Example #1
0
    // Start is called before the first frame update
    void Start()
    {
        canvas       = GameObject.Find("Canvas");
        fromScroller = false;
        yCoord       = 90;
        xCoord       = 255;
        URLsList     = RecipeInformation.ingredientURLlistoflist;

        URLs = URLsList[0];

        videoURL = RecipeMenuList.SelectedRecipe.steps[step_number].videoUrl;

        MLHands.Start();
        gestures    = new MLHandKeyPose[7];
        gestures[0] = MLHandKeyPose.Ok;
        gestures[1] = MLHandKeyPose.Thumb;
        gestures[2] = MLHandKeyPose.L;
        gestures[3] = MLHandKeyPose.OpenHand;
        gestures[4] = MLHandKeyPose.Pinch;
        gestures[5] = MLHandKeyPose.Finger;
        gestures[6] = MLHandKeyPose.Fist;
        MLHands.KeyPoseManager.EnableKeyPoses(gestures, true, false);

        thisText   = GameObject.Find("Recipe step").GetComponent <Text>();
        audio      = gameObject.AddComponent <AudioSource>();
        audio.clip = notification;
        startPopulateTimers();
        ges_instructions = GameObject.Find("Gesture instruction").GetComponent <Text>();
        ingred           = GameObject.Find("Ingredients").GetComponent <Text>();
    }
    private void Awake()
    {
        MLHands.Start();

        // seems you need at least one pose to track keypoints
        _gestures    = new MLHandKeyPose[1];
        _gestures[0] = MLHandKeyPose.Finger;
        MLHands.KeyPoseManager.EnableKeyPoses(_gestures, true);

        _renderes = new List <MeshRenderer>
        {
            LeftIndexTip.gameObject.GetComponent <MeshRenderer>(),
            LeftThumbTip.gameObject.GetComponent <MeshRenderer>(),
            LeftPinkyTip.gameObject.GetComponent <MeshRenderer>(),
            LeftCenter.gameObject.GetComponent <MeshRenderer>(),
            LeftWrist.gameObject.GetComponent <MeshRenderer>(),
            RightIndexTip.gameObject.GetComponent <MeshRenderer>(),
            RightThumbTip.gameObject.GetComponent <MeshRenderer>(),
            RightPinkyTip.gameObject.GetComponent <MeshRenderer>(),
            RightCenter.gameObject.GetComponent <MeshRenderer>(),
            RightWrist.gameObject.GetComponent <MeshRenderer>()
        };

        _leftFingerCollider  = LeftIndexTip.gameObject.GetComponent <SphereCollider>();
        _leftCenterCollider  = LeftCenter.gameObject.GetComponent <MeshCollider>();
        _rightFingerCollider = RightIndexTip.gameObject.GetComponent <SphereCollider>();
        _rightCenterCollider = RightCenter.gameObject.GetComponent <MeshCollider>();
    }
Example #3
0
 /// <summary>
 /// Initializes MLHands API.
 /// </summary>
 void OnEnable()
 {
     if (!MLHands.Start())
     {
         Debug.LogError("Error GesturesExample starting MLHands, disabling script.");
         enabled = false;
         return;
     }
 }
 /// <summary>
 /// Initializes MLHands API.
 /// </summary>
 void OnEnable()
 {
     if (!MLHands.Start())
     {
         Debug.LogError("Error GesturesKeypointVisualizer starting MLHands, disabling script.");
         enabled = false;
         return;
     }
 }
 // Use this for initialization
 void Start()
 {
     if (!MLHands.Start())
     {
         Debug.Log("MLHands didn't start...bail.");
         return;
     }
     //set gestures to track
     setGesturesToTrack();
 }
 private void Awake()
 {
     if (!(MLHands.Start().IsOk))
     {
         Debug.LogError("Error GesturesKeypointVisualizer starting MLHands, disabling script.");
         enabled = false;
         return;
     }
     _image = GetComponent <Image>();
 }
        /// <summary>
        /// Initializes MLHands API.
        /// </summary>
        void OnEnable()
        {
            MLResult result = MLHands.Start();

            if (!result.IsOk)
            {
                Debug.LogError("Error GesturesExample starting MLHands, disabling script.");
                enabled = false;
                return;
            }
        }
Example #8
0
    private int stepIndex;     // marks the recipe step

    void Start()
    {
        MLHands.Start();

        gestures = new MLHandKeyPose[2];

        gestures[0] = MLHandKeyPose.Ok;
        gestures[1] = MLHandKeyPose.Thumb;

        MLHands.KeyPoseManager.EnableKeyPoses(gestures, true, false);
    }
Example #9
0
 private void Awake()
 {
     MLHands.Start();
     _gestures    = new MLHandKeyPose[5];
     _gestures[0] = MLHandKeyPose.Ok;
     _gestures[1] = MLHandKeyPose.Finger;
     _gestures[2] = MLHandKeyPose.OpenHandBack;
     _gestures[3] = MLHandKeyPose.Fist;
     _gestures[4] = MLHandKeyPose.Thumb;
     MLHands.KeyPoseManager.EnableKeyPoses(_gestures, true, false);
 }
Example #10
0
        /// <summary>
        /// Initializes MLHands API.
        /// </summary>
        void Start()
        {
            MLResult result = MLHands.Start();

            if (!result.IsOk)
            {
                Debug.LogErrorFormat("Error: HandTrackingVisualizer failed starting MLHands, disabling script. Reason: {0}", result);
                enabled = false;
                return;
            }
        }
Example #11
0
        /// <summary>
        /// Initializes and finds references to all relevant components in the
        /// scene and registers required events.
        /// </summary>
        void OnEnable()
        {
            if (!MLHands.Start())
            {
                Debug.LogError("Error Gestures starting MLHands, disabling script.");
                enabled = false;
                return;
            }

            UpdateGestureStates(true);
        }
    // Use this for initialization
    void Start()
    {
        audio = GetComponent <AudioSource>();
        MLHands.Start();
        MLHandKeyPose[] _gestures = new MLHandKeyPose[]
        {
            MLHandKeyPose.Thumb
        };

        MLHands.KeyPoseManager.EnableKeyPoses(_gestures, true, false);
        initpos = sphere.transform.position;
    }
Example #13
0
 // Start is called before the first frame update
 private void Start()
 {
     MLHands.Start();
     _gestures    = new MLHandKeyPose[5];
     _gestures[0] = MLHandKeyPose.Ok;
     _gestures[1] = MLHandKeyPose.Finger;
     _gestures[2] = MLHandKeyPose.OpenHand;
     _gestures[3] = MLHandKeyPose.Pinch;
     _gestures[4] = MLHandKeyPose.Thumb;
     MLHands.KeyPoseManager.EnableKeyPoses(_gestures, true, false);
     pos = new Vector3[3];
 }
Example #14
0
    private void Start()
    {
        MLHands.Start();

        renderer = GetComponent <MeshRenderer>();
        Debug.Assert(renderer);

        MLHands.KeyPoseManager.EnableKeyPoses(handPoses, true);

        MLHands.KeyPoseManager.SetKeyPointsFilterLevel(keyPointFilterLevel);
        MLHands.KeyPoseManager.SetPoseFilterLevel(poseFilterLevel);
    }
        /// <summary>
        /// Initializes MLHands API.
        /// </summary>
        void Start()
        {
            MLResult result = MLHands.Start();

            if (!result.IsOk)
            {
                Debug.LogError("Error HandTrackingVisualizer starting MLHands, disabling script.");
                enabled = false;
                return;
            }

            Initialize();
        }
Example #16
0
 void StartMlHands()
 {
     MLHands.Start();
     _gestures    = new MLHandKeyPose[7];
     _gestures[0] = MLHandKeyPose.Thumb;
     _gestures[1] = MLHandKeyPose.L;
     _gestures[2] = MLHandKeyPose.OpenHand;
     _gestures[3] = MLHandKeyPose.Pinch;
     _gestures[4] = MLHandKeyPose.Fist;
     _gestures[5] = MLHandKeyPose.Ok;
     _gestures[6] = MLHandKeyPose.Finger;
     MLHands.KeyPoseManager.EnableKeyPoses(_gestures, true, false);
 }
    private void InitializeHands()
    {
        MLResult result = MLHands.Start();

        if (!result.IsOk)
        {
            Debug.LogErrorFormat("Error: HandTrackingUICollision failed starting MLHands, disabling script. Reason: {0}", result);
            enabled = false;
            return;
        }

        _leftHand  = CreateHand();
        _rightHand = CreateHand();
    }
Example #18
0
        void Init()
        {
            //hands
            MLHands.Start();

            //controller
            MLInput.OnControllerButtonUp   += HandleOnButtonUp;
            MLInput.OnControllerButtonDown += HandleOnButtonDown;
            _controllerConnectionHandler    = GetComponent <ControllerConnectionHandler>();
            if (_controllerConnectionHandler != null)
            {
                controllerDynamic = GetComponent <DynamicObject>();
            }
        }
Example #19
0
 void Start()
 {
     MLHands.Start();
     if (handType == MLHandType.Right)
     {
         hand = MLHands.Right;
     }
     else
     {
         hand = MLHands.Left;
     }
     system.Stop();
     curPose = hand.KeyPose;
 }
Example #20
0
        //----------- MonoBehaviour Methods -----------

        private void OnEnable()
        {
            MLResult result = MLHands.Start();

            if (!result.IsOk)
            {
                Debug.LogError("MLHands.Start() error");
                enabled = false;
                return;
            }

            MLHands.KeyPoseManager.OnHandKeyPoseBegin += OnHandKeyPoseBegin;
            MLHands.KeyPoseManager.OnHandKeyPoseEnd   += OnHandKeyPoseEnd;
        }
Example #21
0
 private void Start()
 {
     MLHands.Start();
     _gestures    = new MLHandKeyPose[5];
     _gestures[0] = MLHandKeyPose.Ok;
     _gestures[1] = MLHandKeyPose.Finger;
     _gestures[2] = MLHandKeyPose.OpenHand;
     _gestures[3] = MLHandKeyPose.Fist;
     _gestures[4] = MLHandKeyPose.Thumb;
     MLHands.KeyPoseManager.EnableKeyPoses(_gestures, true, false);
     pos    = new Vector3[3];
     aS     = GetComponent <AudioSource>();
     chorus = GetComponent <AudioChorusFilter>();
 }
    void Start()
    {
        MLHands.Start();

        gestures    = new MLHandKeyPose[1];
        gestures[0] = MLHandKeyPose.OpenHand;

        MLHands.KeyPoseManager.EnableKeyPoses(gestures, true, false);

        currState = Left_Hand_Tracker.state.NONE;

        interval = 30;
        currTime = interval;
        speed    = 200f;
    }
Example #23
0
    private MLHandKeyPose[] gestures; // Array to store different gestures we will look for

    void Awake()
    {
        MLHands.Start();

        gestures    = new MLHandKeyPose[4];
        gestures[0] = MLHandKeyPose.Ok;
        gestures[1] = MLHandKeyPose.Fist;
        gestures[2] = MLHandKeyPose.OpenHandBack;
        gestures[3] = MLHandKeyPose.Finger;
        MLHands.KeyPoseManager.EnableKeyPoses(gestures, true, false);

        // Cube is deactivated at first
        cube = GameObject.Find("Cube");
        cube.SetActive(false);
    }
Example #24
0
    private MLHandKeyPose[] gestures; // Holds the different hand poses we will look for

    // Start is called before the first frame update
    void Start()
    {
        MLHands.Start();                    // Start the hand tracking.

        gestures    = new MLHandKeyPose[4]; //Assign the gestures we will look for.
        gestures[0] = MLHandKeyPose.Ok;
        gestures[1] = MLHandKeyPose.Fist;
        gestures[2] = MLHandKeyPose.OpenHand;
        gestures[3] = MLHandKeyPose.Finger;
        // Enable the hand poses.
        MLHands.KeyPoseManager.EnableKeyPoses(gestures, true, false);

        cube = GameObject.Find("Cube"); // Find our Cube in the scene.
        cube.SetActive(false);
    }
Example #25
0
        /// <summary>
        /// Initializes and finds references to all relevant components in the
        /// scene and registers required events.
        /// </summary>
        void OnEnable()
        {
            MLResult result = MLHands.Start();

            if (!result.IsOk)
            {
                Debug.LogErrorFormat("Error: HandTracking failed starting MLHands, disabling script. Reason: {0}", result);
                enabled = false;
                return;
            }

            UpdateKeyPoseStates(true);

            MLHands.KeyPoseManager.SetKeyPointsFilterLevel(_keyPointFilterLevel);
            MLHands.KeyPoseManager.SetPoseFilterLevel(_PoseFilterLevel);
        }
Example #26
0
        void Awake()
        {
            MLResult result = MLHands.Start();

            if (!result.IsOk)
            {
                Debug.LogError("Error starting MLHand, disabling script.");
                enabled = false;
                return;
            }
            var enabledPoses = new MLHandKeyPose[] {
                KEY_POSE
            };

            MLHands.KeyPoseManager.EnableKeyPoses(enabledPoses, true);
        }
    private void Start()
    {
        MLHands.Start();

        spawnIndicatorPose[0] = MLHandKeyPose.Fist;
        spawnIndicatorPose[1] = MLHandKeyPose.Pinch;
        spawnIndicatorPose[2] = MLHandKeyPose.Ok;
        spawnIndicatorPose[3] = MLHandKeyPose.OpenHand;
        spawnIndicatorPose[4] = MLHandKeyPose.Finger;
        spawnIndicatorPose[5] = MLHandKeyPose.Thumb;
        spawnIndicatorPose[6] = MLHandKeyPose.L;
        spawnIndicatorPose[7] = MLHandKeyPose.C;
        spawnIndicatorPose[8] = MLHandKeyPose.NoHand;
        spawnIndicatorPose[9] = MLHandKeyPose.NoPose;

        MLHands.KeyPoseManager.EnableKeyPoses(spawnIndicatorPose, true, false);
    }
Example #28
0
    void OnEnable()
    {
        MLResult _result = MLHands.Start();

        if (!_result.IsOk)
        {
            Debug.LogError("Not running on device or ZI = no gestures");
            enabled = false;
            return;
        }
        _gestures    = new MLHandKeyPose[4];
        _gestures[0] = MLHandKeyPose.OpenHandBack;
        _gestures[1] = MLHandKeyPose.L;
        _gestures[2] = MLHandKeyPose.Ok;
        _gestures[3] = MLHandKeyPose.Fist;
        MLHands.KeyPoseManager.EnableKeyPoses(_gestures, true, true);
    }
Example #29
0
    private MLHandKeyPose[] gestures; // Holds the different hand poses we will look for.

    void Awake()
    {
        PNConfiguration pnConfiguration = new PNConfiguration();

        pnConfiguration.PublishKey   = "pub-c-ae388464-6b8a-430e-be0a-64377c198dda";
        pnConfiguration.SubscribeKey = "sub-c-77c1dde4-dc65-11e8-b7c4-3e16c06ff365";
        pnConfiguration.Secure       = true;
        pubnub = new PubNub(pnConfiguration);

        onText    = GameObject.Find("OnText").GetComponent <Text>();
        onGesture = GameObject.Find("onGesture").GetComponent <Image>();

        MLHands.Start();                                              // Start the hand tracking.
        gestures    = new MLHandKeyPose[1];                           //Assign the gestures we will look for.
        gestures[0] = MLHandKeyPose.Thumb;
        MLHands.KeyPoseManager.EnableKeyPoses(gestures, true, false); // Enable the hand poses.
    }
Example #30
0
        private void Awake()
        {
            _renderes = new List <MeshRenderer>
            {
                LeftIndexTip.gameObject.GetComponent <MeshRenderer>(),
                LeftThumbTip.gameObject.GetComponent <MeshRenderer>(),
                LeftPinkyTip.gameObject.GetComponent <MeshRenderer>(),
                LeftCenter.gameObject.GetComponent <MeshRenderer>(),
                LeftWrist.gameObject.GetComponent <MeshRenderer>(),
                RightIndexTip.gameObject.GetComponent <MeshRenderer>(),
                RightThumbTip.gameObject.GetComponent <MeshRenderer>(),
                RightPinkyTip.gameObject.GetComponent <MeshRenderer>(),
                RightCenter.gameObject.GetComponent <MeshRenderer>(),
                RightWrist.gameObject.GetComponent <MeshRenderer>()
            };

            if (!MagicLeapDevice.IsReady())
            {
                Debug.LogWarning("Disabling MagicBubbles.Scripts.HandTracking because MagicLeapDevice wasn't ready.");
                enabled = false;
                return;
            }

            var result = MLHands.Start();

            if (!result.IsOk)
            {
                Debug.LogWarning("Disabling MagicBubbles.Scripts.HandTracking because MLHands didn't start.");
                enabled = false;
                return;
            }

            _gestures    = new MLHandKeyPose[4];
            _gestures[0] = MLHandKeyPose.Finger;
            _gestures[1] = MLHandKeyPose.OpenHandBack;
            _gestures[2] = MLHandKeyPose.Fist;
            _gestures[3] = MLHandKeyPose.Pinch;

            MLHands.KeyPoseManager.EnableKeyPoses(_gestures, true);

            _leftFingerCollider  = LeftIndexTip.gameObject.GetComponent <SphereCollider>();
            _leftCenterCollider  = LeftCenter.gameObject.GetComponent <MeshCollider>();
            _rightFingerCollider = RightIndexTip.gameObject.GetComponent <SphereCollider>();
            _rightCenterCollider = RightCenter.gameObject.GetComponent <MeshCollider>();
        }