view Orchestland/Assets/LeapMotion/Scripts/Hands/SkeletalFinger.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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/******************************************************************************\
* 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;

/** 
 * A finger object consisting of discrete, component parts for each bone.
 * 
 * The graphic objects can include both bones and joints, but both are optional.
 */
public class SkeletalFinger : FingerModel {

  /** Initializes the finger bones and joints by setting their positions and rotations. */
  public override void InitFinger() {
    SetPositions();
  }

  /** Updates the finger bones and joints by setting their positions and rotations. */
  public override void UpdateFinger() {
    SetPositions();
  }

  protected void SetPositions() {
    for (int i = 0; i < bones.Length; ++i) {
      if (bones[i] != null) {
        bones[i].transform.position = GetBoneCenter(i);
        bones[i].transform.rotation = GetBoneRotation(i);
      }
    }

    for (int i = 0; i < joints.Length; ++i) {
      if (joints[i] != null) {
        joints[i].transform.position = GetJointPosition(i + 1);
        joints[i].transform.rotation = GetBoneRotation(i + 1);
      }
    }
  }
}