Tanoda
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Public Member Functions | |
override Hand | GetLeapHand () |
override void | SetLeapHand (Hand hand) |
override bool | SupportsEditorPersistence () |
Returns whether or not this hand model supports editor persistence. This is false by default and must be opt-in by a developer making their own hand model script if they want editor persistence. More... | |
override void | InitHand () |
override void | UpdateHand () |
void | DrawBasis (Vector position, LeapTransform basis, float scale) |
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virtual void | InitHand () |
virtual void | BeginHand () |
abstract void | UpdateHand () |
void | UpdateHandWithEvent () |
virtual void | FinishHand () |
abstract Hand | GetLeapHand () |
abstract void | SetLeapHand (Hand hand) |
virtual bool | SupportsEditorPersistence () |
Returns whether or not this hand model supports editor persistence. This is false by default and must be opt-in by a developer making their own hand model script if they want editor persistence. More... | |
Protected Member Functions | |
void | DrawDebugLines () |
Protected Attributes | |
Color[] | colors = { Color.gray, Color.yellow, Color.cyan, Color.magenta } |
Properties | |
bool | VisualizeBasis [get, set] |
override ModelType | HandModelType [get] |
override Chirality | Handedness [get, set] |
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bool | IsTracked [get] |
abstract Chirality | Handedness [get, set] |
abstract ModelType | HandModelType [get] |
Additional Inherited Members | |
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HandModelManager.ModelGroup | group |
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Action | OnBegin |
Action | OnFinish |
Action | OnUpdate |
Called directly after the HandModelBase's UpdateHand(). More... | |
A HandModel that draws lines for the bones in the hand and its fingers.
The debugs lines are only drawn in the Editor Scene view (when a hand is tracked) and not in the Game view. Use debug hands when you aren't using visible hands in a scene so that you can see where the hands are in the scene view.
Definition at line 21 of file DebugHand.cs.
void Leap.Unity.DebugHand.DrawBasis | ( | Vector | position, |
LeapTransform | basis, | ||
float | scale | ||
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Definition at line 99 of file DebugHand.cs.
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protected |
Draws lines from elbow to wrist, wrist to palm, and normal to the palm.
Definition at line 77 of file DebugHand.cs.
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virtual |
Implements Leap.Unity.HandModelBase.
Definition at line 48 of file DebugHand.cs.
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virtual |
Initializes the hand and calls the line drawing function.
Reimplemented from Leap.Unity.HandModelBase.
Definition at line 63 of file DebugHand.cs.
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virtual |
Implements Leap.Unity.HandModelBase.
Definition at line 52 of file DebugHand.cs.
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virtual |
Returns whether or not this hand model supports editor persistence. This is false by default and must be opt-in by a developer making their own hand model script if they want editor persistence.
Reimplemented from Leap.Unity.HandModelBase.
Definition at line 56 of file DebugHand.cs.
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virtual |
Updates the hand and calls the line drawing function.
Implements Leap.Unity.HandModelBase.
Definition at line 70 of file DebugHand.cs.
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protected |
The colors used for each bone.
Definition at line 29 of file DebugHand.cs.
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getset |
Definition at line 40 of file DebugHand.cs.
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get |
Definition at line 31 of file DebugHand.cs.
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getset |
Definition at line 26 of file DebugHand.cs.