annotate Orchestland/Assets/LeapMotion/Scripts/Hands/RiggedFinger.cs @ 1:f7675884f2a1

Add Orchestland project
author Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
date Fri, 17 Jul 2015 23:09:20 +0900
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1 /******************************************************************************\
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2 * Copyright (C) Leap Motion, Inc. 2011-2014. *
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3 * Leap Motion proprietary. Licensed under Apache 2.0 *
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4 * Available at http://www.apache.org/licenses/LICENSE-2.0.html *
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5 \******************************************************************************/
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7 using UnityEngine;
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8 using System.Collections;
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9 using Leap;
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11 /**
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12 * Manages the orientation of the bones in a model rigged for skeletal animation.
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13 *
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14 * The class expects that the graphics model bones corresponding to bones in the Leap Motion
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15 * hand model are in the same order in the bones array.
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16 */
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17 public class RiggedFinger : FingerModel {
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19 /** Allows the mesh to be stretched to align with finger joint positions
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20 * Only set to true when mesh is not visible
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21 */
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22 public bool deformPosition = false;
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24 public Vector3 modelFingerPointing = Vector3.forward;
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25 public Vector3 modelPalmFacing = -Vector3.up;
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27 public Quaternion Reorientation() {
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28 return Quaternion.Inverse(Quaternion.LookRotation(modelFingerPointing, -modelPalmFacing));
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29 }
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31 /** Updates the bone rotations. */
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32 public override void UpdateFinger() {
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33 for (int i = 0; i < bones.Length; ++i) {
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34 if (bones[i] != null) {
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35 bones[i].rotation = GetBoneRotation(i) * Reorientation();
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36 if (deformPosition) {
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37 bones[i].position = GetBoneCenter(i);
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38 }
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39 }
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40 }
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41 }
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42 }