LeapHandControllerEditor.cs
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/******************************************************************************
* Copyright (C) Leap Motion, Inc. 2011-2017. *
* Leap Motion proprietary and confidential. *
* *
* Use subject to the terms of the Leap Motion SDK Agreement available at *
* https://developer.leapmotion.com/sdk_agreement, or another agreement *
* between Leap Motion and you, your company or other organization. *
******************************************************************************/
using UnityEditor;
using UnityEngine;
using System.Collections;
using Leap;
namespace Leap.Unity {
[CustomEditor(typeof(LeapHandController))]
public class LeapHandControllerEditor : CustomEditorBase<LeapHandController> {
private const float BOX_RADIUS = 0.45f;
private const float BOX_WIDTH = 0.965f;
private const float BOX_DEPTH = 0.6671f;
public void OnSceneGUI() {
Vector3 origin = target.transform.TransformPoint(Vector3.zero);
Vector3 local_top_left, top_left, local_top_right, top_right,
local_bottom_left, bottom_left, local_bottom_right, bottom_right;
getLocalGlobalPoint(-1, 1, 1, out local_top_left, out top_left);
getLocalGlobalPoint(1, 1, 1, out local_top_right, out top_right);
getLocalGlobalPoint(-1, 1, -1, out local_bottom_left, out bottom_left);
getLocalGlobalPoint(1, 1, -1, out local_bottom_right, out bottom_right);
Handles.DrawLine(origin, top_left);
Handles.DrawLine(origin, top_right);
Handles.DrawLine(origin, bottom_left);
Handles.DrawLine(origin, bottom_right);
drawControllerEdge(origin, local_top_left, local_top_right);
drawControllerEdge(origin, local_bottom_left, local_top_left);
drawControllerEdge(origin, local_bottom_left, local_bottom_right);
drawControllerEdge(origin, local_bottom_right, local_top_right);
drawControllerArc(origin, local_top_left, local_bottom_left, local_top_right, local_bottom_right, -Vector3.forward);
drawControllerArc(origin, local_top_left, local_top_right, local_bottom_left, local_bottom_right, -Vector3.right);
}
private void getLocalGlobalPoint(int x, int y, int z, out Vector3 local, out Vector3 global) {
local = new Vector3(x * BOX_WIDTH, y * BOX_RADIUS, z * BOX_DEPTH);
global = target.transform.TransformPoint(BOX_RADIUS * local.normalized);
}
private void drawControllerEdge(Vector3 origin,
Vector3 edge0, Vector3 edge1) {
Vector3 right_normal = target.transform.TransformDirection(Vector3.Cross(edge0, edge1));
float right_angle = Vector3.Angle(edge0, edge1);
Handles.DrawWireArc(origin, right_normal,
target.transform.TransformDirection(edge0),
right_angle, target.transform.lossyScale.x * BOX_RADIUS);
}
private void drawControllerArc(Vector3 origin,
Vector3 edgeA0, Vector3 edgeA1,
Vector3 edgeB0, Vector3 edgeB1,
Vector3 direction) {
Vector3 faceA = Vector3.Lerp(edgeA0, edgeA1, 0.5f);
Vector3 faceB = Vector3.Lerp(edgeB0, edgeB1, 0.5f);
Vector3 depth_normal = target.transform.TransformDirection(direction);
float angle = Vector3.Angle(faceA, faceB);
Handles.DrawWireArc(origin, depth_normal,
target.transform.TransformDirection(faceA),
angle, target.transform.lossyScale.x * BOX_RADIUS);
}
}
}