Book Image

Mastering Leap Motion

By : Brandon Sanders
Book Image

Mastering Leap Motion

By: Brandon Sanders

Overview of this book

<p>Leap Motion technology offers a truly innovative way of interacting with software. Traditionally, computing has always involved the use of a keyboard, a mouse, or a controller. Leap Motion gives developers a new solution to creating a radically new user experience, in a way that is both comprehensive and disruptive in the most exciting sense of the term. From typing to robotic hands and virtual harps, Leap Motion makes human and computer interaction so much more immersive.</p> <p>Beginning with a quick step-by-step guide to get you set up and an overview of how the Leap Motion API works to consolidate your knowledge, the book then looks closely at writing a 2D painting application and explores how to create a 3D application. Featuring diagrams, screenshots, and code examples to guide you as you master Leap Motion, this book will keep you in touch with the future of technology.</p>
Table of Contents (18 chapters)
Mastering Leap Motion
Credits
Foreword
About the Author
Acknowledgments
About the Reviewers
www.PacktPub.com
Preface
Index

Chapter 7. Creating a 3D Application – Controlling a Flying Entity

In this chapter, we will take everything we covered in Chapter 5, Creating a 3D Application – a Crash Course in Unity 3D, and Chapter 6, Creating a 3D Application – Integrating the Leap Motion Device with a 3D Toolkit, to create a playable 3D application where you will control a virtual flying entity (similar to a quadrotor) in an empty room. We'll go over the basics of creating an entity, interpreting user input, and then moving the entity around. At the conclusion of this chapter, you should have a complete 3D application that you can control with just your hands!

Note

This chapter is sprinkled with periodic Fun facts that offer high-level and entry-level factoids about scripting and programming for your reading pleasure.

We will be covering the following topics in this chapter:

  • Creating the flying entity

  • Retrieving user input

  • Interpreting user input with the Player class

  • Putting everything together and testing it

So, without further...