AttachmentHand.cs
20.1 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
/******************************************************************************
* 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 Leap.Unity.Attributes;
using Leap.Unity.Query;
using System;
using System.Collections;
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
namespace Leap.Unity.Attachments {
/// <summary>
/// This MonoBehaviour is managed by an AttachmentHands component on a parent MonoBehaviour.
/// Instead of adding AttachmentHand directly to a GameObject, add an AttachmentHands component
/// to a parent GameObject to manage the construction and updating of AttachmentHand objects.
/// </summary>
[AddComponentMenu("")]
[ExecuteInEditMode]
public class AttachmentHand : MonoBehaviour {
/// <summary>
/// Called when the AttachmentHand refreshes its AttachmentPointBehaviour transforms. If the
/// user unchecks an attachment point in the AttachmentHands inspector, those Transforms will
/// be destroyed; otherwise, existing Transforms will persist, so be careful not to unnecessarily
/// duplicate any objects or components you may want to attach via this callback.
///
/// Also, you can use AttachmentHand.points for an enumerator of all existing AttachmentPointBehaviour
/// transforms on a given AttachmentHand object.
/// </summary>
public Action OnAttachmentPointsModified = () => { };
#region AttachmentPointBehaviours
[HideInInspector]
public AttachmentPointBehaviour wrist;
[HideInInspector]
public AttachmentPointBehaviour palm;
[HideInInspector]
public AttachmentPointBehaviour thumbProximalJoint;
[HideInInspector]
public AttachmentPointBehaviour thumbDistalJoint;
[HideInInspector]
public AttachmentPointBehaviour thumbTip;
[HideInInspector]
public AttachmentPointBehaviour indexKnuckle;
[HideInInspector]
public AttachmentPointBehaviour indexMiddleJoint;
[HideInInspector]
public AttachmentPointBehaviour indexDistalJoint;
[HideInInspector]
public AttachmentPointBehaviour indexTip;
[HideInInspector]
public AttachmentPointBehaviour middleKnuckle;
[HideInInspector]
public AttachmentPointBehaviour middleMiddleJoint;
[HideInInspector]
public AttachmentPointBehaviour middleDistalJoint;
[HideInInspector]
public AttachmentPointBehaviour middleTip;
[HideInInspector]
public AttachmentPointBehaviour ringKnuckle;
[HideInInspector]
public AttachmentPointBehaviour ringMiddleJoint;
[HideInInspector]
public AttachmentPointBehaviour ringDistalJoint;
[HideInInspector]
public AttachmentPointBehaviour ringTip;
[HideInInspector]
public AttachmentPointBehaviour pinkyKnuckle;
[HideInInspector]
public AttachmentPointBehaviour pinkyMiddleJoint;
[HideInInspector]
public AttachmentPointBehaviour pinkyDistalJoint;
[HideInInspector]
public AttachmentPointBehaviour pinkyTip;
#endregion
/// <summary>
/// Gets an enumerator that traverses all of the AttachmentPoints beneath this AttachmentHand.
/// </summary>
public AttachmentPointsEnumerator points { get { return new AttachmentPointsEnumerator(this); } }
private bool _attachmentPointsDirty = false;
/// <summary>
/// Used by AttachmentHands as a hint to help prevent mixing up hand chiralities
/// when refreshing its AttachmentHand references.
/// </summary>
[SerializeField, Disable]
private Chirality _chirality;
/// <summary>
/// Gets the chirality of this AttachmentHand. This is set automatically by the
/// AttachmentHands parent object of this AttachmentHand.
/// </summary>
public Chirality chirality { get { return _chirality; } set { _chirality = value; } }
/// <summary>
/// Used by AttachmentHands as a hint to help prevent mixing up hand chiralities
/// when refreshing its AttachmentHand references.
/// </summary>
[SerializeField, Disable]
private bool _isTracked;
/// <summary>
/// Gets the chirality of this AttachmentHand. This is set automatically by the
/// AttachmentHands parent object of this AttachmentHand.
/// </summary>
public bool isTracked { get { return _isTracked; } set { _isTracked = value; } }
void OnValidate() {
initializeAttachmentPointFlagConstants();
}
void Awake() {
initializeAttachmentPointFlagConstants();
}
#if !UNITY_EDITOR
#pragma warning disable 0414
#endif
private bool _isBeingDestroyed = false;
#if !UNITY_EDITOR
#pragma warning restore 0414
#endif
void OnDestroy() {
_isBeingDestroyed = true;
}
/// <summary>
/// Returns the AttachmentPointBehaviour child object of this AttachmentHand given a
/// reference to a single AttachmentPointFlags flag, or null if there is no such child object.
/// </summary>
public AttachmentPointBehaviour GetBehaviourForPoint(AttachmentPointFlags singlePoint) {
AttachmentPointBehaviour behaviour = null;
switch (singlePoint) {
case AttachmentPointFlags.None: break;
case AttachmentPointFlags.Wrist: behaviour = wrist; break;
case AttachmentPointFlags.Palm: behaviour = palm; break;
case AttachmentPointFlags.ThumbProximalJoint: behaviour = thumbProximalJoint; break;
case AttachmentPointFlags.ThumbDistalJoint: behaviour = thumbDistalJoint; break;
case AttachmentPointFlags.ThumbTip: behaviour = thumbTip; break;
case AttachmentPointFlags.IndexKnuckle: behaviour = indexKnuckle; break;
case AttachmentPointFlags.IndexMiddleJoint: behaviour = indexMiddleJoint; break;
case AttachmentPointFlags.IndexDistalJoint: behaviour = indexDistalJoint; break;
case AttachmentPointFlags.IndexTip: behaviour = indexTip; break;
case AttachmentPointFlags.MiddleKnuckle: behaviour = middleKnuckle; break;
case AttachmentPointFlags.MiddleMiddleJoint: behaviour = middleMiddleJoint; break;
case AttachmentPointFlags.MiddleDistalJoint: behaviour = middleDistalJoint; break;
case AttachmentPointFlags.MiddleTip: behaviour = middleTip; break;
case AttachmentPointFlags.RingKnuckle: behaviour = ringKnuckle; break;
case AttachmentPointFlags.RingMiddleJoint: behaviour = ringMiddleJoint; break;
case AttachmentPointFlags.RingDistalJoint: behaviour = ringDistalJoint; break;
case AttachmentPointFlags.RingTip: behaviour = ringTip; break;
case AttachmentPointFlags.PinkyKnuckle: behaviour = pinkyKnuckle; break;
case AttachmentPointFlags.PinkyMiddleJoint: behaviour = pinkyMiddleJoint; break;
case AttachmentPointFlags.PinkyDistalJoint: behaviour = pinkyDistalJoint; break;
case AttachmentPointFlags.PinkyTip: behaviour = pinkyTip; break;
}
return behaviour;
}
public void refreshAttachmentTransforms(AttachmentPointFlags points) {
if (_attachmentPointFlagConstants == null || _attachmentPointFlagConstants.Length == 0) {
initializeAttachmentPointFlagConstants();
}
// First just _check_ whether we'll need to do any destruction or creation
bool requiresDestructionOrCreation = false;
foreach (var flag in _attachmentPointFlagConstants) {
if (flag == AttachmentPointFlags.None) continue;
if ((!points.Contains(flag) && GetBehaviourForPoint(flag) != null)
|| (points.Contains(flag) && GetBehaviourForPoint(flag) == null)) {
requiresDestructionOrCreation = true;
}
}
// Go through the work of flattening and rebuilding if it is necessary.
if (requiresDestructionOrCreation) {
// Remove parent-child relationships so deleting parent Transforms doesn't annihilate
// child Transforms that don't need to be deleted themselves.
flattenAttachmentTransformHierarchy();
foreach (AttachmentPointFlags flag in _attachmentPointFlagConstants) {
if (flag == AttachmentPointFlags.None) continue;
if (points.Contains(flag)) {
ensureTransformExists(flag);
}
else {
ensureTransformDoesNotExist(flag);
}
}
// Organize transforms, restoring parent-child relationships.
organizeAttachmentTransforms();
}
if (_attachmentPointsDirty) {
OnAttachmentPointsModified();
_attachmentPointsDirty = false;
}
}
public void notifyPointBehaviourDeleted(AttachmentPointBehaviour point) {
#if UNITY_EDITOR
// Only valid if the AttachmentHand itself is also not being destroyed.
if (_isBeingDestroyed) return;
// Refresh this hand's attachment transforms on a slight delay.
// Only AttachmentHands can _truly_ remove attachment points!
AttachmentHands attachHands = GetComponentInParent<AttachmentHands>();
if (attachHands != null) {
EditorApplication.delayCall += () => { refreshAttachmentTransforms(attachHands.attachmentPoints); };
}
#endif
}
#region Internal
private AttachmentPointFlags[] _attachmentPointFlagConstants;
private void initializeAttachmentPointFlagConstants() {
Array flagConstants = Enum.GetValues(typeof(AttachmentPointFlags));
if (_attachmentPointFlagConstants == null || _attachmentPointFlagConstants.Length == 0) {
_attachmentPointFlagConstants = new AttachmentPointFlags[flagConstants.Length];
}
int i = 0;
foreach (int f in flagConstants) {
_attachmentPointFlagConstants[i++] = (AttachmentPointFlags)f;
}
}
private void setBehaviourForPoint(AttachmentPointFlags singlePoint, AttachmentPointBehaviour behaviour) {
switch (singlePoint) {
case AttachmentPointFlags.None: break;
case AttachmentPointFlags.Wrist: wrist = behaviour; break;
case AttachmentPointFlags.Palm: palm = behaviour; break;
case AttachmentPointFlags.ThumbProximalJoint: thumbProximalJoint = behaviour; break;
case AttachmentPointFlags.ThumbDistalJoint: thumbDistalJoint = behaviour; break;
case AttachmentPointFlags.ThumbTip: thumbTip = behaviour; break;
case AttachmentPointFlags.IndexKnuckle: indexKnuckle = behaviour; break;
case AttachmentPointFlags.IndexMiddleJoint: indexMiddleJoint = behaviour; break;
case AttachmentPointFlags.IndexDistalJoint: indexDistalJoint = behaviour; break;
case AttachmentPointFlags.IndexTip: indexTip = behaviour; break;
case AttachmentPointFlags.MiddleKnuckle: middleKnuckle = behaviour; break;
case AttachmentPointFlags.MiddleMiddleJoint: middleMiddleJoint = behaviour; break;
case AttachmentPointFlags.MiddleDistalJoint: middleDistalJoint = behaviour; break;
case AttachmentPointFlags.MiddleTip: middleTip = behaviour; break;
case AttachmentPointFlags.RingKnuckle: ringKnuckle = behaviour; break;
case AttachmentPointFlags.RingMiddleJoint: ringMiddleJoint = behaviour; break;
case AttachmentPointFlags.RingDistalJoint: ringDistalJoint = behaviour; break;
case AttachmentPointFlags.RingTip: ringTip = behaviour; break;
case AttachmentPointFlags.PinkyKnuckle: pinkyKnuckle = behaviour; break;
case AttachmentPointFlags.PinkyMiddleJoint: pinkyMiddleJoint = behaviour; break;
case AttachmentPointFlags.PinkyDistalJoint: pinkyDistalJoint = behaviour; break;
case AttachmentPointFlags.PinkyTip: pinkyTip = behaviour; break;
}
#if UNITY_EDITOR
EditorUtility.SetDirty(this);
#endif
}
private void ensureTransformExists(AttachmentPointFlags singlePoint) {
if (!singlePoint.IsSinglePoint()) {
Debug.LogError("Tried to ensure transform exists for singlePoint, but it contains more than one set flag.");
return;
}
AttachmentPointBehaviour pointBehaviour = GetBehaviourForPoint(singlePoint);
if (pointBehaviour == null) {
// First, see if there's already one in the hierarchy! Might exist due to, e.g. an Undo operation
var existingPointBehaviour = this.gameObject.GetComponentsInChildren<AttachmentPointBehaviour>()
.Query()
.FirstOrDefault(p => p.attachmentPoint == singlePoint);
// Only make a new object if the transform really doesn't exist.
if (existingPointBehaviour == AttachmentPointFlags.None) {
GameObject obj = new GameObject(Enum.GetName(typeof(AttachmentPointFlags), singlePoint));
#if UNITY_EDITOR
Undo.RegisterCreatedObjectUndo(obj, "Created Object");
pointBehaviour = Undo.AddComponent<AttachmentPointBehaviour>(obj);
#else
pointBehaviour = obj.AddComponent<AttachmentPointBehaviour>();
#endif
}
else {
pointBehaviour = existingPointBehaviour;
}
#if UNITY_EDITOR
Undo.RecordObject(pointBehaviour, "Set Attachment Point");
#endif
pointBehaviour.attachmentPoint = singlePoint;
pointBehaviour.attachmentHand = this;
setBehaviourForPoint(singlePoint, pointBehaviour);
SetTransformParent(pointBehaviour.transform, this.transform);
_attachmentPointsDirty = true;
#if UNITY_EDITOR
EditorUtility.SetDirty(this);
#endif
}
}
private static void SetTransformParent(Transform t, Transform parent) {
#if UNITY_EDITOR
Undo.SetTransformParent(t, parent, "Set Transform Parent");
#else
t.parent = parent;
#endif
}
private void ensureTransformDoesNotExist(AttachmentPointFlags singlePoint) {
if (!singlePoint.IsSinglePoint()) {
Debug.LogError("Tried to ensure transform exists for singlePoint, but it contains more than one set flag");
return;
}
var pointBehaviour = GetBehaviourForPoint(singlePoint);
if (pointBehaviour != null) {
InternalUtility.Destroy(pointBehaviour.gameObject);
setBehaviourForPoint(singlePoint, null);
pointBehaviour = null;
_attachmentPointsDirty = true;
#if UNITY_EDITOR
EditorUtility.SetDirty(this);
#endif
}
}
private void flattenAttachmentTransformHierarchy() {
foreach (var point in this.points) {
SetTransformParent(point.transform, this.transform);
}
}
private void organizeAttachmentTransforms() {
int siblingIdx = 0;
// Wrist
if (wrist != null) {
wrist.transform.SetSiblingIndex(siblingIdx++);
}
// Palm
if (palm != null) {
palm.transform.SetSiblingIndex(siblingIdx++);
}
Transform topLevelTransform;
// Thumb
topLevelTransform = tryStackTransformHierarchy(thumbProximalJoint,
thumbDistalJoint,
thumbTip);
if (topLevelTransform != null) {
topLevelTransform.SetSiblingIndex(siblingIdx++);
}
// Index
topLevelTransform = tryStackTransformHierarchy(indexKnuckle,
indexMiddleJoint,
indexDistalJoint,
indexTip);
if (topLevelTransform != null) {
topLevelTransform.SetSiblingIndex(siblingIdx++);
}
// Middle
topLevelTransform = tryStackTransformHierarchy(middleKnuckle,
middleMiddleJoint,
middleDistalJoint,
middleTip);
if (topLevelTransform != null) {
topLevelTransform.SetSiblingIndex(siblingIdx++);
}
// Ring
topLevelTransform = tryStackTransformHierarchy(ringKnuckle,
ringMiddleJoint,
ringDistalJoint,
ringTip);
if (topLevelTransform != null) {
topLevelTransform.SetSiblingIndex(siblingIdx++);
}
// Pinky
topLevelTransform = tryStackTransformHierarchy(pinkyKnuckle,
pinkyMiddleJoint,
pinkyDistalJoint,
pinkyTip);
if (topLevelTransform != null) {
topLevelTransform.SetSiblingIndex(siblingIdx++);
}
}
private static Transform[] s_hierarchyTransformsBuffer = new Transform[4];
/// <summary>
/// Tries to build a parent-child stack (index 0 is the first parent) of the argument
/// transforms (they might be null) and returns the top-level parent transform (or null
/// if there is none).
/// </summary>
private Transform tryStackTransformHierarchy(params Transform[] transforms) {
for (int i = 0; i < s_hierarchyTransformsBuffer.Length; i++) {
s_hierarchyTransformsBuffer[i] = null;
}
int hierarchyCount = 0;
foreach (var transform in transforms.Query().Where(t => t != null)) {
s_hierarchyTransformsBuffer[hierarchyCount++] = transform;
}
for (int i = hierarchyCount - 1; i > 0; i--) {
SetTransformParent(s_hierarchyTransformsBuffer[i], s_hierarchyTransformsBuffer[i - 1]);
}
if (hierarchyCount > 0) {
return s_hierarchyTransformsBuffer[0];
}
return null;
}
private static Transform[] s_transformsBuffer = new Transform[4];
private Transform tryStackTransformHierarchy(params MonoBehaviour[] monoBehaviours) {
for (int i = 0; i < s_transformsBuffer.Length; i++) {
s_transformsBuffer[i] = null;
}
int tIdx = 0;
foreach (var behaviour in monoBehaviours.Query().Where(b => b != null)) {
s_transformsBuffer[tIdx++] = behaviour.transform;
}
return tryStackTransformHierarchy(s_transformsBuffer);
}
/// <summary>
/// An enumerator that traverses all of the existing AttachmentPointBehaviours beneath an
/// AttachmentHand.
/// </summary>
public struct AttachmentPointsEnumerator {
private int _curIdx;
private AttachmentHand _hand;
private int _flagsCount;
public AttachmentPointsEnumerator GetEnumerator() { return this; }
public AttachmentPointsEnumerator(AttachmentHand hand) {
if (hand != null && hand._attachmentPointFlagConstants != null) {
_curIdx = -1;
_hand = hand;
_flagsCount = hand._attachmentPointFlagConstants.Length;
}
else {
// Hand doesn't exist (destroyed?) or isn't initialized yet.
_curIdx = -1;
_hand = null;
_flagsCount = 0;
}
}
public AttachmentPointBehaviour Current {
get {
if (_hand == null) return null;
return _hand.GetBehaviourForPoint(GetFlagFromFlagIdx(_curIdx));
}
}
public bool MoveNext() {
do {
_curIdx++;
} while (_curIdx < _flagsCount && _hand.GetBehaviourForPoint(GetFlagFromFlagIdx(_curIdx)) == null);
return _curIdx < _flagsCount;
}
}
private static AttachmentPointFlags GetFlagFromFlagIdx(int pointIdx) {
return (AttachmentPointFlags)(1 << pointIdx + 1);
}
#endregion
}
}