RiggedFinger.cs 2.83 KB
/******************************************************************************
 * 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 UnityEngine;
using System.Collections;
using Leap;

namespace Leap.Unity {
  /**
* Manages the orientation of the bones in a model rigged for skeletal animation.
* 
* The class expects that the graphics model bones corresponding to bones in the Leap Motion 
* hand model are in the same order in the bones array.
*/
  public class RiggedFinger : FingerModel {

    /** Allows the mesh to be stretched to align with finger joint positions
     * Only set to true when mesh is not visible
     */
    [HideInInspector]
    public bool deformPosition = false;

    public Vector3 modelFingerPointing = Vector3.forward;
    public Vector3 modelPalmFacing = -Vector3.up;

    public Quaternion Reorientation() {
      return Quaternion.Inverse(Quaternion.LookRotation(modelFingerPointing, -modelPalmFacing));
    }

    private RiggedHand riggedHand;

    /** Updates the bone rotations. */
    public override void UpdateFinger() {
      for (int i = 0; i < bones.Length; ++i) {
        if (bones[i] != null) {
          bones[i].rotation = GetBoneRotation(i) * Reorientation();
          if (deformPosition) {
            bones[i].position = GetJointPosition(i);
          }
        }
      }
    }
    public void SetupRiggedFinger (bool useMetaCarpals) {
      findBoneTransforms(useMetaCarpals);
      modelFingerPointing = calulateModelFingerPointing();
    }

    private void findBoneTransforms(bool useMetaCarpals) {
      if (!useMetaCarpals || fingerType == Finger.FingerType.TYPE_THUMB) {
        bones[1] = transform;
        bones[2] = transform.GetChild(0).transform;
        bones[3] = transform.GetChild(0).transform.GetChild(0).transform;
      }
      else {
        bones[0] = transform;
        bones[1] = transform.GetChild(0).transform;
        bones[2] = transform.GetChild(0).transform.GetChild(0).transform;
        bones[3] = transform.GetChild(0).transform.GetChild(0).transform.GetChild(0).transform;

      }
    }
    private Vector3 calulateModelFingerPointing() {
      Vector3 distance = transform.InverseTransformPoint(transform.position) -  transform.InverseTransformPoint(transform.GetChild(0).transform.position);
      Vector3 zeroed = RiggedHand.CalculateZeroedVector(distance);
      return zeroed;
    }
  } 
}