view Orchestland/Assets/LeapMotion/Scripts/Utils/MagneticPinch.cs @ 3:0030a1b971fb default tip

merge
author Yuta ANSE <e135745@ie.u-ryukyu.ac.jp>
date Fri, 17 Jul 2015 23:23:43 +0900
parents f7675884f2a1
children
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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;

/** 
 * Detects pinches and grabs the closest rigidbody if it's within a given range.
 * 
 * Attach this script to the physics hand object assinged to the HandController in a scene.
 */
public class MagneticPinch : MonoBehaviour {

  public const float TRIGGER_DISTANCE_RATIO = 0.7f;

  /** The stiffness of the spring force used to move the object toward the hand. */
  public float forceSpringConstant = 100.0f;
  /** The maximum range at which an object can be picked up.*/
  public float magnetDistance = 2.0f;

  protected bool pinching_;
  protected Collider grabbed_;

  void Start() {
    pinching_ = false;
    grabbed_ = null;
  }

  /** Finds an object to grab and grabs it. */
  void OnPinch(Vector3 pinch_position) {
    pinching_ = true;

    // Check if we pinched a movable object and grab the closest one that's not part of the hand.
    Collider[] close_things = Physics.OverlapSphere(pinch_position, magnetDistance);
    Vector3 distance = new Vector3(magnetDistance, 0.0f, 0.0f);

    for (int j = 0; j < close_things.Length; ++j) {
      Vector3 new_distance = pinch_position - close_things[j].transform.position;
      if (close_things[j].GetComponent<Rigidbody>() != null && new_distance.magnitude < distance.magnitude &&
          !close_things[j].transform.IsChildOf(transform)) {
        grabbed_ = close_things[j];
        distance = new_distance;
      }
    }
  }

  /** Clears the pinch state. */
  void OnRelease() {
    grabbed_ = null;
    pinching_ = false;
  }

  /**
   * Checks whether the hand is pinching and updates the position of the pinched object.
   */
  void Update() {
    bool trigger_pinch = false;
    HandModel hand_model = GetComponent<HandModel>();
    Hand leap_hand = hand_model.GetLeapHand();

    if (leap_hand == null)
      return;

    // Scale trigger distance by thumb proximal bone length.
    Vector leap_thumb_tip = leap_hand.Fingers[0].TipPosition;
    float proximal_length = leap_hand.Fingers[0].Bone(Bone.BoneType.TYPE_PROXIMAL).Length;
    float trigger_distance = proximal_length * TRIGGER_DISTANCE_RATIO;

    // Check thumb tip distance to joints on all other fingers.
    // If it's close enough, start pinching.
    for (int i = 1; i < HandModel.NUM_FINGERS && !trigger_pinch; ++i) {
      Finger finger = leap_hand.Fingers[i];

      for (int j = 0; j < FingerModel.NUM_BONES && !trigger_pinch; ++j) {
        Vector leap_joint_position = finger.Bone((Bone.BoneType)j).NextJoint;
        if (leap_joint_position.DistanceTo(leap_thumb_tip) < trigger_distance)
          trigger_pinch = true;
      }
    }

    Vector3 pinch_position = hand_model.fingers[0].GetTipPosition();

    // Only change state if it's different.
    if (trigger_pinch && !pinching_)
      OnPinch(pinch_position);
    else if (!trigger_pinch && pinching_)
      OnRelease();

    // Accelerate what we are grabbing toward the pinch.
    if (grabbed_ != null) {
      Vector3 distance = pinch_position - grabbed_.transform.position;
      grabbed_.GetComponent<Rigidbody>().AddForce(forceSpringConstant * distance);
    }
  }
}