private void ActiveUpdate()
        {
            var newPos = HandModel.GetIndexVector();
            var pan    = newPos - _lastPos;

            _lastPos = newPos;
            _panEvent.Invoke(pan.x * PAN_SPEED, pan.y * PAN_SPEED, 0);
        }
        private void ActiveUpdate()
        {
            var curpos = HandModel.GetIndexVector();
            var rp     = new Polar3(curpos - _anchor);                  // rp  = relative position
            var rrp    = rp - _lastRp;                                  // rrp = relative relative position

            _lastRp = rp;

            var factor = -150f;

            _zoomEvent.Invoke((float)rrp.R * factor);
        }
Exemple #3
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        private void ActiveUpdate()
        {
            var curpos = HandModel.GetIndexVector();
            var rp     = new Polar3(curpos - _anchor);
            var rrp    = rp - _lastRp;

            _lastRp = rp;

            //Debug.Log("rp: " + rp.ToString(3,1000) + "   rrp: " + rrp.ToString(3,100));

            var   factor = 50;
            float theta  = (float)rrp.Theta * factor;
            float phi    = (float)rrp.Phi * factor;

            _rotateEvent.Invoke(-theta, -phi, 0);
        }
 public override void Update()
 {
     _fist.Update();
     if (_fist.Triggered)
     {
         if (State == GestureSeqState.Listening)
         {
             _lastPos = HandModel.GetIndexVector();
         }
         State = GestureSeqState.Active;
         ActiveUpdate();
     }
     else
     {
         State = GestureSeqState.Listening;
     }
 }
Exemple #5
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        public override void Update()
        {
            _pinch.Update();
            var pinchTriggered = _pinch.Triggered;

            if (pinchTriggered)
            {
                if (State == GestureSeqState.Listening)
                {
                    var curpos = HandModel.GetIndexVector();
                    _anchor = curpos + new Vector3(0, 0, ANCHOR_RANGE);
                    _lastRp = new Polar3(curpos - _anchor);
                }
                State = GestureSeqState.Active;
                ActiveUpdate();
            }
            else
            {
                State = GestureSeqState.Listening;
            }
        }