using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Leap;
using Leap.Unity;
// PlanA cube
//PlanB plamnormal
public class beam : MonoBehaviour {
private LeapProvider mProvider;
Frame mFrame;
Hand mHand;
public float thickness = 0.002f;
public float thicknessIn = 0.008f;
public GameObject pointer;
private LineRenderer line;
private int i = 0;
Vector3 RunStart = Vector3.zero;
Vector3 RunNext = Vector3.zero;
bool isNUll = true;
//beam pos and direction
Vector3 pos = Vector3.zero;
Vector3 dir = Vector3.zero;
//finger tip
GameObject tip;
GameObject move;
// Use this for initialization
void Start () {
mProvider = FindObjectOfType<LeapProvider> () as LeapProvider;
pointer = GameObject.CreatePrimitive(PrimitiveType.Cube);
pointer.transform.parent = this.transform;
pointer.transform.localScale = new Vector3(0.000f, 0.000f, 10.0f);
pointer.transform.position = this.transform.position;
pointer.transform.rotation = this.transform.rotation;
tip = GameObject.Find("tip");
}
// Update is called once per frame
void Update () {
mFrame = mProvider.CurrentFixedFrame;
int numHands = mFrame.Hands.Count;
if (numHands >0) {
if (numHands == 1) {
foreach (var itemFingers in mFrame.Hands) {
int numF = itemFingers.Fingers.Count;
float dis = itemFingers.PinchDistance;
float disN = itemFingers.PinchStrength;
if (dis < 50.0f || disN > 0.4f) {
pointer.transform.localScale = new Vector3 (0.000f, 0.000f, 10.0f);
} else {
pointer.transform.localScale = new Vector3(0.0008f, 0.0008f, 10.0f);
Ray ray = new Ray (transform.position, -transform.forward);
//var point = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Debug.DrawLine(transform.position, -transform.forward*100,Color.red); //这个就是绘制出的射线了,包含发射位置,发射距离和射线的颜色;
RaycastHit hit;
if (Physics.Raycast (ray, out hit, 100)) {
//print ("hello");
print (hit.point);
//hit.point;
tip.transform.position = hit.point;
}
}
//print (numF);
//itemFingers.PalmNormal
}
//print ("Find one hand");
//pointer.transform.position.z = pointer.transform.position.z + 1.0f;
}
if (numHands == 2) {
//print ("Find two hands");
}
}
}
}
注意事项:把手上各关节的collider都去掉。不然计算的碰撞点位置不对。