Tanoda
Leap.Unity Namespace Reference

Namespaces

namespace  Animation
 
namespace  Attachments
 
namespace  Attributes
 
namespace  DetectionExamples
 
namespace  Encoding
 
namespace  Examples
 
namespace  Generation
 
namespace  Geometry
 
namespace  GraphicalRenderer
 
namespace  Graphing
 
namespace  Infix
 
namespace  InputModule
 
namespace  Interaction
 
namespace  Packaging
 
namespace  Playback
 
namespace  Query
 
namespace  Recording
 
namespace  RuntimeGizmos
 
namespace  Space
 
namespace  Splines
 
namespace  Swizzle
 
namespace  Testing
 
namespace  Tests
 
namespace  VRVisualizer
 

Classes

class  AbstractHoldDetector
 
class  AnimationCurveUtil
 
class  AppGlobals
 
class  ArrayPool
 
class  AssetFolder
 A convenient serializable representation of an asset folder. Only useful for editor scripts since asset folder structure is not preserved for builds. The asset folder struct itself is still available at runtime for serialization ease, but the Path property will not be available. More...
 
class  AssetFolderPropertyDrawer
 
class  AutoValueProxy
 A helpful implementation of IValueProxy. The class is a monobehaviour and so can be attached to game objects. Auto-pushing can also be turned on and off. When Auto-pushing is enabled, the behaviour will push the value on every LateUpdate. More...
 
class  BitConverterNonAlloc
 
class  BoxedIndexableStruct
 Explicit boxing class for IIndexableStructs that implements IIndexable. More...
 
class  BoxedIndexableStructExtensions
 
class  CapsuleHand
 
class  Comment
 
class  CommentEditor
 
class  ConnectionMonitor
 
class  CorePreferences
 
class  CustomEditorBase
 
class  CustomPropertyDrawerBase
 
class  DebugHand
 
class  DefaultCurve
 
class  DelayBuffer
 
class  DeltaBuffer
 Allows you to add to a capped-size ring buffer of Ts and, when full, compute the buffer's average change over time. DeltaBuffer without type parameters supports Vector3s; DeltaFloatBuffer supports floats, and DeltaQuaternionBuffer supports Quaternion rotations. More...
 
class  DeltaFloatBuffer
 A ring buffer of floats with a Delta() function that computes the buffer's average change over time. Delta() will return zero if the buffer contains one or fewer samples. More...
 
class  DeltaQuaternionBuffer
 A ring buffer of Quaternions with a Delta() function that computes the buffer's average change over time as an angle-axis vector. Returns Vector3.zero if the buffer contains one or fewer samples. More...
 
class  Deque
 
class  Detector
 
class  DetectorLogicGate
 
class  DisconnectionNotice
 
class  Drawer
 Simple drawing interface abstraction (intended for debug drawing, not production!) with statically-accessible backend implementations via HyperMegaLines, Unity Debug drawing, and Unity Gizmo drawing. More...
 
class  DrawerExtensions
 
class  EditorUtils
 
struct  Either
 A data structure that represents either a value of type A or a value of type B. The value can never be both A and B. Neither A nor B can ever be null. More...
 
class  EnableDepthBuffer
 
class  Enum
 
class  EnumEventTable
 
class  EnumEventTableEditor
 
class  ExecuteAfterAttribute
 
class  ExecuteAfterDefault
 
class  ExecuteBeforeAttribute
 
class  ExecuteBeforeDefault
 
class  ExtendedFingerDetector
 
class  FingerDirectionDetector
 
class  FingerModel
 
class  FpsLabel
 
class  FrameRateControls
 Provides control of target frame rate. More...
 
class  GuiRectUtil
 
class  HandDrop
 
class  HandEnableDisable
 
class  HandModel
 
class  HandModelBase
 
class  HandModelManager
 The HandModelManager manages a pool of HandModelBases and makes HandRepresentations when a it detects a Leap Hand from its configured LeapProvider. More...
 
class  HandRepresentation
 
class  Hands
 Static convenience methods and extension methods for getting useful Hand data.
 
class  HandTransitionBehavior
 A component to be attached to a HandModelBase to handle starting and ending of tracking. HandReset is called when tracking begins. HandFinish is called when tracking ends. More...
 
class  HandUtils
 Utility methods for constructing and manipulating Leap hand object data.
 
struct  Hash
 
class  Hotkeys
 
interface  ICanReportDuplicateInformation
 
interface  IIndexable
 This easy-to-implement interface represents the ability to index into a collection of elements of type T. IIndexables inherit Query() via an extension method. More...
 
class  IIndexableExtensions
 
interface  IIndexableStruct
 This is a definition-friendly interface that new "indexable" struct definitions can implement to make it a little easier to implement foreach and Query() operations for their struct. (You can use the IndexableStructEnumerator for this purpose, you just have to pass it type arguments that correspond to your struct type.) More...
 
interface  IMinHeapNode
 
struct  IndexableEnumerator
 
struct  IndexableStructEnumerator
 A two-generic-argument variant of an enumerator that allows an IIndexableStruct to quickly define an Enumerator that avoids allocation. More...
 
class  InternalUtility
 
interface  IPoolable
 Implement this interface to recieve a callback whenever your object is spawned from a pool. More...
 
interface  IProgressView
 This interface describes a generic way to update the progress of an action. More...
 
interface  ISerializableDictionary
 
interface  IValueProxy
 A simple interface that allows an object to act as a 'proxy' interface to another object. The proxy can store a serialized representation of a value on another object. The value of the proxy can either be updated from the object (pull), or be pushed out to the object (push). More...
 
class  KeyEnableBehaviors
 
class  KeyEnableGameObjects
 
struct  KinematicState
 
class  LeapColor
 Contains color constants like UnityEngine.Color, but for all the colors you can think of. If you can think of a color that doesn't exist here, add it!
 
class  LeapEyeDislocator
 Moves the camera to each eye position on pre-render. Only necessary for image pass-through (IR viewer) scenarios. More...
 
class  LeapEyeDislocatorEditor
 
class  LeapHandsAutoRig
 
class  LeapImageRetriever
 Acquires images from a LeapServiceProvider and uploads image data as shader global data for use by any shaders that render those images. More...
 
class  LeapImageRetrieverEditor
 
class  LeapPreferences
 This attribute is used to add items to the Leap Motion preferences window. This allows each module to define their own preferences and still have them all show up under the same window.
More...
 
class  LeapProfiling
 Utility class used by the LeapServiceProvider for profiling the LeapCSharp dll
 
class  LeapProjectCheckAttribute
 Add this attribute to a settings check. This method will be called often while the Leap Motion Unity Window is open, so it should be as light-weight as possible! If you need to do a heavy check that involves scanning the current scene for example, you should gate the check behind a button. More...
 
class  LeapProjectChecks
 Utility class for working with project checks. Note, most features are only available in the Editor.
 
class  LeapProvider
 Provides Frame object data to the Unity application by firing events as soon as Frame data is available. Frames contain all currently tracked Hands in view of the Leap Motion Controller. More...
 
class  LeapProviderExtensions
 
class  LeapRigUpgrader
 Can scan the currently open scene and detect instances of an old Leap Rig hierarchy, render a GUI describing the old rig, and provides functionality for automatically upgrading the rig.
 
class  LeapRTS
 Use this component on a Game Object to allow it to be manipulated by a pinch gesture. The component allows rotation, translation, and scale of the object (RTS). More...
 
class  LeapServiceProvider
 The LeapServiceProvider provides tracked Leap Hand data and images from the device via the Leap service running on the client machine. More...
 
class  LeapServiceProviderEditor
 
class  LeapTestProvider
 
class  LeapUnityWindow
 
class  LeapXRPinchLocomotion
 Ensure this script is on your player object and set to execute before the LeapXRServiceProvider More...
 
class  LeapXRServiceProvider
 The LeapXRServiceProvider expands on the standard LeapServiceProvider to account for the offset of the Leap device with respect to the attached HMD and warp tracked hand positions based on the motion of the headset to account for the differing latencies of the two tracking systems. More...
 
class  LeapXRServiceProviderEditor
 
class  ListAndArrayExtensions
 
class  Maybe
 A struct that represents a value that could or could not exist. Unlike the built-int nullable types, you are unable to access the value unless it does exist, and will never recieve a null value. More...
 
class  MinHeap
 
class  MinimalHand
 
struct  Movement
 
class  MovementExtensions
 
class  MultiTypedList
 Represents an ordered collection of objects of type BaseType. More...
 
class  MultiTypedListUtil
 
class  MultiTypedReference
 Represents a single reference to a value of type BaseType. More...
 
class  MultiTypedReferenceUtil
 
class  OldRigHierarchy
 Description of an old Leap VR rig from before Core version 4.4. More...
 
class  PalmDirectionDetector
 
class  PinchDetector
 A basic utility class to aid in creating pinch based actions. Once linked with a HandModelBase, it can be used to detect pinch gestures that the hand makes. More...
 
class  PipeFileSyntax
 
class  PolyFinger
 
class  PolyHand
 
class  Pool
 A very lightweight pool implementation. When you call Spawn, an object of type T will be returned. If the pool was not empty, the T will be taken from the pool. If the pool was empty, a new T will be constructed and returned instead. Calling recycle will return a T to the pool.
 
struct  Pose
 A position and rotation. You can multiply two poses; this acts like Matrix4x4 multiplication, but Poses always have unit scale. More...
 
class  PoseExtensions
 
class  PostProcessProvider
 
class  PostProcessProviderEditor
 
class  ProduceConsumeBuffer
 
struct  ProfilerSample
 A utility struct for ease of use when you want to wrap a piece of code in a Profiler.BeginSample/EndSample. Usage: More...
 
class  ProgressBar
 This class allows you to easily give feedback of an action as it completes. More...
 
class  ProximityDetector
 
class  ProximityEvent
 
struct  ReadonlyHashSet
 A simple wrapper around HashSet to provide readonly access. Useful when you want to return a HashSet to someone but you want to make sure they don't muck it up! More...
 
struct  ReadonlyList
 A simple wrapper around List to provide readonly access. Useful when you want to return a list to someone but you want to make sure they don't muck it up! More...
 
struct  ReadonlySlice
 
class  ReadonlySliceExtensions
 
class  ResaveUtility
 
class  RiggedFinger
 Manages the position and orientation of the bones in a model rigged for skeletal animation. More...
 
class  RiggedHand
 A skinned and jointed 3D HandModel. More...
 
class  RigidFinger
 
class  RigidHand
 
class  RingBuffer
 
class  SDictionaryAttribute
 
class  SerializableDictionary
 In order to have this class be serialized, you will always need to create your own non-generic version specific to your needs. This is the same workflow that exists for using the UnityEvent class as well. More...
 
class  SerializableDictionaryBase
 
class  SerializableDictionaryEditor
 
class  SerializableHashSet
 
class  SerializableHashSetBase
 
class  SerializableHashSetEditor
 
struct  SerializableType
 
class  SHashSetAttribute
 
struct  SingleLayer
 An object you can use to represent a single Unity layer as a dropdown in the inspector. Can be converted back and forth between the integer representation Unity usually uses in its own methods. More...
 
class  SingleLayerEditor
 
class  SkeletalFinger
 
class  SkeletalHand
 
struct  Slice
 
class  SliceExtensions
 
class  SlidingMax
 
class  SmoothedFloat
 Time-step independent exponential smoothing. More...
 
class  SmoothedQuaternion
 Time-step independent exponential smoothing. More...
 
class  SmoothedVector3
 Time-step independent exponential smoothing. More...
 
class  StationaryTestLeapProvider
 
class  StreamingAsset
 
class  StreamingAssetPropertyDrawer
 
class  StreamingFolder
 
class  StreamingFolderPropertyDrawer
 
class  TransformHistory
 Implements a resample-able transform history. More...
 
class  TransformUtil
 
class  Type
 
class  UnityMatrixExtension
 
class  UnityQuaternionExtension
 
class  UnityVectorExtension
 
class  Utils
 
class  XRHeightOffset
 
class  XRHeightOffsetEditor
 
class  XRSupportUtil
 Wraps various (but not all) "XR" calls with Unity 5.6-supporting "VR" calls via #ifdefs.
 

Typedefs

using UnityObject = UnityEngine.Object
 
using TestHandPose = TestHandFactory.TestHandPose
 

Enumerations

enum  LogicType { AndGate , OrGate }
 
enum  PointingState { Extended , NotExtended , Either }
 
enum  PointingType { RelativeToCamera , RelativeToHorizon , RelativeToWorld , AtTarget }
 
enum  Chirality { Left , Right }
 
enum  ModelType { Graphics , Physics }
 

Detailed Description

HandModelBase defines abstract methods as a template for building Leap hand models

Typedef Documentation

◆ TestHandPose

using Leap.Unity.TestHandPose = typedef TestHandFactory.TestHandPose

Definition at line 14 of file LeapProvider.cs.

◆ UnityObject

typedef UnityEngine Object Leap.Unity.UnityObject

Definition at line 19 of file EditorUtils.cs.

Enumeration Type Documentation

◆ Chirality

Enumerator
Left 
Right 

Definition at line 17 of file HandModelBase.cs.

◆ LogicType

The type of logic used to combine the watched detectors.

Enumerator
AndGate 
OrGate 

Definition at line 156 of file DetectorLogicGate.cs.

◆ ModelType

Enumerator
Graphics 
Physics 

Definition at line 18 of file HandModelBase.cs.

◆ PointingState

Defines the settings for comparing extended finger states

Enumerator
Extended 
NotExtended 
Either 

Definition at line 184 of file ExtendedFingerDetector.cs.

◆ PointingType

Settings for handling pointing conditions

  • RelativeToCamera – the target direction is defined relative to the camera's forward vector.
  • RelativeToHorizon – the target direction is defined relative to the camera's forward vector, except that it does not change with pitch.
  • RelativeToWorld – the target direction is defined as a global direction that does not change with camera movement.
  • AtTarget – a target object is used to determine the pointing direction.
Since
4.1.2
Enumerator
RelativeToCamera 
RelativeToHorizon 
RelativeToWorld 
AtTarget 

Definition at line 200 of file PalmDirectionDetector.cs.