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Preserve crouch and prone
Code simplification and possible pose copying fix Reworked finger tracking
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4608f9f7bf
commit
1efcb8aaee
19 changed files with 194 additions and 206 deletions
155
ml_lme/LeapParser.cs
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155
ml_lme/LeapParser.cs
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using UnityEngine;
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namespace ml_lme
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{
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static class LeapParser
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{
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readonly static Vector2[] ms_bendLimits =
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{
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new Vector2(0f, 90f),
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new Vector2(0f, 180f),
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new Vector2(0f, 180f),
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new Vector2(0f, 180f),
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new Vector2(0f, 180f)
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};
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readonly static Vector2[] ms_spreadLimits =
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{
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new Vector2(-25f, 25f), // Unity's default limits
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new Vector2(-20f, 20f),
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new Vector2(-7.5f, 7.5f),
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new Vector2(-7.5f, 7.5f),
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new Vector2(-20f, 20f)
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};
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public class HandData
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{
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public bool m_present = false;
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public Vector3 m_position = Vector3.zero;
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public Quaternion m_rotation = Quaternion.identity;
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public Vector3 m_elbowPosition = Vector3.zero;
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public readonly float[] m_spreads = null;
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public readonly float[] m_bends = null;
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public float m_grabStrength = 0f;
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public Vector3[] m_fingerPosition;
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public Quaternion[] m_fingerRotation;
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public HandData()
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{
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m_spreads = new float[5];
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m_bends = new float[5];
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m_fingerPosition = new Vector3[20];
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m_fingerRotation = new Quaternion[20];
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}
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public void Reset()
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{
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m_present = false;
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for(int i = 0; i < 5; i++)
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{
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m_bends[i] = 0f;
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m_spreads[i] = 0f;
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}
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for(int i = 0; i < 20; i++)
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{
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m_fingerPosition[i].Set(0f, 0f, 0f);
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m_fingerRotation[i].Set(0f, 0f, 0f, 1f);
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}
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m_grabStrength = 0f;
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}
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}
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public class LeapData
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{
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public readonly HandData m_leftHand = null;
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public readonly HandData m_rightHand = null;
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public LeapData()
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{
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m_leftHand = new HandData();
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m_rightHand = new HandData();
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}
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public void Reset()
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{
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m_leftHand.Reset();
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m_rightHand.Reset();
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}
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}
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public static void ParseFrame(Leap.Frame p_frame, LeapData p_data)
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{
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p_data.Reset();
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// Fill hands data
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foreach(Leap.Hand l_hand in p_frame.Hands)
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{
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if(l_hand.IsLeft && !p_data.m_leftHand.m_present)
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FillHandData(l_hand, p_data.m_leftHand);
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if(l_hand.IsRight && !p_data.m_rightHand.m_present)
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FillHandData(l_hand, p_data.m_rightHand);
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}
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}
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static void FillHandData(Leap.Hand p_hand, HandData p_data)
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{
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// Unity's IK and FinalIK move hand bones to target, therefore - wrist
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p_data.m_present = true;
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p_data.m_position = p_hand.WristPosition;
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p_data.m_rotation = p_hand.Rotation;
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p_data.m_elbowPosition = p_hand.Arm.ElbowPosition;
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// Bends
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foreach(Leap.Finger l_finger in p_hand.Fingers)
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{
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Quaternion l_parentRot = Quaternion.identity;
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float l_angle = 0f;
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foreach(Leap.Bone l_bone in l_finger.bones)
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{
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int l_index = (int)l_finger.Type * 4 + (int)l_bone.Type;
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p_data.m_fingerPosition[l_index] = l_bone.PrevJoint;
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p_data.m_fingerRotation[l_index] = l_bone.Rotation;
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if(l_bone.Type == Leap.Bone.BoneType.TYPE_METACARPAL)
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{
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l_parentRot = l_bone.Rotation;
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continue;
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}
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Quaternion l_localRot = Quaternion.Inverse(l_parentRot) * l_bone.Rotation;
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float l_angleDiff = l_localRot.eulerAngles.x;
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if(l_angleDiff > 180f)
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l_angleDiff -= 360f;
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l_angle += l_angleDiff;
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l_parentRot = l_bone.Rotation;
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}
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p_data.m_bends[(int)l_finger.Type] = Utils.InverseLerpUnclamped(ms_bendLimits[(int)l_finger.Type].x, ms_bendLimits[(int)l_finger.Type].y, l_angle);
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}
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// Spreads
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foreach(Leap.Finger l_finger in p_hand.Fingers)
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{
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Leap.Bone l_parent = l_finger.Bone(Leap.Bone.BoneType.TYPE_METACARPAL);
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Leap.Bone l_child = l_finger.Bone(Leap.Bone.BoneType.TYPE_PROXIMAL);
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Quaternion l_diff = Quaternion.Inverse(l_parent.Rotation) * l_child.Rotation;
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// Spread - local Y rotation
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float l_angle = l_diff.eulerAngles.y;
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if(l_angle > 180f)
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l_angle -= 360f;
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if(p_hand.IsRight)
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l_angle *= -1f;
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p_data.m_spreads[(int)l_finger.Type] = Utils.InverseLerpUnclamped(ms_spreadLimits[(int)l_finger.Type].x, ms_spreadLimits[(int)l_finger.Type].y, l_angle) * 2f - 1f;
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if((l_finger.Type != Leap.Finger.FingerType.TYPE_THUMB) && (p_data.m_bends[(int)l_finger.Type] >= 0.8f))
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p_data.m_spreads[(int)l_finger.Type] = Mathf.Lerp(p_data.m_spreads[(int)l_finger.Type], 0f, (p_data.m_bends[(int)l_finger.Type] - 0.8f) * 5f);
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}
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p_data.m_grabStrength = Mathf.Clamp01((p_data.m_bends[1] + p_data.m_bends[2] + p_data.m_bends[3] + p_data.m_bends[4]) * 0.25f);
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}
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}
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}
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