mirror of
https://github.com/hanetzer/sdraw_mods_cvr.git
synced 2025-09-03 18:39:23 +00:00
149 lines
5.6 KiB
C#
149 lines
5.6 KiB
C#
using UnityEngine;
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namespace ml_lme
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{
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static class GestureMatcher
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{
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readonly static Vector2[] ms_fingerLimits =
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{
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new Vector2(-50f, 0f),
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new Vector2(-20f, 30f),
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new Vector2(-15f, 15f),
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new Vector2(-10f, 20f),
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new Vector2(-10f, 25f)
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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 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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}
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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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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 GetFrameData(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.Set(p_hand.WristPosition.x, p_hand.WristPosition.y, p_hand.WristPosition.z);
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p_data.m_rotation.Set(p_hand.Rotation.x, p_hand.Rotation.y, p_hand.Rotation.z, p_hand.Rotation.w);
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p_data.m_elbowPosition.Set(p_hand.Arm.ElbowPosition.x, p_hand.Arm.ElbowPosition.y, p_hand.Arm.ElbowPosition.z);
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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_prevSegment = 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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if(l_bone.Type == Leap.Bone.BoneType.TYPE_METACARPAL)
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{
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l_prevSegment = new Quaternion(l_bone.Rotation.x, l_bone.Rotation.y, l_bone.Rotation.z, l_bone.Rotation.w);
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continue;
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}
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Quaternion l_curSegment = new Quaternion(l_bone.Rotation.x, l_bone.Rotation.y, l_bone.Rotation.z, l_bone.Rotation.w);
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Quaternion l_diff = Quaternion.Inverse(l_prevSegment) * l_curSegment;
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l_prevSegment = l_curSegment;
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// Bend - local X rotation
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float l_curAngle = 360f - l_diff.eulerAngles.x;
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if(l_curAngle > 180f)
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l_curAngle -= 360f;
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l_angle += l_curAngle;
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}
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p_data.m_bends[(int)l_finger.Type] = Mathf.InverseLerp(0f, (l_finger.Type == Leap.Finger.FingerType.TYPE_THUMB) ? 90f : 180f, 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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float l_angle = 0f;
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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_parentRot = new Quaternion(l_parent.Rotation.x, l_parent.Rotation.y, l_parent.Rotation.z, l_parent.Rotation.w);
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Quaternion l_childRot = new Quaternion(l_child.Rotation.x, l_child.Rotation.y, l_child.Rotation.z, l_child.Rotation.w);
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Quaternion l_diff = Quaternion.Inverse(l_parentRot) * l_childRot;
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// Spread - local Y rotation, but thumb is obnoxious
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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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// Pain
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if(p_hand.IsRight)
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l_angle *= -1f;
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if(l_finger.Type != Leap.Finger.FingerType.TYPE_THUMB)
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{
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if(l_angle < 0f)
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p_data.m_spreads[(int)l_finger.Type] = 0.5f * Mathf.InverseLerp(ms_fingerLimits[(int)l_finger.Type].x, 0f, l_angle);
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else
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p_data.m_spreads[(int)l_finger.Type] = 0.5f + 0.5f * Mathf.InverseLerp(0f, ms_fingerLimits[(int)l_finger.Type].y, l_angle);
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}
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else
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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);
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}
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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;
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}
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}
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}
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