Tanoda
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The Hand class reports the physical characteristics of a detected hand. More...
Public Member Functions | |
Hand () | |
Constructs a Hand object. More... | |
Hand (long frameID, int id, float confidence, float grabStrength, float grabAngle, float pinchStrength, float pinchDistance, float palmWidth, bool isLeft, float timeVisible, Arm arm, List< Finger > fingers, Vector palmPosition, Vector stabilizedPalmPosition, Vector palmVelocity, Vector palmNormal, LeapQuaternion palmOrientation, Vector direction, Vector wristPosition) | |
Constructs a hand. More... | |
Finger | Finger (int id) |
The Finger object with the specified ID attached to this hand. More... | |
bool | Equals (Hand other) |
Compare Hand object equality. More... | |
override string | ToString () |
A string containing a brief, human readable description of the Hand object. More... | |
Public Attributes | |
long | FrameId |
int | Id |
A unique ID assigned to this Hand object, whose value remains the same across consecutive frames while the tracked hand remains visible. If tracking is lost (for example, when a hand is occluded by another hand or when it is withdrawn from or reaches the edge of the Leap Motion Controller field of view), the Leap Motion software may assign a new ID when it detects the hand in a future frame. More... | |
List< Finger > | Fingers |
The list of Finger objects detected in this frame that are attached to this hand, given in order from thumb to pinky. The list cannot be empty. More... | |
Vector | PalmPosition |
The center position of the palm. More... | |
Vector | PalmVelocity |
The rate of change of the palm position. More... | |
Vector | PalmNormal |
The normal vector to the palm. If your hand is flat, this vector will point downward, or "out" of the front surface of your palm. More... | |
Vector | Direction |
The direction from the palm position toward the fingers. More... | |
LeapQuaternion | Rotation |
The rotation of the hand as a quaternion. More... | |
float | GrabStrength |
The strength of a grab hand pose. More... | |
float | GrabAngle |
The angle between the fingers and the hand of a grab hand pose. More... | |
float | PinchStrength |
The holding strength of a pinch hand pose. More... | |
float | PinchDistance |
The distance between the thumb and index finger of a pinch hand pose. More... | |
float | PalmWidth |
The estimated width of the palm when the hand is in a flat position. More... | |
Vector | StabilizedPalmPosition |
The stabilized palm position of this Hand. More... | |
Vector | WristPosition |
The position of the wrist of this hand. More... | |
float | TimeVisible |
The duration of time this Hand has been visible to the Leap Motion Controller. More... | |
float | Confidence |
How confident we are with a given hand pose. The confidence level ranges between 0.0 and 1.0 inclusive. More... | |
bool | IsLeft |
Identifies whether this Hand is a left hand. More... | |
Arm | Arm |
The arm to which this hand is attached. More... | |
Properties | |
LeapTransform | Basis [get] |
The transform of the hand. More... | |
bool | IsRight [get] |
Identifies whether this Hand is a right hand. More... | |
The Hand class reports the physical characteristics of a detected hand.
Hand tracking data includes a palm position and velocity; vectors for the palm normal and direction to the fingers; and lists of the attached fingers.
Note that Hand objects can be invalid, which means that they do not contain valid tracking data and do not correspond to a physical entity. Invalid Hand objects can be the result of using the default constructor, or modifying the hand data in an incorrect way.
Leap.Hand.Hand | ( | ) |
Leap.Hand.Hand | ( | long | frameID, |
int | id, | ||
float | confidence, | ||
float | grabStrength, | ||
float | grabAngle, | ||
float | pinchStrength, | ||
float | pinchDistance, | ||
float | palmWidth, | ||
bool | isLeft, | ||
float | timeVisible, | ||
Arm | arm, | ||
List< Finger > | fingers, | ||
Vector | palmPosition, | ||
Vector | stabilizedPalmPosition, | ||
Vector | palmVelocity, | ||
Vector | palmNormal, | ||
LeapQuaternion | palmOrientation, | ||
Vector | direction, | ||
Vector | wristPosition | ||
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bool Leap.Hand.Equals | ( | Hand | other | ) |
Finger Leap.Hand.Finger | ( | int | id | ) |
The Finger object with the specified ID attached to this hand.
Use the Hand.Finger() function to retrieve a Finger object attached to this hand using an ID value obtained from a previous frame.
Note that ID values persist across frames, but only until tracking of a particular object is lost. If tracking of a hand is lost and subsequently regained, the new Finger object representing that finger may have a different ID than that representing the finger in an earlier frame.
override string Leap.Hand.ToString | ( | ) |
Arm Leap.Hand.Arm |
float Leap.Hand.Confidence |
Vector Leap.Hand.Direction |
The direction from the palm position toward the fingers.
The direction is expressed as a unit vector pointing in the same direction as the directed line from the palm position to the fingers.
You can use the palm direction vector to compute the pitch and yaw angles of the palm with respect to the horizontal plane.
List<Finger> Leap.Hand.Fingers |
float Leap.Hand.GrabAngle |
The angle between the fingers and the hand of a grab hand pose.
The angle is computed by looking at the angle between the direction of the 4 fingers and the direction of the hand. Thumb is not considered when computing the angle. The angle is 0 radian for an open hand, and reaches pi radians when the pose is a tight fist.
float Leap.Hand.GrabStrength |
int Leap.Hand.Id |
A unique ID assigned to this Hand object, whose value remains the same across consecutive frames while the tracked hand remains visible. If tracking is lost (for example, when a hand is occluded by another hand or when it is withdrawn from or reaches the edge of the Leap Motion Controller field of view), the Leap Motion software may assign a new ID when it detects the hand in a future frame.
Use the ID value with the Frame.Hand() function to find this Hand object in future frames.
bool Leap.Hand.IsLeft |
Vector Leap.Hand.PalmNormal |
The normal vector to the palm. If your hand is flat, this vector will point downward, or "out" of the front surface of your palm.
The direction is expressed as a unit vector pointing in the same direction as the palm normal (that is, a vector orthogonal to the palm).
You can use the palm normal vector to compute the roll angle of the palm with respect to the horizontal plane.
Vector Leap.Hand.PalmPosition |
Vector Leap.Hand.PalmVelocity |
float Leap.Hand.PalmWidth |
float Leap.Hand.PinchDistance |
The distance between the thumb and index finger of a pinch hand pose.
The distance is computed by looking at the shortest distance between the last 2 phalanges of the thumb and those of the index finger. This pinch measurement only takes thumb and index finger into account.
float Leap.Hand.PinchStrength |
LeapQuaternion Leap.Hand.Rotation |
Vector Leap.Hand.StabilizedPalmPosition |
The stabilized palm position of this Hand.
Smoothing and stabilization is performed in order to make this value more suitable for interaction with 2D content. The stabilized position lags behind the palm position by a variable amount, depending primarily on the speed of movement.
float Leap.Hand.TimeVisible |
The duration of time this Hand has been visible to the Leap Motion Controller.
Vector Leap.Hand.WristPosition |
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