Tanoda
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Public Member Functions | |
override void | UpdateHand () |
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Vector3 | GetPalmPosition () |
Quaternion | GetPalmRotation () |
Vector3 | GetPalmDirection () |
Vector3 | GetPalmNormal () |
Vector3 | GetArmDirection () |
Vector3 | GetArmCenter () |
float | GetArmLength () |
float | GetArmWidth () |
Vector3 | GetElbowPosition () |
Vector3 | GetWristPosition () |
Quaternion | GetArmRotation () |
override Hand | GetLeapHand () |
override void | SetLeapHand (Hand hand) |
override void | InitHand () |
int | LeapID () |
abstract override void | UpdateHand () |
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virtual void | InitHand () |
virtual void | BeginHand () |
abstract void | UpdateHand () |
void | UpdateHandWithEvent () |
virtual void | FinishHand () |
abstract Hand | GetLeapHand () |
abstract void | SetLeapHand (Hand hand) |
virtual bool | SupportsEditorPersistence () |
Returns whether or not this hand model supports editor persistence. This is false by default and must be opt-in by a developer making their own hand model script if they want editor persistence. More... | |
Protected Member Functions | |
Vector3 | GetPalmCenter () |
void | SetPositions () |
Static Protected Attributes | |
const float | PALM_CENTER_OFFSET = 0.015f |
Properties | |
override ModelType | HandModelType [get] |
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override Chirality | Handedness [get, set] |
abstract override ModelType | HandModelType [get] |
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bool | IsTracked [get] |
abstract Chirality | Handedness [get, set] |
abstract ModelType | HandModelType [get] |
Additional Inherited Members | |
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float | handModelPalmWidth = 0.085f |
FingerModel[] | fingers = new FingerModel[NUM_FINGERS] |
Transform | palm |
Transform | forearm |
Transform | wristJoint |
Transform | elbowJoint |
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HandModelManager.ModelGroup | group |
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const int | NUM_FINGERS = 5 |
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Hand | hand_ |
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Action | OnBegin |
Action | OnFinish |
Action | OnUpdate |
Called directly after the HandModelBase's UpdateHand(). More... | |
A hand object consisting of discrete, component parts.
The hand can have game objects for the palm, wrist and forearm, as well as fingers.
Definition at line 19 of file SkeletalHand.cs.
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protected |
Definition at line 43 of file SkeletalHand.cs.
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protected |
Definition at line 48 of file SkeletalHand.cs.
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virtual |
Updates the hand and its component parts by setting their positions and rotations.
Implements Leap.Unity.HandModel.
Definition at line 39 of file SkeletalHand.cs.
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staticprotected |
Definition at line 25 of file SkeletalHand.cs.
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get |
Definition at line 20 of file SkeletalHand.cs.