Tanoda
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Public Member Functions | |
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 () |
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override void | UpdateHand () |
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Vector3 | GetPalmPosition () |
Quaternion | GetPalmRotation () |
Vector3 | GetPalmDirection () |
Vector3 | GetPalmNormal () |
Vector3 | GetArmDirection () |
Vector3 | GetArmCenter () |
float | GetArmLength () |
float | GetArmWidth () |
Vector3 | GetElbowPosition () |
Vector3 | GetWristPosition () |
Quaternion | GetArmRotation () |
override Hand | GetLeapHand () |
override void | SetLeapHand (Hand hand) |
override void | InitHand () |
int | LeapID () |
abstract override void | UpdateHand () |
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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... | |
Public Attributes | |
float | filtering = 0.5f |
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float | handModelPalmWidth = 0.085f |
FingerModel[] | fingers = new FingerModel[NUM_FINGERS] |
Transform | palm |
Transform | forearm |
Transform | wristJoint |
Transform | elbowJoint |
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HandModelManager.ModelGroup | group |
Properties | |
override ModelType | HandModelType [get] |
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override ModelType | HandModelType [get] |
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override Chirality | Handedness [get, set] |
abstract override ModelType | HandModelType [get] |
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bool | IsTracked [get] |
abstract Chirality | Handedness [get, set] |
abstract ModelType | HandModelType [get] |
Additional Inherited Members | |
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const int | NUM_FINGERS = 5 |
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Vector3 | GetPalmCenter () |
void | SetPositions () |
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Hand | hand_ |
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const float | PALM_CENTER_OFFSET = 0.015f |
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Action | OnBegin |
Action | OnFinish |
Action | OnUpdate |
Called directly after the HandModelBase's UpdateHand(). More... | |
A physics model for our rigid hand made out of various Unity Collider.
Definition at line 15 of file RigidHand.cs.
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virtual |
Implement this function to initialise this hand after it is created. This function is called by the HandController during the Unity Update() phase when a new hand is detected by the Leap Motion device.
Reimplemented from Leap.Unity.HandModel.
Definition at line 27 of file RigidHand.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 23 of file RigidHand.cs.
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virtual |
Implement this function to update this hand once every game loop. For HandModel instances assigned to the HandController graphics hand list, the HandController calls this function during the Unity Update() phase. For HandModel instances in the physics hand list, the HandController calls this function in the FixedUpdate() phase.
Implements Leap.Unity.HandModel.
Definition at line 31 of file RigidHand.cs.
float Leap.Unity.RigidHand.filtering = 0.5f |
Definition at line 21 of file RigidHand.cs.
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get |
Definition at line 16 of file RigidHand.cs.