AttachmentHands.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 Leap.Unity.Attributes;
using System;
using System.Collections;
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
namespace Leap.Unity.Attachments {
/// <summary>
/// Add an GameObject with this script to your scene if you would like to have a
/// Transform hierarchy that will follow various important points on a hand, whether
/// for visuals or for logic. The AttachmentHands object will maintain two child
/// objects, one for each of the player's hands. Use the Inspector to customize
/// which points you'd like to see in the hierarchy beneath the individual
/// AttachmentHand objects.
/// </summary>
[ExecuteInEditMode]
public class AttachmentHands : MonoBehaviour {
[SerializeField]
private AttachmentPointFlags _attachmentPoints = AttachmentPointFlags.Palm | AttachmentPointFlags.Wrist;
public AttachmentPointFlags attachmentPoints {
get {
return _attachmentPoints;
}
set {
if (_attachmentPoints != value) {
#if UNITY_EDITOR
Undo.IncrementCurrentGroup();
Undo.SetCurrentGroupName("Modify Attachment Points");
Undo.RecordObject(this, "Modify AttachmentHands Points");
#endif
_attachmentPoints = value;
refreshAttachmentHandTransforms();
}
}
}
private Func<Hand>[] _handAccessors;
/// <summary>
/// Gets or sets the functions used to get the latest Leap.Hand data for the corresponding
/// AttachmentHand objects in the attachmentHands array. Modify this if you'd like to customize
/// how hand data is sent to AttachmentHands; e.g. a networked multiplayer game receiving
/// serialized hand data for a networked player representation.
///
/// This array is automatically populated if it is null or empty during OnValidate() in the editor,
/// but it can be modified freely afterwards.
/// </summary>
public Func<Hand>[] handAccessors { get { return _handAccessors; } set { _handAccessors = value; } }
private AttachmentHand[] _attachmentHands;
/// <summary>
/// Gets or sets the array of AttachmentHand objects that this component manages. The length of this
/// array should match the handAccessors array; corresponding-index slots in handAccessors will be
/// used to assign transform data to the AttachmentHand objects in this component's Update().
///
/// This array is automatically populated if it is null or empty during OnValidate() in the editor,
/// but can be modified freely afterwards.
/// </summary>
public AttachmentHand[] attachmentHands { get { return _attachmentHands; } set { _attachmentHands = value; } }
#if UNITY_EDITOR
void OnValidate() {
if (getIsPrefab()) return;
reinitialize();
}
#endif
void Awake() {
#if UNITY_EDITOR
if (getIsPrefab()) return;
#endif
reinitialize();
}
private void reinitialize() {
refreshHandAccessors();
refreshAttachmentHands();
#if UNITY_EDITOR
EditorApplication.delayCall += refreshAttachmentHandTransforms;
#else
refreshAttachmentHandTransforms();
#endif
}
void Update() {
#if UNITY_EDITOR
PrefabType prefabType = PrefabUtility.GetPrefabType(this.gameObject);
if (prefabType == PrefabType.Prefab || prefabType == PrefabType.ModelPrefab) {
return;
}
#endif
bool requiresReinitialization = false;
using (new ProfilerSample("Attachment Hands Update", this.gameObject)) {
for (int i = 0; i < _attachmentHands.Length; i++) {
var attachmentHand = attachmentHands[i];
if (attachmentHand == null) {
requiresReinitialization = true;
break;
}
var leapHand = handAccessors[i]();
attachmentHand.isTracked = leapHand != null;
#if UNITY_EDITOR
if (Hands.Provider != null) {
if (leapHand == null && !Application.isPlaying) {
leapHand = Hands.Provider.MakeTestHand(attachmentHand.chirality == Chirality.Left);
}
}
#endif
using (new ProfilerSample(attachmentHand.gameObject.name + " Update Points")) {
foreach (var point in attachmentHand.points) {
point.SetTransformUsingHand(leapHand);
}
}
}
if (requiresReinitialization) {
reinitialize();
}
}
}
private void refreshHandAccessors() {
// If necessary, generate a left-hand and right-hand set of accessors.
if (_handAccessors == null || _handAccessors.Length == 0) {
_handAccessors = new Func<Hand>[2];
_handAccessors[0] = new Func<Hand>(() => { return Hands.Left; });
_handAccessors[1] = new Func<Hand>(() => { return Hands.Right; });
}
}
private void refreshAttachmentHands() {
// If we're a prefab, we'll be unable to set parent transforms, so we shouldn't create new objects in general.
bool isPrefab = false;
#if UNITY_EDITOR
isPrefab = getIsPrefab();
#endif
// If necessary, generate a left and right AttachmentHand.
if (_attachmentHands == null || _attachmentHands.Length == 0 || (_attachmentHands[0] == null || _attachmentHands[1] == null)) {
_attachmentHands = new AttachmentHand[2];
// Try to use existing AttachmentHand objects first.
foreach (Transform child in this.transform.GetChildren()) {
var attachmentHand = child.GetComponent<AttachmentHand>();
if (attachmentHand != null) {
_attachmentHands[attachmentHand.chirality == Chirality.Left ? 0 : 1] = attachmentHand;
}
}
// If we are a prefab and there are missing AttachmentHands, we have to return early.
// We can't set parent transforms while a prefab. We're only OK if we already have attachmentHand
// objects and their parents are properly set.
if (isPrefab && (_attachmentHands[0] == null || _attachmentHands[0].transform.parent != this.transform
|| _attachmentHands[1] == null || _attachmentHands[1].transform.parent != this.transform)) {
return;
}
// Construct any missing AttachmentHand objects.
if (_attachmentHands[0] == null) {
GameObject obj = new GameObject();
#if UNITY_EDITOR
Undo.RegisterCreatedObjectUndo(obj, "Created GameObject");
#endif
_attachmentHands[0] = obj.AddComponent<AttachmentHand>();
_attachmentHands[0].chirality = Chirality.Left;
}
_attachmentHands[0].gameObject.name = "Attachment Hand (Left)";
if (_attachmentHands[0].transform.parent != this.transform) _attachmentHands[0].transform.parent = this.transform;
if (_attachmentHands[1] == null) {
GameObject obj = new GameObject();
#if UNITY_EDITOR
Undo.RegisterCreatedObjectUndo(obj, "Created GameObject");
#endif
_attachmentHands[1] = obj.AddComponent<AttachmentHand>();
_attachmentHands[1].chirality = Chirality.Right;
}
_attachmentHands[1].gameObject.name = "Attachment Hand (Right)";
if (_attachmentHands[1].transform.parent != this.transform) _attachmentHands[1].transform.parent = this.transform;
// Organize left hand first in sibling order.
_attachmentHands[0].transform.SetSiblingIndex(0);
_attachmentHands[1].transform.SetSiblingIndex(1);
}
}
private void refreshAttachmentHandTransforms() {
if (this == null) return;
#if UNITY_EDITOR
if (getIsPrefab()) return;
#endif
bool requiresReinitialization = false;
if (_attachmentHands == null) {
requiresReinitialization = true;
}
else {
foreach (var hand in _attachmentHands) {
if (hand == null) {
// AttachmentHand must have been destroyed
requiresReinitialization = true;
break;
}
hand.refreshAttachmentTransforms(_attachmentPoints);
}
#if UNITY_EDITOR
EditorUtility.SetDirty(this);
#endif
}
if (requiresReinitialization) {
reinitialize();
}
}
#if UNITY_EDITOR
private bool getIsPrefab() {
PrefabType prefabType = PrefabUtility.GetPrefabType(this.gameObject);
return (prefabType == PrefabType.Prefab || prefabType == PrefabType.ModelPrefab);
}
#endif
}
}