HandDrop.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 UnityEngine;
using System.Collections;
namespace Leap.Unity {
/** Simple implementation HandTransitionBehavior to lerp hand models back to their starting position and orientation with tracking ends*/
public class HandDrop : HandTransitionBehavior {
private Vector3 startingPalmPosition;
private Quaternion startingOrientation;
private Transform palm;
// Use this for initialization
protected override void Awake() {
base.Awake();
palm = GetComponent<HandModel>().palm;
startingPalmPosition = palm.localPosition;
startingOrientation = palm.localRotation;
}
protected override void HandFinish() {
StartCoroutine(LerpToStart());
}
protected override void HandReset() {
StopAllCoroutines();
}
private IEnumerator LerpToStart() {
Vector3 droppedPosition = palm.localPosition;
Quaternion droppedOrientation = palm.localRotation;
float duration = .25f;
float startTime = Time.time;
float endTime = startTime + duration;
while (Time.time <= endTime) {
float t = (Time.time - startTime) / duration;
palm.localPosition = Vector3.Lerp(droppedPosition, startingPalmPosition, t);
palm.localRotation = Quaternion.Lerp(droppedOrientation, startingOrientation, t);
yield return null;
}
}
}
}