SkeletalFinger.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;
using Leap;
namespace Leap.Unity{
/**
* A finger object consisting of discrete, component parts for each bone.
*
* The graphic objects can include both bones and joints, but both are optional.
*/
public class SkeletalFinger : FingerModel {
/** Initializes the finger bones and joints by setting their positions and rotations. */
public override void InitFinger() {
SetPositions();
}
/** Updates the finger bones and joints by setting their positions and rotations. */
public override void UpdateFinger() {
SetPositions();
}
protected void SetPositions() {
for (int i = 0; i < bones.Length; ++i) {
if (bones[i] != null) {
bones[i].transform.position = GetBoneCenter(i);
bones[i].transform.rotation = GetBoneRotation(i);
}
}
for (int i = 0; i < joints.Length; ++i) {
if (joints[i] != null) {
joints[i].transform.position = GetJointPosition(i + 1);
joints[i].transform.rotation = GetBoneRotation(i + 1);
}
}
}
}
}