Tanoda
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A skinned and jointed 3D HandModel. More...
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 () |
void | SetupRiggedHand () |
void | AutoRigRiggedHand (Transform palm, Transform finger1, Transform finger2) |
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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... | |
Static Public Member Functions | |
static Vector3 | CalculateZeroedVector (Vector3 vectorToZero) |
Public Attributes | |
bool | modelPalmAtLeapWrist = true |
bool | useMetaCarpals |
Vector3 | modelFingerPointing = new Vector3(0, 0, 0) |
Vector3 | modelPalmFacing = new Vector3(0, 0, 0) |
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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] |
bool | deformPositionsInFingers [get, set] |
bool | scaleLastFingerBones [get, set] |
Quaternion | userBoneRotation [get] |
Rotation derived from the modelFingerPointing and modelPalmFacing vectors in the RiggedHand inspector. More... | |
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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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Hand | hand_ |
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Action | OnBegin |
Action | OnFinish |
Action | OnUpdate |
Called directly after the HandModelBase's UpdateHand(). More... | |
A skinned and jointed 3D HandModel.
Definition at line 20 of file RiggedHand.cs.
void Leap.Unity.RiggedHand.AutoRigRiggedHand | ( | Transform | palm, |
Transform | finger1, | ||
Transform | finger2 | ||
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Sets up the rigged hand if RiggedFinger scripts have already been assigned using Mecanim values.
Definition at line 141 of file RiggedHand.cs.
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static |
Finds nearest cardinal vector to a vector
Definition at line 266 of file RiggedHand.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 95 of file RiggedHand.cs.
void Leap.Unity.RiggedHand.SetupRiggedHand | ( | ) |
Sets up the rigged hand by finding base of each finger by name
Definition at line 129 of file RiggedHand.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 RiggedHand.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 101 of file RiggedHand.cs.
Vector3 Leap.Unity.RiggedHand.modelFingerPointing = new Vector3(0, 0, 0) |
Definition at line 78 of file RiggedHand.cs.
bool Leap.Unity.RiggedHand.modelPalmAtLeapWrist = true |
Definition at line 57 of file RiggedHand.cs.
Vector3 Leap.Unity.RiggedHand.modelPalmFacing = new Vector3(0, 0, 0) |
Definition at line 83 of file RiggedHand.cs.
bool Leap.Unity.RiggedHand.useMetaCarpals |
Definition at line 61 of file RiggedHand.cs.
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getset |
Definition at line 29 of file RiggedHand.cs.
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get |
Definition at line 22 of file RiggedHand.cs.
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getset |
Definition at line 47 of file RiggedHand.cs.
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get |
Rotation derived from the modelFingerPointing
and modelPalmFacing
vectors in the RiggedHand inspector.
Definition at line 87 of file RiggedHand.cs.