10using System.Collections;
30 get {
return handedness; }
31 set { handedness = value; }
82 return Quaternion.identity;
95 return Vector3.forward;
121 return Vector3.forward;
130 return leap_center.ToVector3();
154 return local_position;
168 return local_position;
182 return local_rotation;
187 return Quaternion.identity;
207 for (
int i = 0; i <
fingers.Length; ++i) {
220 for (
int f = 0; f <
fingers.Length; ++f) {
Vector WristPosition
The position of the wrist.
Vector ElbowPosition
The position of the elbow. If not in view, the elbow position is estimated based on typical human ana...
LeapQuaternion Rotation
The orientation of this Bone as a Quaternion.
Vector Direction
The normalized direction of the bone from base to tip.
float Width
The average width of the flesh around the bone.
The Finger class represents a tracked finger.
FingerType
Enumerates the names of the fingers.
The Hand class reports the physical characteristics of a detected hand.
Vector Direction
The direction from the palm position toward the fingers.
LeapTransform Basis
The transform of the hand.
Vector PalmNormal
The normal vector to the palm. If your hand is flat, this vector will point downward,...
Arm Arm
The arm to which this hand is attached.
Vector PalmPosition
The center position of the palm.
int Id
A unique ID assigned to this Hand object, whose value remains the same across consecutive frames whil...
Finger.FingerType fingerType
virtual void InitFinger()
void SetLeapHand(Hand hand)
Vector3 GetWristPosition()
Vector3 GetPalmPosition()
Vector3 GetArmDirection()
Quaternion GetArmRotation()
Vector3 GetPalmDirection()
Vector3 GetElbowPosition()
Quaternion GetPalmRotation()
override void SetLeapHand(Hand hand)
override Hand GetLeapHand()
abstract override ModelType HandModelType
abstract override void UpdateHand()
override Chirality Handedness
The Vector struct represents a three-component mathematical vector or point such as a direction or po...