Tanoda
Leap.Unity.Recording.VectorHandRecording Class Reference
Inheritance diagram for Leap.Unity.Recording.VectorHandRecording:
Leap.Unity.Recording.LeapRecording

Public Member Functions

override void LoadFrames (List< Frame > frames)
 Loads the provided sequential frame data into this recording representation. More...
 
override bool Sample (float time, Frame toFill, bool clampTimeToValid=true)
 Samples the recording at the given time. Caller must provide a frame object that will be filled with the sampled frame data. Returns true if the frame was filled with recording data, and false if it was not. More...
 
abstract void LoadFrames (List< Frame > frames)
 Loads this recording with data from the provided TEMPORARY list of frames. These frames reflect raw recorded Leap data. The actual frame storage scheme utilized is up to the implementation, but if the implementation wishes to store data from these frames, that data must be copied! More...
 
abstract bool Sample (float time, Frame toFill, bool clampTimeToValid=true)
 Samples the recording at the given time. Caller must provide a frame object that will be filled with the sampled frame data. Returns true if the frame was filled with recording data, and false if it was not. More...
 

Properties

override float length [get]
 
float minKeyframeTime [get]
 
float maxKeyframeTime [get]
 
- Properties inherited from Leap.Unity.Recording.LeapRecording
abstract float length [get]
 Returns the length of the recording in seconds. More...
 

Additional Inherited Members

- Static Public Attributes inherited from Leap.Unity.Recording.LeapRecording
const double NS_TO_S = 1e-6
 Converts nanoseconds to seconds. Leap frames store timestamps in nanoseconds. More...
 
const double S_TO_NS = 1e6
 Converts seconds to nanoseconds. Leap frames store timestamps in nanoseconds. More...
 

Detailed Description

Definition at line 17 of file VectorHandRecording.cs.

Member Function Documentation

◆ LoadFrames()

override void Leap.Unity.Recording.VectorHandRecording.LoadFrames ( List< Frame frames)
virtual

Loads the provided sequential frame data into this recording representation.

The provided frames' timestamps are expected to monotonically increase.

Implements Leap.Unity.Recording.LeapRecording.

Definition at line 48 of file VectorHandRecording.cs.

◆ Sample()

override bool Leap.Unity.Recording.VectorHandRecording.Sample ( float  time,
Frame  toFill,
bool  clampTimeToValid = true 
)
virtual

Samples the recording at the given time. Caller must provide a frame object that will be filled with the sampled frame data. Returns true if the frame was filled with recording data, and false if it was not.

The user can also optionally configure if the input time is allowed to be clamped to a valid timestamp. When true, even if the requested time does not exist, the recording will still fill the frame with data taken from the closest valid timestamp.

Implements Leap.Unity.Recording.LeapRecording.

Definition at line 73 of file VectorHandRecording.cs.

Property Documentation

◆ length

override float Leap.Unity.Recording.VectorHandRecording.length
get

Definition at line 25 of file VectorHandRecording.cs.

◆ maxKeyframeTime

float Leap.Unity.Recording.VectorHandRecording.maxKeyframeTime
get

Definition at line 39 of file VectorHandRecording.cs.

◆ minKeyframeTime

float Leap.Unity.Recording.VectorHandRecording.minKeyframeTime
get

Definition at line 33 of file VectorHandRecording.cs.


The documentation for this class was generated from the following file: