在物理实验室模拟kinect模块中的拓展功能,手柄控制模型手臂的移动。
由于找不到合适的骨骼绑定的模型,项目中采用了一个手臂悬空的模型。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using VRTK;
using VRTK.Highlighters;
public class moveByLeft : MonoBehaviour {
private Vector3 rePos;
private GameObject LeftController;
private Vector3 tarPos;
private Vector3 reConPos;
private Vector3 ConPos;
private float transX;
private float transY;
private float transZ;
// Use this for initialization
void Start () {
rePos = this.transform.position;
LeftController = VRTK_DeviceFinder.GetControllerLeftHand();
reConPos = LeftController.transform.position;
}
// Update is called once per frame
void Update () {
ConPos = LeftController.transform.position;
transX = ConPos.x - reConPos.x;
transY = ConPos.y - reConPos.y;
transZ = ConPos.z - reConPos.z;
tarPos.x = rePos.x + transX;
tarPos.y = rePos.y + transY;
tarPos.z = rePos.z + transZ;
this.transfo