t1 / TFDContents / Assets / KinectDemos / GesturesDemo / Scripts / ModelPresentationScript.cs @ 3
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using UnityEngine; |
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using System.Collections; |
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using System.Collections.Generic; |
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public class ModelPresentationScript : MonoBehaviour |
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{
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[Tooltip("Camera used for screen-to-world calculations. This is usually the main camera.")]
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public Camera screenCamera; |
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[Tooltip("Speed of spinning, when presentation slides change.")]
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public float spinSpeed = 10; |
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// reference to the gesture listener |
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private ModelGestureListener gestureListener; |
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// model's initial rotation |
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private Quaternion initialRotation; |
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void Start() |
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{
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// hide mouse cursor |
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//Cursor.visible = false; |
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// by default set the main-camera to be screen-camera |
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if (screenCamera == null) |
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{
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screenCamera = Camera.main; |
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} |
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// get model initial rotation |
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initialRotation = screenCamera ? Quaternion.Inverse(screenCamera.transform.rotation) * transform.rotation : transform.rotation; |
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// get the gestures listener |
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gestureListener = ModelGestureListener.Instance; |
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} |
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void Update() |
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{
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// dont run Update() if there is no gesture listener |
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if(!gestureListener) |
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return; |
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if(gestureListener.IsZoomingIn() || gestureListener.IsZoomingOut()) |
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{
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// zoom the model |
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float zoomFactor = gestureListener.GetZoomFactor(); |
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Vector3 newLocalScale = new Vector3(zoomFactor, zoomFactor, zoomFactor); |
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transform.localScale = Vector3.Lerp(transform.localScale, newLocalScale, spinSpeed * Time.deltaTime); |
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} |
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if(gestureListener.IsTurningWheel()) |
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{
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// rotate the model |
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float turnAngle = Mathf.Clamp(gestureListener.GetWheelAngle(), -30f, 30f); |
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float updateAngle = Mathf.Lerp(0, turnAngle, spinSpeed * Time.deltaTime); |
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if(screenCamera) |
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transform.RotateAround(transform.position, screenCamera.transform.TransformDirection(Vector3.up), updateAngle); |
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else |
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transform.Rotate(Vector3.up * turnAngle, Space.World); |
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} |
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if(gestureListener.IsRaiseHand()) |
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{
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// reset the model |
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Vector3 newLocalScale = Vector3.one; |
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transform.localScale = newLocalScale; |
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transform.rotation = screenCamera ? screenCamera.transform.rotation * initialRotation : initialRotation; |
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} |
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} |
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} |