Beispiel #1
0
        private IEnumerator enableGroup(string groupName)
        {
            yield return(new WaitForEndOfFrame());

            ModelGroup group = null;

            for (int i = 0; i < ModelPool.Count; i++)
            {
                if (ModelPool[i].GroupName == groupName)
                {
                    group = ModelPool[i];
                    for (int hp = 0; hp < activeHandReps.Count; hp++)
                    {
                        HandRepresentation handRep = activeHandReps[hp];
                        HandModelBase      model   = group.TryGetModel(handRep.RepChirality, handRep.RepType);
                        if (model != null)
                        {
                            handRep.AddModel(model);
                            modelToHandRepMapping.Add(model, handRep);
                        }
                    }
                    group.IsEnabled = true;
                }
            }
            if (group == null)
            {
                Debug.LogWarning("A group matching that name does not exisit in the modelPool");
            }
        }
Beispiel #2
0
        /**
         * MakeHandRepresentation receives a Hand and combines that with a HandModelBase to create a HandRepresentation
         * @param hand The Leap Hand data to be drive a HandModelBase
         * @param modelType Filters for a type of hand model, for example, physics or graphics hands.
         */
        public HandRepresentation MakeHandRepresentation(Hand hand, ModelType modelType)
        {
            Chirality          handChirality = hand.IsRight ? Chirality.Right : Chirality.Left;
            HandRepresentation handRep       = new HandRepresentation(this, hand, handChirality, modelType);

            for (int i = 0; i < ModelPool.Count; i++)
            {
                ModelGroup group = ModelPool[i];
                if (group.IsEnabled)
                {
                    HandModelBase model = group.TryGetModel(handChirality, modelType);
                    if (model != null)
                    {
                        handRep.AddModel(model);
                        if (!modelToHandRepMapping.ContainsKey(model))
                        {
                            model.group = group;
                            modelToHandRepMapping.Add(model, handRep);
                        }
                    }
                }
            }
            activeHandReps.Add(handRep);
            return(handRep);
        }
Beispiel #3
0
        /**
         * EnableGroup finds suitable HandRepresentations and adds IHandModels from the ModelGroup, returns them to their ModelGroup and sets the groups IsEnabled to true.
         * @param groupName Takes a string that matches the ModelGroup's groupName serialized in the Inspector
         */
        public void EnableGroup(string groupName)
        {
            ModelGroup group = null;

            for (int i = 0; i < ModelPool.Count; i++)
            {
                if (ModelPool[i].GroupName == groupName)
                {
                    group = ModelPool[i];
                    for (int hp = 0; hp < activeHandReps.Count; hp++)
                    {
                        HandRepresentation handRep = activeHandReps[hp];
                        IHandModel         model   = group.TryGetModel(handRep.RepChirality, handRep.RepType);
                        if (model != null)
                        {
                            handRep.AddModel(model);
                            modelToHandRepMapping.Add(model, handRep);
                        }
                    }
                    group.IsEnabled = true;
                }
            }
            if (group == null)
            {
                Debug.LogWarning("A group matching that name does not exisit in the modelPool");
            }
        }
        /**
         * MakeHandRepresentation receives a Hand and combines that with an IHandModel to create a HandRepresentation
         * @param hand The Leap Hand data to be drive an IHandModel
         * @param modelType Filters for a type of hand model, for example, physics or graphics hands.
         */
        public override HandRepresentation MakeHandRepresentation(Hand hand, ModelType modelType)
        {
            HandRepresentation handRep = null;

            for (int i = 0; i < ModelPool.Count; i++)
            {
                IHandModel model = ModelPool[i];
                bool       isCorrectHandedness;
                Chirality  handChirality = hand.IsRight ? Chirality.Right : Chirality.Left;
                isCorrectHandedness = model.Handedness == handChirality;
                if (!EnforceHandedness || model.Handedness == Chirality.Either)
                {
                    isCorrectHandedness = true;
                }
                bool isCorrectModelType;
                isCorrectModelType = model.HandModelType == modelType;
                if (isCorrectModelType && isCorrectHandedness)
                {
                    ModelPool.RemoveAt(i);
                    handRep = new HandProxy(this, model, hand);
                    break;
                }
            }
            return(handRep);
        }
Beispiel #5
0
        /**
         * Updates HandRepresentations based in the specified HandRepresentation Dictionary.
         * Active HandRepresentation instances are updated if the hand they represent is still
         * present in the Provider's CurrentFrame; otherwise, the HandRepresentation is removed. If new
         * Leap Hand objects are present in the Leap HandRepresentation Dictionary, new HandRepresentations are
         * created and added to the dictionary.
         * @param all_hand_reps = A dictionary of Leap Hand ID's with a paired HandRepresentation
         * @param modelType Filters for a type of hand model, for example, physics or graphics hands.
         * @param frame The Leap Frame containing Leap Hand data for each currently tracked hand
         */
        void UpdateHandRepresentations(Dictionary <int, HandRepresentation> all_hand_reps, ModelType modelType, Frame frame)
        {
            foreach (Leap.Hand curHand in frame.Hands)
            {
                // Skip disabled hands
                if (curHand.IsLeft && !enableLeft)
                {
                    continue;
                }
                if (curHand.IsRight && !enableRight)
                {
                    continue;
                }

                HandRepresentation rep;
                if (!all_hand_reps.TryGetValue(curHand.Id, out rep))
                {
                    rep = Factory.MakeHandRepresentation(curHand, modelType);
                    if (rep != null)
                    {
                        all_hand_reps.Add(curHand.Id, rep);
                    }
                }
                if (rep != null)
                {
                    rep.IsMarked = true;
                    rep.UpdateRepresentation(curHand, modelType);
                    rep.LastUpdatedTime = (int)frame.Timestamp;
                }
            }

            /** Mark-and-sweep to finish unused HandRepresentations */
            HandRepresentation toBeDeleted = null;

            foreach (KeyValuePair <int, HandRepresentation> r in all_hand_reps)
            {
                if (r.Value != null)
                {
                    if (r.Value.IsMarked)
                    {
                        r.Value.IsMarked = false;
                    }
                    else
                    {
                        /** Initialize toBeDeleted with a value to be deleted */
                        //Debug.Log("Finishing");
                        toBeDeleted = r.Value;
                    }
                }
            }

            /**Inform the representation that we will no longer be giving it any hand updates
             * because the corresponding hand has gone away */
            if (toBeDeleted != null)
            {
                all_hand_reps.Remove(toBeDeleted.HandID);
                toBeDeleted.Finish();
            }
        }
Beispiel #6
0
        //Felix
        void UpdateHandRepresentations(List <Hand> list, Dictionary <int, HandRepresentation> all_hand_reps, ModelType modelType)
        {
            foreach (Leap.Hand curHand in list)
            {
                HandRepresentation rep;
                if (!all_hand_reps.TryGetValue(curHand.Id, out rep))
                {
                    rep = factory.MakeHandRepresentation(curHand, modelType);
                    if (rep != null)
                    {
                        all_hand_reps.Add(curHand.Id, rep);
                        //float hand_scale = curHand.PalmWidth / rep.handModel.handModelPalmWidth;
                        //rep.handModel.transform.localScale = hand_scale * Vector3.one;
                    }
                }
                if (rep != null)
                {
                    rep.IsMarked = true;
                    //float hand_scale = curHand.PalmWidth / rep.handModel.handModelPalmWidth;
                    //rep.handModel.transform.localScale = hand_scale * Vector3.one;
                    rep.UpdateRepresentation(curHand);
                    rep.LastUpdatedTime = (int)provider.CurrentFrame.Timestamp;
                }
            }

            //Mark-and-sweep or set difference implementation
            HandRepresentation toBeDeleted = null;

            foreach (KeyValuePair <int, HandRepresentation> r in all_hand_reps)
            {
                if (r.Value != null)
                {
                    if (r.Value.IsMarked)
                    {
                        //Debug.Log("LeapHandController Marking False");
                        r.Value.IsMarked = false;
                    }
                    else
                    {
                        //Initialize toBeDeleted with a value to be deleted
                        //Debug.Log("Finishing");
                        toBeDeleted = r.Value;
                    }
                }
            }
            //Inform the representation that we will no longer be giving it any hand updates
            //because the corresponding hand has gone away
            if (toBeDeleted != null)
            {
                all_hand_reps.Remove(toBeDeleted.HandID);
                toBeDeleted.Finish();
            }
        }
        /**
         * Updates HandRepresentations based in the specified HandRepresentation Dictionary.
         * Active HandRepresentation instances are updated if the hand they represent is still
         * present in the Provider's CurrentFrame; otherwise, the HandRepresentation is removed. If new
         * Leap Hand objects are present in the Leap HandRepresentation Dictionary, new HandRepresentations are
         * created and added to the dictionary.
         * @param all_hand_reps = A dictionary of Leap Hand ID's with a paired HandRepresentation
         * @param modelType Filters for a type of hand model, for example, physics or graphics hands.
         * @param frame The Leap Frame containing Leap Hand data for each currently tracked hand
         */
        protected virtual void UpdateHandRepresentations(Dictionary <int, HandRepresentation> all_hand_reps, ModelType modelType, Frame frame)
        {
            for (int i = 0; i < frame.Hands.Count; i++)
            {
                var curHand = frame.Hands[i];
                HandRepresentation rep;
                if (!all_hand_reps.TryGetValue(curHand.Id, out rep))
                {
                    rep = pool.MakeHandRepresentation(curHand, modelType);
                    if (rep != null)
                    {
                        all_hand_reps.Add(curHand.Id, rep);
                    }
                }
                if (rep != null)
                {
                    rep.IsMarked = true;
                    rep.UpdateRepresentation(curHand);
                    rep.LastUpdatedTime = (int)frame.Timestamp;
                }
            }

            /** Mark-and-sweep to finish unused HandRepresentations */
            HandRepresentation toBeDeleted = null;

            for (var it = all_hand_reps.GetEnumerator(); it.MoveNext();)
            {
                var r = it.Current;
                if (r.Value != null)
                {
                    if (r.Value.IsMarked)
                    {
                        r.Value.IsMarked = false;
                    }
                    else
                    {
                        /** Initialize toBeDeleted with a value to be deleted */
                        //Debug.Log("Finishing");
                        toBeDeleted = r.Value;
                    }
                }
            }

            /**Inform the representation that we will no longer be giving it any hand updates
             * because the corresponding hand has gone away */
            if (toBeDeleted != null)
            {
                all_hand_reps.Remove(toBeDeleted.HandID);
                toBeDeleted.Finish();
            }
        }
        //Felix
        void UpdateHandRepresentations(List <Hand> list, Dictionary <int, HandRepresentation> all_hand_reps, ModelType modelType)
        {
            foreach (Leap.Hand curHand in list)
            {
                HandRepresentation rep;
                if (!all_hand_reps.TryGetValue(curHand.Id, out rep))
                {
                    rep = Factory.MakeHandRepresentation(curHand, modelType);
                    if (rep != null)
                    {
                        all_hand_reps.Add(curHand.Id, rep);
                    }
                }
                if (rep != null)
                {
                    rep.IsMarked = true;
                    rep.UpdateRepresentation(curHand);
                    rep.LastUpdatedTime = (int)Provider.CurrentFrame.Timestamp;
                }
            }

            //Mark-and-sweep or set difference implementation
            HandRepresentation toBeDeleted = null;

            foreach (KeyValuePair <int, HandRepresentation> r in all_hand_reps)
            {
                if (r.Value != null)
                {
                    if (r.Value.IsMarked)
                    {
                        r.Value.IsMarked = false;
                    }
                    else
                    {
                        toBeDeleted = r.Value;
                    }
                }
            }
            //Inform the representation that we will no longer be giving it any hand updates
            //because the corresponding hand has gone away
            if (toBeDeleted != null)
            {
                all_hand_reps.Remove(toBeDeleted.HandID);
                toBeDeleted.Finish();
            }
        }
 public void EnableGroup(string groupName)
 {
     for (int i = 0; i < ModelPool.Count; i++)
     {
         if (ModelPool[i].GroupName == groupName)
         {
             ModelGroup group = ModelPool[i];
             for (int hp = 0; hp < activeHandReps.Count; hp++)
             {
                 HandRepresentation handRep = activeHandReps[hp];
                 IHandModel         model   = group.TryGetModel(handRep.RepChirality, handRep.RepType);
                 if (model != null)
                 {
                     handRep.AddModel(model);
                     modelToHandRepMapping.Add(model, handRep);
                 }
             }
             group.IsEnabled = true;
         }
     }
 }
Beispiel #10
0
        public void ReturnToPool(HandModelBase model)
        {
            ModelGroup modelGroup;
            bool       groupFound = modelGroupMapping.TryGetValue(model, out modelGroup);

            Assert.IsTrue(groupFound);
            //First see if there is another active Representation that can use this model
            for (int i = 0; i < activeHandReps.Count; i++)
            {
                HandRepresentation rep = activeHandReps[i];
                if (rep.RepChirality == model.Handedness && rep.RepType == model.HandModelType)
                {
                    bool modelFromGroupFound = false;
                    if (rep.handModels != null)
                    {
                        //And that Represention does not contain a model from this model's modelGroup
                        for (int j = 0; j < modelGroup.modelsCheckedOut.Count; j++)
                        {
                            HandModelBase modelToCompare = modelGroup.modelsCheckedOut[j];
                            for (int k = 0; k < rep.handModels.Count; k++)
                            {
                                if (rep.handModels[k] == modelToCompare)
                                {
                                    modelFromGroupFound = true;
                                }
                            }
                        }
                    }
                    if (!modelFromGroupFound)
                    {
                        rep.AddModel(model);
                        modelToHandRepMapping[model] = rep;
                        return;
                    }
                }
            }
            //Otherwise return to pool
            modelGroup.ReturnToGroup(model);
        }
Beispiel #11
0
 public void RemoveHandRepresentation(HandRepresentation handRepresentation)
 {
     activeHandReps.Remove(handRepresentation);
 }
Beispiel #12
0
        /**
         * Updates HandRepresentations based in the specified HandRepresentation Dictionary.
         * Active HandRepresentation instances are updated if the hand they represent is still
         * present in the Provider's CurrentFrame; otherwise, the HandRepresentation is removed. If new
         * Leap Hand objects are present in the Leap HandRepresentation Dictionary, new HandRepresentations are
         * created and added to the dictionary.
         * @param all_hand_reps = A dictionary of Leap Hand ID's with a paired HandRepresentation
         * @param modelType Filters for a type of hand model, for example, physics or graphics hands.
         * @param frame The Leap Frame containing Leap Hand data for each currently tracked hand
         */
        protected virtual void UpdateHandRepresentations(Dictionary <int, HandRepresentation> all_hand_reps, ModelType modelType, Frame frame)
        {
            //------------------------------------------------------------------------------
            //Local Hands  -- Unremote
            if (!IsRemoteServer)
            {
                foreach (Leap.Hand curHand in frame.Hands)
                {
                    HandRepresentation rep;
                    if (!all_hand_reps.TryGetValue(curHand.Id, out rep))
                    {
                        rep = factory.MakeHandRepresentation(curHand, modelType, false);
                        if (rep != null)
                        {
                            all_hand_reps.Add(curHand.Id, rep);
                        }
                    }
                    if (rep != null)
                    {
                        rep.IsMarked = true;
                        rep.UpdateRepresentation(curHand);
                        rep.LastUpdatedTime = (int)frame.Timestamp;
                    }
                }
            }

            //------------------------------------------------------------------------------
            // Remote Hands -- remote
            else
            {
                foreach (Leap.Hand curHand in remoteHandServer.RemoteFrame.Hands)
                {
                    HandRepresentation rep;
                    if (!all_hand_reps.TryGetValue(curHand.Id, out rep))
                    {
                        rep = factory.MakeHandRepresentation(curHand, modelType, true);
                        if (rep != null)
                        {
                            all_hand_reps.Add(curHand.Id, rep);
                        }
                    }
                    if (rep != null)
                    {
                        rep.IsMarked = true;
                        rep.UpdateRepresentation(curHand);
                        rep.LastUpdatedTime = (int)frame.Timestamp;
                    }
                }
            }

            //------------------------------------------------------------------------------

            /** Mark-and-sweep to finish unused HandRepresentations */
            HandRepresentation toBeDeleted = null;

            foreach (KeyValuePair <int, HandRepresentation> r in all_hand_reps)
            {
                if (r.Value != null)
                {
                    if (r.Value.IsMarked)
                    {
                        r.Value.IsMarked = false;
                    }
                    else
                    {
                        /** Initialize toBeDeleted with a value to be deleted */
                        //Debug.Log("Finishing");
                        toBeDeleted = r.Value;
                    }
                }
            }

            /**Inform the representation that we will no longer be giving it any hand updates
             * because the corresponding hand has gone away */
            if (toBeDeleted != null)
            {
                all_hand_reps.Remove(toBeDeleted.HandID);
                toBeDeleted.Finish();
            }

            // Fixe ModelPool
        }