I understand that I can use leapmotion in game with Unity3D.
What I can't see any information on, is if I can use it to actual interact with assets, models etc as I build the game. For example revolving a game object around the x axis or zooming in or out of the view.
Is this possible?
Yes, it is possible, but requires some scripts that nobody has written yet (ASFAIK). Here is a VERY rough example that I worked up today since I've been curious about this question, too.
All it does is move, scale, and rotate a selected game object -- it doesn't try to do this in a good way -- it is a proof of concept only. To make it work you would have to do a sensible conversion of Leap coordinates and rotations to Unity values. To try it, put this script in a folder called "Editor", select a game object in the scene view and hold a key down while moving your hand above your Leap. As I said, none of these movements really work to edit an object, but you can see that it is possible with some sensible logic.
#CustomEditor (Transform)
class RotationHandleJS extends Editor {
var controller = new Leap.Controller();
var position;
var localScale;
var localRotation;
var active = false;
function OnSceneGUI () {
e = Event.current;
switch (e.type) {
case EventType.KeyDown:
position = target.transform.position;
localScale = target.transform.localScale;
localRotation = target.transform.localRotation;
active = true;
Debug.Log("editing");
break;
case EventType.KeyUp:
active = false;
target.transform.position = position;
target.transform.localScale = localScale;
EditorUtility.SetDirty (target);
break;
}
if(active){
frame = controller.Frame();
ten = controller.Frame(10);
scale = frame.ScaleFactor(ten);
translate = frame.Translation(ten);
target.transform.localScale = localScale + new Vector3(scale, scale, scale);
target.transform.position = position + new Vector3(translate.x, translate.y, translate.z);
leapRot = frame.RotationMatrix(ten);
quats = convertRotation(leapRot);
target.transform.localRotation = quats;
}
}
var LEAP_UP = new Leap.Vector(0, 1, 0);
var LEAP_FORWARD = new Leap.Vector(0, 0, -1);
var LEAP_ORIGIN = new Leap.Vector(0, 0, 0);
function convertRotation(matrix:Leap.Matrix) {
var up = matrix.TransformDirection(LEAP_UP);
var forward = matrix.TransformDirection(LEAP_FORWARD);
return Quaternion.LookRotation(new Vector3(forward.x, forward.y,forward.z), new Vector3(up.x, up.y, up.z));
}
}
Related
So i'm currently making a game, and i've recently added a level editor, but the placing tool does not work how i wanted it to.
https://youtu.be/MuUvnVTL6eg
If you've watched this video, you've probably realized that the block placing works pretty much how placing rectangles in ms pain with alt does, and i want it to work like placing rectangles in ms pain without alt xd.
I'm using this code to place the block:
if (Input.GetKeyDown(KeyCode.Mouse0)){
startDrawPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
tmpObj = spawnObject(blocks[selected].gameObject, startDrawPos);
drawing = true;
}
if (Input.GetKey(KeyCode.Mouse0)){
Vector2 mPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Vector2 tmpScale = new Vector2(startDrawPos.x - mPos.x, startDrawPos.y - mPos.y);
tmpObj.transform.localScale = tmpScale;
}
if (Input.GetKeyUp(KeyCode.Mouse0))
{
drawing = false;
var scale = tmpObj.transform.localScale;
//Code below destroys the object if it's too small to avoid accidental placements
if (scale.x <= 0.1 && scale.x > -0.1 || scale.y <= 0.1 && scale.y > -0.1)
{
Destroy(tmpObj);
}
}
(All of this code is in the Update() function)
(spawnObject function just instantiates the object prefab)
There is a bit more code but it has nothing to do with the position of the block, it just detect which block is selected and decides if it can be resized or not.
I solved this problem. But because your complete script is not in question, I rebuilt the code with IEnumerator, Here, by pressing the left mouse button, IEnumerator is activated and all commands are grouped in one method to make the code more efficient.
private void Update()
{
if (Input.GetKeyDown(KeyCode.Mouse0)) StartCoroutine(DrawRect());
}
How does the Desktop Rect formula work?
By running IEnumerator, the code first records the starting point of the mouse. It also makes a simple cube because I do not have access to your objects. Now until the mouse is pressed. Resize Rect to the difference between current and recorded points. The only thing is that to avoid ALT control, you have to place it between the current and initial points. The reason for adding the camera forward is to be seen in the camera.
cubeObject.transform.position = (startDrawPos + currentDrawPos) / 2;
The final structure of the DrawRect is as follows:
public IEnumerator DrawRect()
{
drawing = true;
var scale = Vector2.zero;
var startDrawPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
var cubeObject = GameObject.CreatePrimitive(PrimitiveType.Cube);
while (Input.GetKey(KeyCode.Mouse0))
{
var currentDrawPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
cubeObject.transform.position = (startDrawPos + currentDrawPos) / 2 + Camera.main.transform.forward * 10;
scale = new Vector2(startDrawPos.x - currentDrawPos.x, startDrawPos.y - currentDrawPos.y);
cubeObject.transform.localScale = scale;
yield return new WaitForEndOfFrame();
}
if (scale.x <= 0.1 && scale.x > -0.1 || scale.y <= 0.1 && scale.y > -0.1) Destroy(cubeObject);
drawing = false;
}
Using ARCore on Unity, I'm trying to place one gameObject between two gameObjects. Unfortunately it doesn't display, it seems it is a problem with Anchor.
*Using Vuforia, i didn't had problem to position game objects.
What i try to achieve is:
Place two objects (A and B) on the ground when i touch the surface. It Works
Place a gameObject (C) between the two objects (A and B).Not displaying
// Place target objects A and B on surface touch
GameObject prefab;
GameObject prefab2;
prefab = AndyPointPrefab;
prefab2 = AndyPlanePrefab;
hitpoint= hitpoint + 1;
// Place object A
if (hitpoint==1){
target1 = Instantiate(prefab, hit.Pose.position, hit.Pose.rotation);
target1.transform.Rotate(0, k_ModelRotation, 0, Space.Self);
var anchor = hit.Trackable.CreateAnchor(hit.Pose);
target1.transform.parent = anchor.transform;
mIsFirsttargetVisible=true;
}
else if (hitpoint==2){ // Place object B
target2 = Instantiate(prefab2, hit.Pose.position, hit.Pose.rotation);
target2.transform.Rotate(0, k_ModelRotation, 0, Space.Self);
var anchor = hit.Trackable.CreateAnchor(hit.Pose);
target2.transform.parent = anchor.transform;
mIsSecondTargetVisible=true;
hitpoint=-1;
}
//Update function : todisplay point C in-between.
Update() {
// Place object C
if(mIsFirsttargetVisible && mIsSecondTargetVisible){
GameObject objectMiddle = GameObject.CreatePrimitive(PrimitiveType.Sphere);
Vector3 middlePosition = (target1.transform.position+target2.transform.position)/2;
objectMiddle.transform.position = middlePosition;
objectMiddle.transform.localScale = new Vector3(200.0f, 10.0f, 200.0f);
}
}
EDIT
I successfully arrived to place the gameobject in between.
i added this last line in my code: target1.transform.parent = objectMiddle.transform;
if(mIsFirsttargetVisible && mIsSecondTargetVisible){
GameObject objectMiddle = GameObject.CreatePrimitive(PrimitiveType.Sphere);
Vector3 middlePosition = (target1.transform.position+target2.transform.position)/2;
objectMiddle.transform.position = middlePosition;
objectMiddle.transform.localScale = new Vector3(200.0f, 10.0f, 200.0f);
target1.transform.parent = objectMiddle.transform;
}
I've been experimenting with the PannerNode for quite some time and in cases where I'm updating position of the panner repeatedly using either requestAnimationFrame() or setInterval(), I've noticed clicking/popping of audio.
Why is this happening and how can it be resolved?
I'd hoped that it would be fixed with the introduction of position as an AudioParam or I could circumvent the issue by using a ramp. I've tried setting the position with and without a ramp on Chrome Canary and the issue is still present.
You can hear it for yourself here: https://jsfiddle.net/txLke4fh/
Code snippet:
var ctx = new AudioContext();
var osc = ctx.createOscillator();
var panner = ctx.createPanner();
var temp = true;
osc.frequency.value = 220;
osc.connect(panner);
panner.panningModel = 'HRTF';
panner.setPosition(0, 0, 0);
panner.connect(ctx.destination);
osc.start(0);
osc.stop(ctx.currentTime + 10);
setInterval(function() {
if (temp) {
panner.setPosition(50, 0, 0);
temp = false;
} else {
panner.setPosition(-50, 0, 0);
temp = true;
}
}, 100);
EDIT: It can be observed on Chrome Canary too, with and without a linear ramp.
var ctx = new AudioContext();
var osc = ctx.createOscillator();
var panner = ctx.createPanner();
var temp = true;
osc.frequency.value = 220;
osc.connect(panner);
panner.panningModel = 'HRTF';
panner.positionX.value = 0;
panner.connect(ctx.destination);
osc.start(0);
osc.stop(ctx.currentTime + 10);
setInterval(function() {
if (temp) {
panner.positionX.linearRampToValueAtTime(50, ctx.currentTime + 0.01);
temp = false;
} else {
panner.positionX.linearRampToValueAtTime(-50, ctx.currentTime + 0.01);
temp = true;
}
}, 1000);
You're doing an instantaneous move from one position to another. I certainly would expect a click, depending on how where you moved.
If you have Chrome canary, you should be able to use automation (but don't use setPosition() which doesn't do automation). If you have an example of where it still clicks with automation, please post it; I'd like to see such an example.
is there a way to modify this code for animate cc to make object in the stage and interact with it ?
it is a bit of pain to make drag and drop in createjs for animate cc
there is nothing in the web that describe how to do it for animate cc or flash cc even the documentation has nothing to tell about drag and drop in the canvas
//Stage
var stage = new createjs.Stage("demoCanvas");
//VARIABLES
//Drag Object Size
dragRadius = 40;
//Destination Size
destHeight = 100;
destWidth = 100;
//Circle Creation
var label = new createjs.Text("DRAG ME", "14px Lato", "#fff");
label.textAlign="center";
label.y -= 7;
var circle = new createjs.Shape();
circle.graphics.setStrokeStyle(2).beginStroke("black")
.beginFill("red").drawCircle(0,0, dragRadius);
//Drag Object Creation
//Placed inside a container to hold both label and shape
var dragger = new createjs.Container();
dragger.x = dragger.y = 100;
dragger.addChild(circle, label);
dragger.setBounds(100, 100, dragRadius*2, dragRadius*2);
//DragRadius * 2 because 2*r = width of the bounding box
var label2 = new createjs.Text("HERE", "bold 14px Lato", "#000");
label2.textAlign = "center";
label2.x += 50;
label2.y += 40;
var box = new createjs.Shape();
box.graphics.setStrokeStyle(2).beginStroke("black").rect(0, 0, destHeight, destWidth);
var destination = new createjs.Container();
destination.x = 350;
destination.y = 50;
destination.setBounds(350, 50, destHeight, destWidth);
destination.addChild(label2, box);
//DRAG FUNCTIONALITY =====================
dragger.on("pressmove", function(evt){
evt.currentTarget.x = evt.stageX;
evt.currentTarget.y = evt.stageY;
stage.update(); //much smoother because it refreshes the screen every pixel movement instead of the FPS set on the Ticker
if(intersect(evt.currentTarget, destination)){
evt.currentTarget.alpha=0.2;
box.graphics.clear();
box.graphics.setStrokeStyle(3)
.beginStroke("#0066A4")
.rect(0, 0, destHeight, destWidth);
}else{
evt.currentTarget.alpha=1;
box.graphics.clear(); box.graphics.setStrokeStyle(2).beginStroke("black").rect(0, 0, destHeight, destWidth);
}
});
//Mouse UP and SNAP====================
dragger.on("pressup", function(evt) {
if(intersect(evt.currentTarget, destination)){
dragger.x = destination.x + destWidth/2;
dragger.y = destination.y + destHeight/2;
dragger.alpha = 1;
box.graphics.clear();
box.graphics.setStrokeStyle(2).beginStroke("black").rect(0, 0, destHeight, destWidth);
stage.update(evt);
}
});
//Tests if two objects are intersecting
//Sees if obj1 passes through the first and last line of its
//bounding box in the x and y sectors
//Utilizes globalToLocal to get the x and y of obj1 in relation
//to obj2
//PRE: Must have bounds set for each object
//Post: Returns true or false
function intersect(obj1, obj2){
var objBounds1 = obj1.getBounds().clone();
var objBounds2 = obj2.getBounds().clone();
var pt = obj1.globalToLocal(objBounds2.x, objBounds2.y);
var h1 = -(objBounds1.height / 2 + objBounds2.height);
var h2 = objBounds2.width / 2;
var w1 = -(objBounds1.width / 2 + objBounds2.width);
var w2 = objBounds2.width / 2;
if(pt.x > w2 || pt.x < w1) return false;
if(pt.y > h2 || pt.y < h1) return false;
return true;
}
//Adds the object into stage
stage.addChild(destination, dragger);
stage.mouseMoveOutside = true;
stage.update();
thanks
I am not exactly sure what you are asking. The demo you showed works fine (looks like it came from this codepen), and it is not clear what you are trying to add. This demo was made directly in code, not with Animate CC - which is really good for building assets, animations, and display list structure, but you should write application code around what gets exported.
There are plenty of documentation and examples online for Drag and Drop, in the EaselJS GitHub, and EaselJS docs:
DragAndDrop demo in GitHub
Live demo on EaselJS demos page
Documentation on pressMove
Tutorial on Mouse Events which includes Drag and Drop
I recommend narrowing down what you are trying to do, show what code or approaches you have tried so far, and posting specific questions here.
Lastly, here is the first part of an ongoing series for working with Animate CC: http://blog.gskinner.com/archives/2015/04/introduction-to-the-flash-cc-html5-canvas-document.html
Cheers.
There is an cube wich scales with the distance.magnitude between the player and the enemy. I want to set this Scaling Cube in the middle between the hero and the enemy. So is it possible to use the mangitude between two objects as a position.
This is my script:
var hero : Transform;
var enemy : Transform;
var magDistance = 0.0;
var setPosition = 0.0;
function Update () {
var heDistance : Vector3 = (hero.position - enemy.position)/2;
magDistance = heDistance.magnitude;
setPosition = heDistance.magnitude/2;
transform.localScale = Vector3(1,1,magDistance);
}
Im using the heDistance.magnitude/2 to get the middle of the distance.
Help is much appreciated. Thanks in advance! :)
I hate to even ask, but can't you just do:
x = (hero.position.x+enemy.position.x)/2
y = (hero.position.y+enemy.position.y)/2
z = (hero.position.z+enemy.position.z)/2
to get the point between the two points? Or, if vector addition works in the usual way:
var cube_pos: Vector3 = (hero.position + enemy.position)/2;