SkeletalHand.cs 2.27 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{
  /** 
   * A hand object consisting of discrete, component parts.
   * 
   * The hand can have game objects for the palm, wrist and forearm, as well as fingers.
   */
  public class SkeletalHand : HandModel {
    public override ModelType HandModelType {
      get {
        return ModelType.Graphics;
      }
    }
    protected const float PALM_CENTER_OFFSET = 0.015f;
  
    void Start() {
      // Ignore collisions with self.
      Leap.Unity.Utils.IgnoreCollisions(gameObject, gameObject);
  
      for (int i = 0; i < fingers.Length; ++i) {
        if (fingers[i] != null) {
          fingers[i].fingerType = (Finger.FingerType)i;
        }
      }
    }
  
    /** Updates the hand and its component parts by setting their positions and rotations. */
    public override void UpdateHand() {
      SetPositions();
    }
  
    protected Vector3 GetPalmCenter() {
      Vector3 offset = PALM_CENTER_OFFSET * Vector3.Scale(GetPalmDirection(), transform.lossyScale);
      return GetPalmPosition() - offset;
    }
  
    protected void SetPositions() {
      for (int f = 0; f < fingers.Length; ++f) {
        if (fingers[f] != null) {
          fingers[f].UpdateFinger();
        }
      }
  
      if (palm != null) {
        palm.position = GetPalmCenter();
        palm.rotation = GetPalmRotation();
      }
  
      if (wristJoint != null) {
        wristJoint.position = GetWristPosition();
        wristJoint.rotation = GetPalmRotation();
      }
  
      if (forearm != null) {
        forearm.position = GetArmCenter();
        forearm.rotation = GetArmRotation();
      }
    }
  }
}