Hands visualization

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SDraw 2023-07-03 11:16:26 +03:00
parent 5d2bc0e6b8
commit f645650659
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10 changed files with 155 additions and 5 deletions

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@ -9,7 +9,8 @@ namespace ml_lme
{
static readonly List<string> ms_assets = new List<string>()
{
"leapmotion_controller.asset"
"leapmotion_controller.asset",
"leapmotion_hands.asset"
};
static Dictionary<string, AssetBundle> ms_loadedAssets = new Dictionary<string, AssetBundle>();

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@ -22,11 +22,15 @@ namespace ml_lme
public readonly float[] m_spreads = null;
public readonly float[] m_bends = null;
public float m_grabStrength = 0f;
public Vector3[] m_fingerPosition;
public Quaternion[] m_fingerRotation;
public HandData()
{
m_spreads = new float[5];
m_bends = new float[5];
m_fingerPosition = new Vector3[20];
m_fingerRotation = new Quaternion[20];
}
public void Reset()
@ -37,6 +41,11 @@ namespace ml_lme
m_bends[i] = 0f;
m_spreads[i] = 0f;
}
for(int i = 0; i < 20; i++)
{
m_fingerPosition[i].Set(0f, 0f, 0f);
m_fingerRotation[i].Set(0f, 0f, 0f, 1f);
}
m_grabStrength = 0f;
}
}
@ -89,6 +98,9 @@ namespace ml_lme
float l_angle = 0f;
foreach(Leap.Bone l_bone in l_finger.bones)
{
p_data.m_fingerPosition[(int)l_finger.Type * 4 + (int)l_bone.Type].Set(l_bone.PrevJoint.x, l_bone.PrevJoint.y, l_bone.PrevJoint.z);
p_data.m_fingerRotation[(int)l_finger.Type * 4 + (int)l_bone.Type].Set(l_bone.Rotation.x, l_bone.Rotation.y, l_bone.Rotation.z, l_bone.Rotation.w);
if(l_bone.Type == Leap.Bone.BoneType.TYPE_METACARPAL)
{
l_prevSegment = new Quaternion(l_bone.Rotation.x, l_bone.Rotation.y, l_bone.Rotation.z, l_bone.Rotation.w);

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@ -17,6 +17,9 @@ namespace ml_lme
GameObject m_leapElbowLeft = null;
GameObject m_leapElbowRight = null;
GameObject m_leapControllerModel = null;
GameObject m_visualHands = null;
VisualHand m_visualHandLeft = null;
VisualHand m_visualHandRight = null;
float m_scaleRelation = 1f;
@ -58,8 +61,21 @@ namespace ml_lme
m_leapControllerModel.transform.localRotation = Quaternion.identity;
}
m_visualHands = AssetsHandler.GetAsset("assets/models/hands/leaphands.prefab");
if(m_visualHands != null)
{
m_visualHands.name = "VisualHands";
m_visualHands.transform.parent = this.transform;
m_visualHands.transform.localPosition = Vector3.zero;
m_visualHands.transform.localRotation = Quaternion.identity;
m_visualHandLeft = new VisualHand(m_visualHands.transform.Find("HandL"), true);
m_visualHandRight = new VisualHand(m_visualHands.transform.Find("HandR"), false);
}
Settings.DesktopOffsetChange += this.OnDesktopOffsetChange;
Settings.ModelVisibilityChange += this.OnModelVisibilityChange;
Settings.VisualHandsChange += this.OnVisualHandsChange;
Settings.TrackingModeChange += this.OnTrackingModeChange;
Settings.RootAngleChange += this.OnRootAngleChange;
Settings.HeadAttachChange += this.OnHeadAttachChange;
@ -68,6 +84,7 @@ namespace ml_lme
MelonLoader.MelonCoroutines.Start(WaitForLocalPlayer());
OnModelVisibilityChange(Settings.ModelVisibility);
OnVisualHandsChange(Settings.VisualHands);
OnTrackingModeChange(Settings.TrackingMode);
OnRootAngleChange(Settings.RootAngle);
}
@ -102,21 +119,33 @@ namespace ml_lme
if(l_data.m_leftHand.m_present)
{
Utils.LeapToUnity(ref l_data.m_leftHand.m_position, ref l_data.m_leftHand.m_rotation, Settings.TrackingMode);
for(int i = 0; i < 20; i++)
Utils.LeapToUnity(ref l_data.m_leftHand.m_fingerPosition[i], ref l_data.m_leftHand.m_fingerRotation[i], Settings.TrackingMode);
m_leapHandLeft.transform.localPosition = l_data.m_leftHand.m_position;
m_leapHandLeft.transform.localRotation = l_data.m_leftHand.m_rotation;
Utils.LeapToUnity(ref l_data.m_leftHand.m_elbowPosition, ref ms_identityRotation, Settings.TrackingMode);
m_leapElbowLeft.transform.localPosition = l_data.m_leftHand.m_elbowPosition;
if(Settings.VisualHands)
m_visualHandLeft?.Update(l_data.m_leftHand);
}
if(l_data.m_rightHand.m_present)
{
Utils.LeapToUnity(ref l_data.m_rightHand.m_position, ref l_data.m_rightHand.m_rotation, Settings.TrackingMode);
for(int i = 0; i < 20; i++)
Utils.LeapToUnity(ref l_data.m_rightHand.m_fingerPosition[i], ref l_data.m_rightHand.m_fingerRotation[i], Settings.TrackingMode);
m_leapHandRight.transform.localPosition = l_data.m_rightHand.m_position;
m_leapHandRight.transform.localRotation = l_data.m_rightHand.m_rotation;
Utils.LeapToUnity(ref l_data.m_rightHand.m_elbowPosition, ref ms_identityRotation, Settings.TrackingMode);
m_leapElbowRight.transform.localPosition = l_data.m_rightHand.m_elbowPosition;
if(Settings.VisualHands)
m_visualHandRight?.Update(l_data.m_rightHand);
}
}
}
@ -138,6 +167,11 @@ namespace ml_lme
m_leapControllerModel.SetActive(p_state);
}
void OnVisualHandsChange(bool p_state)
{
m_visualHands.SetActive(p_state);
}
void OnTrackingModeChange(Settings.LeapTrackingMode p_mode)
{
switch(p_mode)

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@ -1,10 +1,10 @@
using System.Reflection;
[assembly: AssemblyTitle("LeapMotionExtension")]
[assembly: AssemblyVersion("1.3.7")]
[assembly: AssemblyFileVersion("1.3.7")]
[assembly: AssemblyVersion("1.3.8")]
[assembly: AssemblyFileVersion("1.3.8")]
[assembly: MelonLoader.MelonInfo(typeof(ml_lme.LeapMotionExtension), "LeapMotionExtension", "1.3.7", "SDraw", "https://github.com/SDraw/ml_mods_cvr")]
[assembly: MelonLoader.MelonInfo(typeof(ml_lme.LeapMotionExtension), "LeapMotionExtension", "1.3.8", "SDraw", "https://github.com/SDraw/ml_mods_cvr")]
[assembly: MelonLoader.MelonGame(null, "ChilloutVR")]
[assembly: MelonLoader.MelonOptionalDependencies("ml_pmc")]
[assembly: MelonLoader.MelonPlatform(MelonLoader.MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]

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@ -21,6 +21,7 @@ Available mod's settings in `Settings - Implementation - Leap Motion Tracking`:
* **Track elbows:** elbows tracking, works best in `Screentop` and `HMD` tracking modes, `true` by default.
* **Fingers tracking only:** applies only fingers tracking, disabled by default.
* **Model visibility:** shows Leap Motion controller model, useful for tracking visualizing, disabled by default.
* **Visualize hands:** shows overlayed hands model, disabled by default.
* **Interaction input:** enables in-game interactions (props, menu and etc.); `true` by default.
* **Interact gesture threadhold:** activation limit for interaction based on hand gesture; 80 by default.
* **Grip gesture threadhold:** activation limit for grip based on hand gesture; 40 by default.

View file

@ -34,7 +34,8 @@ namespace ml_lme
TrackElbows,
Input,
InteractThreadhold,
GripThreadhold
GripThreadhold,
VisualHands
};
public static bool Enabled { get; private set; } = false;
@ -49,6 +50,7 @@ namespace ml_lme
public static bool Input { get; private set; } = true;
public static float InteractThreadhold { get; private set; } = 0.8f;
public static float GripThreadhold { get; private set; } = 0.4f;
public static bool VisualHands { get; private set; } = false;
static MelonLoader.MelonPreferences_Category ms_category = null;
static List<MelonLoader.MelonPreferences_Entry> ms_entries = null;
@ -65,6 +67,7 @@ namespace ml_lme
static public event Action<bool> InputChange;
static public event Action<float> InteractThreadholdChange;
static public event Action<float> GripThreadholdChange;
static public event Action<bool> VisualHandsChange;
internal static void Init()
{
@ -90,6 +93,7 @@ namespace ml_lme
ms_category.CreateEntry(ModSetting.Input.ToString(), Input),
ms_category.CreateEntry(ModSetting.InteractThreadhold.ToString(), (int)(InteractThreadhold * 100f)),
ms_category.CreateEntry(ModSetting.GripThreadhold.ToString(), (int)(GripThreadhold * 100f)),
ms_category.CreateEntry(ModSetting.VisualHands.ToString(), VisualHands)
};
Load();
@ -146,6 +150,7 @@ namespace ml_lme
Input = (bool)ms_entries[(int)ModSetting.Input].BoxedValue;
InteractThreadhold = (int)ms_entries[(int)ModSetting.InteractThreadhold].BoxedValue * 0.01f;
GripThreadhold = (int)ms_entries[(int)ModSetting.GripThreadhold].BoxedValue * 0.01f;
VisualHands = (bool)ms_entries[(int)ModSetting.VisualHands].BoxedValue;
}
static void OnToggleUpdate(string p_name, string p_value)
@ -195,6 +200,13 @@ namespace ml_lme
InputChange?.Invoke(Input);
}
break;
case ModSetting.VisualHands:
{
VisualHands = bool.Parse(p_value);
VisualHandsChange?.Invoke(VisualHands);
}
break;
}
ms_entries[(int)l_setting].BoxedValue = bool.Parse(p_value);

71
ml_lme/VisualHand.cs Normal file
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@ -0,0 +1,71 @@
using UnityEngine;
namespace ml_lme
{
class VisualHand
{
Transform m_root = null;
Transform m_wrist = null;
Transform[] m_fingers = null;
public VisualHand(Transform p_root, bool p_left)
{
m_root = p_root;
if(m_root != null)
{
m_wrist = m_root.Find(p_left ? "LeftHand/Wrist" : "RightHand/Wrist");
if(m_wrist != null)
{
m_fingers = new Transform[20];
m_fingers[0] = null; // Actual thumb-meta, look at Leap Motion docs, dummy
m_fingers[1] = m_wrist.Find("thumb_meta");
m_fingers[2] = m_wrist.Find("thumb_meta/thumb_a");
m_fingers[3] = m_wrist.Find("thumb_meta/thumb_a/thumb_b");
m_fingers[4] = m_wrist.Find("index_meta");
m_fingers[5] = m_wrist.Find("index_meta/index_a");
m_fingers[6] = m_wrist.Find("index_meta/index_a/index_b");
m_fingers[7] = m_wrist.Find("index_meta/index_a/index_b/index_c");
m_fingers[8] = m_wrist.Find("middle_meta");
m_fingers[9] = m_wrist.Find("middle_meta/middle_a");
m_fingers[10] = m_wrist.Find("middle_meta/middle_a/middle_b");
m_fingers[11] = m_wrist.Find("middle_meta/middle_a/middle_b/middle_c");
m_fingers[12] = m_wrist.Find("ring_meta");
m_fingers[13] = m_wrist.Find("ring_meta/ring_a");
m_fingers[14] = m_wrist.Find("ring_meta/ring_a/ring_b");
m_fingers[15] = m_wrist.Find("ring_meta/ring_a/ring_b/ring_c");
m_fingers[16] = m_wrist.Find("pinky_meta");
m_fingers[17] = m_wrist.Find("pinky_meta/pinky_a");
m_fingers[18] = m_wrist.Find("pinky_meta/pinky_a/pinky_b");
m_fingers[19] = m_wrist.Find("pinky_meta/pinky_a/pinky_b/pinky_c");
}
}
}
public void Update(GestureMatcher.HandData p_data)
{
if(m_wrist != null)
{
m_wrist.position = p_data.m_position;
m_wrist.rotation = p_data.m_rotation;
for(int i = 0; i < 20; i++)
{
if(m_fingers[i] != null)
{
//m_fingers[i].position = p_data.m_fingerPosition[i];
m_fingers[i].rotation = p_data.m_fingerRotation[i];
}
}
m_wrist.localPosition = p_data.m_position;
m_wrist.localRotation = p_data.m_rotation;
}
}
}
}

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@ -83,6 +83,14 @@
<HintPath>C:\Games\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.InputLegacyModule, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>D:\Games\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.InputLegacyModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.PhysicsModule, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>D:\Games\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.PhysicsModule.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="AssetsHandler.cs" />
@ -130,6 +138,7 @@
<Compile Include="vendor\LeapCSharp\StructMarshal.cs" />
<Compile Include="vendor\LeapCSharp\TransformExtensions.cs" />
<Compile Include="vendor\LeapCSharp\Vector.cs" />
<Compile Include="VisualHand.cs" />
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="vendor\LeapSDK\lib\x64\LeapC.dll">
@ -142,6 +151,9 @@
<ItemGroup>
<EmbeddedResource Include="resources\menu.js" />
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="resources\leapmotion_hands.asset" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup>
<PostBuildEvent>copy /y "$(TargetPath)" "D:\Games\Steam\steamapps\common\ChilloutVR\Mods\"</PostBuildEvent>

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@ -385,6 +385,13 @@ function inp_dropdown_mod_lme(_obj, _callbackName) {
</div>
</div>
<div class ="row-wrapper">
<div class ="option-caption">Visualize hands: </div>
<div class ="option-input">
<div id="VisualHands" class ="inp_toggle no-scroll" data-current="false"></div>
</div>
</div>
<div class ="row-wrapper">
<div class ="option-caption">Interaction input: </div>
<div class ="option-input">