Tanoda
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Public Member Functions | |
override void | UpdateFinger () |
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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 () |
Public Attributes | |
float | filtering = 0.5f |
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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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void | SetPositions () |
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Hand | hand_ |
Finger | finger_ |
A physics finger model for our rigid hand made out of various cube Unity Colliders.
Definition at line 15 of file RigidFinger.cs.
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virtual |
Implement this function to update this finger once per game loop. Typically, this function is called by the parent HandModel object's UpdateHand() function, which is called in the Unity Update() phase for graphics hand models and in the FixedUpdate() phase for physics hand models.
Implements Leap.Unity.FingerModel.
Definition at line 27 of file RigidFinger.cs.
float Leap.Unity.RigidFinger.filtering = 0.5f |
Definition at line 17 of file RigidFinger.cs.