ReferenceUp.up;
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}
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transform.position = playerHead.position + (HeadOffset * up);
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Vector3 forward = playerHead.forward;
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Vector3 forwardLeveld1 = forward;
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forwardLeveld1.y = 0;
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forwardLeveld1.Normalize();
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Vector3 mixedInLocalForward = playerHead.up;
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if (forward.y > 0)
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{
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mixedInLocalForward = -playerHead.up;
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}
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mixedInLocalForward.y = 0;
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mixedInLocalForward.Normalize();
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float dot = Mathf.Clamp(Vector3.Dot(forwardLeveld1, forward), 0f, 1f);
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Vector3 finalForward = Vector3.Lerp(mixedInLocalForward, forwardLeveld1, dot * dot);
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transform.rotation = Quaternion.LookRotation(finalForward, up);
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}
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}
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}
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