Class Leap::HandsModule::HandBinder

class Leap.HandsModule.HandBinder : public Leap.HandModelBase

The HandBinder allows you to use your own hand models so that they follow the leap tracking data. You can bind your model by specifying transforms for the different joints and use the debug and fine tuning options to test and adjust it.

Public Functions

virtual override Hand GetLeapHand ()

Returns the Leap Hand object represented by this HandModelBase. Note that any physical quantities and directions obtained from the Leap Hand object are relative to the Leap Motion coordinate system, which uses a right-handed axes and units of millimeters.

Return

virtual override void SetLeapHand (Hand hand)

Assigns a Leap Hand object to this HandModelBase.

Param hand

virtual override void UpdateHand ()

Called once per frame when the LeapProvider calls the event OnUpdateFrame. Update the BoundGameobjects so that the positions and rotations match that of the leap hand

virtual override void BeginHand ()

Called after hand is initialised. Calls the event OnBegin and sets isTracked to true.

void ResetHand (bool forceReset = false)

Reset the boundGameobjects back to the default pose given by DefaultHandPose.

virtual override bool SupportsEditorPersistence ()

Returns whether or not this hand model supports editor persistence. Set by public SetEditorPose.

Public Members

BoundHand BoundHand = new BoundHand()

The data structure that contains transforms that get bound to the leap data

float ElbowLength

The length of the elbow to maintain the correct offset from the wrist

Vector3 GlobalFingerRotationOffset

The rotation offset that will be assigned to all the fingers

Vector3 WristRotationOffset

The rotation offset that will be assigned to the wrist

bool SetPositions = true

Set the assigned transforms to the same position as the Leap Hand

bool UseMetaBones = true

Set the assigned transforms to the same position as the Leap Hand

bool SetModelScale = true

Should the hand binder modify the scale of the hand

float ScalingSpeedMultiplier = 1

A multiplier to the base speed of the lerp when scaling hands

List<BoundTypes> Offsets = new List<BoundTypes>()

User defined offsets in editor script

SerializedTransform[] DefaultHandPose

Stores all the children’s default pose

Chirality Chirality

The chirality or handedness of the hand. Custom editor requires Chirality in a non overridden property, Public Chirality exists for the editor.

Hand LeapHand

The Leap Hand object this hand model represents.

Properties

overrideChirality Handedness { get; set; }

The chirality or handedness of this hand (left or right). To set, change the public Chirality.

overrideModelType HandModelType { get; set; }

The type of the Hand model (set to Graphics).