A position and rotation. You can multiply two poses; this acts like Matrix4x4 multiplication, but Poses always have unit scale.
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| Pose (Vector3 position) |
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| Pose (Quaternion rotation) |
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| Pose (Vector3 position, Quaternion rotation) |
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bool | ApproxEquals (Pose other) |
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override string | ToString () |
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string | ToString (string format) |
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override bool | Equals (object obj) |
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bool | Equals (Pose other) |
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override int | GetHashCode () |
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Pose | CopyFrom (Pose h) |
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bool | FillLerped (Pose a, Pose b, float t) |
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bool | FillSplined (Pose a, Pose b, Pose c, Pose d, float t) |
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T | CopyFrom (T toCopy) |
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bool | FillLerped (T from, T to, float t) |
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bool | FillSplined (T a, T b, T c, T d, float t) |
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static Pose | operator* (Pose A, Pose B) |
| Returns Pose B transformed by Pose A, like a transform hierarchy with A as the parent of B. More...
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static Pose | operator+ (Pose A, Pose B) |
| Returns the accumulation of the two poses: The positions summed, and with rotation A.rotation * B.rotation. Note that this accumulates the poses without interpreting either pose as a parent space of the other; but also beware that rotations are noncommutative, so this operation is also noncommutative. More...
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static Pose | operator* (Pose pose, Vector3 localPosition) |
| Transforms the right-hand-side Vector3 as a local-space position into world space as if this Pose were its reference frame or parent. More...
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static Pose | operator* (Pose pose, Quaternion localRotation) |
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static Pose | operator* (Quaternion parentRotation, Pose localPose) |
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static Pose | operator* (Matrix4x4 matrix, Pose localPose) |
| Non-projective matrices only (MultiplyPoint3x4). More...
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static Pose | Lerp (Pose a, Pose b, float t) |
| Returns a pose interpolated (Lerp for position, Slerp, NOT Lerp for rotation) between a and b by t from 0 to 1. This method clamps t between 0 and 1; if extrapolation is desired, see Extrapolate. More...
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static Pose | LerpUnclamped (Pose a, Pose b, float t) |
| As Lerp, but doesn't clamp t between 0 and 1. Values above one extrapolate forwards beyond b, while values less than zero extrapolate backwards past a. More...
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static Pose | LerpUnclampedTimed (Pose a, float aTime, Pose b, float bTime, float extrapolateTime) |
| As LerpUnclamped, but extrapolates using time values for a and b, and a target time at which to determine the extrapolated pose. More...
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static bool | operator== (Pose a, Pose b) |
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static bool | operator!= (Pose a, Pose b) |
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Pose | inverse [get] |
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Matrix4x4 | matrix [get] |
| Returns a Matrix4x4 corresponding to this pose's translation and rotation, with unit scale. More...
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A position and rotation. You can multiply two poses; this acts like Matrix4x4 multiplication, but Poses always have unit scale.
Definition at line 21 of file Pose.cs.
◆ Pose() [1/3]
Leap.Unity.Pose.Pose |
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Vector3 |
position | ) |
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◆ Pose() [2/3]
Leap.Unity.Pose.Pose |
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Quaternion |
rotation | ) |
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◆ Pose() [3/3]
Leap.Unity.Pose.Pose |
( |
Vector3 |
position, |
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Quaternion |
rotation |
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) |
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◆ ApproxEquals()
bool Leap.Unity.Pose.ApproxEquals |
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Pose |
other | ) |
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◆ CopyFrom()
◆ Equals() [1/2]
override bool Leap.Unity.Pose.Equals |
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object |
obj | ) |
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◆ Equals() [2/2]
bool Leap.Unity.Pose.Equals |
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Pose |
other | ) |
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◆ FillLerped()
bool Leap.Unity.Pose.FillLerped |
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Pose |
a, |
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Pose |
b, |
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float |
t |
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) |
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◆ FillSplined()
◆ GetHashCode()
override int Leap.Unity.Pose.GetHashCode |
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◆ Lerp()
static Pose Leap.Unity.Pose.Lerp |
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Pose |
a, |
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Pose |
b, |
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float |
t |
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) |
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static |
Returns a pose interpolated (Lerp for position, Slerp, NOT Lerp for rotation) between a and b by t from 0 to 1. This method clamps t between 0 and 1; if extrapolation is desired, see Extrapolate.
Definition at line 107 of file Pose.cs.
◆ LerpUnclamped()
static Pose Leap.Unity.Pose.LerpUnclamped |
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Pose |
a, |
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Pose |
b, |
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float |
t |
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) |
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static |
As Lerp, but doesn't clamp t between 0 and 1. Values above one extrapolate forwards beyond b, while values less than zero extrapolate backwards past a.
Definition at line 118 of file Pose.cs.
◆ LerpUnclampedTimed()
static Pose Leap.Unity.Pose.LerpUnclampedTimed |
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Pose |
a, |
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float |
aTime, |
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Pose |
b, |
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float |
bTime, |
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float |
extrapolateTime |
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) |
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static |
As LerpUnclamped, but extrapolates using time values for a and b, and a target time at which to determine the extrapolated pose.
Definition at line 127 of file Pose.cs.
◆ operator!=()
static bool Leap.Unity.Pose.operator!= |
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Pose |
a, |
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Pose |
b |
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) |
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static |
◆ operator*() [1/5]
static Pose Leap.Unity.Pose.operator* |
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Matrix4x4 |
matrix, |
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Pose |
localPose |
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) |
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static |
Non-projective matrices only (MultiplyPoint3x4).
Definition at line 93 of file Pose.cs.
◆ operator*() [2/5]
Returns Pose B transformed by Pose A, like a transform hierarchy with A as the parent of B.
Definition at line 59 of file Pose.cs.
◆ operator*() [3/5]
static Pose Leap.Unity.Pose.operator* |
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Pose |
pose, |
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Quaternion |
localRotation |
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) |
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static |
◆ operator*() [4/5]
static Pose Leap.Unity.Pose.operator* |
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Pose |
pose, |
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Vector3 |
localPosition |
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) |
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static |
Transforms the right-hand-side Vector3 as a local-space position into world space as if this Pose were its reference frame or parent.
Definition at line 79 of file Pose.cs.
◆ operator*() [5/5]
static Pose Leap.Unity.Pose.operator* |
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Quaternion |
parentRotation, |
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Pose |
localPose |
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) |
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static |
◆ operator+()
Returns the accumulation of the two poses: The positions summed, and with rotation A.rotation * B.rotation. Note that this accumulates the poses without interpreting either pose as a parent space of the other; but also beware that rotations are noncommutative, so this operation is also noncommutative.
Definition at line 70 of file Pose.cs.
◆ operator==()
static bool Leap.Unity.Pose.operator== |
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Pose |
a, |
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Pose |
b |
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) |
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static |
◆ ToString() [1/2]
override string Leap.Unity.Pose.ToString |
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◆ ToString() [2/2]
string Leap.Unity.Pose.ToString |
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string |
format | ) |
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◆ identity
readonly Pose Leap.Unity.Pose.identity = new Pose(Vector3.zero, Quaternion.identity) |
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static |
◆ position
Vector3 Leap.Unity.Pose.position |
◆ rotation
Quaternion Leap.Unity.Pose.rotation |
◆ inverse
Pose Leap.Unity.Pose.inverse |
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get |
◆ matrix
Matrix4x4 Leap.Unity.Pose.matrix |
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get |
Returns a Matrix4x4 corresponding to this pose's translation and rotation, with unit scale.
Definition at line 48 of file Pose.cs.
The documentation for this struct was generated from the following file: