コード例 #1
0
void ALeapMotionHandActor::UpdateBones(float DeltaSeconds)
{
	if (BoneActors.Num() == 0) { return; }

	float CombinedScale = GetCombinedScale();

	FLeapMotionDevice* Device = FLeapMotionControllerPlugin::GetLeapDeviceSafe();
	if (Device && Device->IsConnected())
	{
		int BoneArrayIndex = 0;
		for (ELeapBone LeapBone = bShowArm ? ELeapBone::Forearm : ELeapBone::Palm; LeapBone <= ELeapBone::Finger4Tip; ((int8&)LeapBone)++)
		{
			FVector TargetPosition;
			FRotator TargetOrientation;

			bool Success = Device->GetBonePostionAndOrientation(HandId, LeapBone, TargetPosition, TargetOrientation);

			if (Success)
			{
				// Offset target position & rotation by the SpawnReference actor's transform
				FQuat RefQuat = GetRootComponent()->GetComponentRotation().Quaternion();
				TargetPosition = RefQuat * TargetPosition * CombinedScale + GetRootComponent()->GetComponentLocation();
				TargetOrientation = (RefQuat * TargetOrientation.Quaternion()).Rotator();

				// Get current position & rotation
				ALeapMotionBoneActor* BoneActor = BoneActors[BoneArrayIndex++];

				UPrimitiveComponent* PrimitiveComponent = Cast<UPrimitiveComponent>(BoneActor->GetRootComponent());
				if (PrimitiveComponent && PrimitiveComponent->IsSimulatingPhysics())
				{
					FVector CurrentPositon = PrimitiveComponent->GetComponentLocation();
					FRotator CurrentRotation = PrimitiveComponent->GetComponentRotation();

					// Compute linear velocity
					FVector LinearVelocity = (TargetPosition - CurrentPositon) / DeltaSeconds;

					// Compute angular velocity
					FVector Axis;
					float Angle;
					ConvertDeltaRotationsToAxisAngle(CurrentRotation, TargetOrientation, Axis, Angle);
					if (Angle > PI) { Angle -= 2 * PI; }
					FVector AngularVelcity = Axis * (Angle / DeltaSeconds);

					// Apply velocities
					PrimitiveComponent->SetPhysicsLinearVelocity(LinearVelocity);
					PrimitiveComponent->SetAllPhysicsAngularVelocity(AngularVelcity * 180.0f / PI);
				}
			}
		}
	}
}
コード例 #2
0
bool ULeapMotionFunctionLibrary::GetBonePostionAndOrientation(int32 HandId, ELeapBone LeapBone, FVector& OutPosition, FRotator& OutOrientation)
{
	OutPosition = FVector::ZeroVector;
	OutOrientation = FRotator::ZeroRotator;

	FLeapMotionDevice* LeapDevice = FLeapMotionControllerPlugin::GetLeapDeviceSafe();
	if (LeapDevice)
	{
		LeapDevice->SetReferenceFrameOncePerTick();
		return LeapDevice->GetBonePostionAndOrientation(HandId, LeapBone, OutPosition, OutOrientation);
	}

	return false;
}
コード例 #3
0
void ALeapMotionHandActor::CreateBones(const TSubclassOf<class ALeapMotionBoneActor>& BoneBlueprint)
{
	FActorSpawnParameters SpawnParams;
	SpawnParams.Owner = GetOwner();
	SpawnParams.Instigator = GetInstigator();

	float CombinedScale = GetCombinedScale();

	FLeapMotionDevice* Device = FLeapMotionControllerPlugin::GetLeapDeviceSafe();
	if (Device && Device->IsConnected())
	{
		for (ELeapBone LeapBone = bShowArm ? ELeapBone::Forearm : ELeapBone::Palm; LeapBone <= ELeapBone::Finger4Tip; ((int8&)LeapBone)++)
		{
			FVector Position;
			FRotator Orientation;
			float Width;
			float Length;

			bool Success = Device->GetBonePostionAndOrientation(HandId, LeapBone, Position, Orientation);
			Success &= Device->GetBoneWidthAndLength(HandId, LeapBone, Width, Length);
			if (Success)
			{
				FQuat RefQuat = GetRootComponent()->GetComponentRotation().Quaternion();
				Position = RefQuat * Position * CombinedScale + GetRootComponent()->GetComponentLocation();
				Orientation = (RefQuat * Orientation.Quaternion()).Rotator();

				ALeapMotionBoneActor* BoneActor = GWorld->SpawnActor<ALeapMotionBoneActor>(BoneBlueprint ? BoneBlueprint : ALeapMotionBoneActor::StaticClass(), Position, Orientation, SpawnParams);
				if (BoneActor) 
				{
					BoneActors.Add(BoneActor);
#					if WITH_EDITOR
						BoneActor->SetActorLabel(*FString::Printf(TEXT("LeapBone:%s"), ANSI_TO_TCHAR(LEAP_GET_BONE_NAME(LeapBone))));
#					endif
					BoneActor->AttachRootComponentToActor(this, NAME_None, EAttachLocation::KeepWorldPosition, true);
					BoneActor->Init(LeapBone, CombinedScale, Width, Length, bShowCollider, bShowMesh);
				}
			}
		}
	}
}