public void OnBodyScaledCallback(Body body) { GameObject gameObject = UnityUtil.BodyMapper.FirstOrDefault(x => x.Value.BodyId.ptr == body.BodyId.ptr).Key; LeapInteraction properties = gameObject.GetComponent<LeapInteraction>(); float bodyScale = body.Scale; float scaleRatio = bodyScale / properties.scale; gameObject.transform.localScale *= scaleRatio; properties.scale = bodyScale; }
public static GameObject GetGameObject(Body body) { foreach(KeyValuePair<GameObject, Body> pair in UnityUtil.BodyMapper) { if (pair.Value == body) { return pair.Key; } } return null; }
// IntPtr bodyHandle) public void OnBodyAddedCallback(Body body) { // Create the game object bool isFinger = false; GameObject gameObject; Shape.ShapeType type = body.Shape.Type; if (type == Shape.ShapeType.Capsule) { float capsuleRadius = body.Shape.CapsuleRadius; float capsuleSegmentLength = body.Shape.CapsuleSegmentLength; gameObject = GameObject.Instantiate(Resources.Load(UnityUtil.ResourcesFolder + UnityUtil.FingerBoneTemplateName) as GameObject) as GameObject; // Adjust dimensions float capsuleHeight = capsuleRadius * 2f + capsuleSegmentLength; float yScale = capsuleHeight / 2f; float zxScale = capsuleRadius / 0.5f; gameObject.transform.localScale = new Vector3(zxScale, yScale, zxScale); gameObject.name = UnityUtil.FingerBoneName; LeapTransform t = new LeapTransform(); t = new LeapTransform(Native.AccessPropertyAsTransform(body, Native.Property.BodyTransform, Native.Mode.Get, t.ToNative())); gameObject.transform.position = t.Position; gameObject.transform.rotation = t.Rotation; gameObject.rigidbody.maxAngularVelocity = 100.0f; isFinger = true; fingerBoneCount++; } else { gameObject = GameObject.Instantiate(Resources.Load(UnityUtil.ResourcesFolder + UnityUtil.HandPalmTemplateName) as GameObject) as GameObject; gameObject.name = UnityUtil.HandPalmName; LeapTransform t = new LeapTransform(); t = new LeapTransform(Native.AccessPropertyAsTransform(body, Native.Property.BodyTransform, Native.Mode.Get, t.ToNative())); gameObject.transform.position = t.Position; gameObject.transform.rotation = t.Rotation; gameObject.rigidbody.maxAngularVelocity = 100.0f; latestHandPalmAdded = gameObject; fingerBoneCount = 0; } BodyMapper.Add(gameObject, body); GameObject container = isFinger && latestHandPalmAdded != null ? latestHandPalmAdded : GameObject.Find(UnityUtil.DynamicObjectContainerName) as GameObject; gameObject.transform.parent = container.transform; gameObject.layer = UnityUtil.LayerForHands; if (fingerBoneCount%3 == 0 && fingerBoneCount > 0) { gameObject.name = UnityUtil.FingerTipBoneName; if (fingerBoneCount == 3) { gameObject.name = UnityUtil.ThumbTipBoneName; } } if (fingerBoneCount == 15) { latestHandPalmAdded = null; fingerBoneCount = 0; if (UnityUtil.FilterHandCollisionPerColliderExplicitly) { DisableHandSelfCollisions(gameObject.transform.parent); } } }
public void OnBodyRemovedCallback(Body body) { // find gameobject GameObject gameObject = BodyMapper.FirstOrDefault(x => x.Value.BodyId.ptr == body.BodyId.ptr).Key; GameObject.Destroy(gameObject); BodyMapper.Remove(gameObject); }
public void ApplyToBody(Body body) { switch(HandlingMode) { case HandlingModeEnum.Fixed: EnableAnchorRotation = false; EnableScaling = false; EnableHandCollision = false; AverageTransforms = false; break; case HandlingModeEnum.RotateWithOtherHand: EnableAnchorRotation = false; EnableScaling = false; EnableHandCollision = true; AverageTransforms = false; break; case HandlingModeEnum.Rotate: EnableAnchorRotation = true; EnableScaling = false; EnableHandCollision = true; AverageTransforms = false; break; case HandlingModeEnum.RotateAndScale: EnableAnchorRotation = true; EnableScaling = true; EnableHandCollision = true; AverageTransforms = false; break; case HandlingModeEnum.Averaged: EnableAnchorRotation = false; EnableScaling = false; EnableHandCollision = true; AverageTransforms = true; break; } MinStrengthToLockRotation = LockRotation ? 0.0f : 1.0f; body.MotionType = Body.MotionTypeEnum.Dynamic; body.EnableCollisionShapeHolding = EnableCollisionShapeHolding; body.EnableAnchorBasedHolding = EnableAnchorBasedHolding; body.UsePalmPositionForHoldings = PositionFromPalm; body.UsePalmRotationForHoldings = RotationFromPalm; body.EnableReorientationOnMultiHolding = EnableAnchorRotation; body.EnableScalingOnMultiHolding = EnableScaling; body.EnableHandCollisionWhileHolding = EnableHandCollision; body.EnableRotationWithFingersWhileHolding = RotateWithFingers; body.OvertakeControlWithNewerHoldings = ToggleMainHolding; body.EnableAveragingTransformsOnMultiHolding = AverageTransforms; body.MaxMagneticGrabDistance = MagneticDistance; body.EnableClicking = EnableClicking; if (GenerateAnchors) { body.GenerateDefaultAnchors(); } if (GenerateDefaultClickAnchors) { body.GenerateDefaultClickAnchors(); } if (EnableSmoothGrabbing) { body.EnableSmoothGrabbing(); } body.UseCurrentRelativeRotationWhenLockingRotation = !PredefinedRotation; body.LockRotationAboveThisStrength = MinStrengthToLockRotation; body.PinchDistanceThresholdForMinStrength = MinPinchDistnace; body.PinchDistanceThresholdForMaxStrength = FullPinchDistance; body.SetPalmAnchor(HandAnchorType); body.SetMagneticStrength(StrengthFactor); }
public void RemoveBody(Body body) { Native.RemoveBody(this, body); // invalidates body body.Invalidate(); }
/// <summary> /// Adds a body to the scene. /// </summary> /// <param name="body"></param> public void AddBody(Body body) { Native.AddBody(this, body); }
static protected void RepositionHandBone(GameObject gameObject, Body leapBody) { //RepositionFreeBody(gameObject, leapBody); Transform unityTransform = gameObject.transform; LeapTransform leapTransform = leapBody.Transform; LeapTransform targetUnityTransform = LeapTransformToUnity(leapTransform, gameObject); if (gameObject.name == UnityUtil.FingerBoneName || gameObject.name == UnityUtil.FingerTipBoneName || gameObject.name == UnityUtil.ThumbTipBoneName) { // reorient the capsule. Quaternion flipAxes = Quaternion.Euler(90.0f, 0f, 0f); targetUnityTransform.Rotation = leapTransform.Rotation * flipAxes; // shift the capsule along it's local y-direction float halfHeight = unityTransform.localScale.y; float radius = unityTransform.localScale.x / 2f; Vector3 displacement = (Quaternion)targetUnityTransform.Rotation * new Vector3(0, -halfHeight+radius, 0); // if mirroring, reverse displacment if (UnityUtil.MirrorAlongZ) { displacement *= -1.0f; } targetUnityTransform.Position += displacement; } // either do a hard keyframe bool useHardKeyframe = false; if (useHardKeyframe || gameObject.rigidbody.isKinematic) { unityTransform.position = targetUnityTransform.Position; unityTransform.rotation = targetUnityTransform.Rotation; gameObject.rigidbody.velocity = Vector3.zero; gameObject.rigidbody.angularVelocity = Vector3.zero; } else { // or assigne velocities ApplyTargetUnityTransformAsVelocities(targetUnityTransform, gameObject); } }
static protected void RepositionHeldBody(GameObject gameObject, Body leapBody) { LeapTransform leapTransform = leapBody.Transform; LeapTransform targetUnityTransform = LeapTransformToUnity(leapTransform, gameObject); LeapInteraction leapInteraction = gameObject.GetComponent<LeapInteraction>(); if (gameObject.rigidbody.isKinematic || !leapInteraction.UseVelocity) { ApplyTargetUnityTransformAsVelocities(targetUnityTransform, gameObject); gameObject.transform.position = targetUnityTransform.Position; gameObject.transform.rotation = targetUnityTransform.Rotation; if (true) { LeapInteraction props = gameObject.GetComponent<LeapInteraction>(); props.tmpVelocity = gameObject.rigidbody.velocity; props.tmpAngularVelocity = gameObject.rigidbody.angularVelocity; props.velocityToTransfer = true; gameObject.rigidbody.velocity = Vector3.zero; gameObject.rigidbody.angularVelocity = Vector3.zero; } } else { ApplyTargetUnityTransformAsVelocities(targetUnityTransform, gameObject); } if (UnityUtil.FilterHandCollisionPerColliderExplicitly && !leapInteraction.CollisionsWithHandFilteredOut ) { HandViewer.Instance.DisableHandCollisionsWithGameObject(gameObject); leapInteraction.CollisionsWithHandFilteredOut = true; } if (UnityUtil.LayerForHeldObjects != UnityUtil.LayerForReleasedObjects) { SetLayerForHierarchy(gameObject, UnityUtil.LayerForHeldObjects); } }
static protected void RepositionFreeBody(GameObject gameObject, Body leapBody) { LeapInteraction props = gameObject.GetComponent<LeapInteraction>(); if (props.velocityToTransfer) { gameObject.rigidbody.velocity = props.tmpVelocity; gameObject.rigidbody.angularVelocity = props.tmpAngularVelocity; props.velocityToTransfer = false; } LeapInteraction leapInteraction = gameObject.GetComponent<LeapInteraction>(); if (UnityUtil.FilterHandCollisionPerColliderExplicitly && leapInteraction.CollisionsWithHandFilteredOut) { HandViewer.Instance.EnableHandCollisionsWithGameObject(gameObject); leapInteraction.CollisionsWithHandFilteredOut = false; } if (UnityUtil.LayerForReleasedObjects != UnityUtil.LayerForHeldObjects) { SetLayerForHierarchy(gameObject, UnityUtil.LayerForReleasedObjects); } }
public Body AddBodyToLeapFromUnity(Rigidbody rigidbody) { LeapInteraction properties = rigidbody.GetComponent<LeapInteraction>(); if (rigidbody.collider && properties) { Collider[] colliders = rigidbody.GetComponents<Collider>(); Shape shape = new Shape(); foreach(Collider collider in colliders) { if (collider is SphereCollider) { float scale = rigidbody.transform.lossyScale.x; SphereCollider sc = collider as SphereCollider; shape = Shape.CreateSphere(sc.radius * scale); } else if (collider is CapsuleCollider) { float scale = rigidbody.transform.lossyScale.x; CapsuleCollider cc = collider as CapsuleCollider; shape = Shape.CreateCapsule((Shape.CapsuleOrientation)cc.direction, Math.Max(0f, cc.height / 2f - cc.radius) * scale, cc.radius * scale); } else if (collider is BoxCollider) { BoxCollider bc = collider as BoxCollider; Vector3 scale = collider.transform.lossyScale; shape = Shape.CreateBox(Vector3.Scale(bc.size, scale) / 2f, 0f); } } if (shape != IntPtr.Zero) { Body body = new Body();//shape); body.Shape = shape; body.Mass = rigidbody.mass; // Add body anchors. for (int i = 0; i < rigidbody.transform.childCount; i++) { Transform child = rigidbody.transform.GetChild(i); if (child.name.StartsWith("Anchor") || child.name.StartsWith("ClickAnchor")) { LeapTransform anchor = new LeapTransform(); anchor.Position = Vector3.Scale(child.localPosition - rigidbody.transform.rotation * TransformSyncUtil.GetCenterFromCollider(rigidbody.gameObject), rigidbody.transform.lossyScale); anchor.Rotation = child.localRotation; if (child.name.StartsWith("Anchor")) { body.Shape.AddAnchor(anchor); } if (child.name.StartsWith("ClickAnchor")) { body.Shape.AddClickAnchor(anchor); } } } // Apply BodyProperties properties.ApplyToBody(body); Scene.AddBody(body); BodyMapper.Add(rigidbody.gameObject, body); rigidbody.maxAngularVelocity = 100.0f; return body; } } return null; }
public Body AddBodyToLeapFromUnity(Rigidbody rigidbody) { LeapInteraction properties = rigidbody.GetComponent <LeapInteraction>(); if (rigidbody.GetComponent <Collider>() && properties) { Collider[] colliders = rigidbody.GetComponents <Collider>(); Shape shape = new Shape(); foreach (Collider collider in colliders) { if (collider is SphereCollider) { float scale = rigidbody.transform.lossyScale.x; SphereCollider sc = collider as SphereCollider; shape = Shape.CreateSphere(sc.radius * scale); } else if (collider is CapsuleCollider) { float scale = rigidbody.transform.lossyScale.x; CapsuleCollider cc = collider as CapsuleCollider; shape = Shape.CreateCapsule((Shape.CapsuleOrientation)cc.direction, Math.Max(0f, cc.height / 2f - cc.radius) * scale, cc.radius * scale); } else if (collider is BoxCollider) { BoxCollider bc = collider as BoxCollider; Vector3 scale = collider.transform.lossyScale; shape = Shape.CreateBox(Vector3.Scale(bc.size, scale) / 2f, 0f); } } if (shape != IntPtr.Zero) { Body body = new Body();//shape); body.Shape = shape; body.Mass = rigidbody.mass; // Add body anchors. for (int i = 0; i < rigidbody.transform.childCount; i++) { Transform child = rigidbody.transform.GetChild(i); if (child.name.StartsWith("Anchor") || child.name.StartsWith("ClickAnchor")) { LeapTransform anchor = new LeapTransform(); anchor.Position = Vector3.Scale(child.localPosition - rigidbody.transform.rotation * TransformSyncUtil.GetCenterFromCollider(rigidbody.gameObject), rigidbody.transform.lossyScale); anchor.Rotation = child.localRotation; if (child.name.StartsWith("Anchor")) { body.Shape.AddAnchor(anchor); } if (child.name.StartsWith("ClickAnchor")) { body.Shape.AddClickAnchor(anchor); } } } // Apply BodyProperties properties.ApplyToBody(body); Scene.AddBody(body); BodyMapper.Add(rigidbody.gameObject, body); rigidbody.maxAngularVelocity = 100.0f; return(body); } } return(null); }