/******************************************************************************
* Copyright (C) Leap Motion, Inc. 2011-2018. *
* 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 position and orientation of the bones in a model rigged for skeletal
/// animation.
///
/// The class expects that the graphics model's bones that correspond to the 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;
[HideInInspector]
public bool scaleLastFingerBone = false;
public Vector3 modelFingerPointing = Vector3.forward;
public Vector3 modelPalmFacing = -Vector3.up;
public Quaternion Reorientation() {
return Quaternion.Inverse(Quaternion.LookRotation(modelFingerPointing, -modelPalmFacing));
}
///
/// Fingertip lengths for the standard edit-time hand.
///
private static float[] s_standardFingertipLengths = null;
static RiggedFinger() {
// Calculate standard fingertip lengths.
s_standardFingertipLengths = new float[5];
var testHand = TestHandFactory.MakeTestHand(isLeft: true,
unitType: TestHandFactory.UnitType.UnityUnits);
for (int i = 0; i < 5; i++) {
var fingertipBone = testHand.Fingers[i].bones[3];
s_standardFingertipLengths[i] = fingertipBone.Length;
}
}
private RiggedHand _parentRiggedHand = null;
///
/// Updates model bone positions and rotations based on tracked hand data.
///
public override void UpdateFinger() {
for (int i = 0; i < bones.Length; ++i) {
if (bones[i] != null) {
bones[i].rotation = GetBoneRotation(i) * Reorientation();
if (deformPosition) {
var boneRootPos = GetJointPosition(i);
bones[i].position = boneRootPos;
if (i == 3 && scaleLastFingerBone) {
// Set fingertip base bone scale to match the bone length to the fingertip.
// This will only scale correctly if the model was constructed to match
// the standard "test" edit-time hand model from the TestHandFactory.
var boneTipPos = GetJointPosition(i + 1);
var boneVec = boneTipPos - boneRootPos;
// If the rigged hand is scaled (due to a scaled rig), we'll need to divide
// out that scale from the bone length to get its normal length.
if (_parentRiggedHand == null) {
_parentRiggedHand = GetComponentInParent();
}
if (_parentRiggedHand != null) {
var parentRiggedHandScale = _parentRiggedHand.transform.lossyScale.x;
if (parentRiggedHandScale != 0f && parentRiggedHandScale != 1f) {
boneVec /= parentRiggedHandScale;
}
}
var boneLen = boneVec.magnitude;
var standardLen = s_standardFingertipLengths[(int)this.fingerType];
var newScale = bones[i].transform.localScale;
var lengthComponentIdx = getLargestComponentIndex(modelFingerPointing);
newScale[lengthComponentIdx] = boneLen / standardLen;
bones[i].transform.localScale = newScale;
}
}
}
}
}
private int getLargestComponentIndex(Vector3 pointingVector) {
var largestValue = 0f;
var largestIdx = 0;
for (int i = 0; i < 3; i++) {
var testValue = pointingVector[i];
if (Mathf.Abs(testValue) > largestValue) {
largestIdx = i;
largestValue = Mathf.Abs(testValue);
}
}
return largestIdx;
}
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;
}
}
}