diff 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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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Orchestland/Assets/LeapMotion/Scripts/Hands/RiggedFinger.cs	Fri Jul 17 23:09:20 2015 +0900
@@ -0,0 +1,42 @@
+/******************************************************************************\
+* Copyright (C) Leap Motion, Inc. 2011-2014.                                   *
+* Leap Motion proprietary. Licensed under Apache 2.0                           *
+* Available at http://www.apache.org/licenses/LICENSE-2.0.html                 *
+\******************************************************************************/
+
+using UnityEngine;
+using System.Collections;
+using Leap;
+
+/**
+ * Manages the orientation of the bones in a model rigged for skeletal animation.
+ * 
+ * The class expects that the graphics model bones corresponding to bones in the Leap Motion 
+ * hand model are in the same order in the bones array.
+ */
+public class RiggedFinger : FingerModel {
+
+  /** Allows the mesh to be stretched to align with finger joint positions
+   * Only set to true when mesh is not visible
+   */
+  public bool deformPosition = false;
+
+  public Vector3 modelFingerPointing = Vector3.forward;
+  public Vector3 modelPalmFacing = -Vector3.up;
+  
+  public Quaternion Reorientation() {
+    return Quaternion.Inverse(Quaternion.LookRotation(modelFingerPointing, -modelPalmFacing));
+  }
+
+  /** Updates the bone rotations. */
+  public override void UpdateFinger() {
+    for (int i = 0; i < bones.Length; ++i) {
+      if (bones[i] != null) {
+        bones[i].rotation = GetBoneRotation(i) * Reorientation();
+        if (deformPosition) {
+          bones[i].position = GetBoneCenter(i);
+        }
+      }
+    }
+  }
+}