/// <summary> /// /// </summary> public void StepLeap(float deltaTime) { // todo: AddAndRemoveBodiesOnLeap(); TransformSyncUtil.UpdateLeapFromUnity(BodyMapper); //UpdateLeapFromUnity(); Scene.Update(deltaTime); TransformSyncUtil.UpdateUnityFromLeap(BodyMapper); //UpdateUnityFromLeap(); int error = Scene.LastError; if (error != 0) { Debug.Log("error in Leap Interaction. Code #" + error); Scene.ClearLastError(); } }
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); }