private void adjustFingerRootPos(GestureResult hand)
 {
     for (int i = 0; i < 5; i++)
     {
         if (IsRobotHand)
         {
             if (i != 0)
             {
                 continue;
             }
         }
         else
         {
             if (i == 1 || i == 2)
             {
                 continue;
             }
         }
         int     startIndex = i * 4 + 1;
         Vector3 vec1       = hand.points[startIndex] - hand.points[0];
         Vector3 vec2       = Nodes[startIndex].position - Nodes[0].position;
         if (Vector3.Cross(wristXDir, vec1).magnitude > epsilon)
         {
             Vector3 vec3;
             float   angle;
             calculateModelPos(wristXDir, vec1, MwristXDir, vec2, out angle, out vec3);
             Nodes[startIndex].position = Nodes[0].position + vec3.normalized * (Nodes[startIndex].position -
                                                                                 Nodes[0].position).magnitude;
         }
     }
 }
Esempio n. 2
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        void setRotation(Vector3 vec0, Vector3 vec1, float angle0, Vector3 vec9, int joint,
                         GestureResult hand)
        {
            Vector3 vecM0 = Vector3.zero;
            Vector3 vecM1 = Vector3.zero;

            if (joint == 1 || joint == 5 || joint == 9 || joint == 13 || joint == 17)
            {
                vecM0 = Nodes[joint].position - Nodes[0].position;
            }
            else
            {
                vecM0 = Nodes[joint].position - Nodes[joint - 1].position;
            }
            vecM1 = Nodes[joint + 1].position - Nodes[joint].position;

            calculateModelPos(vec0, vec1, vecM0, vecM1, out angle0, out vec9);
            if (joint / 4 > 0)
            {
                float TempAngle1 = Vector3.Angle(vec9, Nodes[joint - 3].position - Nodes[joint - 4].position);
                float TempAngle2 = Vector3.Angle(vec1, hand.points[joint - 3] - hand.points[joint - 4]);
                if (Mathf.Abs(TempAngle1 - TempAngle2) > 0.5f)
                {
                    vec9 = Quaternion.AngleAxis(-Mathf.Abs(TempAngle1 - TempAngle2), Vector3.Cross(vec9,
                                                                                                   Nodes[joint - 3].position - Nodes[joint - 4].position)) * vec9;
                    angle0 = SignedAngle(vecM1, vec9);
                }
            }

            Nodes[joint].rotation = Quaternion.AngleAxis(angle0, Vector3.Cross(vecM1, vec9)) * Nodes[joint].rotation;
        }
Esempio n. 3
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 public void ClearState()
 {
     Status             = GestureStatus.NotStarted;
     UpdatedInThisFrame = false;
     Error    = GestureFailure.None;
     LeftHand = RightHand = null;
 }
Esempio n. 4
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        void Update()
        {
            if (Status == GestureStatus.NotStarted || Status == GestureStatus.Error)
            {
                return;
            }

            UpdatedInThisFrame = false;
            IntPtr ptr;
            int    index;
            var    size = GestureInterface.GetGestureResult(out ptr, out index);

            if (index < 0)
            {
#if VIVEHANDTRACKING_WITH_WAVEVR
                WaveVR_Log.Log.e("Aristo", "Gesture detection stopped");
#else
                Debug.LogError("Gesture detection stopped");
#endif
                Status = GestureStatus.Error;
                Error  = GestureFailure.Internal;
                return;
            }
            else if (Status == GestureStatus.Starting && index > 0)
            {
                Status = GestureStatus.Running;
            }
            if (index <= lastIndex)
            {
                return;
            }
            lastIndex          = index;
            UpdatedInThisFrame = true;

            LeftHand = RightHand = null;
            if (size <= 0)
            {
                return;
            }

            var structSize = Marshal.SizeOf(typeof(GestureResultRaw));
            for (var i = 0; i < size; i++)
            {
                var gesture = (GestureResultRaw)Marshal.PtrToStructure(ptr, typeof(GestureResultRaw));
                ptr = new IntPtr(ptr.ToInt64() + structSize);
                for (int j = 0; j < 21; j++)
                {
                    gesture.points[j] = transform.TransformPoint(gesture.points[j]);
                }
                if (gesture.isLeft)
                {
                    LeftHand = new GestureResult(gesture);
                }
                else
                {
                    RightHand = new GestureResult(gesture);
                }
            }
        }
Esempio n. 5
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        HandFlag GetFlag(GestureResult hand)
        {
            var flag = HandFlag.NoHand;

            if (hand != null)
            {
                flag = (HandFlag)(2 << (int)hand.gesture);
            }
            return(flag);
        }
Esempio n. 6
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 void setAxis(GestureResult hand)
 {
     wristXDir  = (-Vector3.Cross(hand.points[5] - hand.points[0], hand.points[13] - hand.points[0])).normalized;
     wristYDir  = (Vector3.Cross(wristXDir, (hand.points[13] + hand.points[5]) / 2 - hand.points[0])).normalized;
     wristZDir  = ((hand.points[13] + hand.points[5]) / 2 - hand.points[0]).normalized;
     MwristXDir = (-Vector3.Cross(Nodes[5].position - Nodes[0].position,
                                  Nodes[13].position - Nodes[0].position)).normalized;
     MwristYDir = (Vector3.Cross(MwristXDir,
                                 (Nodes[13].position + Nodes[5].position) / 2 - Nodes[0].position)).normalized;
     MwristZDir = ((Nodes[13].position + Nodes[5].position) / 2 - Nodes[0].position).normalized;
 }
Esempio n. 7
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        HandFlag GetFlag(GestureResult hand)
        {
            var flag = HandFlag.NoHand;

            if (hand != null)
            {
                flag = (HandFlag)(2 << (int)hand.gesture);
                if (hand.pinch.isPinching)
                {
                    flag |= HandFlag.Pinch;
                }
            }
            return(flag);
        }
Esempio n. 8
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        void Update()
        {
            transform.position = Vector3.Lerp(transform.position, m_NewPos, Smoothness);
            transform.rotation = Quaternion.Slerp(transform.rotation, m_NewRot, Smoothness);
            if (!GestureProvider.UpdatedInThisFrame)
            {
                return;
            }

            GestureResult result = IsLeft ? GestureProvider.LeftHand : GestureProvider.RightHand;

            if (result == null)
            {
                Hand.SetActive(false);
                return;
            }
            Hand.SetActive(true);

            Vector3 _Wrist  = result.points[0];
            Vector3 _Index  = result.points[5];
            Vector3 _Middle = result.points[9];
            Vector3 _ring   = result.points[13];
            Vector3 _zd     = (result.points[5] + result.points[13]) / 2;

            m_NewPos = _Wrist;
            Vector3 _MidDir   = _Middle - _Wrist;
            Vector3 _ringDir  = _ring - _Wrist;
            Vector3 _IndexDir = _Index - _Wrist;
            Vector3 _zdDir    = -_zd - _Wrist;
            Vector3 _PalmDir  = Vector3.Cross(_IndexDir, _ringDir);

            Vector3 _UpDir = Vector3.Cross(_ringDir, _PalmDir);

            _MidDir  = Quaternion.AngleAxis(7, _PalmDir) * _MidDir;
            m_NewRot = Quaternion.LookRotation(_MidDir, _UpDir);
            if ((result.points[13] - result.points[5]).magnitude == 0)
            {
                return;
            }

            for (int i = 0; i < 5; ++i)
            {
                SetFingerAngle(result, i);
            }
        }
 private void setFingerPos(GestureResult hand)
 {
     for (int i = 0; i < 5; i++)
     {
         int   startIndex  = i * 4 + 1;
         float IdealLength = (hand.points[startIndex] - hand.points[0]).magnitude;
         Nodes[startIndex].position = Nodes[0].position + (Nodes[startIndex].position - Nodes[0].position).normalized *
                                      IdealLength;
         IdealLength = (hand.points[startIndex + 1] - hand.points[startIndex]).magnitude;
         Nodes[startIndex + 1].position = Nodes[startIndex].position + (Nodes[startIndex + 1].position -
                                                                        Nodes[startIndex].position).normalized * IdealLength;
         IdealLength = (hand.points[startIndex + 2] - hand.points[startIndex + 1]).magnitude;
         Nodes[startIndex + 2].position = Nodes[startIndex + 1].position + (Nodes[startIndex + 2].position - Nodes[startIndex +
                                                                                                                   1].position).normalized * IdealLength;
         IdealLength = (hand.points[startIndex + 3] - hand.points[startIndex + 2]).magnitude;
         Nodes[startIndex + 3].position = Nodes[startIndex + 2].position + (Nodes[startIndex + 3].position - Nodes[startIndex +
                                                                                                                   2].position).normalized * IdealLength;
     }
 }
Esempio n. 10
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        /// fingerIndex is ranged from 0 to 4, i.e. from thumb to pinky
        private void SetFingerAngle(GestureResult hand, int fingerIndex)
        {
            int startIndex = fingerIndex * 4 + 1;

            if (fingerIndex == 0)
            {
                float toPinkyLength  = (hand.points[startIndex + 2] - hand.points[17]).magnitude;
                float toRingLength   = (hand.points[startIndex + 2] - hand.points[13]).magnitude;
                float toMiddleLength = (hand.points[startIndex + 2] - hand.points[9]).magnitude;
                float toIndexLength  = (hand.points[startIndex + 2] - hand.points[5]).magnitude;
                if (toPinkyLength < 0.028f || toRingLength < 0.028f || toMiddleLength < 0.028f || toIndexLength < 0.028f)
                {
                    return;
                }
            }

            Vector3 root   = hand.points[startIndex];
            Vector3 joint1 = hand.points[startIndex + 1];
            Vector3 joint2 = hand.points[startIndex + 2];
            Vector3 top    = hand.points[startIndex + 3];

            Vector3 vec0 = root - hand.points[0];
            Vector3 vec1 = joint1 - root;
            Vector3 vec2 = joint2 - joint1;
            Vector3 vec3 = top - joint2;

            Nodes[startIndex].localRotation     = initialRootJointQuatertion[fingerIndex];
            Nodes[startIndex + 1].localRotation = initialSecondJoinQuatertion[fingerIndex];
            Nodes[startIndex + 2].localRotation = initialThirdJointQuatertion[fingerIndex];

            setRotation(vec0, vec1, 0.0f, Vector3.zero, startIndex, hand);
            setRotation(vec1, vec2, 0.0f, Vector3.zero, startIndex + 1, hand);

            float angle = Mathf.Clamp(Vector3.Angle(vec2, vec3), 0, 180);

            Nodes[startIndex + 2].localEulerAngles = new Vector3(initialThirdJointQuatertion[fingerIndex].eulerAngles.x,
                                                                 initialThirdJointQuatertion[fingerIndex].eulerAngles.y, -angle);

            ConfirmIsCoplanar(fingerIndex);
        }
        /// fingerIndex is ranged from 0 to 4, i.e. from thumb to pinky
        private void SetFingerAngle(GestureResult hand, int fingerIndex)
        {
            int startIndex = fingerIndex * 4 + 1;

            Vector3 root   = hand.points[startIndex];
            Vector3 joint1 = hand.points[startIndex + 1];
            Vector3 joint2 = hand.points[startIndex + 2];
            Vector3 top    = hand.points[startIndex + 3];

            Vector3 vec0 = root - hand.points[0];
            Vector3 vec1 = joint1 - root;
            Vector3 vec2 = joint2 - joint1;
            Vector3 vec3 = top - joint2;

            Nodes[startIndex].localRotation     = initialRootJointQuatertion[fingerIndex];
            Nodes[startIndex + 1].localRotation = initialSecondJoinQuatertion[fingerIndex];
            Nodes[startIndex + 2].localRotation = initialThirdJointQuatertion[fingerIndex];

            setRotation(vec0, vec1, startIndex);
            setRotation(vec1, vec2, startIndex + 1);

            float angle = Mathf.Clamp(Vector3.Angle(vec2, vec3), 0, 180);

            if (fingerIndex == 0)
            {
                Nodes[startIndex + 2].localEulerAngles = new Vector3(initialThirdJointQuatertion[fingerIndex].eulerAngles.x,
                                                                     initialThirdJointQuatertion[fingerIndex].eulerAngles.y, -angle);
            }
            else if (fingerIndex > 2 && !IsLeft)
            {
                Nodes[startIndex + 1].localEulerAngles = new Vector3(initialSecondJoinQuatertion[fingerIndex].eulerAngles.x,
                                                                     initialSecondJoinQuatertion[fingerIndex].eulerAngles.y, Nodes[startIndex + 1].localEulerAngles.z);
                Nodes[startIndex + 2].localEulerAngles = new Vector3(initialThirdJointQuatertion[fingerIndex].eulerAngles.x,
                                                                     initialThirdJointQuatertion[fingerIndex].eulerAngles.y, -angle);
            }
            else
            {
                setRotation(vec2, vec3, startIndex + 2);
            }
        }
        void Update()
        {
            if (!GestureProvider.UpdatedInThisFrame)
            {
                return;
            }

            GestureResult result = IsLeft ? GestureProvider.LeftHand : GestureProvider.RightHand;

            if (result == null)
            {
                Hand.SetActive(false);
                return;
            }
            Hand.SetActive(true);

            transform.position = result.points[0];
            transform.rotation = result.rotation * Quaternion.Euler(initialRotation);

            Vector3 indexDir  = result.points[5] - result.points[0];
            Vector3 midDir    = result.points[9] - result.points[0];
            Vector3 palmDir   = IsLeft ? Vector3.Cross(indexDir, midDir) : Vector3.Cross(midDir, indexDir);
            Vector3 thumbAxis = result.points[17] - result.points[1];

            int nodeIndex = 1;
            int vecIndex  = 0;

            for (int i = 0; i < 5; ++i, nodeIndex += 4, vecIndex += 3)
            {
                Vector3 root   = result.points[nodeIndex];
                Vector3 joint1 = result.points[nodeIndex + 1];
                Vector3 vec1   = (joint1 - root).normalized * modelFingerVec[vecIndex].magnitude;
                Vector3 joint2 = result.points[nodeIndex + 2];
                Vector3 vec2   = (joint2 - joint1).normalized * modelFingerVec[vecIndex + 1].magnitude;
                Vector3 top    = result.points[nodeIndex + 3];
                Vector3 vec3   = (top - joint2).normalized * modelFingerVec[vecIndex + 2].magnitude;

                Vector3 fingerNormal;
                if (i == 0)
                {
                    fingerNormal = CalculateFingerNormal(vec1, vec2, thumbAxis, IsLeft ? palmDir : -palmDir);
                }
                else
                {
                    fingerNormal = CalculateFingerNormal(vec1, vec2, palmDir, Vector3.Cross(indexDir, palmDir));
                }

                SetNodeRotation(nodeIndex, modelFingerVec[vecIndex], vec1, fingerNormal);
                SetNodeRotation(nodeIndex + 1, modelFingerVec[vecIndex + 1], vec2, fingerNormal);
                SetNodeRotation(nodeIndex + 2, modelFingerVec[vecIndex + 2], vec3, fingerNormal);
            }

            if (showConficenceAsAlpha)
            {
                var color = Hand.GetComponent <Renderer>().material.color;
                color.a = result.confidence > minAlpha ? result.confidence : minAlpha;
                Hand.GetComponent <Renderer>().material.color = color;
            }
            if (colliderType == HandColliderType.Trigger)
            {
                UpdateTigger();
            }
            else if (colliderType == HandColliderType.Collider)
            {
                UpdateCollider();
            }
        }
Esempio n. 13
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        void Update()
        {
            if (Input.GetKeyDown(KeyCode.N))
            {
                currentInstruction++;
                isPlaying = false; Play = true;
                logger.AddKeyLogs("Next");
                if (this.IsLeft)
                {
                    next.Play();
                }
            }
            else if (Input.GetKeyDown(KeyCode.P))
            {
                currentInstruction--;
                isPlaying = false; Play = true;
                logger.AddKeyLogs("Previous");
                if (this.IsLeft)
                {
                    previous.Play();
                }
            }
            else if (Input.GetKeyDown(KeyCode.R))
            {
                isPlaying = false; Play = true;
                logger.AddKeyLogs("Repeat");
            }


            if (_currentRecording != null)
            {
                GestureResult frame = IsLeft ? GestureProvider.LeftHand : GestureProvider.RightHand;
                if (frame != null)
                {
                    _currentRecording.Handframes.Add(new HandFrame(frame.isLeft, frame.points, frame.gesture, frame.position, frame.rotation));
                    _currentRecording.frameTimes.Add(Time.time - _beginTime);
                }

                if (Input.GetKeyDown(_endRecording))
                {
                    EndRecording();
                }
            }
            else
            {
                if (Input.GetKeyDown(_startRecording))
                {
                    StartRecording();
                }
            }

            if (!GestureProvider.UpdatedInThisFrame && !Play)
            {
                return;
            }

            GestureResult result = null;

            if (Play)
            {
                if (!isPlaying)
                {
                    _playBackBeginTime = Time.time;
                    playbackFrame      = 0;
                    isPlaying          = true;
                    //playbackFrame = GetSeekFrame();
                }
                if (playbackFrame >= HandRecordings[currentInstruction].frameTimes.Count)
                {
                    isPlaying = false;
                    Play      = false;
                    if (this.IsLeft)
                    {
                        completed.Play();
                    }
                    return;
                }
                if (isPlaying && (Time.time - _playBackBeginTime) < HandRecordings[currentInstruction].frameTimes[playbackFrame])
                {
                    return;
                }
                else
                {
                    result = HandRecordings[currentInstruction].GRFrames[playbackFrame];
                    playbackFrame++;
                }

                /* if (HandRecordings[currentInstruction].frameTimes[playbackFrame] >= HandRecordings[currentInstruction].finishAtSeconds)//Limit playback to certain seconds
                 * {
                 *   Hand.SetActive(false);
                 *   return;
                 * }*/
            }
            else
            {
                result = IsLeft ? GestureProvider.LeftHand : GestureProvider.RightHand;
            }
            if (result == null)
            {
                Hand.SetActive(false);
                return;
            }

            if (DisableLiveHands && !Play)
            {
                return;
            }

            Hand.SetActive(true);
            for (int i = 0; i < 5; i++)
            {
                int   startIndex         = i * 4 + 1;
                float squareLengthRoot   = (result.points[startIndex] - result.points[0]).sqrMagnitude;
                float squareLengthFirst  = (result.points[startIndex + 1] - result.points[startIndex]).sqrMagnitude;
                float squareLengthSecond = (result.points[startIndex + 2] - result.points[startIndex + 1]).sqrMagnitude;
                float squareLengthThird  = (result.points[startIndex + 3] - result.points[startIndex + 2]).sqrMagnitude;
                if (squareLengthRoot < epsilon || squareLengthFirst < epsilon || squareLengthSecond < epsilon ||
                    squareLengthThird < epsilon)
                {
                    return;
                }
                for (int j = i + 1; j < 5; j++)
                {
                    int nextStartIndex = j * 4 + 1;
                    if ((result.points[nextStartIndex] - result.points[startIndex]).sqrMagnitude == 0)
                    {
                        return;
                    }
                }
            }
            Vector3 _Wrist  = result.points[0];
            Vector3 _Index  = result.points[5];
            Vector3 _Middle = result.points[9];
            Vector3 _ring   = result.points[13];

            transform.position = _Wrist;
            Vector3 _MidDir   = _Middle - _Wrist;
            Vector3 _ringDir  = _ring - _Wrist;
            Vector3 _IndexDir = _Index - _Wrist;

            Vector3 _PalmDir = Vector3.Cross(_IndexDir, _ringDir);

            Vector3 _UpDir = Vector3.Cross(_ringDir, _PalmDir);

            _MidDir            = Quaternion.AngleAxis(4.7f, _PalmDir) * _MidDir;
            transform.rotation = Quaternion.LookRotation(_MidDir, _UpDir);

            setFingerPos(result);
            setAxis(result);
            adjustFingerRootPos(result);
            for (int i = 0; i < 5; ++i)
            {
                SetFingerAngle(result, i);
            }
            for (int i = 0; i < 5; i++)
            {
                int startIndex = i * 4 + 1;
                Nodes[startIndex].position = Nodes[0].position + (Nodes[startIndex].position - Nodes[0].position).normalized *
                                             idealFingerLength[i * 3];
                Nodes[startIndex + 1].position = Nodes[startIndex].position + (Nodes[startIndex + 1].position -
                                                                               Nodes[startIndex].position).normalized * idealFingerLength[i * 3 + 1];
                Nodes[startIndex + 2].position = Nodes[startIndex + 1].position + (Nodes[startIndex + 2].position - Nodes[startIndex +
                                                                                                                          1].position).normalized * idealFingerLength[i * 3 + 2];
            }
        }
Esempio n. 14
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        /// fingerIndex is ranged from 0 to 4, i.e. from thumb to pinky
        private void SetFingerAngle(GestureResult hand, int fingerIndex)
        {
            int     startIndex = fingerIndex * 4 + 1;
            Vector3 root       = hand.points[startIndex];
            Vector3 joint1     = hand.points[startIndex + 1];
            Vector3 joint2     = hand.points[startIndex + 2];
            Vector3 top        = hand.points[startIndex + 3];

            Vector3 vec0 = root - hand.points[0];
            Vector3 vec1 = joint1 - root;
            Vector3 vec2 = joint2 - joint1;
            Vector3 vec3 = top - joint2;

            if (vec0.magnitude == 0 || vec1.magnitude == 0 || vec2.magnitude == 0 || vec3.magnitude == 0)
            {
                return;
            }

            Nodes[startIndex].localRotation     = q1[fingerIndex];
            Nodes[startIndex + 1].localRotation = q2[fingerIndex];
            Nodes[startIndex + 2].localRotation = q3[fingerIndex];
            if ((hand.points[9] - hand.points[0]).magnitude == 0)
            {
                return;
            }

            float k           = (Nodes[9].position - Nodes[0].position).magnitude / (hand.points[9] - hand.points[0]).magnitude;
            float IdealLength = k * (hand.points[startIndex] - hand.points[0]).magnitude;

            Nodes[startIndex].position = Nodes[0].position + (Nodes[startIndex].position -
                                                              Nodes[0].position).normalized * IdealLength;

            Vector3 vec5 = Nodes[startIndex].position - Nodes[0].position;
            Vector3 vec9 = Vector3.zero;

            setAxis(hand);
            float angle0 = 0.0f;

            if (fingerIndex == 0 || fingerIndex == 2 || fingerIndex == 4)
            {
                if (Vector3.Cross(wristXDir, vec0).magnitude != 0.0f)
                {
                    calculateModelPos(wristXDir, vec0, MwristXDir, vec5, out angle0, out vec9);

                    Nodes[startIndex].position = Nodes[0].position + vec9.normalized * (Nodes[startIndex].position -
                                                                                        Nodes[0].position).magnitude;
                }
            }

            if (Vector3.Cross(vec0, vec1).magnitude != 0)
            {
                setRotation(vec0, vec1, angle0, vec9, startIndex, hand);
                if (fingerIndex != 0)
                {
                    Nodes[startIndex].localEulerAngles = new Vector3(0, Nodes[startIndex].localEulerAngles.y,
                                                                     Nodes[startIndex].localEulerAngles.z);
                }
            }
            else
            {
                Nodes[startIndex].localRotation = q1[fingerIndex];
            }

            if (Vector3.Cross(vec1, vec2).magnitude != 0)
            {
                setRotation(vec1, vec2, angle0, vec9, startIndex + 1, hand);
                Nodes[startIndex + 1].localEulerAngles = new Vector3(0, Nodes[startIndex + 1].localEulerAngles.y,
                                                                     Nodes[startIndex + 1].localEulerAngles.z);
            }
            else
            {
                Nodes[startIndex + 1].localRotation = q2[fingerIndex];
            }

            if (Vector3.Cross(vec2, vec3).magnitude != 0)
            {
                setRotation(vec2, vec3, angle0, vec9, startIndex + 2, hand);
                Nodes[startIndex + 2].localEulerAngles = new Vector3(0, Nodes[startIndex + 2].localEulerAngles.y,
                                                                     Nodes[startIndex + 2].localEulerAngles.z);
            }
            else
            {
                Nodes[startIndex + 2].localRotation = q3[fingerIndex];
            }
        }
Esempio n. 15
0
        IEnumerator PlaybackFunction()
        {
            float lastFrameTime = 0f;

            for (int x = 0; x < HandRecordings[currentInstruction].frameTimes.Count; x++)
            {
                GestureResult result = null;
                yield return(new WaitForSeconds(HandRecordings[currentInstruction].frameTimes[x] - lastFrameTime));

                result        = HandRecordings[currentInstruction].GRFrames[x];
                lastFrameTime = HandRecordings[currentInstruction].frameTimes[x];

                if (result == null)
                {
                    Hand.SetActive(false);
                    continue;
                }

                Hand.SetActive(true);
                for (int i = 0; i < 5; i++)
                {
                    int   startIndex         = i * 4 + 1;
                    float squareLengthRoot   = (result.points[startIndex] - result.points[0]).sqrMagnitude;
                    float squareLengthFirst  = (result.points[startIndex + 1] - result.points[startIndex]).sqrMagnitude;
                    float squareLengthSecond = (result.points[startIndex + 2] - result.points[startIndex + 1]).sqrMagnitude;
                    float squareLengthThird  = (result.points[startIndex + 3] - result.points[startIndex + 2]).sqrMagnitude;
                    if (squareLengthRoot < epsilon || squareLengthFirst < epsilon || squareLengthSecond < epsilon ||
                        squareLengthThird < epsilon)
                    {
                        continue;
                    }
                    for (int j = i + 1; j < 5; j++)
                    {
                        int nextStartIndex = j * 4 + 1;
                        if ((result.points[nextStartIndex] - result.points[startIndex]).sqrMagnitude == 0)
                        {
                            continue;
                        }
                    }
                }
                Vector3 _Wrist  = result.points[0];
                Vector3 _Index  = result.points[5];
                Vector3 _Middle = result.points[9];
                Vector3 _ring   = result.points[13];

                transform.position = _Wrist;
                Vector3 _MidDir   = _Middle - _Wrist;
                Vector3 _ringDir  = _ring - _Wrist;
                Vector3 _IndexDir = _Index - _Wrist;

                Vector3 _PalmDir = Vector3.Cross(_IndexDir, _ringDir);

                Vector3 _UpDir = Vector3.Cross(_ringDir, _PalmDir);
                _MidDir = Quaternion.AngleAxis(4.7f, _PalmDir) * _MidDir;
                //transform.rotation = Quaternion.LookRotation(_MidDir, _UpDir);
                setFingerPos(result);
                setAxis(result);
                adjustFingerRootPos(result);
                for (int i = 0; i < 5; ++i)
                {
                    SetFingerAngle(result, i);
                }
                for (int i = 0; i < 5; i++)
                {
                    int startIndex = i * 4 + 1;
                    Nodes[startIndex].position = Nodes[0].position + (Nodes[startIndex].position - Nodes[0].position).normalized *
                                                 idealFingerLength[i * 3];
                    Nodes[startIndex + 1].position = Nodes[startIndex].position + (Nodes[startIndex + 1].position -
                                                                                   Nodes[startIndex].position).normalized * idealFingerLength[i * 3 + 1];
                    Nodes[startIndex + 2].position = Nodes[startIndex + 1].position + (Nodes[startIndex + 2].position - Nodes[startIndex +
                                                                                                                              1].position).normalized * idealFingerLength[i * 3 + 2];
                }
            }
        }//Not used!
Esempio n. 16
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        void setRotation(Vector3 vec0, Vector3 vec1, float angle, Vector3 vec2, int joint, GestureResult hand)
        {
            Vector3 vecM0 = Vector3.zero;
            Vector3 vecM1 = Vector3.zero;

            if (joint % 4 == 1)
            {
                vecM0 = Nodes[joint].position - Nodes[0].position;
            }
            else
            {
                vecM0 = Nodes[joint].position - Nodes[joint - 1].position;
            }

            vecM1 = Nodes[joint + 1].position - Nodes[joint].position;

            calculateModelPos(vec0, vec1, vecM0, vecM1, out angle, out vec2);

            Nodes[joint].rotation = Quaternion.AngleAxis(angle, Vector3.Cross(vecM1, vec2)) * Nodes[joint].rotation;
        }
        void Update()
        {
            if (!GestureProvider.UpdatedInThisFrame)
            {
                return;
            }

            GestureResult result = IsLeft ? GestureProvider.LeftHand : GestureProvider.RightHand;

            if (result == null)
            {
                Hand.SetActive(false);
                return;
            }
            Hand.SetActive(true);
            for (int i = 0; i < 5; i++)
            {
                int   startIndex         = i * 4 + 1;
                float squareLengthRoot   = (result.points[startIndex] - result.points[0]).sqrMagnitude;
                float squareLengthFirst  = (result.points[startIndex + 1] - result.points[startIndex]).sqrMagnitude;
                float squareLengthSecond = (result.points[startIndex + 2] - result.points[startIndex + 1]).sqrMagnitude;
                float squareLengthThird  = (result.points[startIndex + 3] - result.points[startIndex + 2]).sqrMagnitude;
                if (squareLengthRoot < epsilon || squareLengthFirst < epsilon || squareLengthSecond < epsilon ||
                    squareLengthThird < epsilon)
                {
                    return;
                }
                for (int j = i + 1; j < 5; j++)
                {
                    int nextStartIndex = j * 4 + 1;
                    if ((result.points[nextStartIndex] - result.points[startIndex]).sqrMagnitude == 0)
                    {
                        return;
                    }
                }
            }
            Vector3 _Wrist  = result.points[0];
            Vector3 _Index  = result.points[5];
            Vector3 _Middle = result.points[9];
            Vector3 _ring   = result.points[13];

            transform.position = _Wrist;
            Vector3 _MidDir   = _Middle - _Wrist;
            Vector3 _ringDir  = _ring - _Wrist;
            Vector3 _IndexDir = _Index - _Wrist;

            Vector3 _PalmDir = Vector3.Cross(_IndexDir, _ringDir);

            Vector3 _UpDir = Vector3.Cross(_ringDir, _PalmDir);

            _MidDir            = Quaternion.AngleAxis(4.7f, _PalmDir) * _MidDir;
            transform.rotation = Quaternion.LookRotation(_MidDir, _UpDir);

            setFingerPos(result);
            setAxis(result);
            adjustFingerRootPos(result);
            for (int i = 0; i < 5; ++i)
            {
                SetFingerAngle(result, i);
            }
            for (int i = 0; i < 5; i++)
            {
                int startIndex = i * 4 + 1;
                Nodes[startIndex].position = Nodes[0].position + (Nodes[startIndex].position - Nodes[0].position).normalized *
                                             idealFingerLength[i * 3];
                Nodes[startIndex + 1].position = Nodes[startIndex].position + (Nodes[startIndex + 1].position -
                                                                               Nodes[startIndex].position).normalized * idealFingerLength[i * 3 + 1];
                Nodes[startIndex + 2].position = Nodes[startIndex + 1].position + (Nodes[startIndex + 2].position - Nodes[startIndex +
                                                                                                                          1].position).normalized * idealFingerLength[i * 3 + 2];
            }

            if (colliderType == HandColliderType.Trigger)
            {
                UpdateTigger();
            }
            else if (colliderType == HandColliderType.Collider)
            {
                UpdateCollider();
            }
        }