Namespace Leap::HandsModule¶
- namespace Leap.HandsModule
Enums
- enum BoundTypes
ENUM types for bones of the hand the hand binder can attach to
Values:
- THUMB_METACARPAL
- THUMB_PROXIMAL
- THUMB_INTERMEDIATE
- THUMB_DISTAL
- INDEX_METACARPAL
- INDEX_PROXIMAL
- INDEX_INTERMEDIATE
- INDEX_DISTAL
- MIDDLE_METACARPAL
- MIDDLE_PROXIMAL
- MIDDLE_INTERMEDIATE
- MIDDLE_DISTAL
- RING_METACARPAL
- RING_PROXIMAL
- RING_INTERMEDIATE
- RING_DISTAL
- PINKY_METACARPAL
- PINKY_PROXIMAL
- PINKY_INTERMEDIATE
- PINKY_DISTAL
- WRIST
- ELBOW
- class BoneNameDefinitions
Used to define what bones names are valid for each finger
- class BoundBone
A data structure to define starting position, an offset and the Transform reference found in the scene
- class BoundFinger
A data structure to define a finger
- class BoundHand
A data structure to define all the fingers in a hand, the wrist and elbow
- class DistortTrackingDataToVisuals : public Leap.PostProcessProvider
A post process provider that allows hand visuals to generate leap hands that can be used to distort tracking data to visuals This should be used in cases where you have visual hands that do not conform to leap data size, e.g. a monster hand that has extra long fingers
- class 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.
- class HandBinderAutoBinder
- class HandBinderUtilities
- class HandModelManager : public MonoBehaviour
A script to manage the active hand models in the scene
- class SerializedTransform
A data structure to store information about a transform and a Gameobject
- class ShowArm : public MonoBehaviour
This script makes it easy to swap between two hand meshes. It is meant to be used with one hand mesh that includes an arm and one that doesn’t. It attempts to automatically find the meshes based on their names when adding this component or when resetting it.
- class TransformStore
A data structure to store a transforms position and rotation