ADD: Plana Reflection 스크립트 추가
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Assets/External/OptiTrack Unity Plugin/OptiTrack/Scripts/OptitrackRawDataReceiver.cs
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Assets/External/OptiTrack Unity Plugin/OptiTrack/Scripts/OptitrackRawDataReceiver.cs
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using UnityEngine;
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using System.Collections.Generic;
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public class OptitrackRawDataReceiver : MonoBehaviour
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{
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[Header("OptiTrack 설정")]
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public OptitrackStreamingClient StreamingClient;
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public string SkeletonAssetName = "Skeleton1";
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private OptitrackSkeletonDefinition m_skeletonDef;
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private Dictionary<int, OptitrackPose> m_lastBonePoses = new Dictionary<int, OptitrackPose>();
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void Start()
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{
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if (StreamingClient == null)
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{
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StreamingClient = FindFirstObjectByType<OptitrackStreamingClient>();
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if (StreamingClient == null)
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{
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Debug.LogError("OptiTrack Streaming Client를 찾을 수 없습니다.");
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return;
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}
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}
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// 스켈레톤 등록
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StreamingClient.RegisterSkeleton(this, SkeletonAssetName);
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}
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void Update()
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{
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if (StreamingClient == null) return;
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// 스켈레톤 정의 가져오기
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if (m_skeletonDef == null)
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{
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m_skeletonDef = StreamingClient.GetSkeletonDefinitionByName(SkeletonAssetName);
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if (m_skeletonDef == null) return;
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}
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// 최신 스켈레톤 상태 가져오기
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OptitrackSkeletonState skelState = StreamingClient.GetLatestSkeletonState(m_skeletonDef.Id);
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if (skelState == null) return;
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// 각 본의 원본 데이터 저장
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foreach (var bone in m_skeletonDef.Bones)
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{
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if (skelState.LocalBonePoses.TryGetValue(bone.Id, out OptitrackPose bonePose))
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{
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m_lastBonePoses[bone.Id] = bonePose;
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}
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}
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}
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// 외부에서 원본 데이터 접근을 위한 메서드
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public Dictionary<int, OptitrackPose> GetRawBonePoses()
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{
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return m_lastBonePoses;
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}
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// 특정 본의 원본 데이터 가져오기
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public OptitrackPose GetRawBonePose(int boneId)
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{
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if (m_lastBonePoses.TryGetValue(boneId, out OptitrackPose pose))
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{
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return pose;
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}
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return null;
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}
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}
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2
Assets/External/OptiTrack Unity Plugin/OptiTrack/Scripts/OptitrackRawDataReceiver.cs.meta
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2
Assets/External/OptiTrack Unity Plugin/OptiTrack/Scripts/OptitrackRawDataReceiver.cs.meta
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fileFormatVersion: 2
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guid: fbcb2b6bb0815fd48a5b6da647056781
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293
Assets/External/OptiTrack Unity Plugin/OptiTrack/Scripts/OptitrackSkeletonAnimator_Mingle.cs
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293
Assets/External/OptiTrack Unity Plugin/OptiTrack/Scripts/OptitrackSkeletonAnimator_Mingle.cs
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using System;
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using System.Collections.Generic;
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using Unity.Mathematics;
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using UnityEngine;
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using System.Collections;
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public class OptitrackSkeletonAnimator_Mingle : MonoBehaviour
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{
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[Header("OptiTrack 설정")]
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[Tooltip("OptiTrackStreamingClient가 포함된 오브젝트")]
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public OptitrackStreamingClient StreamingClient;
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[Tooltip("Motive의 스켈레톤 에셋 이름")]
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public string SkeletonAssetName = "Skeleton1";
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private Animator TargetAnimator;
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private OptitrackSkeletonDefinition m_skeletonDef;
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private Dictionary<string, HumanBodyBones> m_optitrackToHumanBoneMap;
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private string previousSkeletonName;
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[HideInInspector]
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public bool isSkeletonFound = false;
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private float updateInterval = 0.1f;
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void Start()
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{
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TargetAnimator = GetComponent<Animator>();
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if (TargetAnimator == null)
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{
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//Debug.LogError("이 게임오브젝트에서 Animator 컴포넌트를 찾을 수 없습니다.", this);
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enabled = false;
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return;
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}
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InitializeStreamingClient();
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// StreamingClient 등록 추가
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if (StreamingClient != null)
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{
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StreamingClient.RegisterSkeleton(this, this.SkeletonAssetName);
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//Debug.Log($"[OptiTrack] 스켈레톤 '{SkeletonAssetName}'이(가) 등록되었습니다.");
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}
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InitializeBoneMapping();
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// 주기적으로 스켈레톤 연결 상태를 확인하는 코루틴 시작
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StartCoroutine(CheckSkeletonConnectionPeriodically());
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}
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void Update()
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{
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if (TargetAnimator == null)
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return;
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// StreamingClient 체크
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if (StreamingClient == null)
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{
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InitializeStreamingClient();
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return;
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}
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// 스켈레톤 이름이 변경되었을 때
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if (previousSkeletonName != SkeletonAssetName)
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{
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// 새 스켈레톤 등록
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StreamingClient.RegisterSkeleton(this, SkeletonAssetName);
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//Debug.Log($"[OptiTrack] 새 스켈레톤 '{SkeletonAssetName}' 등록");
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// 스켈레톤 정의 새로 가져오기
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m_skeletonDef = StreamingClient.GetSkeletonDefinitionByName(SkeletonAssetName);
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if (m_skeletonDef == null)
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{
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//Debug.LogWarning($"[OptiTrack] 스켈레톤 '{SkeletonAssetName}'을(를) 찾을 수 없습니다. Motive에서 올바른 스켈레톤 이름을 확인해주세요.", this);
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previousSkeletonName = SkeletonAssetName; // 이름 업데이트
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return;
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}
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//Debug.Log($"[OptiTrack] 스켈레톤 '{SkeletonAssetName}'을(를) 성공적으로 찾았습니다.", this);
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previousSkeletonName = SkeletonAssetName; // 이름 업데이트
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}
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// 스켈레톤 정의가 없는 경우 체크
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if (m_skeletonDef == null)
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{
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m_skeletonDef = StreamingClient.GetSkeletonDefinitionByName(SkeletonAssetName);
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if (m_skeletonDef == null)
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{
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return;
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}
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}
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// 최신 스켈레톤 상태 가져오기
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OptitrackSkeletonState skelState = StreamingClient.GetLatestSkeletonState(m_skeletonDef.Id);
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if (skelState == null)
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{
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//Debug.LogWarning($"[OptiTrack] 스켈레톤 '{SkeletonAssetName}'의 상태가 null입니다. Motive에 마커가 제대로 트래킹되고 있는지 확인해주세요.", this);
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return;
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}
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// 각 본 업데이트
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foreach (var bone in m_skeletonDef.Bones)
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{
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string boneName = bone.Name;
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string optitrackBoneName = boneName.Contains("_") ? boneName.Substring(boneName.IndexOf('_') + 1) : boneName;
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if (m_optitrackToHumanBoneMap.TryGetValue(optitrackBoneName, out HumanBodyBones humanBone))
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{
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Transform boneTransform = TargetAnimator.GetBoneTransform(humanBone);
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if (boneTransform != null)
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{
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if (skelState.BonePoses.TryGetValue(bone.Id, out OptitrackPose bonePose))
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{
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boneTransform.localPosition = bonePose.Position;
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boneTransform.localRotation = bonePose.Orientation;
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/*
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// 엄지 손가락 본에 대한 고정 회전값 적용
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if (optitrackBoneName.Contains("LThumb1"))
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{
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boneTransform.localRotation = bonePose.Orientation * Quaternion.Euler(-40f, -60f, 20f);
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}
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else if (optitrackBoneName.Contains("LThumb2"))
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{
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boneTransform.localRotation = bonePose.Orientation;
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}
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else if (optitrackBoneName.Contains("LThumb3"))
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{
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boneTransform.localRotation = bonePose.Orientation * Quaternion.Euler(-60f, 0f, 0f);
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}
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else if (optitrackBoneName.Contains("RThumb1"))
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{
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boneTransform.localRotation = bonePose.Orientation * Quaternion.Euler(40f, 60f, 20f);
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}
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else if (optitrackBoneName.Contains("RThumb2"))
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{
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boneTransform.localRotation = bonePose.Orientation;
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}
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else if (optitrackBoneName.Contains("RThumb3"))
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{
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boneTransform.localRotation = bonePose.Orientation * Quaternion.Euler(-60f, 0f, 0f);
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}
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else
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{
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boneTransform.localRotation = bonePose.Orientation;
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}
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*/
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}
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}
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}
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}
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}
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private void InitializeStreamingClient()
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{
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if (StreamingClient == null)
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{
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// 씬에서 OptitrackStreamingClient 찾기
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StreamingClient = FindObjectOfType<OptitrackStreamingClient>();
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if (StreamingClient == null)
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{
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//Debug.LogWarning("씬에서 OptiTrack Streaming Client를 찾을 수 없습니다. 다음 프레임에서 다시 시도합니다.", this);
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}
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else
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{
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Debug.Log("OptiTrack Streaming Client를 찾았습니다.", this);
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}
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}
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}
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private void InitializeBoneMapping()
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{
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m_optitrackToHumanBoneMap = new Dictionary<string, HumanBodyBones>();
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if (TargetAnimator == null || !TargetAnimator.isHuman)
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{
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Debug.LogError("휴머노이드 아바타가 설정되지 않았습니다.", this);
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return;
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}
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// OptiTrack 본 이름을 HumanBodyBones enum과 매핑
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// 스켈레톤 에셋 이름을 제외한 기본 매핑 설정
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SetupBoneNameMapping();
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}
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private void SetupBoneNameMapping()
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{
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// 기본 본 매핑 (스켈레톤 에셋 이름 없이)
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m_optitrackToHumanBoneMap.Add("Hip", HumanBodyBones.Hips);
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m_optitrackToHumanBoneMap.Add("Ab", HumanBodyBones.Spine);
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m_optitrackToHumanBoneMap.Add("Chest", HumanBodyBones.Chest);
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m_optitrackToHumanBoneMap.Add("Neck", HumanBodyBones.Neck);
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m_optitrackToHumanBoneMap.Add("Head", HumanBodyBones.Head);
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// 왼쪽 팔
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m_optitrackToHumanBoneMap.Add("LShoulder", HumanBodyBones.LeftShoulder);
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m_optitrackToHumanBoneMap.Add("LUArm", HumanBodyBones.LeftUpperArm);
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m_optitrackToHumanBoneMap.Add("LFArm", HumanBodyBones.LeftLowerArm);
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m_optitrackToHumanBoneMap.Add("LHand", HumanBodyBones.LeftHand);
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// 오른쪽 팔
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m_optitrackToHumanBoneMap.Add("RShoulder", HumanBodyBones.RightShoulder);
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m_optitrackToHumanBoneMap.Add("RUArm", HumanBodyBones.RightUpperArm);
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m_optitrackToHumanBoneMap.Add("RFArm", HumanBodyBones.RightLowerArm);
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m_optitrackToHumanBoneMap.Add("RHand", HumanBodyBones.RightHand);
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// 왼쪽 다리
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m_optitrackToHumanBoneMap.Add("LThigh", HumanBodyBones.LeftUpperLeg);
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m_optitrackToHumanBoneMap.Add("LShin", HumanBodyBones.LeftLowerLeg);
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m_optitrackToHumanBoneMap.Add("LFoot", HumanBodyBones.LeftFoot);
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m_optitrackToHumanBoneMap.Add("LToe", HumanBodyBones.LeftToes);
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// 오른쪽 다리
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m_optitrackToHumanBoneMap.Add("RThigh", HumanBodyBones.RightUpperLeg);
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m_optitrackToHumanBoneMap.Add("RShin", HumanBodyBones.RightLowerLeg);
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m_optitrackToHumanBoneMap.Add("RFoot", HumanBodyBones.RightFoot);
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m_optitrackToHumanBoneMap.Add("RToe", HumanBodyBones.RightToes);
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// 왼쪽 손가락들
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m_optitrackToHumanBoneMap.Add("LThumb1", HumanBodyBones.LeftThumbProximal);
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m_optitrackToHumanBoneMap.Add("LThumb2", HumanBodyBones.LeftThumbIntermediate);
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m_optitrackToHumanBoneMap.Add("LThumb3", HumanBodyBones.LeftThumbDistal);
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m_optitrackToHumanBoneMap.Add("LIndex1", HumanBodyBones.LeftIndexProximal);
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m_optitrackToHumanBoneMap.Add("LIndex2", HumanBodyBones.LeftIndexIntermediate);
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m_optitrackToHumanBoneMap.Add("LIndex3", HumanBodyBones.LeftIndexDistal);
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m_optitrackToHumanBoneMap.Add("LMiddle1", HumanBodyBones.LeftMiddleProximal);
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m_optitrackToHumanBoneMap.Add("LMiddle2", HumanBodyBones.LeftMiddleIntermediate);
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m_optitrackToHumanBoneMap.Add("LMiddle3", HumanBodyBones.LeftMiddleDistal);
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m_optitrackToHumanBoneMap.Add("LRing1", HumanBodyBones.LeftRingProximal);
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m_optitrackToHumanBoneMap.Add("LRing2", HumanBodyBones.LeftRingIntermediate);
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m_optitrackToHumanBoneMap.Add("LRing3", HumanBodyBones.LeftRingDistal);
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m_optitrackToHumanBoneMap.Add("LPinky1", HumanBodyBones.LeftLittleProximal);
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m_optitrackToHumanBoneMap.Add("LPinky2", HumanBodyBones.LeftLittleIntermediate);
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m_optitrackToHumanBoneMap.Add("LPinky3", HumanBodyBones.LeftLittleDistal);
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// 오른쪽 손가락들
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m_optitrackToHumanBoneMap.Add("RThumb1", HumanBodyBones.RightThumbProximal);
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m_optitrackToHumanBoneMap.Add("RThumb2", HumanBodyBones.RightThumbIntermediate);
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m_optitrackToHumanBoneMap.Add("RThumb3", HumanBodyBones.RightThumbDistal);
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m_optitrackToHumanBoneMap.Add("RIndex1", HumanBodyBones.RightIndexProximal);
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m_optitrackToHumanBoneMap.Add("RIndex2", HumanBodyBones.RightIndexIntermediate);
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m_optitrackToHumanBoneMap.Add("RIndex3", HumanBodyBones.RightIndexDistal);
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m_optitrackToHumanBoneMap.Add("RMiddle1", HumanBodyBones.RightMiddleProximal);
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m_optitrackToHumanBoneMap.Add("RMiddle2", HumanBodyBones.RightMiddleIntermediate);
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m_optitrackToHumanBoneMap.Add("RMiddle3", HumanBodyBones.RightMiddleDistal);
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m_optitrackToHumanBoneMap.Add("RRing1", HumanBodyBones.RightRingProximal);
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m_optitrackToHumanBoneMap.Add("RRing2", HumanBodyBones.RightRingIntermediate);
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m_optitrackToHumanBoneMap.Add("RRing3", HumanBodyBones.RightRingDistal);
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m_optitrackToHumanBoneMap.Add("RPinky1", HumanBodyBones.RightLittleProximal);
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m_optitrackToHumanBoneMap.Add("RPinky2", HumanBodyBones.RightLittleIntermediate);
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m_optitrackToHumanBoneMap.Add("RPinky3", HumanBodyBones.RightLittleDistal);
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}
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private IEnumerator CheckSkeletonConnectionPeriodically()
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{
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while (true)
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{
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if (StreamingClient != null)
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{
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m_skeletonDef = StreamingClient.GetSkeletonDefinitionByName(SkeletonAssetName);
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if (m_skeletonDef != null)
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{
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OptitrackSkeletonState skelState = StreamingClient.GetLatestSkeletonState(m_skeletonDef.Id);
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isSkeletonFound = (skelState != null);
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if (isSkeletonFound && previousSkeletonName != SkeletonAssetName)
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{
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StreamingClient.RegisterSkeleton(this, SkeletonAssetName);
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previousSkeletonName = SkeletonAssetName;
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Debug.Log($"[OptiTrack] 스켈레톤 '{SkeletonAssetName}' 연결 성공");
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}
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}
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else
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{
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isSkeletonFound = false;
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}
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}
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yield return new WaitForSeconds(updateInterval);
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}
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}
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}
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fileFormatVersion: 2
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guid: e02854a1c4cca24478640087f6e8266a
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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123
Assets/External/OptiTrack Unity Plugin/OptiTrack/Scripts/OptitrackVisualizer.cs
vendored
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123
Assets/External/OptiTrack Unity Plugin/OptiTrack/Scripts/OptitrackVisualizer.cs
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using UnityEngine;
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using System.Collections.Generic;
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using System;
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public class OptitrackVisualizer : MonoBehaviour
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{
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[Header("OptiTrack 설정")]
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public OptitrackRawDataReceiver dataReceiver;
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[Header("시각화 설정")]
|
||||
public bool showGizmos = true;
|
||||
public float gizmoSize = 0.05f;
|
||||
public float handGizmoScale = 0.1f; // 손 기즈모 크기 비율 (1 = 100%)
|
||||
public Color boneColor = Color.red;
|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
||||
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|
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return;
|
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|
||||
}
|
||||
|
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// 스켈레톤 정의 가져오기
|
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|
||||
if (skeletonDef == null) return;
|
||||
|
||||
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|
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|
||||
{
|
||||
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|
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|
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|
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|
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|
||||
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|
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|
||||
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|
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|
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|
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|
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|
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|
||||
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|
||||
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|
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|
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|
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|
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void Update()
|
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|
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|
||||
|
||||
// 최신 스켈레톤 상태 가져오기
|
||||
OptitrackSkeletonState skelState = dataReceiver.StreamingClient.GetLatestSkeletonState(skeletonDef.Id);
|
||||
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|
||||
|
||||
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|
||||
foreach (var bone in skeletonDef.Bones)
|
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|
||||
if (boneTransforms.TryGetValue(bone.Id, out Transform boneTransform))
|
||||
{
|
||||
if (skelState.BonePoses.TryGetValue(bone.Id, out OptitrackPose pose))
|
||||
{
|
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|
||||
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|
||||
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|
||||
}
|
||||
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|
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|
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void OnDrawGizmos()
|
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{
|
||||
if (!showGizmos || !Application.isPlaying || skeletonDef == null) return;
|
||||
|
||||
// 본 기즈모 그리기
|
||||
Gizmos.color = boneColor;
|
||||
foreach (var bone in skeletonDef.Bones)
|
||||
{
|
||||
if (boneTransforms.TryGetValue(bone.Id, out Transform transform))
|
||||
{
|
||||
float size = gizmoSize;
|
||||
string boneName = bone.Name.ToLower();
|
||||
|
||||
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|
||||
if (boneName.Contains("hand") ||
|
||||
boneName.Contains("thumb") ||
|
||||
boneName.Contains("index") ||
|
||||
boneName.Contains("middle") ||
|
||||
boneName.Contains("ring") ||
|
||||
boneName.Contains("pinky"))
|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
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|
||||
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|
||||
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clipAnimations: []
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skeleton: []
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armStretch: 0.05
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uploadId: 712544
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@ -0,0 +1,65 @@
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/*
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* PIDI Planar Reflections 5
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* Developed by : Jorge Pinal Negrete.
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* Copyright(c) 2017-2023, Jorge Pinal Negrete. All Rights Reserved.
|
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*
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*/
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Shader "Planar Reflections 5/Unlit/Base Reflections"
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{
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Properties
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{
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[PerRendererData]_ReflectionTex ("Reflection Texture", 2D) = "black" {}
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float4 uv : TEXCOORD0;
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};
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struct v2f
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{
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float4 screenPos : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _ReflectionTex;
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float4 _ReflectionTex_ST;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.screenPos = ComputeScreenPos(o.vertex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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i.screenPos.xy /= i.screenPos.w;
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i.screenPos.x = 1-i.screenPos.x;
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//i.screenPos.y = 1-i.screenPos.y;
|
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|
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// sample the texture
|
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fixed4 col = tex2D(_ReflectionTex, i.screenPos.xy);
|
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return col;
|
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}
|
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ENDCG
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}
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}
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}
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@ -0,0 +1,18 @@
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Assets/Internal Resources/PIDI_PlanarReflections5_ReflectionOnly.shader
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uploadId: 712544
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@ -0,0 +1,28 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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m_Name: PIDI_PlanarReflections5_WorldBasedFog
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serializedVersion: 3
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m_TexEnvs: []
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m_Floats:
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- _FogDensity: 0.03
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- _FogEnd: 200
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- _FogMode: 0
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m_Colors:
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Assets/Internal Resources/PIDI_PlanarReflections5_WorldBasedFog.mat
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uploadId: 712544
|
||||
Some files were not shown because too many files have changed in this diff Show More
Loading…
x
Reference in New Issue
Block a user