bool ULeapMotionFunctionLibrary::GetBoneWidthAndLength(int32 HandId, ELeapBone LeapBone, float& OutWidth, float& OutLength)
{
	OutWidth = 0.0f;
	OutLength = 0.0f;

	FLeapMotionDevice* LeapDevice = FLeapMotionControllerPlugin::GetLeapDeviceSafe();
	if (LeapDevice)
	{
		LeapDevice->SetReferenceFrameOncePerTick();
		return LeapDevice->GetBoneWidthAndLength(HandId, LeapBone, OutWidth, OutLength);
	}

	return false;
}
示例#2
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);
				}
			}
		}
	}
}