Tanoda
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Public Member Functions | |
override void | InitFinger () |
override void | UpdateFinger () |
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void | SetLeapHand (Hand hand) |
Hand | GetLeapHand () |
Finger | GetLeapFinger () |
virtual void | InitFinger () |
abstract void | UpdateFinger () |
Vector3 | GetTipPosition () |
Vector3 | GetJointPosition (int joint) |
Ray | GetRay () |
Vector3 | GetBoneCenter (int bone_type) |
Vector3 | GetBoneDirection (int bone_type) |
Quaternion | GetBoneRotation (int bone_type) |
float | GetBoneLength (int bone_type) |
float | GetBoneWidth (int bone_type) |
float | GetFingerJointStretchMecanim (int joint_type) |
float | GetFingerJointSpreadMecanim () |
Protected Member Functions | |
void | SetPositions () |
Additional Inherited Members | |
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Finger.FingerType | fingerType = Finger.FingerType.TYPE_INDEX |
Transform[] | bones = new Transform[NUM_BONES] |
Transform[] | joints = new Transform[NUM_BONES - 1] |
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const int | NUM_BONES = 4 |
const int | NUM_JOINTS = 3 |
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Hand | hand_ |
Finger | finger_ |
A finger object consisting of discrete, component parts for each bone.
The graphic objects can include both bones and joints, but both are optional.
Definition at line 19 of file SkeletalFinger.cs.
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virtual |
Initializes the finger bones and joints by setting their positions and rotations.
Reimplemented from Leap.Unity.FingerModel.
Definition at line 22 of file SkeletalFinger.cs.
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protected |
Definition at line 31 of file SkeletalFinger.cs.
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virtual |
Updates the finger bones and joints by setting their positions and rotations.
Implements Leap.Unity.FingerModel.
Definition at line 27 of file SkeletalFinger.cs.