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.HandSkeleton Class Reference

Description

The representation of a tracked hand.

The bone hierarchy will be created below this transform at runtime

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

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

virtual GameObject CreateHandSkeleton (Transform trackerTransform, bool isLeft, bool showRealObjects)
 
virtual Transform GetForearmBone ()
 
virtual Transform GetWristBone ()
 
virtual Transform GetBoneTransform (Finger finger, FingerBone fingerBone)
 Gets the transform of the tracked bone.
 
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.
 
virtual void UpdateComponent ()
 Update the component manually.
 

Static Public Member Functions

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

virtual void InitializeSkeleton ()
 This function is used to initialize the tracked bones.
 
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()

virtual void Passer.Tracking.HandSkeleton.InitializeSkeleton ( )
protectedvirtual

This function is used to initialize the tracked bones.

Reimplemented in Passer.Tracking.LeapHandSkeleton, Passer.Tracking.OculusHandSkeleton, and Passer.Tracking.UnityXRHandSkeleton.

◆ GetBoneTransform()

virtual Transform Passer.Tracking.HandSkeleton.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 in Passer.Tracking.LeapHandSkeleton.

◆ 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

◆ UpdateComponent()

virtual void Passer.Tracking.SensorComponent.UpdateComponent ( )
virtualinherited

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: