The Arm class represents the forearm. More...
Inherits Bone.
Public Types | |
| enum | BoneType |
| Enumerates the names of the bones. More... | |
Public Member Functions | |
| Arm () | |
| Constructs a default Arm object. More... | |
| Arm (Vector elbow, Vector wrist, Vector center, Vector direction, float length, float width, LeapQuaternion rotation) | |
| Constructs a new Arm object. More... | |
| bool | Equals (Arm other) |
| Compare Arm object equality. More... | |
| bool | Equals (Bone other) |
| Compare Bone object equality. More... | |
| override string | ToString () |
| A string containing a brief, human readable description of the Arm object. More... | |
Public Attributes | |
| Vector | Center |
| The midpoint of the bone. More... | |
| Vector | Direction |
| The normalized direction of the bone from base to tip. More... | |
| float | Length |
| The estimated length of the bone in millimeters. More... | |
| Vector | NextJoint |
| The end of the bone, closest to the finger tip. More... | |
| Vector | PrevJoint |
| The base of the bone, closest to the wrist. More... | |
| LeapQuaternion | Rotation |
| The orientation of this Bone as a Quaternion. More... | |
| Bone.BoneType | Type |
| The name of this bone. More... | |
| float | Width |
| The average width of the flesh around the bone in millimeters. More... | |
Properties | |
| LeapTransform | Basis [get] |
| The orthonormal basis vectors for this Bone as a Matrix. More... | |
| Vector | ElbowPosition [get] |
| The position of the elbow. More... | |
| Vector | WristPosition [get] |
| The position of the wrist. More... | |
The Arm class represents the forearm.
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stronginherited |
Enumerates the names of the bones.
Members of this enumeration are returned by Bone::type() to identify a Bone object.
| Arm | ( | ) |
| Arm | ( | Vector | elbow, |
| Vector | wrist, | ||
| Vector | center, | ||
| Vector | direction, | ||
| float | length, | ||
| float | width, | ||
| LeapQuaternion | rotation | ||
| ) |
Constructs a new Arm object.
| elbow | The position of the elbow. |
| wrist | The position of the wrist. |
| center | The position of the midpoint between the elbow and wrist. |
| direction | The unit direction vector from elbow to wrist. |
| length | The distance between elbow and wrist in millimeters. |
| width | The estimated average width of the arm. |
| basis | The basis matrix representing the orientation of the arm. |
| bool Equals | ( | Arm | other | ) |
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inherited |
| override string ToString | ( | ) |
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inherited |
The midpoint of the bone.
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inherited |
The normalized direction of the bone from base to tip.
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inherited |
The estimated length of the bone in millimeters.
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inherited |
The end of the bone, closest to the finger tip.
In anatomical terms, this is the distal end of the bone.
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inherited |
The base of the bone, closest to the wrist.
In anatomical terms, this is the proximal end of the bone.
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inherited |
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inherited |
The name of this bone.
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inherited |
The average width of the flesh around the bone in millimeters.
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getinherited |
The orthonormal basis vectors for this Bone as a Matrix.
The orientation of this Bone as a Quaternion.
Basis vectors specify the orientation of a bone.
xBasis Perpendicular to the longitudinal axis of the bone; exits the sides of the finger.
yBasis or up vector Perpendicular to the longitudinal axis of the bone; exits the top and bottom of the finger. More positive in the upward direction.
zBasis Aligned with the longitudinal axis of the bone. More positive toward the base of the finger.
The bases provided for the right hand use the right-hand rule; those for the left hand use the left-hand rule. Thus, the positive direction of the x-basis is to the right for the right hand and to the left for the left hand. You can change from right-hand to left-hand rule by multiplying the z basis vector by -1.
You can use the basis vectors for such purposes as measuring complex finger poses and skeletal animation.
Note that converting the basis vectors directly into a quaternion representation is not mathematically valid. If you use quaternions, create them from the derived rotation matrix not directly from the bases.
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get |
The position of the elbow.
If not in view, the elbow position is estimated based on typical human anatomical proportions.
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get |
The position of the wrist.
Note that the wrist position is not collocated with the end of any bone in the hand. There is a gap of a few centimeters since the carpal bones are not included in the skeleton model.
C# and Unity