Tanoda
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Manages the position and orientation of the bones in a model rigged for skeletal animation. More...
Public Member Functions | |
Quaternion | Reorientation () |
override void | UpdateFinger () |
Updates model bone positions and rotations based on tracked hand data. More... | |
void | SetupRiggedFinger (bool useMetaCarpals) |
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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 () |
Public Attributes | |
bool | deformPosition = false |
Allows the mesh to be stretched to align with finger joint positions. Only set to true when mesh is not visible. More... | |
bool | scaleLastFingerBone = false |
Vector3 | modelFingerPointing = Vector3.forward |
Vector3 | modelPalmFacing = -Vector3.up |
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Finger.FingerType | fingerType = Finger.FingerType.TYPE_INDEX |
Transform[] | bones = new Transform[NUM_BONES] |
Transform[] | joints = new Transform[NUM_BONES - 1] |
Additional Inherited Members | |
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const int | NUM_BONES = 4 |
const int | NUM_JOINTS = 3 |
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Hand | hand_ |
Finger | finger_ |
Manages the position and orientation of the bones in a model rigged for skeletal animation.
The class expects that the graphics model's bones that correspond to the bones in the Leap Motion hand model are in the same order in the bones array.
Definition at line 22 of file RiggedFinger.cs.
Quaternion Leap.Unity.RiggedFinger.Reorientation | ( | ) |
Definition at line 37 of file RiggedFinger.cs.
void Leap.Unity.RiggedFinger.SetupRiggedFinger | ( | bool | useMetaCarpals | ) |
Definition at line 114 of file RiggedFinger.cs.
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virtual |
Updates model bone positions and rotations based on tracked hand data.
Implements Leap.Unity.FingerModel.
Definition at line 61 of file RiggedFinger.cs.
bool Leap.Unity.RiggedFinger.deformPosition = false |
Allows the mesh to be stretched to align with finger joint positions. Only set to true when mesh is not visible.
Definition at line 29 of file RiggedFinger.cs.
Vector3 Leap.Unity.RiggedFinger.modelFingerPointing = Vector3.forward |
Definition at line 34 of file RiggedFinger.cs.
Vector3 Leap.Unity.RiggedFinger.modelPalmFacing = -Vector3.up |
Definition at line 35 of file RiggedFinger.cs.
bool Leap.Unity.RiggedFinger.scaleLastFingerBone = false |
Definition at line 32 of file RiggedFinger.cs.