Tanoda
Leap.Unity.RigidHand Class Reference
Inheritance diagram for Leap.Unity.RigidHand:
Leap.Unity.SkeletalHand Leap.Unity.HandModel Leap.Unity.HandModelBase

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 ()
 
- Public Member Functions inherited from Leap.Unity.SkeletalHand
override void UpdateHand ()
 
- Public Member Functions inherited from Leap.Unity.HandModel
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 ()
 
- Public Member Functions inherited from Leap.Unity.HandModelBase
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
 
- Public Attributes inherited from Leap.Unity.HandModel
float handModelPalmWidth = 0.085f
 
FingerModel[] fingers = new FingerModel[NUM_FINGERS]
 
Transform palm
 
Transform forearm
 
Transform wristJoint
 
Transform elbowJoint
 
- Public Attributes inherited from Leap.Unity.HandModelBase
HandModelManager.ModelGroup group
 

Properties

override ModelType HandModelType [get]
 
- Properties inherited from Leap.Unity.SkeletalHand
override ModelType HandModelType [get]
 
- Properties inherited from Leap.Unity.HandModel
override Chirality Handedness [get, set]
 
abstract override ModelType HandModelType [get]
 
- Properties inherited from Leap.Unity.HandModelBase
bool IsTracked [get]
 
abstract Chirality Handedness [get, set]
 
abstract ModelType HandModelType [get]
 

Additional Inherited Members

- Static Public Attributes inherited from Leap.Unity.HandModel
const int NUM_FINGERS = 5
 
- Protected Member Functions inherited from Leap.Unity.SkeletalHand
Vector3 GetPalmCenter ()
 
void SetPositions ()
 
- Protected Attributes inherited from Leap.Unity.HandModel
Hand hand_
 
- Static Protected Attributes inherited from Leap.Unity.SkeletalHand
const float PALM_CENTER_OFFSET = 0.015f
 
- Events inherited from Leap.Unity.HandModelBase
Action OnBegin
 
Action OnFinish
 
Action OnUpdate
 Called directly after the HandModelBase's UpdateHand(). More...
 

Detailed Description

A physics model for our rigid hand made out of various Unity Collider.

Definition at line 15 of file RigidHand.cs.

Member Function Documentation

◆ InitHand()

override void Leap.Unity.RigidHand.InitHand ( )
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.

◆ SupportsEditorPersistence()

override bool Leap.Unity.RigidHand.SupportsEditorPersistence ( )
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.

◆ UpdateHand()

override void Leap.Unity.RigidHand.UpdateHand ( )
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.

Member Data Documentation

◆ filtering

float Leap.Unity.RigidHand.filtering = 0.5f

Definition at line 21 of file RigidHand.cs.

Property Documentation

◆ HandModelType

override ModelType Leap.Unity.RigidHand.HandModelType
get

Definition at line 16 of file RigidHand.cs.


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