public void RemoveBodyFromLeap(Rigidbody rigidbody) { Body body = BodyMapper[rigidbody.gameObject]; BodyMapper.Remove(rigidbody.gameObject); Scene.RemoveBody(body); }
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 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 void OnBodyAddedCallback(Body body)// IntPtr bodyHandle) { // 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); } } }