示例#1
0
        private ContactBone initContactBone(Leap.Bone bone, GameObject contactBoneObj, int boneArrayIndex, Collider boneCollider)
        {
            contactBoneObj.layer = _contactBoneParent.gameObject.layer;
            contactBoneObj.transform.localScale = Vector3.one;

            ContactBone contactBone = contactBoneObj.GetComponent <ContactBone>();

            contactBone.collider = boneCollider;
            contactBone.interactionController = this;
            contactBone.interactionHand       = this;
            _contactBones[boneArrayIndex]     = contactBone;

            Transform capsuleTransform = contactBoneObj.transform;

            capsuleTransform.SetParent(_contactBoneParent.transform, false);

            Rigidbody body = contactBoneObj.GetComponent <Rigidbody>();

            body.freezeRotation         = true;
            contactBone.rigidbody       = body;
            body.useGravity             = false;
            body.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic; // TODO: Allow different collision detection modes as an optimization.

            body.mass     = 0.1f;
            body.position = bone != null?bone.Center.ToVector3()
                                : _unwarpedHandData.PalmPosition.ToVector3();

            body.rotation = bone != null?bone.Rotation.ToQuaternion()
                                : _unwarpedHandData.Rotation.ToQuaternion();

            contactBone.lastTargetPosition = bone != null?bone.Center.ToVector3()
                                                 : _unwarpedHandData.PalmPosition.ToVector3();

            return(contactBone);
        }
示例#2
0
        private void initContactBones()
        {
            _colliderBuffer.Clear();
            _contactBoneBuffer.Clear();

            // Scan for existing colliders and construct contact bones out of them.
            Utils.FindColliders <Collider>(this.gameObject, _colliderBuffer,
                                           includeInactiveObjects: true);

            foreach (var collider in _colliderBuffer)
            {
                if (collider.isTrigger)
                {
                    continue;                     // Contact Bones are for "contacting" colliders.
                }
                ContactBone contactBone = collider.gameObject.AddComponent <ContactBone>();
                Rigidbody   body        = collider.gameObject.GetComponent <Rigidbody>();
                if (body == null)
                {
                    body = collider.gameObject.AddComponent <Rigidbody>();
                }

                body.freezeRotation         = true;
                body.useGravity             = false;
                body.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
                body.mass = 1F;

                contactBone.interactionController = this;
                contactBone.rigidbody             = body;
                contactBone.collider = collider;

                _contactBoneBuffer.Add(contactBone);
            }

            //The number of bones is equal to the colliders found that are not set to trigger
            int numBones = _contactBoneBuffer.Count;

            _contactBones = new ContactBone[numBones];
            _contactBoneLocalPositions  = new Vector3[numBones];
            _contactBoneLocalRotations  = new Quaternion[numBones];
            _contactBoneTargetPositions = new Vector3[numBones];
            _contactBoneTargetRotations = new Quaternion[numBones];
            for (int i = 0; i < numBones; i++)
            {
                _contactBones[i] = _contactBoneBuffer[i];

                _contactBoneLocalPositions[i]
                      = _contactBoneTargetPositions[i]
                      = this.transform.InverseTransformPoint(_contactBones[i].transform.position);
                _contactBoneLocalRotations[i]
                      = _contactBoneTargetRotations[i]
                      = this.transform.InverseTransformRotation(_contactBones[i].transform.rotation);
            }
        }
示例#3
0
        private void initContactBones()
        {
            _contactBones = new ContactBone[NUM_FINGERS * BONES_PER_FINGER + 1];
            _handContactBoneMapFunctions = new BoneMapFunc[NUM_FINGERS * BONES_PER_FINGER + 1];

            // Finger bones
            for (int fingerIndex = 0; fingerIndex < NUM_FINGERS; fingerIndex++)
            {
                for (int jointIndex = 0; jointIndex < BONES_PER_FINGER; jointIndex++)
                {
                    GameObject contactBoneObj = new GameObject("Contact Fingerbone", typeof(CapsuleCollider), typeof(Rigidbody), typeof(ContactBone));
                    contactBoneObj.layer = manager.contactBoneLayer;

                    Bone bone = _unwarpedHandData.Fingers[fingerIndex]
                                .Bone((Bone.BoneType)(jointIndex) + 1);        // +1 to skip first bone.
                    int boneArrayIndex = fingerIndex * BONES_PER_FINGER + jointIndex;
                    contactBoneObj.transform.position = bone.Center.ToVector3();
                    contactBoneObj.transform.rotation = bone.Rotation.ToQuaternion();

                    // Remember the method we used to calculate this bone position from
                    // a Leap Hand for later.
                    int fingerIndexCopy = fingerIndex;
                    int jointIndexCopy  = jointIndex;
                    _handContactBoneMapFunctions[boneArrayIndex] = (Leap.Hand hand,
                                                                    out Vector3 targetPosition,
                                                                    out Quaternion targetRotation) => {
                        Bone theBone = hand.Fingers[fingerIndexCopy].Bone((Bone.BoneType)(jointIndexCopy + 1));
                        targetPosition = theBone.Center.ToVector3();
                        targetRotation = theBone.Rotation.ToQuaternion();
                    };

                    CapsuleCollider capsule = contactBoneObj.GetComponent <CapsuleCollider>();
                    capsule.direction = 2;
                    capsule.radius    = bone.Width * 0.5f;
                    capsule.height    = bone.Length + bone.Width;
                    capsule.material  = defaultContactBoneMaterial;

                    ContactBone contactBone = initContactBone(bone, contactBoneObj, boneArrayIndex, capsule);

                    contactBone.lastTargetPosition = bone.Center.ToVector3();
                }
            }

            // Palm bone
            {
                // Palm is attached to the third metacarpal and derived from it.
                GameObject contactBoneObj = new GameObject("Contact Palm Bone", typeof(BoxCollider), typeof(Rigidbody), typeof(ContactBone));

                Bone bone           = _unwarpedHandData.Fingers[(int)Finger.FingerType.TYPE_MIDDLE].Bone(Bone.BoneType.TYPE_METACARPAL);
                int  boneArrayIndex = NUM_FINGERS * BONES_PER_FINGER;
                contactBoneObj.transform.position = _unwarpedHandData.PalmPosition.ToVector3();
                contactBoneObj.transform.rotation = _unwarpedHandData.Rotation.ToQuaternion();

                // Remember the method we used to calculate the palm from a Leap Hand for later.
                _handContactBoneMapFunctions[boneArrayIndex] = (Leap.Hand hand,
                                                                out Vector3 targetPosition,
                                                                out Quaternion targetRotation) => {
                    targetPosition = hand.PalmPosition.ToVector3();
                    targetRotation = hand.Rotation.ToQuaternion();
                };

                BoxCollider box = contactBoneObj.GetComponent <BoxCollider>();
                box.center   = new Vector3(_unwarpedHandData.IsLeft ? -0.005f : 0.005f, bone.Width * -0.3f, -0.01f);
                box.size     = new Vector3(bone.Length, bone.Width, bone.Length);
                box.material = defaultContactBoneMaterial;

                initContactBone(null, contactBoneObj, boneArrayIndex, box);
            }

            // Constrain the bones to each other to prevent separation.
            addContactBoneJoints();
        }
示例#4
0
        private void initContactBones()
        {
            Dictionary <Finger.FingerType, string> _fingerNames = new Dictionary <Finger.FingerType, string>()
            {
                { Finger.FingerType.TYPE_INDEX, "Index" },
                { Finger.FingerType.TYPE_MIDDLE, "Middle" },
                { Finger.FingerType.TYPE_PINKY, "Pinky" },
                { Finger.FingerType.TYPE_RING, "Ring" },
                { Finger.FingerType.TYPE_THUMB, "Thumb" },
                { Finger.FingerType.TYPE_UNKNOWN, "Unknown" }
            };
            Dictionary <Bone.BoneType, string> _boneNames = new Dictionary <Bone.BoneType, string>()
            {
                { Bone.BoneType.TYPE_DISTAL, "Distal" },
                { Bone.BoneType.TYPE_INTERMEDIATE, "Intermediate" },
                { Bone.BoneType.TYPE_INVALID, "Invalid" },
                { Bone.BoneType.TYPE_METACARPAL, "Metacarpal" },
                { Bone.BoneType.TYPE_PROXIMAL, "Proximal" }
            };

            _contactBones = new ContactBone[NUM_FINGERS * BONES_PER_FINGER + 1];
            _handContactBoneMapFunctions = new BoneMapFunc[NUM_FINGERS * BONES_PER_FINGER + 1];

            // Finger bones
            for (int fingerIndex = 0; fingerIndex < NUM_FINGERS; fingerIndex++)
            {
                for (int jointIndex = 0; jointIndex < BONES_PER_FINGER; jointIndex++)
                {
                    Finger finger = _unwarpedHandData.Fingers[fingerIndex];
                    Bone   bone   = finger.Bone((Bone.BoneType)(jointIndex) + 1); // +1 to skip first bone.

                    GameObject contactBoneObj = new GameObject("Contact Fingerbone (" + _fingerNames[finger.Type] + "-" + _boneNames[bone.Type] + ")", typeof(CapsuleCollider), typeof(Rigidbody), typeof(ContactBone));
                    contactBoneObj.layer = manager.contactBoneLayer;

                    int boneArrayIndex = fingerIndex * BONES_PER_FINGER + jointIndex;
                    contactBoneObj.transform.position = bone.Center.ToVector3();
                    contactBoneObj.transform.rotation = bone.Rotation.ToQuaternion();

                    // Remember the method we used to calculate this bone position from
                    // a Leap Hand for later.
                    int fingerIndexCopy = fingerIndex;
                    int jointIndexCopy  = jointIndex;
                    _handContactBoneMapFunctions[boneArrayIndex] = (Leap.Hand hand,
                                                                    out Vector3 targetPosition,
                                                                    out Quaternion targetRotation) => {
                        Bone theBone = hand.Fingers[fingerIndexCopy].Bone((Bone.BoneType)(jointIndexCopy + 1));
                        targetPosition = theBone.Center.ToVector3();
                        targetRotation = theBone.Rotation.ToQuaternion();
                    };

                    CapsuleCollider capsule = contactBoneObj.GetComponent <CapsuleCollider>();
                    capsule.direction = 2;
                    capsule.radius    = bone.Width * 0.5f;
                    capsule.height    = bone.Length + bone.Width;
                    capsule.material  = defaultContactBoneMaterial;

                    ContactBone contactBone = initContactBone(bone, contactBoneObj, boneArrayIndex, capsule);

                    contactBone.lastTargetPosition = bone.Center.ToVector3();
                }
            }

            // Palm bone
            {
                // Palm is attached to the third metacarpal and derived from it.
                GameObject contactBoneObj = new GameObject("Contact Palm Bone", typeof(BoxCollider), typeof(Rigidbody), typeof(ContactBone));

                Bone bone           = _unwarpedHandData.Fingers[(int)Finger.FingerType.TYPE_MIDDLE].Bone(Bone.BoneType.TYPE_METACARPAL);
                int  boneArrayIndex = NUM_FINGERS * BONES_PER_FINGER;
                contactBoneObj.transform.position = _unwarpedHandData.PalmPosition.ToVector3();
                contactBoneObj.transform.rotation = _unwarpedHandData.Rotation.ToQuaternion();

                // Remember the method we used to calculate the palm from a Leap Hand for later.
                _handContactBoneMapFunctions[boneArrayIndex] = (Leap.Hand hand,
                                                                out Vector3 targetPosition,
                                                                out Quaternion targetRotation) => {
                    targetPosition = hand.PalmPosition.ToVector3();
                    targetRotation = hand.Rotation.ToQuaternion();
                };

                BoxCollider box = contactBoneObj.GetComponent <BoxCollider>();
                box.center   = new Vector3(_unwarpedHandData.IsLeft ? -0.005f : 0.005f, bone.Width * -0.3f, -0.01f);
                box.size     = new Vector3(bone.Length, bone.Width, bone.Length);
                box.material = defaultContactBoneMaterial;

                initContactBone(null, contactBoneObj, boneArrayIndex, box);
            }

            // Constrain the bones to each other to prevent separation.
            addContactBoneJoints();
        }