// Use this for initialization void Start() { server = this.GetComponent <TCP_Server>(); GameObject locator = GameObject.Find("Manus_VR_Driver"); interpreter = locator.GetComponent <Manus_interpreter>(); }
//Initialization void Start() { sliders_on_gameObj = this.GetComponentsInChildren <Slider>(); //Get my components //manus_inpt = this.GetComponent<Manus_interpreter>(); //Get my manus API GameObject game_thing = GameObject.Find("Manus_VR_Driver"); //Seek global API manus_inpt = game_thing.GetComponent <Manus_interpreter>(); }
device_type_t type_of_device; //Which side is this hand on - on Manus terms void Start() { fingers_occulus = new GameObject[15]; //Gameobject array for each of the bones. string wrist_string, offset; string hand_side; //string fing_0, fing_1, fing_2, fing_3, fing_4, fing_5, fing_6, fing_7, fing_8, fing_9, fing_10, fing_11, fing_12, fing_13, fing_14; //Finger strings illeterable; string[] fings = new string[15]; ///string indx_1, indx_2, indx_3, mid_1, mid_2, mid_3; ///string rng_1, rng_2, rng_3, pnk_1, pnk_2, pnk_3; ///string thm_1, thm_2, thm_3; //Each bone in the Occulus hand has a unique identifier that links it back to the mesh. By using this method, one can illeterate through it and assign the unique IDs if (is_right == true) //Check if my hand is left or right and setup accordingly { hand_side = "RightHand"; hand_side_right = true; type_of_device = device_type_t.GLOVE_RIGHT; wrist_string = "RightHand/hands:r_hand_world"; offset = wrist_string + "/hands:b_r_hand"; fings[0] = offset + "/hands:b_r_index1"; fings[1] = fings[0] + "/hands:b_r_index2"; fings[2] = fings[1] + "/hands:b_r_index3"; fings[3] = offset + "/hands:b_r_middle1"; fings[4] = fings[3] + "/hands:b_r_middle2"; fings[5] = fings[4] + "/hands:b_r_middle3"; fings[6] = offset + "/hands:b_r_ring1"; fings[7] = fings[6] + "/hands:b_r_ring2"; fings[8] = fings[7] + "/hands:b_r_ring3"; fings[9] = offset + "/hands:b_r_pinky0/hands:b_r_pinky1"; fings[10] = fings[9] + "/hands:b_r_pinky2"; fings[11] = fings[10] + "/hands:b_r_pinky3"; fings[12] = offset + "/hands:b_r_thumb1"; fings[13] = fings[12] + "/hands:b_r_thumb2"; fings[14] = fings[13] + "/hands:b_r_thumb3"; } else { hand_side = "LeftHand"; hand_side_right = false; //Left hand becomes the 0th type_of_device = device_type_t.GLOVE_LEFT; wrist_string = "LeftHand/hands:l_hand_world"; offset = wrist_string + "/hands:b_l_hand"; fings[0] = offset + "/hands:b_l_index1"; //index bone 1 fings[1] = fings[0] + "/hands:b_l_index2"; //index bone 2 fings[2] = fings[1] + "/hands:b_l_index3"; //index bone 3 fings[3] = offset + "/hands:b_l_middle1"; //middle bone 1 fings[4] = fings[3] + "/hands:b_l_middle2"; //middle bone 2 fings[5] = fings[4] + "/hands:b_l_middle3"; //middle bone 3 fings[6] = offset + "/hands:b_l_ring1"; //ring bone 1 fings[7] = fings[6] + "/hands:b_l_ring2"; //ring bone 1 fings[8] = fings[7] + "/hands:b_l_ring3"; //ring bone 1 fings[9] = offset + "/hands:b_l_pinky0/hands:b_l_pinky1"; //pinky bone 1 fings[10] = fings[9] + "/hands:b_l_pinky2"; //pinky bone 2 fings[11] = fings[10] + "/hands:b_l_pinky3"; //pinky bone 3 fings[12] = offset + "/hands:b_l_thumb1"; //thumb bone 1 fings[13] = fings[12] + "/hands:b_l_thumb2"; //thumb bone 2 fings[14] = fings[13] + "/hands:b_l_thumb3"; //thumb bone 3 } hand_mesh = GameObject.Find(hand_side); //Find that object my_wrist = GameObject.Find(wrist_string); //and that one too. for (int i = 0; i < 15; i++) { fingers_occulus[i] = GameObject.Find(fings[i]); } manus_interpret = this.GetComponent <Manus_interpreter>(); //Find the API }
private double[] finger_array; // Temp array to collect finger array values // Use this for initialization void Start() { manus_inpt = Manus_API.GetComponent <Manus_interpreter>(); interact = this.GetComponent <interaction>(); }