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
- 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
- SerializedTransform[] DefaultHandPose¶
Stores all the children’s default pose