Humanoid Control for Unity v4
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Public Types | Public Member Functions | Static Public Member Functions | Public Attributes | Protected Member Functions | Protected Attributes | Properties | List of all members
Passer.Tracking.LeapHandSkeleton Class Reference

Description

A hand tracked by LeapMotion.

Inheritance diagram for Passer.Tracking.LeapHandSkeleton:
Passer.Tracking.HandSkeleton Passer.Tracking.SensorComponent

Public Types

enum  BoneId {
  Invalid = -1 , Hand = 0 , ThumbProximal , ThumbIntermediate ,
  ThumbDistal , ThumbTip , IndexMetaCarpal , IndexProximal ,
  IndexIntermediate , IndexDistal , IndexTip , MiddleMetaCarpal ,
  MiddleProximal , MiddleIntermediate , MiddleDistal , MiddleTip ,
  RingMetaCarpal , RingProximal , RingIntermediate , RingDistal ,
  RingTip , LittleMetacarpal , LittleProximal , LittleIntermediate ,
  LittleDistal , LittleTip , Forearm , Count
}
 

Public Member Functions

override void UpdateComponent ()
 Update the component manually.
 
override Transform GetBoneTransform (Finger finger, FingerBone fingerBone)
 Gets the transform of the tracked bone.
 
virtual GameObject CreateHandSkeleton (Transform trackerTransform, bool isLeft, bool showRealObjects)
 
virtual Transform GetForearmBone ()
 
virtual Transform GetWristBone ()
 
virtual int GetBoneId (Finger finger, FingerBone fingerBone)
 
virtual void Show (bool showModel)
 Show or hide the rendered model of the sensor.
 
virtual void StartComponent (Transform trackerTransform)
 Start the manual updating of the sensor.
 

Static Public Member Functions

static LeapHandSkeleton Find (Transform trackerTransform, bool isLeft)
 
static LeapHandSkeleton Get (Transform trackerTransform, bool isLeft)
 
static HandSkeleton FindHandSkeleton (Transform trackerTransform, bool isLeft)
 

Public Attributes

bool isLeft
 True: this is a left hand. Fale: this is a right hand.
 
new bool show = false
 Determines whether this skeleton should be rendered.
 
Tracker.Status status
 The tracking status of the sensor.
 
float rotationConfidence
 The confidence (0..1) of the tracked rotation.
 
float positionConfidence
 The confidence (0..1) of the tracked position.
 
bool autoUpdate = true
 Is used to set whether the sensor updates itself.
 
GameObject model
 

Protected Member Functions

override void InitializeSkeleton ()
 This function is used to initialize the tracked bones.
 
virtual void OnDestroy ()
 
void UpdateSkeletonBones (Leap.Hand leapHand)
 
void UpdateSkeletonRender ()
 Updates the rendering of the bones.
 
void EnableRenderer ()
 
void DisableRenderer ()
 
virtual void ShowModel (string resourceName)
 Try to add a rendered model to the sensor.
 
virtual void CreateModel (string resourceName)
 Add a rendered model to the sensor.
 
virtual void Awake ()
 Initializes the sensor.
 
virtual void Start ()
 Starts the sensor.
 

Protected Attributes

List< TrackedBone > bones
 The list of tracked bones.
 
bool rendered
 
Transform trackerTransform
 The transform which is used as the root of the tracking space.
 
bool _show
 

Properties

bool renderController [set]
 Enable or disable the renderers for this sensor.
 

Member Function Documentation

◆ InitializeSkeleton()

override void Passer.Tracking.LeapHandSkeleton.InitializeSkeleton ( )
protectedvirtual

This function is used to initialize the tracked bones.

Reimplemented from Passer.Tracking.HandSkeleton.

◆ UpdateComponent()

override void Passer.Tracking.LeapHandSkeleton.UpdateComponent ( )
virtual

Update the component manually.

This function is meant to be overridden

Reimplemented from Passer.Tracking.SensorComponent.

◆ GetBoneTransform()

override Transform Passer.Tracking.LeapHandSkeleton.GetBoneTransform ( Finger  finger,
FingerBone  fingerBone 
)
virtual

Gets the transform of the tracked bone.

Parameters
fingerThe requested finger
fingerBoneThe requested bone in the finger
Returns
The tracked bon transform of null if it does not exist

Reimplemented from Passer.Tracking.HandSkeleton.

◆ ShowModel()

virtual void Passer.Tracking.SensorComponent.ShowModel ( string  resourceName)
protectedvirtualinherited

Try to add a rendered model to the sensor.

Parameters
resourceNameThe name of the resource to use for the model

No new model is added when it already has a model

◆ CreateModel()

virtual void Passer.Tracking.SensorComponent.CreateModel ( string  resourceName)
protectedvirtualinherited

Add a rendered model to the sensor.

Parameters
resourceNameThe name of the resource to use for the model

Any existing model will be destroyed and replaced.

◆ Show()

virtual void Passer.Tracking.SensorComponent.Show ( bool  showModel)
virtualinherited

Show or hide the rendered model of the sensor.

Parameters
showModelTrue will show the mode, False will hide it

◆ Awake()

virtual void Passer.Tracking.SensorComponent.Awake ( )
protectedvirtualinherited

Initializes the sensor.

When trackerTransform is null, it will be set automatically to the parent of this transform.

Reimplemented in Passer.Tracking.ViveTrackerComponent.

◆ Start()

virtual void Passer.Tracking.SensorComponent.Start ( )
protectedvirtualinherited

Starts the sensor.

Does nothing at this moment.

Reimplemented in Passer.Tracking.HydraController, and Passer.Tracking.UnityXRHandSkeleton.

◆ StartComponent()

virtual void Passer.Tracking.SensorComponent.StartComponent ( Transform  trackerTransform)
virtualinherited

Start the manual updating of the sensor.

Parameters
trackerTransform

When this function has been called, autoUpdate will be disabled and the sensor will no longer update from Unity Updates. Instead, UpdateComponent needs to be called to update the sensor data

Member Data Documentation

◆ autoUpdate

bool Passer.Tracking.SensorComponent.autoUpdate = true
inherited

Is used to set whether the sensor updates itself.

When enabled, the sensor will update itself. When disabled, StartComponent and UpdateComponent need to be called to update the tracking status.


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