Improved fingers binding

Mechanim filtering
This commit is contained in:
SDraw 2024-04-04 09:00:36 +03:00
parent 5bec2fcdb1
commit 00c92e1913
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GPG key ID: BB95B4DAB2BB8BB5
19 changed files with 557 additions and 239 deletions

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@ -4,7 +4,7 @@ namespace ml_lme
{
class LeapHand
{
public enum FingerBone
enum FingerBone
{
ThumbMetacarpal = 0,
ThumbProximal,
@ -25,9 +25,12 @@ namespace ml_lme
PinkyMetacarpal,
PinkyProximal,
PinkyIntermediate,
PinkyDistal
PinkyDistal,
Count
};
readonly bool m_left = false;
readonly Transform m_root = null;
readonly Transform m_wrist = null;
readonly GameObject m_mesh = null;
@ -36,14 +39,15 @@ namespace ml_lme
public LeapHand(Transform p_root, bool p_left)
{
m_fingersBones = new Transform[20];
m_initialRotations = new Quaternion[20];
m_left = p_left;
m_fingersBones = new Transform[(int)FingerBone.Count];
m_initialRotations = new Quaternion[(int)FingerBone.Count];
m_root = p_root;
if(m_root != null)
{
m_mesh = m_root.Find(p_left ? "GenericHandL" : "GenericHandR")?.gameObject;
m_wrist = m_root.Find(p_left ? "LeftHand/Wrist" : "RightHand/Wrist");
m_mesh = m_root.Find(m_left ? "GenericHandL" : "GenericHandR")?.gameObject;
m_wrist = m_root.Find(m_left ? "LeftHand/Wrist" : "RightHand/Wrist");
if(m_wrist != null)
{
m_fingersBones[0] = null; // Actual thumb-meta, look at Leap Motion docs, dummy, it's zero point
@ -101,12 +105,14 @@ namespace ml_lme
}
}
public void Reset()
public void Rebind(Quaternion p_base)
{
if(m_wrist != null)
{
m_wrist.localPosition = Vector3.zero;
m_wrist.localRotation = Quaternion.identity;
m_wrist.rotation = p_base * Quaternion.Euler(0f, m_left ? -90f : 90f, 0f);
}
for(int i = 0; i < 20; i++)
@ -117,8 +123,111 @@ namespace ml_lme
}
public Transform GetRoot() => m_root;
public Transform GetWrist() => m_wrist;
public Transform GetFingersBone(FingerBone p_bone) => m_fingersBones[(int)p_bone];
public Transform GetBone(HumanBodyBones p_bone)
{
Transform l_result = null;
switch(p_bone)
{
case HumanBodyBones.LeftHand:
l_result = (m_left ? m_wrist : null);
break;
case HumanBodyBones.LeftThumbProximal:
l_result = (m_left ? m_fingersBones[(int)FingerBone.ThumbProximal] : null);
break;
case HumanBodyBones.LeftThumbIntermediate:
l_result = (m_left ? m_fingersBones[(int)FingerBone.ThumbIntermediate] : null);
break;
case HumanBodyBones.LeftThumbDistal:
l_result = (m_left ? m_fingersBones[(int)FingerBone.ThumbDistal] : null);
break;
case HumanBodyBones.LeftIndexProximal:
l_result = (m_left ? m_fingersBones[(int)FingerBone.IndexProximal] : null);
break;
case HumanBodyBones.LeftIndexIntermediate:
l_result = (m_left ? m_fingersBones[(int)FingerBone.IndexIntermediate] : null);
break;
case HumanBodyBones.LeftIndexDistal:
l_result = (m_left ? m_fingersBones[(int)FingerBone.IndexDistal] : null);
break;
case HumanBodyBones.LeftMiddleProximal:
l_result = (m_left ? m_fingersBones[(int)FingerBone.MiddleProximal] : null);
break;
case HumanBodyBones.LeftMiddleIntermediate:
l_result = (m_left ? m_fingersBones[(int)FingerBone.MiddleIntermediate] : null);
break;
case HumanBodyBones.LeftMiddleDistal:
l_result = (m_left ? m_fingersBones[(int)FingerBone.MiddleDistal] : null);
break;
case HumanBodyBones.LeftRingProximal:
l_result = (m_left ? m_fingersBones[(int)FingerBone.RingProximal] : null);
break;
case HumanBodyBones.LeftRingIntermediate:
l_result = (m_left ? m_fingersBones[(int)FingerBone.RingIntermediate] : null);
break;
case HumanBodyBones.LeftRingDistal:
l_result = (m_left ? m_fingersBones[(int)FingerBone.RingDistal] : null);
break;
case HumanBodyBones.LeftLittleProximal:
l_result = (m_left ? m_fingersBones[(int)FingerBone.PinkyProximal] : null);
break;
case HumanBodyBones.LeftLittleIntermediate:
l_result = (m_left ? m_fingersBones[(int)FingerBone.PinkyIntermediate] : null);
break;
case HumanBodyBones.LeftLittleDistal:
l_result = (m_left ? m_fingersBones[(int)FingerBone.PinkyDistal] : null);
break;
case HumanBodyBones.RightHand:
l_result = (!m_left ? m_wrist : null);
break;
case HumanBodyBones.RightThumbProximal:
l_result = (!m_left ? m_fingersBones[(int)FingerBone.ThumbProximal] : null);
break;
case HumanBodyBones.RightThumbIntermediate:
l_result = (!m_left ? m_fingersBones[(int)FingerBone.ThumbIntermediate] : null);
break;
case HumanBodyBones.RightThumbDistal:
l_result = (!m_left ? m_fingersBones[(int)FingerBone.ThumbDistal] : null);
break;
case HumanBodyBones.RightIndexProximal:
l_result = (!m_left ? m_fingersBones[(int)FingerBone.IndexProximal] : null);
break;
case HumanBodyBones.RightIndexIntermediate:
l_result = (!m_left ? m_fingersBones[(int)FingerBone.IndexIntermediate] : null);
break;
case HumanBodyBones.RightIndexDistal:
l_result = (!m_left ? m_fingersBones[(int)FingerBone.IndexDistal] : null);
break;
case HumanBodyBones.RightMiddleProximal:
l_result = (!m_left ? m_fingersBones[(int)FingerBone.MiddleProximal] : null);
break;
case HumanBodyBones.RightMiddleIntermediate:
l_result = (!m_left ? m_fingersBones[(int)FingerBone.MiddleIntermediate] : null);
break;
case HumanBodyBones.RightMiddleDistal:
l_result = (!m_left ? m_fingersBones[(int)FingerBone.MiddleDistal] : null);
break;
case HumanBodyBones.RightRingProximal:
l_result = (!m_left ? m_fingersBones[(int)FingerBone.RingProximal] : null);
break;
case HumanBodyBones.RightRingIntermediate:
l_result = (!m_left ? m_fingersBones[(int)FingerBone.RingIntermediate] : null);
break;
case HumanBodyBones.RightRingDistal:
l_result = (!m_left ? m_fingersBones[(int)FingerBone.RingDistal] : null);
break;
case HumanBodyBones.RightLittleProximal:
l_result = (!m_left ? m_fingersBones[(int)FingerBone.PinkyProximal] : null);
break;
case HumanBodyBones.RightLittleIntermediate:
l_result = (!m_left ? m_fingersBones[(int)FingerBone.PinkyIntermediate] : null);
break;
case HumanBodyBones.RightLittleDistal:
l_result = (!m_left ? m_fingersBones[(int)FingerBone.PinkyDistal] : null);
break;
}
return l_result;
}
public void SetMeshActive(bool p_state)
{