sdraw_mods_cvr/ml_lme/GestureMatcher.cs
2023-02-08 00:34:20 +03:00

148 lines
5.6 KiB
C#

using UnityEngine;
namespace ml_lme
{
static class GestureMatcher
{
readonly static Vector2[] ms_fingerLimits =
{
new Vector2(-50f, 0f),
new Vector2(-20f, 30f),
new Vector2(-15f, 15f),
new Vector2(-10f, 20f),
new Vector2(-10f, 25f)
};
public class HandData
{
public bool m_present = false;
public Vector3 m_position = Vector3.zero;
public Quaternion m_rotation = Quaternion.identity;
public Vector3 m_elbowPosition = Vector3.zero;
public readonly float[] m_spreads = null;
public readonly float[] m_bends = null;
public float m_grabStrength = 0f;
public HandData()
{
m_spreads = new float[5];
m_bends = new float[5];
}
public void Reset()
{
m_present = false;
for(int i = 0; i < 5; i++)
{
m_bends[i] = 0f;
m_spreads[i] = 0f;
}
m_grabStrength = 0f;
}
}
public class LeapData
{
public readonly HandData m_leftHand = null;
public readonly HandData m_rightHand = null;
public LeapData()
{
m_leftHand = new HandData();
m_rightHand = new HandData();
}
public void Reset()
{
m_leftHand.Reset();
m_rightHand.Reset();
}
}
public static void GetFrameData(Leap.Frame p_frame, LeapData p_data)
{
p_data.Reset();
// Fill hands data
foreach(Leap.Hand l_hand in p_frame.Hands)
{
if(l_hand.IsLeft && !p_data.m_leftHand.m_present)
FillHandData(l_hand, p_data.m_leftHand);
if(l_hand.IsRight && !p_data.m_rightHand.m_present)
FillHandData(l_hand, p_data.m_rightHand);
}
}
static void FillHandData(Leap.Hand p_hand, HandData p_data)
{
// Unity's IK and FinalIK move hand bones to target, therefore - wrist
p_data.m_present = true;
p_data.m_position.Set(p_hand.WristPosition.x, p_hand.WristPosition.y, p_hand.WristPosition.z);
p_data.m_rotation.Set(p_hand.Rotation.x, p_hand.Rotation.y, p_hand.Rotation.z, p_hand.Rotation.w);
p_data.m_elbowPosition.Set(p_hand.Arm.ElbowPosition.x, p_hand.Arm.ElbowPosition.y, p_hand.Arm.ElbowPosition.z);
// Bends
foreach(Leap.Finger l_finger in p_hand.Fingers)
{
Quaternion l_prevSegment = Quaternion.identity;
float l_angle = 0f;
foreach(Leap.Bone l_bone in l_finger.bones)
{
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);
continue;
}
Quaternion l_curSegment = new Quaternion(l_bone.Rotation.x, l_bone.Rotation.y, l_bone.Rotation.z, l_bone.Rotation.w);
Quaternion l_diff = Quaternion.Inverse(l_prevSegment) * l_curSegment;
l_prevSegment = l_curSegment;
// Bend - local X rotation
float l_curAngle = 360f - l_diff.eulerAngles.x;
if(l_curAngle > 180f)
l_curAngle -= 360f;
l_angle += l_curAngle;
}
p_data.m_bends[(int)l_finger.Type] = Mathf.InverseLerp(0f, (l_finger.Type == Leap.Finger.FingerType.TYPE_THUMB) ? 90f : 180f, l_angle);
}
// Spreads
foreach(Leap.Finger l_finger in p_hand.Fingers)
{
float l_angle = 0f;
Leap.Bone l_parent = l_finger.Bone(Leap.Bone.BoneType.TYPE_METACARPAL);
Leap.Bone l_child = l_finger.Bone(Leap.Bone.BoneType.TYPE_PROXIMAL);
Quaternion l_parentRot = new Quaternion(l_parent.Rotation.x, l_parent.Rotation.y, l_parent.Rotation.z, l_parent.Rotation.w);
Quaternion l_childRot = new Quaternion(l_child.Rotation.x, l_child.Rotation.y, l_child.Rotation.z, l_child.Rotation.w);
Quaternion l_diff = Quaternion.Inverse(l_parentRot) * l_childRot;
// Spread - local Y rotation, but thumb is obnoxious
l_angle = l_diff.eulerAngles.y;
if(l_angle > 180f)
l_angle -= 360f;
// Pain
if(p_hand.IsRight)
l_angle *= -1f;
if(l_finger.Type != Leap.Finger.FingerType.TYPE_THUMB)
{
if(l_angle < 0f)
p_data.m_spreads[(int)l_finger.Type] = 0.5f * Mathf.InverseLerp(ms_fingerLimits[(int)l_finger.Type].x, 0f, l_angle);
else
p_data.m_spreads[(int)l_finger.Type] = 0.5f + 0.5f * Mathf.InverseLerp(0f, ms_fingerLimits[(int)l_finger.Type].y, l_angle);
}
else
p_data.m_spreads[(int)l_finger.Type] = Mathf.InverseLerp(ms_fingerLimits[(int)l_finger.Type].x, ms_fingerLimits[(int)l_finger.Type].y, l_angle);
}
p_data.m_grabStrength = (p_data.m_bends[1] + p_data.m_bends[2] + p_data.m_bends[3] + p_data.m_bends[4]) * 0.25f;
}
}
}