diff Orchestland/Assets/LeapMotion/Scripts/Hands/RiggedHand.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/RiggedHand.cs	Fri Jul 17 23:09:20 2015 +0900
@@ -0,0 +1,41 @@
+/******************************************************************************\
+* 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;
+
+// Class to setup a rigged hand based on a model.
+public class RiggedHand : HandModel {
+	
+  public Vector3 modelFingerPointing = Vector3.forward;
+  public Vector3 modelPalmFacing = -Vector3.up;
+
+  public override void InitHand() {
+    UpdateHand();
+  }
+
+  public Quaternion Reorientation() {
+    return Quaternion.Inverse(Quaternion.LookRotation(modelFingerPointing, -modelPalmFacing));
+  }
+
+  public override void UpdateHand() {
+    if (palm != null) {
+      palm.position = GetPalmPosition();
+      palm.rotation = GetPalmRotation() * Reorientation();
+    }
+
+    if (forearm != null)
+      forearm.rotation = GetArmRotation() * Reorientation();
+
+    for (int i = 0; i < fingers.Length; ++i) {
+      if (fingers[i] != null) {
+				fingers[i].fingerType = (Finger.FingerType)i;
+        fingers[i].UpdateFinger();
+			}
+		}
+  }
+}